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Thread: FFXIII-2     submit to reddit submit to twitter

  1. #1021
    RNGesus
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    The random battle system sounds fine. But I'm gonna miss the way Gran Pulse looked. It was teeming with life with the wolves running around, the dragon things flying everywhere, and the occasional giant adamantoises. Guessing no more monsters fighting each other on the field either.

  2. #1022
    Ridill
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    Well, like the previous poster said we might still see that aside of the random monsters popping up. iF otherwise, then that would be a shame ;<

  3. #1023
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    No, its random encounters. They will randomly spawn (yes, you can run around in a circle - I did it). You get an aura around you that shows how close and it gives you buffs and stuff, but it's not always the case where you can outrun the mobs. You can only outrun them if you are running away in a straight line, and even then I still got stuck in combat. the demo was about 20 minutes and I got bored and left after 10 when I realized it was the same game as XIII just w/ prettier graphics and a new story (ill just wait for release since thats the case).. but i also had watched somebody else play before me from start to finish so I didn't need to play it myself to watch it all over again.. I really wanted to see the combat.

    I could still only control tha party lead, the monster didn't add anything special aside looks. It acted the same way as a com/sent/healer, ect... would. I was basically spamming Ruin - Ruin - atk, or atk - atk - ruin over and over again until I got bored of that and just went to auto atk mode

  4. #1024
    blax n gunz
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    http://www.gamasutra.com/view/news/3...tasy_XIII2.php

    If there is a game that was as eagerly anticipated and then as roundly criticized as Final Fantasy XIII, it's hard to call it to mind. The game took years to develop in what was, the team has admitted, an extremely troubled process -- both design ideas and technological hiccups resulted in a game that was far from what it could have or should have been.

    It's surprising that producer Yoshinori Kitase and director Motomu Toriyama -- the same pair behind the original game -- are as contrite as they are about it, simply because it's unusual for Square Enix to take such an attitude publicly. It is clear, however, that the pair want to win back the series' fans, Moreover, it's also clear they're making an effort to address the game's issues not only with words but with actions, in the form of Final Fantasy XIII-2, a direct sequel to the original, which is set to ship in January 2012 in North America.

    In the following interview, the two discuss how they have tried to satisfy the complaints of FFXIII players, and answer rumors that have persisted since the release of the original game.

    When you gave your GDC presentation about XIII, around when the game came out, you showed a lot of metrics from focus testing. The biggest question in my mind is: how much of that feedback went into XIII-2?

    Motomu Toriyama: We actually set out with a concept for XIII-2. Our ultimate goal is rectifying every single point in Final Fantasy XIII that has been criticized by the users. The main criticisms, I suppose, were: one, it was too story-driven and therefore was quite linear, and, two, that there weren't that many towns and cities to explore, and also that there was no matching interaction between the player and the gameplay.

    We actually took those criticisms very seriously, and you'll notice that we tackled them completely and thoroughly. This new game is more player-driven, as opposed to story-driven, so that you can explore different locations and fields to get information and explore towns and other types of locations, as well. So we are very determined to rectify all of the problems, and we think we have.

    Even if some elements carry over, Final Fantasy typically introduces new gameplay design for each game in the series. That's good because it things keep evolving, but it doesn't give you a chance to refine stuff before moving on, generally. Does this game give you more of a chance to actually refine the ideas that you introduced with XIII?

    Yoshinori Kitase: As you know, XIII introduced a completely new battle system. Because it was so new, we wanted to give each player time to get used to it, and to get the hang of it. Before, with XIII, we just wanted the stages to be quite long, where you have to go quite carefully and slowly and which would look like very lengthy tutorials, which a lot of people didn't like at all.

    Because this is the sequel to XIII, we took the basic concept of the Paradigm Shift, for example. The basic idea is the same; but we actually refined it and added new elements to it to make it even better.

    So, as you said, the refining process is something we've enjoyed this time around. This time we didn't have to make the game from scratch, so we just have to pursue more product quality and add some extra depth to the game. We feel that we have achieved a very high-quality game.

    I remember an interview came out around the time the game was released in Japan saying that there was a volume of content created for the original XIIIthat was more than could be used in the game. Was that the genesis of where this project came from? Did you end up using any of the content as you moved forward?

    YK: I think this idea was derived from one comment made by one of our staff, and I think it has been quite widely misunderstood or misinterpreted. It is true in any game, in the process of making it, that obviously you have to come up with lots of different ideas, and obviously you can't materialize every single one of them. You have to try them out, and eventually you're left with the best ones for use. It's only that because there are lots of ideas and content that we could have included in XIIIwhere we didn't; but we didn't actually recycle any of them for XIII-2. It's certainly not that XIII-2 came from the idea of how to make any use of the rejects; that's not how it happened.

    XIII-2consists of two parts. One part is the elements and parts that we created from scratch, and the other part is that we took the basic materials from XIII, like the characters, universe, and locations; but every single aspect has been revised or has had new some elements added into it. For example, characters are now presenting completely different, with new costumes, and when it comes to the field map, we now put the element of seasons into it. So it's either completely brand new or the elements from XIII but all differently revised or reworked.

    One thing you talked about in your GDC presentation that I thought was interesting is that, in the past of the series, a lot of people could offer ideas into Final Fantasy and they could be incorporated. But, as development got more complex, that couldn't happen as much. Is that something that you've been trying to move back towards? I know it led to a lot of the interesting concepts -- things that people remember very much about the series. I talked to Tokita-san as well, and he had a similar opinion that it would be great if you could incorporate more of the staff's ideas in a collaborative development style.

    MT: It's not just as simple as making a game in an old-fashioned way; it's more than that. But what we did do with XIII-2 is that we completely separated the concept phase and actual development phase, and all sorts of ideas that we discussed during the first phase have been taken into XIII-2. One of the criticisms that we received for XIII was that there weren't enough mini-games, for example, so we implemented more mini-games. One of the concepts behind Final Fantasy, and one of the priorities behind XIII-2 is that it's a bit of a melting pot; you can enjoy all sorts of different types of gameplay in one game. That kind of concept is back in action with XIII-2

    One of the things that I found really, really interesting is that, in the Game Developer magazine postmortem for XIII, there's a sense that, until the demo with the Japanese Advent Children Blu-ray was released, there was no vertical slice of the game -- no way to get the team to understand what they were making. From a production standpoint, how have you addressed that, moving forward?

    MT: At the beginning of development, we set out to, as we said before, look at all of the problems and criticisms we received about the gameplay of XIII. Also, as the development process of XIII was criticized, we wanted to tackle that issue, as well. So we did introduce a vertical slice; the playable version you've just seen at E3 was the first vertical slice version that we've created, so that vertical slice issue has been tackled.

    So you're changing the way the team's process works as well? Addressing audience complaints is one side of it, but the other side of it is actually changing the process of the development team to be more effective.

    MT: Yes, we have changed a lot of things in terms of the process, and details will be disclosed at GDC next year, maybe. (laughs)
    tl;dr More exploration, more towns, less 'on-rails' experience. Combat system is essentially identical. Less 'recycled' content than reported. SE is re-working its development process overall.

  5. #1025
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    I really enjoyed FFXIII's battle system but I know a lot of people didn't so much (The 'just press x' thing is BS, all FFs with the exception of a couple of more active combat entries like 12 and versus could be slimmed down in such an absurd way, it's what you're pressing confirm to do). I'm sure that circular thing with the sword in will have some kind of gameplay meaning that they haven't mentioned yet, and i *really* hope what they're referring to above isn't just adding QTEs. I have no problem with QTEs but they really don't add anything much to the game and again, some people don't like em.

    Whilst I like XIII and think I'll like XIII-2, I think they really need to drop a lot of the stuff they brought into the series with it. I think they could stand to learn a lot more from Type-0 for the future of the series than XIII (I seriously wish we'd get a properly mature FF game, minus the stupid anime angst and that, although I'm not sure how that reflects on the general community).

  6. #1026
    Ridill
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    Oh yeah, i forgot about the QTE's during combat and CS's. QTE's are for a lot of regular atk's so get rdy to spam em during every random battle

  7. #1027
    blax n gunz
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    Quote Originally Posted by Katlan View Post
    Oh yeah, i forgot about the QTE's during combat and CS's. QTE's are for a lot of regular atk's so get rdy to spam em during every random battle

  8. #1028
    the whitest knight u' know
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    From all the footage of that demo I have seen, QTEs were only for cinematic boss situations and Feral Link abilities. I hope you're just talking about the Feral Link stuff. Please elaborate instead of being vague in an attempt to bum us all out.

  9. #1029
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    QTE's are in a lot of CS's (least of the demo - nearly all of them). Not just one QTE, multiple. You jump on a giants hand and you do a QTE to slash at it, you do a QTE to dodge an inc atk, you do a QTE to jump, ect... I lost interest in the demo pretty fast after watching others play it from start to finish, but there were many QTE's in combat. Maybe it was special moves in combat that was used to a kill a mini-boss/boss? But they are there. Outside of QTE's combat felt 100% identical to XIII's, I couldn't figure out anything different about it.

    And no, I'm not hating just to hate.. I liked XIII for the most part. They said there is stuff about the battle system they haven't revealed yet and will later, but I'm dissapointed how it felt like I was playing the same game as XIII

  10. #1030
    blax n gunz
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    The previews gave me the impression that you would only be mashing the QTEs during specific sequences to transition between boss phases or finish them on, God of War style. Still bad, but not nearly as bad as having to mash QTEs constantly throughout a fight's more mundane sequences, Kingdom Hearts style. I've seen no definitive answer on which path 13-2 is taking.

  11. #1031
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    OST is going to be great


  12. #1032
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    Damn, gimme D:

  13. #1033
    the whitest knight u' know
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    Ya... tha's good stuff right thar.

  14. #1034
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    Guitar+violin. SE needs a new trick already; it's getting old. Surprise us, use a bassoon or something.

  15. #1035
    RNGesus
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    Quote Originally Posted by Manf View Post
    Guitar+violin. SE needs a new trick already; it's getting old. Surprise us, use a bassoon or something.
    lol.


    Song sounds amazing, want moar.

  16. #1036
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    Quote Originally Posted by Tyrath View Post
    lol.


    Song sounds amazing, want moar.
    Same, it's pretty much a consistent style within FFXIII to use that sort of music, and I like the consistency it brings.

  17. #1037
    D. Ring
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    i have to say i do love rock and i can listen to classical i actually like Metallica's S&M album >.>;

  18. #1038
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    Quote Originally Posted by Manf View Post
    Guitar+violin. SE needs a new trick already; it's getting old. Surprise us, use a bassoon or something.
    It's not that it's necessarily getting 'old'. Because it can still sound awesome but in this case it just doesn't.
    Get Shimomura in the building and you'll say amazing every single time. The woman's a genius.

  19. #1039
    Chram
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    Quote Originally Posted by Manf View Post
    Guitar+violin. SE needs a new trick already; it's getting old. Surprise us, use a bassoon or something.
    wot?

    Actually, now that I think about it, it reminds me a lot of the faster Cowboy Bebop jams

  20. #1040
    Ridill
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    Quote Originally Posted by Manf View Post
    Guitar+violin. SE needs a new trick already; it's getting old. Surprise us, use a bassoon or something.
    I think your alone in this assessment

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