I don’t think this
needs explaining, but in case you’re just joining me here on Cross-Up, I might
as well spell it out: I don’t like
terrible things. I like knowing that
my time hasn’t been wasted, and that I’ve gained something from whatever little experience coming my way. I DON’T like knowing that I can’t sit through
something and walking away from it with a genuine headache not long after. And that’s what Final Fantasy 13-2 does to me, every single time I try to play
it. Every. Single.
Time.
And then there’s “The
Subplot.”
Listen. I actually don’t finish every game I
play. It’s not that I got bored with
them, or even hated them; I just…you know, never got around to seeing them
through to the end. But there has never,
ever been in a game in my possession
that broke me, my spirit, and my very psyche as severely as The Subplot of this
game. To be honest, there have been
times when games have made me actually stop playing for a little while, but
that’s because they got an extremely positive emotional reaction out of
me. Skyward
Sword made me stop. Xenoblade Chronicles made me stop. Hell, even One Piece: Pirate Warriors made me stop (though that may be more of
a credit to the anime than the actual game).
But in their own ways, those games -- and a good game or even story in
general -- have elements that can bring your progress to a halt. They can give you memories you’ll keep with
you for months and even years to come.
They DO NOT make you so furious and confused that you throw your
controller aside and stare blankly at the screen for several minutes, stewing
in silence at the sheer level of idiocy on display. They DO NOT make you realize how much time
you’ve wasted, and the fact that trying to play on until “it gets better” is
only going to help you waste EVEN MORE TIME.
So I’m done. I’m done with this game -- for now, at
least. Maybe if I cool off after weeks
of not touching it, I’ll come back and be able to finish it. But as it stands, I’m willing to let it sit
in its case, hoping that maybe when I crack it back open, it’ll come out of its
cocoon as a beautiful butterfly…or maybe Persona
5. So if you’re weary of me poking
holes in this game’s story, rest assured it won’t last for much longer.
I’ll get into The
Subplot soon. But first, we have
to discuss something else. Someone else.
(Or: What the Hell Are
You Doing, Squeenix?)
All right, let’s play a
game. In the space of a paragraph or
less, come up with the most generic and stereotyped summary of FF (or any JRPG) that you can -- you
know, as if you were an outsider looking in, or an FPS fan gleefully slamming
the genre.
Here, I’ll get the ball
rolling: In a world full of magic and crystals and giant chickens, a
spiky-haired emo twentysomething with a ridiculous sword fights another
spiky-haired emo dude (who may or may not look like a woman) with a huge sword,
with ominous Latin chanting in the background…and everyone can fly for some
reason. The story makes no sense and everyone
has amnesia, but on the plus side there are hot chicks everywhere.
It’s an unfair gesture
-- the highest form of insult and pigeonholing possible. But you know what the sad thing is? That’s
this game. It largely fulfills all
the stereotypes I listed and more. It is
exactly what you’d expect out of a generic, no-surprises-there JRPG. It is no longer the type of game that
instills wonder and intrigue; FF13-2 is
nothing short of a parody of the franchise.
How do I know? Easy.
Ignoring the fact that I’ve pissed away so many hours of my life, you
don’t need to look any further than the design of the game’s main villain,
Caius Ballad.
I mean, really.
Would you look at this guy? Is
this really it? Haven’t we had enough
ultra-handsome, ultra-suave villains in JRPGs?
I mean, this is not exclusively a FF
problem, at least prior to the “Compilation of Final Fantasy 7”; based on their Dissidia designs you could argue that Garland, Golbez, and Exdeath
are “generic big guys in armor”. But
just look at what else we’ve had showcased in Dissidia -- Cloud of Darkness, Kefka, Ultimecia, Jecht, Gabranth,
and even big bad demon Chaos have all shown how much variation you can have in
your villains. And don’t even get me
started on the heroes; we’ve had burly guys and flimsy guys, children and
adults, waifs and powerhouses, athletes and scholars, grumpy old(ish) samurai,
willowy rabbit mechanics, and a toy cat on a toy Moogle piloted by a
businessman working for one of the world’s most corrupt companies. And Quina.
Anybody know what Quina is?
What I’m getting at
here is that this is another lesson of character design that the
long-in-the-tooth Squeenix seems to be forgetting: not every character needs to
be beautiful. If every character looks
like a damn fashion model -- quite literally in some cases -- then nobody looks
like a fashion model. Nobody is
beautiful. Everyone just becomes a part
of this deluge of makeup and hair gel, and the game suffers for it. It’s harder to sympathize and feel attachment
to these characters by virtue of their unreal beauty (let alone their absurd
archetypal personalities); it’s breaking the suspension of disbelief. When military officials look like they’ve
just come out of a photo shoot, it’s the kind of thing that’ll subconsciously
tip you off. Hell, I bet that’s why Sazh
is one of the most appreciated characters in vanilla 13 -- it’s because he’s one of the few people in that game that
could potentially look like a real person.
(Though the shape of his afro is a bit suspect -- and while we’re on the
subject, no, afros are not semi-permeable masses that can flawlessly hide
items; try to stick a baby chick up there, and I promise you it’ll just sit
atop his hair, not go inside it.)
It may be a little
silly of me to expect a sense of realism out of characters in an unreal, often
hyper-stylized franchise and medium. But
for good or for ill, FF has had some
incredibly iconic designs over the years.
It’s been overflowing with creative vision. There’s no denying that Cloud’s hair was
absolutely bonkers, but that was to help him stand out -- to establish himself
as a badass soldier above all the rest (to his detriment, of course). Squall’s hair was comparatively simple,
befitting his practical nature and prioritization of the soldier lifestyle --
and it certainly helps that he’s wearing a bomber jacket instead of a purple
jumpsuit. Zidane’s monkey tail worked
for him because he was a thief -- a master of tricks and mischief. There’s even an argument to be had for Tidus
and his balls-out insane getup; it shows a hodgepodge of ideas and emotions
competing for supremacy, and in spite of his hatred of his father he STILL
wears several of Jecht’s emblems on his person.
So what does Caius’
design say about him? Uhhhhhhhhhhh…he
likes purple and black and belts and feathers and fur? No, no, that’s not good enough; obviously,
he’s a warrior. A fighter. And story-wise, he IS a guardian of sorts, so
there’s that. Granted that doesn’t
explain why his armor makes him looks so ridiculously evil, but then again I’ve always thought a largely-violet ensemble
lends itself too easily to villainy.
So how about Caius as a
character? Wellllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll…I
don’t know. That’s not to say I’m
indecisive about him; it’s just that I’m having a hard time remembering
anything truly distinct about him. It
probably doesn’t say anything too flattering about the character or the game if
I can’t remember such important details about things I’ve experienced barely
two months ago, but I can still remember the vitals from significantly-older
(and better) games.
I can say this much,
though: much like Lightning, Caius speaks in wordy platitudes that wear down on
you after a while…a while in this case being about eight seconds. But to be frank, it’s not as annoying with
Caius as it is with Lightning -- the reason being that at least with Caius,
it’s actually a part of his character instead of retconning. Caius is this immortal warrior who’s been
guarding Yeul for hundreds, if not thousands of years. It’s more than welcome for him to have an
archaic and flowery speech pattern. It
certainly helps that for long stretches at a time, his presence and impact on
the plot are completely missing.
This game is positively
bonkers about the treatment of the
characters in its logo. How is it that
in some twenty hours of gameplay, Serah and Noel have barely had any encounters
with Caius? How is it that in twenty
hours of gameplay, I’m hard-pressed to explain in detail what his plan is, how
he’s going to achieve it, why he has to be stopped, and how our heroes are
supposed to stop him? Why does such a
basic element of the story have to be missing for so long? Why is the game relying on obfuscation and
secrecy? Is it just to build tension and
mystery? No, that can’t be it, because
it just leaves me wondering what the hell the point of the story is. Just think about it -- what would Independence Day be like if we didn’t
find out that the aliens wanted to wreck Earth until there were only twenty
minutes left in the movie? What if they
hovered around for an hour, leaving people to guess what they were up to and
react accordingly, based on the potential to interact with an extraterrestrial
species or just plain protect the citizens and interests of their respective
countries? What…wait, actually, that
doesn’t sound like a bad idea. The focus
would have to change, but it’s more than manageable.
It’s certainly better
than what 13-2 offers, which is nothing.
If you’re going to have a villain, have him do something. Make him memorable, and have him do that
quickly. Say what you will about Sephiroth
(I sure have), but his status as a gaming icon has been well-earned; FF7 hyped the hell out of him well before
you actually met him in person. He
slaughtered his way through Shinra HQ and dragged a sin against nature from one
floor to the next. He did what no one
else could and gored the Shinra president.
He made shish kabob out of the Midgar Zolom, a giant cobra that would
tear the shreds of your party to shreds if you even tried fighting it at that
point. And of course, there’s the image
of him walking through fire after giving you -- the player, more than anyone else
-- a cold stare-down. He was a nightmare,
and THE key villain, and that fact was established well before you hit the
ten-hour mark.
So what does Caius
get? Well, he gets his big whompin’
battle with Lightning…which, as I’ve explained in grave detail before, sucks.
A battle with no stakes, no context, and no consequences is just wasted
time, no matter how many powers you give your characters. Now, supposedly it’s been confirmed that
Caius is “the strongest FF rival
ever”, but that doesn’t mean jack shit; ignoring the fact that it’s shown the
moronic paradigm shift at Squeenix Keep, how are we supposed to measure who’s
the strongest and who’s the weakest? Are
we supposed to strap on our scouters and check the villains’ power levels? Furthermore, what is the purpose of outright
declaring that Caius is the strongest?
Why should that matter? Caius is
a threat in his own right because he’s a villain out to do…something bad, and
is presumably well-equipped for the task.
Did they really need to instigate pissing contests about who could beat
who on GameFAQs? And again, what is the
purpose of power in terms of making him memorable? He’s absent in all but spirit throughout most
of my time with it; it’s hours and hours in before Serah even meets the man in
the flesh. You get one boss fight against
him that (as always) you can win by going on autopilot; just have one Medic
healing at all times, and you can mash X to win.
But there’s a
particular scene that I have to point to early in the game. First off, look at this picture.
That’s Caius up
there. And that’s Yeul he’s standing
next to him (more on her in a bit). Care
to know where they are? They’re outside
New Bodhum, relatively near the crater left by Noel’s meteoric entry into the
present. Care to know what they’re
doing? Watching Serah and Noel start
their journey.
The question that
immediately popped into my head when watching this scene was “Why aren’t they
doing anything?” At that point, there’s
just enough information to assume that it’s in Caius’ best interest to screw with
Serah and Noel as often and as thoroughly as he can. But he doesn’t. Why?
Hell if I know. I guess it’s part
of his “master plan” or something, but even then that’s no excuse. If by some reason -- by virtue of Yeul, some
manner of constantly-reincarnating seer and prophet -- he always knows where
and when Serah and Noel will be, why doesn’t he stop them? Why doesn’t he enact his plans immediately
instead of tiptoeing around confrontations and action and establishing himself
as a villain? Furthermore, if it’s
thanks to Yeul that he knows what will happen, then how does Yeul know? Sure, she’s a “seeress” and can presumably
see every moment in history, but does that mean she can pick and choose what
she wants to see?
And since so much of
this game’s plot (sure, let’s call it that) revolves around alternate timelines
and paradoxes, how is it that Yeul can keep all of this chronological hopscotch
straight in her mind? Furthermore, how
is Yeul getting around, to the point that she can be a few dozen yards behind
the main characters at any given moment?
I was under the impression that we’re dealing with multiple Yeuls,
reincarnations that exist specifically within that section of time (a Yeul for
3AF New Bodhum, a Yeul for 13AF Bresha Ruins, and so on…although that depends
on whether or not Yeul is ten years old, or is just really, really
young-looking and is of comparable age to Noel). So how did she get to New Bodhum? How did she manage to slip into town without
anybody noticing, especially since thanks to the meteorite fall the town’s on
high alert and guards are on patrol? And
on top of that, why doesn’t anyone notice Caius? That guy would stick out at a hair metal
concert.
See, this is what
happens when you make your characters too powerful -- when they use their
powers once to gain an advantage, the expectation is that A) they can and will
use that power again as needed, and B) their powers will be handled efficiently
and consistently so as not to open any plot holes. And as a corollary, C) their powers should be
geared so as to keep the balance between the protagonists and antagonists
stable. Would anyone like to explain to
me how it’s fair that our main antagonist is immortal and can go one-on-one with a warrior goddess and is being backed by a prophet that
can see whatever the plot needs them to, while our main protagonist is so out
of her depth and just plain dumb she
has to have a guy in parachute pants move her out of the way of a giant
fuck-off energy wave coming right at her?
All right, that’s
enough of that. Let’s switch gears and
talk about Yeul.
But before I do that, I
want to make something pretty clear pretty quickly: if there’s one archetype
that I hate -- and I mean hate --
more than any other in a JRPG or fiction in general, it’s the magical
waif. You know the type: it’s the young,
innocent and friendly girl with a frail body and an easily-shaken mind. It’s more often than not the main love
interest, more often than not the one packing immense supernatural plot-rending
powers, more often than not the one character the entire story is duct-taped
to, and more often than not one of the dullest characters in the entire
cast. Hands clasped in prayer,
holding/using some kind of staff, head downward-turned and teary-eyed, and
clinging to the hero’s leg like a ball and chain well before the endgame. Also tends to be a princess, in some position
of religious power or duty-bound by dogma, sought after by malcontents in The Empire, and/or just
plain part of some prophecy -- whether she’s a key player or just spills it for
others.
The biggest gripe that
I have with this archetype is that more often than not, they’re not really
characters; they’re just collections of ideas.
The idea is to have you bond and adore and enjoy these people (you can’t
spell “character” without “care”), but with the magical waif that’s incredibly
difficult. The reason being is that
generally speaking, you aren’t supposed to care
about them. You’re supposed to pity them -- because as we all know, a
good character is based solely on the circumstances of their birth and how much
they suffer vis a vis the plot.
It’s a
cheap substitute for writing effort and character establishment, in the sense
that this archetype has been done over and over and over again. That’s not to
say that it can’t be done well; Estelle from Tales of Vesperia is a solid example, in the sense that she has
more of a personality, is more than just a reward for the hero, and (in typical
Tales fashion) is actually a
deconstruction of the waifish princess with a mysterious power. Whether or not the same will apply to Yeul
when all is said and done remains to be seen.
It probably won’t, though; just listen to her theme.
But even if Yeul DID
turn out to be the best waif ever created, it’s still baffling to see her in
the context of FF13. I give that game a lot of shit, but at the
very least all of its ladies -- except Serah -- were, at least in concept,
tough and competent ladies who weren’t just bootstrapped to plot-ordained
roles. Many uphold Lightning and Fang as
tough and impressive heroines, and while Vanille isn’t exactly the most common
form of the mold, I’d sooner put her in that category than just the waif
category. So why, then, would 13-2 decide to backpedal and put yet
another one of these waifs into our hands?
Is it because she is -- if only by guilt of association -- a villain?
Probably. Because make no mistake: as much as Squeenix
would like you to believe that Yeul is this innocent and faultless little girl
doomed by fate, she IS a villain in her own right. (The name is a big tipoff -- Yeul? A corruption of “Yule”? I see what you guys are up to.)
As I understand it,
Yeul is a seeress. She can see the
future, and I would assume that also includes visions of the past -- so until
proven otherwise, I’m going to think of her future-sight as an ability to read
the flow of time like a book. At any
given moment, she can look forward or backward from her current position to gain
new info…and presumably, that means she has some sort of Ctrl+F function built
in to find specific items, ergo why she can track down Serah and Noel. (It still doesn’t explain how she and her
many reincarnations are getting around unnoticed, or why nobody has ever even
THOUGHT of mentioning the presence or ability of a seeress in the narrative of
either of the 13 games, but work with
me here.) What’s important is that Yeul
-- the aggregate consciousness of the Yeuls in every time -- know exactly
what’s going to happen, and as the seeress it’s her job to protect the
timeline.
Except if that’s the
case, the plot breaks down even further.
If Yeul knows that Caius is going to screw up (and in many ways HAS
screwed up) the timeline, why does she never call him out on it? Why does she never tell him to stop, or just
cool it a little? Sure, whatever Caius
is trying to do is ultimately for her benefit, preventing her reincarnations
from being bound to death by time paradox (or something), but if her ultimate
goal and reason for being the seeress is to protect the sanctity of the
timeline, why is she letting that guy
do whatever the hell he wants? Is it
because she doesn’t want to die or be reincarnated anymore? If that’s the case, why is that a
detriment? She has to die eventually
even if Caius succeeds. Is he just out
to end her effective immortality? Is
that what she wants? Did she tell Caius
what she wants? Or is that what Caius
wants? Or is this just more proof that
Squeenix hates women?
But wait, there’s
more. If Yeul has the foresight to know
the disasters that are bound to happen, then why doesn’t she tell Serah and
Noel about them? There’s an entire
sequence where a futuristic city falls under siege, and Yeul is on the
scene. Serah and Noel meet up with her,
and with her dying breaths she tells them to head to a place (and time) called
Augesta Tower, because that’s where they’ll find all their answers. She knew the situation well enough to die in
the exact place that Serah and Noel would reach…so if that’s the case, did she
also know that the city would fall under siege?
If so, why didn’t she try to prevent it?
Why didn’t she arm the heroes with the knowledge needed to prevent the
chaos to ensue (and a segment of The Subplot) when they met another one of her
reincarnations -- or better yet, when she watched over them in New Bodhum?
I’ve played through the
game enough to not only be confused, but justifiably pissed off. In the course of that sequence, the townsfolk
are massacred by an outbreak of monsters, a bridge gets dropped on the city
streets -- and likely civilians -- below, security systems go haywire, and even
beyond the bounds of the game it’s safe to assume there was tons more
collateral damage. And yet it’s Serah and Noel who get treated like
they’re wrecking the timeline when Caius
and Yeul are the ones mucking about via paradoxes or a combination of
inaction and enabling? Furthermore, what
sort of disastrous effects might that city siege have had on the timeline? What if one of the people who died was
supposed to find a cure for a disease, or develop some new technology? What if generations down the line, a
descendant ends up becoming the president?
Are we just supposed to not give a shit about the people we’re supposed
to be saving?
Let me answer that for
you: no, of course not. Because it’s as
I said earlier: Yeul is in this game for one reason only. She’s there to give Caius and Noel
motivation, yes (itself a pretty skeezy practice), but more importantly she’s
there for the player to pity. After
clearing a way through the siege, Yeul’s death sequence is capped with a sad
song and a sudden bout of rain, with any concern about the city that’s been
ransacked -- and is still being ransacked
-- completely forgotten. There’s no
denying that Noel has a right to flip out and drop everything, in that he’s
seeing his friend (or some version of her) die before his eyes. The problem is that the player feels no such
sense of attachment. I’m not trying to
be a heartless monster here; I’m trying to speak from the standpoint of the
player. We have maybe seen about fifteen
minutes’ worth of Yeul up to that point in the game, if that -- and a fair bit
of that time had her either standing in silence, speaking cryptically, or being
dead.
You can feel a slight
bit of sympathy at the sight of someone dying in front of you, but from a
writing perspective it’s a significantly poor effect. We don’t know who this girl is or why we
should care about her; we only know and care about her in relation to Caius and
Noel, and even then it’s patchy. The
most we can feel is the shallowest form of sympathy imaginable…but Squeenix, in
its infinite wisdom, figured that a
sad song and some rain are enough to make us care. There’s a difference between bringing out
tears through emotional torque, and bringing out tears because you make your
audience peel onions -- but at this stage, I’d bet that Squeenix assumes they’re
one and the same…and that onions are the greatest actors in known to man.
I wish I could say more
about Yeul. I really, really do. But after twenty-plus hours of this game and
nothing to show for it except multiple headaches, I can’t. She’s done little, if anything, to prove herself
as anything more than an amalgam of ideas and clichés. The intent was to make her sympathetic, that
much is obvious -- but in her current state, she’s bland, she’s biased, she’s
banal, and most of all she’s boring. I don’t care about this character at
all. I don’t care about Caius,
either. And the two of them together
establish another flaw in 13-2: if I
have absolutely no idea what the villains are trying to do twenty hours into
the game, and said villains have oh-so-rarely graced me with their presence,
and as a result have left little impact on the plot, then what the fuck have I
done so far? Am I even throwing a wrench
into their plans? What is their
plan? How do I stop it? Why can’t I do that instead of random
fetch-quests to gather sheep wool or taking orders from swirling balls of
angst?
And that’ll do it for
this post. But before I go, there are
two things that need to be said. First
off, I found a clip that perfectly encapsulates what I’m talking about -- both
how Yeul is about as intriguing as a plank of wood, and how the story relies so
heavily on pointless obfuscation.
Do you see what I
mean? Yeul walks on-screen, spouts
cryptic nonsense that means virtually nothing
to the player or the characters, and then…walks off. Fade to black, and then the next thing you
know, she’s gone. Where did she go? Why did she tell us that? Why didn’t she tell us anything else? If she’s supposed to lead others down “the
correct path”, then why not do so with Caius?
Why not tell plenty of other people?
Yeul? Yeul? Where are you going, Yeul? Why don’t you give me some answers,
Yeul? Why don’t you tell me what’s going
on? Why don’t you tell me what your plan
is, or how you feel about these paradoxes, or what’s going on in general? Why don’t you show some emotion and establish
yourself as more than just a plot device? Why don't you do something?
Nostalgia Critic, you wanna
take this one?
Yeah. That.
The second thing that I
want to say is that next time, I’ll wrap up my discussion about the story of 13-2 -- at least, as much of it I can
suffer through. That’s right. I’ve teased it and teased it and teased it,
and now it’s time to see how deep the rabbit hole goes.
Prepare
yourselves. It’s time for The Subplot.
Rhamy, I'm so sorry but you may have to give up on this game. I find myself enjoying the way you tear it down, but I feel like it's worn me down and I DON'T EVEN OWN A PS3!
ReplyDeleteOn a slightly related note, that Independence day alternative spin idea? That sounds like something that could make a GREAT how to make a good alien invasion movie article.
I do appreciate how you keep on trucking with this game, though, honestly.
...and people have told me that 13-2 was better than 13... After all of this... unbelievable.
ReplyDeleteI cannot say I hate ballads or slow, lighthearted, fluffy songs, but Yeul's theme is &^%$ing boring. Or maybe I've been listening to too any loud, techno-y video game soundtracks lately. Regardless, stale and painful. Even the lyrics make no sense.
Anywho.
Once you finished analyzing the impending "subplot", quitting is probably best for you. Sell the game. Or trade it in for something that is worthwhile. Maybe replay one of your favorite games of all time. Find cloud nine and get lost in it to heal your weary being.
Hang on a little longer, just hold on. Reward yourself when it's all over. :)
Oh, don't worry. I've long since started using better games as a palate cleanser (Devil Survivor 2 chief among them -- and expect a post on that one soon enough). There's always a chance that I'll go back and finish 13-2, on account of my pride as a gamer, but it's looking increasingly unlikely.
ReplyDeleteMaybe I can con my brother into suffering through it. He's the one that bought it, after all. He's not as nitpick-happy as I am, but he's savvy enough to pick up on games dishing out grade-A piles of manure. Or maybe I'll just take delight in seeing him suffer.
I may not finish posting about the game story-wise, but I don't need to in order to tackle the gameplay.
"...and people have told me that 13-2 was better than 13... After all of this... unbelievable."
Some people (the reviewers of GameInformer well among them) swear up and down that the battle system for 13 and 13-2 is the best the series has ever had. I...disagree. And let's leave it at that for now.
Much as I hate to admit it, you might be right. This may be a game I simply wasn't meant to finish; it's a real blow to my pride, but in the end I know it's not worth it.
ReplyDeleteI don't know...maybe. I mean 13-2 is not a hard game by any means, and if I glance at a walkthrough every now and then I'll have it cleared much faster. But that story...and the gameplay in general...just thinking about it feels like the kind of thing that's bound to inspire a few nightmares. (In fact, I plan to dedicate an entire post to this game's battle system...and the many, many, many failures it entails.)
Okay, back into positive thinking mode. Good to hear you're enjoying this -- and also good to hear you like my alien invasion thingamajig. I'm nothing if not a generator of ideas.
You're a better man than I. I played through, enjoyed and beat FF13 after applying many grains of salt. I think I stopped playing 13-2 less than an hour in. To compare. 13 felt like 8. Nice start, got irritating then made you glad you stuck it out. 13-2 doesn't even play the courteous motions of masking the obnoxiousness.
ReplyDeleteTheir loss of the dream team to Mistwalker studios is really showing. Lost Oddessy and Last Story really make this game look terrible. It's hard to believe this is the same game company that produced FF10 and FF12. At least there they showed they could drift from the legacy and make a good game...
I hear you on Lost Odyssey (though I haven't gotten around to playing The Last Story yet). I guess it's true about the industry: the creators may leave, but for better or worse the IP stays with the company and they can do whatever they want with it.
ReplyDeleteIn FF's case, "whatever they want" seems synonymous with "destroying it."
But man, barely an hour in...I'm not slamming you for it (in fact I have to applaud your wisdom), but considering that for the sake of these posts I've figured that it takes forty minutes alone to start your adventure in earnest...maybe I'm NOT just blindly hating on the game like I thought I was.
I consider myself a patient fellow. I played Dragon Quest 7 for 40 hours. For the uninitiated: DQ7 takes nearly 2 hours to get to a battle. I. Am. Not. Kidding. In fact I might be nice to not include the coma you might slip into trying to get to combat.
ReplyDeleteDragon Quest 4 went over my head when I played it when I was young. But once you get past that it is pretty friggen great! It's not for the impatient. See my rant here: http://dimanagul.wordpress.com/2012/08/10/musing-unsung-heroes/
Ok. So... I actually braved putting this in my PS3 again. And I have to say... Why doesn't Square learn from the previous games? At all? Why would you intentionally gimp the player and not let them see what the system has to offer? FF 13-2 is a terrible game at a glance... but once it actually gives you the toolset... it is actually a better game than the original.
ReplyDeletePut down the pitchforks. Let me explain. The story. Stupid. The Game (meaning battles / managing characters etc) is already better than 13 in it's end game. If I tune out the teen drama... I might... actually enjoy playing this. God help me.
"Ok. So... I actually braved putting this in my PS3 again."
ReplyDeleteAw, dude...you, uh...you didn't have to do that, man.
Okay, seriously though? I guess if I just ignored the story and played through the game, I probably wouldn't be risking an ulcer or anything. And if nothing else, 13-2 is a good way to pass the time or just whittle away hours with simple tasks; kind of a stress relief thing (again, ignoring the story). But here's the thing: personally, I can't divorce the story from a game that is semi-dependent on telling a story. I just can't. It's an irrevocable package deal. I can't -- and shouldn't have to -- ignore what's an essential part of a game. But the sad thing is, I guess at this stage that's the only way to even begin to enjoy 13-2.
Damn it, Squeenix. How could you let things get this bad...?
Ugh. Whatever. I'll be honest. I don't know if I'll ever be able to derive the same amount of pleasure you or others get from the actual gameplay; it might be too late for me, thanks to being too set in my ways for my own good. But in the end, I guess if you have even a one percent chance of enjoying 13-2, then that's fantastic. You're a lot better off than I am,