Review by Daniluke
""Final Fantasy XIII tells his story in a way that few knew the generation""
In a world where technology seems to have mixed with the organic, people live secure under the authoritarian regime of pompous only organization called Sanctum. Acceptance of this dictatorial regime comes from pure fear, fear of a huge monolith of metal known as Fal'Cie: The hand behind everything that goes wrong in the world of Cocoon. Anyone who is touched by the nefarious Fal'Cie is immediately sentenced to the outside world, a wild hell known as Pulse.
Is this scenario that Final Fantasy XIII begins. The thirteenth episode of the popular franchise from Square Enix, who in fact is nowhere near its end, is an adventure like no other seen in this generation consoles. And when I say "seen" is not just words, believe me, few games compete with the Early visual adventure woven by legendary Japanese firm. The expression of his characters the way each scenario and the environment seems to have come from a deep dream, but at the same time palpable, with details that capture the eyes of even the less fussy, as you advance your journey.
As in Final Fantasy VI, you see is not just adventure through the eyes of a single character, but several. There is a serious and impulsive woman soldier named Lightning, who graces the cover of the game, the tall one with the surfer pose Snow, who tries to carry the world on his back, the ever-optimistic Vanille, who entertains with his Australian accent, a vengeful and depressive Hope, who embarks on a journey of heroes blaming the death of his mother, and so on. Can you say that I speak of the classic stereotypes of the Japanese RPG? It yes, but how they engage the point of surprising you do not see the hours pass.
Why yes, you might have guessed this, and I confirm now: Final Fantasy XIII is an extremely linear. Well, of course the genre itself is linear, but this goes further, putting you all on a single route. What can we put such a bad thing in this case is also what inspires the best qualities of the title, and more for front gives life to a hole that would not have to exist, the game was more linear.
Not understand? First things first: The fact that the game is highly linear gives life to an incredibly strong narrative. Follow the game is almost a tribute to the various accounts of all games in the series. The fact that you see the world for multiple characters refer directly to the sixth Final Fantasy, but the way the characters themselves make the narrative refers to others. You see, all the way to be stoic Fine Lightning refers quite as Cloud Strife (Final Fantasy VII) in all its schizophrenia viewed the world. Snow already can be affectionate, but is strongly driven by his past, with flashbacks to the right, and Squall in Final Fantasy VIII. Meanwhile, Vanille, a stranger in the world, tells in first person their questions and fears hidden by the constant smile - just what marked the sad story of Final Fantasy X.
He felt the whim? Then. The fact that you practically have only one way for the whole story makes you jump in time of events and focus on the fast and tactical fighting system. The battles of Final Fantasy XIII fleeing everything you could expect from the series. These are still dominated by menus and commands, but you do not have much time to think and, even so, he called attention worthy of a strategy game. The focus is the exchange between the specialization of each character, and a speedy exchange. So the game has virtually no experience and levels, the trend is firm to buy skills at a map and simple called Crystarium, which differs from character to character.
Each develops its expertise in a way, with clear focus in certain areas (Vanille, for example, was born to heal). Since all agree, is due to trade through a system of Paradigm Shift, which allows you to leave already arranged an order of specialization for each of your warriors. In the most difficult battles you have to change every moment, at a time putting the muscular Snow to protect the group a strong impact, Lightning to focus their attacks on the enemy in the meantime, while Vanille cure any wounds. In the next moment, when the monster relax, you change both the expertise to focus on pure attack and thus make the greatest possible damage in a short time.
Examples like these are just the tip of the iceberg, but the game, but until challenging, never taken by surprise. It is quite interesting as it adds element by element as you progress through the game, never complicated, so you get the adventure having to worry only about when and how to attack, in which case is how to handle the classic ATB, the famous placing that appears in almost all Final Fantasies. This time it does not determine when your character attacks, but rather, with each action uses a cash bar. The more full, but attacks and skills can be combined.
Like I said, because of this focus in the fighting, the game does not always take it easy, especially after the first five hours of play when one mistake can cost the lives of everyone in seconds. Recognizing this nature, the developers made the game all up fast with respect to navigation. He died in a boss? Forget that story back everything up to the save point, you are returned directly from the losing battle and can access the menu for any adjustments.
Of course you're not always at a disadvantage as well, especially when the powerful Eidolons, also known as invocations, come into play. Are true transformers that help fight actively and alternate between mythological forms and vehicles that the characters use. The best example is the already much talked about Shiva in this game, twin sisters. One is in charge of recovering the group, while other shows mastery in attack spells, but when triggered mode Gestalt, both hold hands and legs crossed (in scenes of breathtaking) to become a bike that Snow could use for battle. One can not help being impressed, as you have an open mind to the fantasy, of course.
After so long accustomed to the fast pace and highly narrated the game takes you to an extent that everything becomes open and slightly lost. The game becomes more open and you are treated to the rare side-quests that do not influence the story. The coming of this party would be welcome as long as you have questioned the absence of cities, shops and other classic elements of the series, however, ironically, as I said, when the freedom of a world map appears in the mix, you have clung to more form of the game, the point of feeling a real vacuum. Luckily, after this filling, the game returns to its explosive flow and returns you to the stately buildings and the explosive action toward an end beyond charming.
Incidentally, speaking on charm, no matter what are your reservations about the system and the experiments of this episode of the franchise, the visual itself can not help but captivate. I am not talking characters with expressions stylish beautiful to see, talk of art itself and the picture he paints on your screen. Every scene has at least dozens of details that are worth being seen, or rather, you end up looking for them by the mere fact that they are beautiful. As I said, the game reaches an incredible balance between the technological and organic, where waterfalls and trees share space with skyscrapers and wiring.
I do not expect you to understand exactly that question, but to understand that the look is like a great dessert that lasts over 60 hours of the game, after all, the best thing is to figure out every scenario in your way, even without much room for exploration. The soundtrack of the game helps build the unique climate that exalts the game world. It is interesting to note how the composer, the relative newcomer in the series Masashi Hamauzu, seems to incorporate elements of the most famous franchise, emotive arrangements of Nobuo Uematsu with all the grandeur of imperial Hitoshi Sakimoto, for example, while giving your touch staff. Suffice it to say that the game sounds like it needs, at some point mysterious, fanciful and well in another oppressor when he wants.
Having played the Japanese version by the end too, I can say that the voice work is highly desirable western themed and personality of each component of the story. Moreover, in some cases to fix it some personality. In Japanese, Sazh, for example, the oldest and the group leader, sounded like a goofy with some outbreaks of serious emotional, because in English it actually looks like a person with a sense of danger and caught in a series of events that never imagined that she would live. The actor was it even further and added some touches of sarcasm that completed the personality of the shooter improvised.
With a single destination from start to finish: Final Fantasy XIII is an adventure very strong and captivating, which, little by little, you start to care about their leaders and hoping that everything goes so feared during the final. The extreme linearity of the game unfortunately does little to captivate fans who had not ventured by Square Enix's fantasy, especially those accustomed to the freedom of some RPGs that our corner of the planet, but for that there is intense fighting system and its subtleties. Yes, in the old excuse of Eastern RPGs are stopped will not stick, ie, do yourself a favor and your game: at least test Final Fantasy XIII - the great hope is that when you realize it is already involved with day - and not least, a few games this generation tell a story as well.
Reviewer's Score: 9/10 | Originally Posted: 03/15/10
Game Release: Final Fantasy XIII (US, 03/09/10)
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