Electivirus
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Caught the NA Final Fantasy XIII-2 commercial on TV earlier today. Pretty hyped.
Hahaha...made me laugh.
Ive been listening to the OST on Youtube, and there are some definate stand out tracks for me:
Invisible Invaders
Eternal Fight Tell me that this song is used in a boss battle?
Historia Crux
Parallel World
Getting pretty hyped. Two weeks to go..
Hahaha...made me laugh.
Ive been listening to the OST on Youtube, and there are some definate stand out tracks for me:
Invisible Invaders
Eternal Fight Tell me that this song is used in a boss battle?
Historia Crux
Parallel World
Getting pretty hyped. Two weeks to go..
I guess you are referring to this one?
edit. I'm having problems understanding wtf Yeul is saying in that commercial lol
So, when do you think SE will demote Toriyama back to event planning (or at least out of FF storytelling), and/ or take Watanabe out of FF script writing? Fan reaction at amazon.jp and western reaction *so far* has all pointed towards a bad to really bad story.
Nojima at least. No really, he is busy with what? FFXIII has been in the making before Versus, and it took priority over Versus as well. If Nojima wasn't in charge of its story, it's probably because Toriyama wanted to give himselv (and Watanabe's a chance). Fine. After that, Versus script has probably been finished since then, but if they kept Toriyama/ Watanabe for FFXIII-2, it's because it's the sequel of their own story, and because they wanted to improve upon everything.Do they have much choices? Nojima was busy with other stuff, Matsuno went away, and I don't know anyone in there so much better than Watanabe. I think they can keep Toriyama as director if they can find one day a better writer though.
Tabata seems like he has promise, or at least the stories in his games aren't all bad, like Toriyama's are.Do they have much choices? Nojima was busy with other stuff, Matsuno went away, and I don't know anyone in there so much better than Watanabe. I think they can keep Toriyama as director if they can find one day a better writer though.
Nojima at least. No really, he is busy with what?
Tabata seems like he has promise, or at least the stories in his games aren't all bad, like Toriyama's are.
Isn't Nojima not a part of the company? I think so and at that point I don't think they need someone who is a part of SE. Why not get outside writers like Masato Kato? even they must know that Toriyama is not what anyone wants.
Do they have much choices? Nojima was busy with other stuff, Matsuno went away, and I don't know anyone in there so much better than Watanabe. I think they can keep Toriyama as director if they can find one day a better writer though.
It's not the best thing in the world, from what I've gathered, but it seems to be much better than anything Toriyama has ever done. With a bit more practice, he could perhaps crank out stories that don't make you go o*\ & cringe every few seconds.He is just credited for writing the scenario of Type-0 isn't it? I haven't heard anything good about the story of that game though.
Apart from a couple of decent writers like Matsuno and Nojima's best stuff, it's not like they've ever had some incredibly talented writers. And they have plenty of talent left in the company, just very little in the writer department.lol, that's absolutely pathetic... they dont have any talent left in the company? Crazy...
He was involved with Final Fantasy X development, and that's probably one of the most beloved episodes in the series. Maybe Watanabe is the real problem here
Nojima is the FFX's writer. Toriyama directed the cutscenes, which weren't that special, not at least when compared to real good event directors like the guy behind Vagrant Story/ FFXII/ KH1/ Versus cutscenes. He gave some ideas for the story, but then again, FFXIII was full of good ideas, the problem was execution. He was behind some decisions like the map linearity, and I highly doubt FFX would have been worse with better maps - besides, FFX compensated it with sidequests, lots of meaningful NPCs, towns or shops to break pace, etc; something Toriyama didn't realize when he made FFXIII.He was involved with Final Fantasy X development, and that's probably one of the most beloved episodes in the series.
Nojima is the FFX's writer. Toriyama directed the cutscenes [...]. He gave some ideas for the story
but then again, FFXIII was full of good ideas, the problem was execution. He was behind some decisions like the map linearity,
Is Toriyama the "real"/head director of FFX? Coz what I know, there are 3 directors: Tsuchida (Battle), Toriyama (Event), and Nakazato (Map).
Was Type-0's story/scenario any good?
Toriyama himself admitted that the project only got an unified vision after the demo was out. That's like failing one of the most basic and fundamental duties as a director.I get the feeling Final Fantasy XIII's results have more to do with messed development cycle than not the ideas of some director. (...) It's pretty clear that something gone wrong with XIII's development and I think people should stop blaming Toriyama entirely for it.
Toriyama was not FFX's "main" director, though, so we're left with FFX-2, which took the assets of an already existing game.Final Fantasy XIII-2, Final Fantasy X and X-2 are games directed by M.Toriyama and they're all very different from Final Fantasy XIII (or better).
Toriyama is the director of one of the greatest teams at Square-Enix and of the entire gaming industry. He has/ had excellent game designers (Tsuchida, the guy who directed Pulse's gameplay had had done a good job), excellent artists, and I bet excellent programmers, because it's team nº1 of SE. If anything, the entire team wasn't used to its full potential because of Toriyama.Give the man the right team to work with, and I'm sure he can do better.
The problem isn't only the script writing. The whole story was messed up. The thematics went nowhere or were downright contradicted. The characters that were more relevant were not given enough emphasis, while a lot of screentime went to nearly irrelevant characters and their development. The conclusion of some characters is downright insulting. The structure of the story was terrible, with most of the character development being immediatly told at the space of single cutscenes, most of the cutscenes focusing on repetitive plot ideas, and half of the relevant stuff being left to the datalog in the process. A lot of character details that could have been used to make several scenes emotionally stronger were left at external sources and novellas. And the build up, other than for a few things, was basically non-existant.As a scenario writer, we already know him and I agree in saying that he should create the scenario but let someone else better than him and Watanabe take care of the script itself.
Toriyama himself admitted that the project only got an unified vision after the demo was out. That's like failing one of the most basic and fundamental duties as a director.
so we're left with FFX-2, which took the assets of an already existing game.
Toriyama is the director of one of the greatest teams at Square-Enix and of the entire gaming industry. He has/ had excellent game designers (Tsuchida, the guy who directed Pulse's gameplay had had done a good job), excellent artists, and I bet excellent programmers, because it's team nº1 of SE. If anything, the entire team wasn't used to its full potential because of Toriyama.
Most of the things people disliked from FFXIII were directly related to him. The decisions he made to make towns feel like dungeons (yes, towns are there) for the sake of "having a revolutionary gameplay structure". The linearity of the maps for the sake of making the story better. The story execution itself. Etc.
The problem isn't only the script writing. The whole story was messed up. The thematics went nowhere or were downright contradicted. The characters that were more relevant were not given enough emphasis, while a lot of screentime went to nearly irrelevant characters and their development. The conclusion of some characters is downright insulting. The structure of the story was terrible, with most of the character development being immediatly told at the space of single cutscenes, most of the cutscenes focusing on repetitive plot ideas, and half of the relevant stuff being left to the datalog in the process. A lot of character details that could have been used to make several scenes emotionally stronger were left at external sources and novellas. And the build up, other than for a few things, was basically non-existant.
The story could have hyped itself up for great things, if it wanted, and then present them with a show; all it needed for that was to remove half of the filler it has, and in their place build up the relevant plot points and character development that were thrown to the database or to boring villain monologues. Then, use the budget for the CG sequences for the more ambitious story moments, instead of wasting it in useless movies that are only there to look pretty.
Nojima has been a freelancer since 2003. He has his own company now.
I liked it a lot, plus it links to the FNC mytho way better than XIII/XIII-2 did IMO.
Sorryfor the sudden intrusion, but does anyone know of a place that will ship the CE overseas? I was thinking of ordering it, and can't find one on Play Asia. Help?
Sorryfor the sudden intrusion, but does anyone know of a place that will ship the CE overseas? I was thinking of ordering it, and can't find one on Play Asia. Help?
lol, that's absolutely pathetic... they dont have any talent left in the company? Crazy...
The best part of that was putting little hats on my monsters.After a few more times playing the demo, the monster aspect is growing on me, mainly because some of them are so darn cute
FFXII had a lot problems, but it was still a well-designed game. Many of FFXIII's problems are inherently design problems. And not exactly the same way as gambits that could be tweaked but have depth by themselves. FFXIII's maps are large enough, that they could easily take out a bit of the road, and add a bit more space, and a bit more diversity. The linearity was on purpose. The towns are there, they just were treated as dungeons with different scenary instead of being re-used to full potential. That was done on purpose, so the game could break the traditional RPG structure (world map -> town -> world -> dungeon -> repeat). It just so happens that Toriyama took out something (towns, sidequests, worldmap), without adding much to compensate. Much like the map system of the game, the strategy is always the same: remove gameplay for the sake of innovation. The traveling between maps feels disjointed, but that's because Toriyama wants to (as he did again for FFXIII-2 when he could very well take another path, like building upon Pulse's world, etc). The character customisation systems are there, they just suck.Let's not forget XII had similar problems and the ending result was sort of bad too. It seems to me the problems in Square Enix go beyond the faults of one director and has alot more to do with general way of handling game development from every single aspects, production included.
(...)
The same with Y.Matsuno and Itou just few years before? Can't be a chance.
It's similar to what he did for FFX. And after all the hate, he made something more like FFX-2 in 1.5 years. So yes, I'd say it's what he wanted.Is this what he really wanted or is this what they were forced in doing in less than two years of actual development?
You probably liked the ideas behind the story, the characters and the world, which are good. A good writer could have made the story experience mindblowing with those ideas.Here I agree, but I enjoyed Final Fantasy XIII story and characters while recognizing faults in there. I especially enjoyed the universe they created.
The best part of that was putting little hats on my monsters.
The Uridimmu monster (the wolf-like monster) looks SO CUTE with the hat. :3
Anyone know if in the retail version you can name the monsters anything you wanted? Some of the recommended names they give you can be great, but I wanted to name some of my monsters something else.
When I used the Uridimmu in combat once, Serah said, "good boy!" a few times when it defeated an enemy. I didn't catch Noel saying much in terms of what the monsters did (though I didn't use monsters a lot, so that must be why I didn't notice much).That's my favorite one so far. I guess what initially worried me was that the characters along with the monsters would annoy me, but I admit that everyone is growing on me.
Oh thanks for the responses on the last page to those who answered. I won't go in expecting some legit continuation.
GAF, I need your help. I'm not gonna sugar coat this, but, I HATE XIII. I really dont have to list the reasons why, as they're typically the same that you would hear from normal XIII hater.
thing is, I loved the demo. There was just something about it. It was decent enough to play for 3 hours straight. A DEMO.
For those of you that have played the full game: my question is as follows. Is the sequel good enough to not pass it up strictly on the principal of how much I hated the first game?
I was going to pass this game off entirely, but decided that I'm not THAT vain of a person, and decided to play the demo. I was impressed.
Is the game consistent with how good the demo was?
FFXII had a lot problems, but it was still a well-designed game. Many of FFXIII's problems are inherently design problems. And not exactly the same way as gambits that could be tweaked but have depth by themselves. FFXIII's maps are large enough, that they could easily take out a bit of the road, and add a bit more space, and a bit more diversity. The linearity was on purpose. The towns are there, they just were treated as dungeons with different scenary instead of being re-used to full potential. That was done on purpose, so the game could break the traditional RPG structure (world map -> town -> world -> dungeon -> repeat). It just so happens that Toriyama took out something (towns, sidequests, worldmap), without adding much to compensate. Much like the map system of the game, the strategy is always the same: remove gameplay for the sake of innovation. The traveling between maps feels disjointed, but that's because Toriyama wants to (as he did again for FFXIII-2 when he could very well take another path, like building upon Pulse's world, etc). The character customisation systems are there, they just suck.
On the surface, Toriyama's FFX-2 and FFXIII-2 are identical to that in their own way, but FFXIII-2 still seems like a mesh of different, unrelated ideas, where I wonder if they even mesh well together, or if they are as polished as they should be or if simply thrown there for the sake of more quantity. The reviews so far and the demo seem to point out at a bit of all those: lots of ideas, many with a questionable execution, but overall a fun 8/10 product. Kinda like FFX-2.
"Final Fantasy XII talk and Itou's games"
You probably liked the ideas behind the story, the characters and the world, which are good. A good writer could have made the story experience mindblowing with those ideas.
if you hate XIII because of the story, then probably you shouldn't expect anything better this time...
What about the people that loved XIII's story? What can we expect?
I disagree. What was lacking in FFXII gameplay-wise? Maybe some mini-games, maybe a more meaningful license board and treasure chests (both fixed on the Zodiac version), maybe some tweaks to the battle system to be less automatic?Talking of XII though, you can't find me agreeing on that. Without going much into details because my english sincerely sucks, I see XIII and XII suffering of similar problems - united also by the same troubled development – both retaining linearity to extremes (one just gives you larger corridors, forgetting what level design really is), both lacking gameplay outside of battles (both games center their experience solely on battles), both lacking an original strong idea that can make the gameplay sort of unique and unforgettable. In both games I felt I was wandering around just to reach the next cutscene and not in search of some challenging gameplay (being that a dungeon, a town, a minigame or battle). From a gameplay point of view, both games felt shallow to me. Empty of possibilities, free of chances. Both featured giant maps, still both are nothing more than empty boxes lacking possibilities.
Breaking the rules for the sake of it is usually a bad idea, especially when you sacrifice elements of RPG that make the experience better, and add nothing.The idea of breaking the rules of the genre it's actually a good one, if it was managed just a little better at least.
What about the people that loved XIII's story? What can we expect?
I disagree. What was lacking in FFXII gameplay-wise? [...]
EDIT: Wasn't Watanabe the script writer for FF Type-0?
I liked it.
Depends if you consider mashing the X button to manually attack or use steal each time fun. But I understand what you mean, at least FFXIII's battle system added paradigm shifts and had the chain bar to give meaningful control/ interaction with the player, while the AI took care of the repetitive stuff. FFXII had a more customisable set up pre-battles, but the battles themselves were very passive.removed every fun and interaction from the battles;
In the demo, there were invisible walls to prevent big jumps.EDIT: Just out of curiosity, in the "platforms stages" in XIII-2 is possible to fall and die?
That's reassuring. Which is then your favorite story, XIII's one or XIII-2's?
EDIT: Just out of curiosity, in the "platforms stages" in XIII-2 is possible to fall and die?
I think XII had several problems with its level/dungeon design and the lack of puzzles thus action outside of battles. Also the characters' development system made every character a copy of each one, and the GAMBITs while interesting at start, removed every fun and interaction from the battles; turning out as being the most automatic (/auto-played) Battle System in the series.
What about the people that loved XIII's story? What can we expect?