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Final Fantasy XIII |OT|

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Deleted member 30609

Unconfirmed Member
MegaKungFuRadio said:
After falling asleep with the controller in my hands, I don't think I can deny anymore what I had been suspecting for the near 20 hours I've played so far: this game is boring. That in and of itself isn't too bad because I still find myself wanting to play it despite the fact that it makes me super drowsy and want to do something else, but then I think about the gross amount of resources that went into the making of this game and it's almost insulting. The structure of the game is just so monotonous that even though I like the combat, I can't play for very long before I have to turn off my PS3 and look for something else to do. I didn't think the departure from the town-overworld-dungeon formula would have this effect, but I suddenly appreciate what each of these things do to break up and vary gameplay bits much more.
the game seems compromised to me.

like they got to the point where they were looking at schedules and their budget and realised that their actual vision would be too expensive, so they just had to say 'fuck it, let's just try and do this one thing well.'
 

Toki767

Member
I just got to Chapter 11 and wow, Gran Pulse is beautiful. All those monsters roaming the fields. It looks like it's time for grinding. :lol
 
Rez said:
the game seems compromised to me.

like they got to the point where they were looking at schedules and their budget and realised that their actual vision would be too expensive, so they just had to say 'fuck it, let's just try and do this one thing well.'

I dont know man. The game is so focused story and combat wise, that i dont think they cut side events, but rather more dungeons/areas to tell more story stuff. After all, they spent so long building the tech and world, they wanted to show it off.
 

Xevren

Member
Toki767 said:
I just got to Chapter 11 and wow, Gran Pulse is beautiful. All those monsters roaming the fields. It looks like it's time for grinding. :lol

Seriously. I'm having so much fun with this chapter just looking around and what not.
 

ULTROS!

People seem to like me because I am polite and I am rarely late. I like to eat ice cream and I really enjoy a nice pair of slacks.
MegaKungFuRadio said:
After falling asleep with the controller in my hands, I don't think I can deny anymore what I had been suspecting for the near 20 hours I've played so far: this game is boring. That in and of itself isn't too bad because I still find myself wanting to play it despite the fact that it makes me super drowsy and want to do something else, but then I think about the gross amount of resources that went into the making of this game and it's almost insulting. The structure of the game is just so monotonous that even though I like the combat, I can't play for very long before I have to turn off my PS3 and look for something else to do. I didn't think the departure from the town-overworld-dungeon formula would have this effect, but I suddenly appreciate what each of these things do to break up and vary gameplay bits much more.

I agree too. I fall asleep sometimes... But still want to play it. :/
 

Toki767

Member
Gamer @ Heart said:
I dont know man. The game is so focused story and combat wise, that i dont think they cut side events, but rather more dungeons/areas to tell more story stuff. After all, they spent so long building the tech and world, they wanted to show it off.
I honestly think they must have spend a tremendous amount of time not only in creating the game engine, but also in trying to perfect the battle system. The battle system seems so complex after everything is available that I can imagine they must've had tons of people making sure everything was balanced and nothing was broken.
 

Zzoram

Member
MegaKungFuRadio said:
After falling asleep with the controller in my hands, I don't think I can deny anymore what I had been suspecting for the near 20 hours I've played so far: this game is boring. That in and of itself isn't too bad because I still find myself wanting to play it despite the fact that it makes me super drowsy and want to do something else, but then I think about the gross amount of resources that went into the making of this game and it's almost insulting. The structure of the game is just so monotonous that even though I like the combat, I can't play for very long before I have to turn off my PS3 and look for something else to do. I didn't think the departure from the town-overworld-dungeon formula would have this effect, but I suddenly appreciate what each of these things do to break up and vary gameplay bits much more.

I was also falling asleep while trying to play. It's why I can't play more than 2 hours a day, even though FFVII I could play for 8 hours in a day easily. I know it's not just me being older, because I was playing other games for 8 hours in a day no problem recently.

I think having a 25 hour dungeon before giving you something else to do is just too much. FFVII worked for me because of all those silly minigames in towns, like dressing up Cloud as a girl, playing minigames in the Gold Saucer casino, or catching and breeding Chocobos helped to break up the dungeons/combat.
 
Angry Grimace said:
You make it sound like switching paradigms is as simple as "attack" and "heal." It's not.

It just feels like everyone whining about the battle system missed what SE was trying to do with the battle system; to have an ATB turn based battle system where it doesn't feel like people are just standing around.

Actually, it is as simple as attack and heal/buff. I've seen a total of 1 fight that needed a sentinel so far, and it was an avoidable encounter. Due to the way Paradigm cancel works, all you need is 3 cancel sets, and each of the 2 paradigms in the set varies very little from one another. Using a shroud before combat makes it even more of a button masher because you don't even have to bother buffing.

If the game is mainly about switching paradigms while the AI handles the individual commands through auto-battle, why didn't the developers make the most out of the class roles and paradigm switching? They could have at least made auto-battle less effective for your leader, so you might have to think a little more about inputting commands. If much of the success of a battle relies on the correct pre-battle setup, why reduce the level of character customization to almost zero?

As for 'AI control', I find it very annoying that I can't make an allied commando focus fire on one target if there are multiple enemies.

There is much more they could have done to improve the depth and player involvement in the battle system.

Anyway, if you really care about my opinion, I have posted an incomplete review in progress here.
 

Zzoram

Member
Angry Grimace said:
I don't understand what's wrong with switching paradigms and doing auto-battle. It's one thing to not like the way it works, but it's weasel wordy to claim the system is "just switching paradigms and pressing auto battle." You make it sound like switching paradigms is as simple as "attack" and "heal." It's not.

It just feels like everyone whining about the battle system missed what SE was trying to do with the battle system; to have an ATB turn based battle system where it doesn't feel like people are just standing around.

Not only that, but the claim that you don't have control over the other two people in your party is nonsense. You have plenty of control over what they are doing. That argument would only make any sense if you would agree that it would be fun to slow down the pace of battles by 3 times in order to give you a chance to assess what you want to do and that the AI is stupid and does the wrong thing, but it doesn't.

I do like the battle system, I was just agreeing that paradigm shift + auto battle seems to be the way to play. Manually picking attacks has no real benefit once you've fully scanned the enemies, because the AI knows what attacks do more/less damage and picks the best.
 
D

Deleted member 30609

Unconfirmed Member
darkwing said:
i think the battle system alone redeems the game's faults


...

don't hurt me :(
I actually think so as well. It is a very, very well done system.
 

knitoe

Member
Just finish crystal lake area and not seeing anything worth playing. Don't care for story, characters and combat system. Graphics look nice, but its design all comes down to variations of long corridors. Don't understand how Square could mess up such a great franchise. I'll have to force myself to finish this game. Thought I'll never had to say that with main FF game. GoW3 & DA: Awakening can't come soon enough.
 

Zzoram

Member
darkwing said:
i think the battle system alone redeems the game's faults


...

don't hurt me :(

I'm not sure what my verdict on the game is yet. I have a lot of problems with the game pacing due to the constant dungeons and the story feeling like it's all filler until they decide to do the significant parts all at once near the end, but it looks good and the combat is kinda fun. Tough fights are puzzles where you try to figure out the best paradigm combos for the situation, and the retry system makes it not too frustrating to have to repeat the same battle several times.
 
D

Deleted member 30609

Unconfirmed Member
Jamesfrom818 said:
How fucking long do I have to play before all the tutorials are done?
they're all pretty much done by the end of chapter 3.

you'll still get the occasional tutorial, but it is very, very infrequent.

unless the game suddenly starts throwing more at me in chapter 6-11.
 

Zzoram

Member
Rez said:
they're all pretty much done by the end of chapter 3.

you'll still get the occasional tutorial, but it is very, very infrequent.

Chapter 4 had several tutorials. Weapon Upgrade system and Gestalt mode.
 

Toki767

Member
Jamesfrom818 said:
Who the fuck thought that was a good idea? Thats fucking retarded.
I think they really tried to not overwhelm someone off the bat, especially new players so the game teaches you something, then lets you practice through a dungeon, then it teaches you something new again and it repeats. It's not completely horrible thinking, but I think it's just a case where they might have taken a bit too long to introduce all the mechanics.
 
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Deleted member 30609

Unconfirmed Member
Zzoram said:
Chapter 4 had several tutorials. Weapon Upgrade system and Gestalt mode.
yeah, but they're hardly intrusive. it isn't a frequent barrage.

it would be disingenuous to say tutorials continue all the way through Chapter 4 and onward.

They basically die off mid-way through Chapter 3, really.
 

Zzoram

Member
Rez said:
yeah, but they're hardly intrusive. it isn't a frequent barrage.

it would be disingenuous to say tutorials continue all the way through Chapter 4 and onward.

They basically die off mid-way through Chapter 3, really.

The end of Chapter 3 is when you are first introduced to Eidelons
Chapter 4 shows you how to upgrade weapons, adding a new option to the save point menu, as well as showing you how to use Eidelons in combat

It would be wrong to say they end mid-Chapter 3 when very significant things are still being introduced until mid-Chapter 4.
 
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Deleted member 30609

Unconfirmed Member
well the question was 'when do all these tutorials stop', implying that every other step was shoving something new in his face and not actually letting him play the game.

Mid-way through Chapter 3, debatably, but certainly in Chapter 4 and onward is when the game really settles into the game it's going to be without a constant stream of introductions and text.

You're not playing one giant tutorial in the lead up to Chapter 11, is what I'm trying to say.
 

Zzoram

Member
Are there minigames when things open up during the Pulse level? Minigames were almost the best part of FFVII, I spent probably 30 hours just breeding and racing Chocobos, and almost as much time fighting in the battle arena trying to win that limit break or materia or whatever the super prize was.
 
darkwing said:
i think the battle system alone redeems the game's faults


...

don't hurt me :(

I think so, I also think that maybe is too much weight for the battle system to held at his own.Characters and plot is nice, but after 25h of running from the most lineal and large dungeon ever, it feels a bit old.

No puzzles, almost zero minigames and both of them pretty stupid? Why not even a couple of puzzles, actually FFX puzzles were a quite change of pace, why no repeat?
 

Dead

well not really...yet
Holy fuuuuuuuuuuck. just beat the Chapter 9 boss with less than 50 seconds left on the death counter, just as he was going to cast his strongest attack

I spent several hours farming on the ship, maxed out every single crystarium of every single character and this was still a hell of a fight :lol
 

Toki767

Member
Zzoram said:
Are there minigames when things open up during the Pulse level? Minigames were almost the best part of FFVII, I spent probably 30 hours just breeding and racing Chocobos, and almost as much time fighting in the battle arena trying to win that limit break or materia or whatever the super prize was.
I don't think there are any mini-games in Pulse. Chapter 8 would've been an awesome place to have mini-games though.
 
If it takes 25 hours to flesh out all gameplay aspects of your game, something is wrong. Most games don't even take 25 hours to complete nowadays.
 

Dead

well not really...yet
Jamesfrom818 said:
If it takes 25 hours to flesh out all gameplay aspects of your game, something is wrong. Most games don't even take 25 hours to complete nowadays.
This is total bullshit. There are pretty much no tutorials whatsoever after chapter 3.
 
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Deleted member 30609

Unconfirmed Member
Jamesfrom818 said:
If it takes 25 hours to flesh out all gameplay aspects of your game, something is wrong. Most games don't even take 25 hours to complete nowadays.
It takes about five hours to give you what you need to know. It should have taken significantly less than even that, that much is true.

You are well and truly playing the game in Chapter 4, if not 3.
 

Zzoram

Member
Toki767 said:
I don't think there are any mini-games in Pulse. Chapter 8 would've been an awesome place to have mini-games though.

That's really sad to hear. I was hoping for things to do besides combat.
 

Toki767

Member
Jamesfrom818 said:
If it takes 25 hours to flesh out all gameplay aspects of your game, something is wrong. Most games don't even take 25 hours to complete nowadays.
I think it's really more around 20 hours before you can go all out. While Chapter 11 is where it's more open with the side quests, you're pretty much set in terms of new elements after Chapter 9 I'd say.
 

Zzoram

Member
Rez said:
It takes about five hours to give you what you need to know. It should have taken significantly less, that much is true.

It was 10 hours in by the time I learned how to use Eidelons in combat. There is definitely still stuff they haven't revealed yet.
 
Clocian-IGN said:
ugh at chapter 11 boss, any tips other than the basic defend before big move, heal afterwards, attack ful force, defend cycle?

I did it without a Sentinel. Just set up buffs, and go at him. When you see animation for an attack switch to 3xMedic and fire off the spell asap after it hits, it took me 2 seconds to get back to full HP. Then switch to com/rav/rav or rav/rav/rav and fire away.

Relaxed Muscle said:
Who cares, eidolons sucks :lol

Because you're not using them properly. Eidolons are good for clearing thrash, but their main use is to restore your party - HP goes to full, all KO members go back to life.
 

Dead

well not really...yet
The comparisons to LOST, story wise, have turned out to be pretty damn accurate. Especially after the end of chapter 9, heh
 

Nose Master

Member
Dead said:
This is total bullshit. There are pretty much no tutorials whatsoever after chapter 3.

It really isn't, though. You can't choose your party, customize your jobs (fully)... Everything is gradual. You don't even start getting CP til 2-3 hours in... :lol

Also, fuck the default job setups for everyone. To be the most efficient with 2x Syn and a Sab, I'd have to use Hope, Sazh, and Fang. I already compromised having a shitty healer (and whiny bitch) for protect/shell, but I don't want to have to dump Lightning for Fang just because she has debuffs/dispel. :(.

Also... is it just me or is Sentinel completely fucking useless?
 

Toki767

Member
Nose Master said:
Also... is it just me or is Sentinel completely fucking useless?
I found Sentinel to be very useful when dealing with large groups of enemies. Kill an enemy, switch to a Sentinel and two Medics, then repeat.
 
Castor Krieg said:
Because you're not using them properly. Eidolons are good for clearing thrash, but their main use is to restore your party - HP goes to full, all KO members go back to life.

And what about the puntuation at the end of the combat? It does affect the final time?
 

Nose Master

Member
They're just, not worth bringing out other than as an "oh shit", and the battle just stalemates while you recover. And if you have haste and protect up, that's not really necessary?
 

Durante

Member
Nose Master said:
They're just, not worth bringing out other than as an "oh shit", and the battle just stalemates while you recover. And if you have haste and protect up, that's not really necessary?
I guess it depends on your play style, but there are a few enemy types that I really wouldn't want to encounter without the sentinel option.
 

Dead

well not really...yet
Nose Master said:
It really isn't, though. You can't choose your party, customize your jobs (fully)... Everything is gradual. You don't even start getting CP til 2-3 hours in... :lol

Also, fuck the default job setups for everyone. To be the most efficient with 2x Syn and a Sab, I'd have to use Hope, Sazh, and Fang. I already compromised having a shitty healer (and whiny bitch) for protect/shell, but I don't want to have to dump Lightning for Fang just because she has debuffs/dispel. :(.

Also... is it just me or is Sentinel completely fucking useless?
Sentinel is one of the most useful roles when the time calls for it. It is a lifesaver, literally.
 

Lyonaz

Member
Yes the Sentinel role is a lifesaver. Especially when fighting groups of more than 3 enemies.
You get 1 to tank and take out the highest threat with your Com and/or Rav. And Sentinel is pretty much the best role to have in your team when you're in Ch. 13.
 
omfg, i just got the chapter 11 boss down to like 25 percent, then he uses some bs tornado attack and kills me :(. I think I'm done for today lol
 

Nose Master

Member
Maybe it'll be more useful later, I guess. The only boss I had trouble with was (ch4 and... 7? spoilers)
Odin and that gunship.
I'll prolly end up using it for buffing when I swap Fang for Lightning. Meh.
 

Styles

Member
Just watched the opening CG to chapter
11
:OOOOOO

Having so much fun with the hunts right now. Lightning/Vanille/Snow is my ideal party for now. Awesome synergy between them.
 

Dead

well not really...yet
Vect said:
Just watched the opening CG to chapter
11
:OOOOOO

Having so much fun with the hunts right now. Lightning/Vanille/Snow is my ideal party for now. Awesome synergy between them.
I got really used to Lightening/Hope/Fang after chapter 9, even though I was forced to use them for most of the chapter, I see very little wrong with that combo.

Wouldnt be surprised if I end up going back to it after trying out several other formations
 
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