Final Fantasy XIII |OT2|

Majukun said:
i have not played persona,i know,it's a great game,but never played it personally.

paradigms set only what "generally" tha cpu must do,nbut if,for exemple ,i want to boost my atk in that moment,i can't,i have to switch paradigm and wait that the CPU decide that it's the moment to give it to me,probably after so many other boost that i don't need.
that's not my idea of control.
you don't have total control over you "leader" either,all you have to do is scan an enemy and then press the "automatic attack" every now and then...

Um, you shouldn't be hitting 'auto-battle', then. I played the game for more than 70 hours, and I think the only time I ever really did that was when I was playing as a medic and needed to heal quickly.

Sure, the option exists if you want to use it, but it's pretty ridiculous to complain about the lack of control while using auto-battle.
 
Kagari said:
I didn't think the old thread was active enough for a second OT, but hey...

Well, people still kept posting in it, so I think it's pretty fair to have opened a second OT.

KuwabaraTheMan said:
Um, you shouldn't be hitting 'auto-battle', then. I played the game for more than 70 hours, and I think the only time I ever really did that was when I was playing as a medic and needed to heal quickly.

Sure, the option exists if you want to use it, but it's pretty ridiculous to complain about the lack of control while using auto-battle.

My complaint would be that sometimes the game moves too fast to let you choose commands for certain roles. But I know that, for example, I got tired of the AI always picking 1 single heal with auto as a medic when the damage is small, but not small enough that 1 heal is enough to fill the HP bar, so as a medic I would try to always pick stuff manually. Or how the AI never picks certain skills to use.
Auto is cool, but always and only using it and then complaining is such a lame move.
 
It's so weird. Earlier in the year when I was farming giant turtles, they'd never drop shit. I pick the game back up to finish off the trophies, and now it's rare that I don't get Dark Matter or Ignots.

Fucking game.
 
Is it okay to sell the Wurtzite Bangle? It gives between a 2500-3000 HP boost, but I haven't really had to rely on HP boosting accessories-- and it sells for 177,000 gil in the state it's in right now which is going to speed up gil farming.
 
Brandon, you're planning on platinuming the game right? What trophies do you need?
 
brandonh83 said:
Is it okay to sell the Wurtzite Bangle? It gives between a 2500-3000 HP boost, but I haven't really had to rely on HP boosting accessories-- and it sells for 177,000 gil in the state it's in right now which is going to speed up gil farming.


after maxing an accessory, I sold it to make money to max out the next accessory
(i assume you are farming gil for treasure hunter)

in the end you don't NEED any accessories at all...maybe the genji glove. but that's really it.
 
ULTROS! said:
Brandon, you're planning on platinuming the game right? What trophies do you need?

Treasure Hunter and all missions 5-starred.

All I need for the rest of the accessories is a load of Perovskites, but since they're 30,000 gil and I need around 12 of them, yeah, that's going to take a while.

I'm pretty sure that I've had close to every non-ultimate weapon so I think when I get all the accessories, it shouldn't be much of an effort beyond that point.

Cels, I went ahead and sold it, when I realized how many Perovskites I needed and how much they cost individually.
 
I'd recommend 5-Starring all the missions first before proceeding with the Treasure Hunter trophy.

After you 5-star all the missions, make a separate save file and then proceed to sell all your unnecessary equipment and kill adamantoises for Gold Ingots (which can be farmed in Chapter 13 before the Hallway of Eden) and you'll have 12 Perovskites in no time.

What missions do you need to 5-star though?
 
Like, 40 missions still :lol

and yeah I've been killing adam's before Edenhall like all afternoon, there for a while they were dropping Ingots like crazy and then they just stopped.

That's probably a great suggestion though because this is trying my patience. May do me some good to do something else.

Trent Strong said:
I don't get it.

Youtube, Tourette's Guy. :D
 
40? Whoa. :lol

If you want to extend your time limit (in order to achieve 5-stars if you complete the boss below the time limit), equip the crappiest stuff.

Mission 64 or the last mission: Use Vanille as the main character, play around with SAB/SYN/SEN, SAB/SEN/SEN, and SAB/SEN/MED. Poison spam the boss and you'll kill him in no time.

62 is the hardest, I need to remember my strategy.
 
When I first did them I didn't care about getting 5 stars because at that point I didn't think I'd bother with getting all the trophies. Oh well, it's something to do :lol

wait, when you say equip crappy equipment, do you mean both weapons and accessories?
 
I remember 64 actually being pretty easy for me on my second playthrough when I went for the platinum trophy. 62 wasn't bad either. Both were nightmares though on my first playthrough. I guess I just had all the right equipment and stuff.

Only mission I remember being an epic pain in the ass to 5 star on the 2nd playthrough was that giant douchebag cactuar.
 
I managed to 5-star the Giant Cactuar in one go. :P
 
Sometimes I think about starting a second playthrough because whenever I sat down to play XIII it was actually a great way to unwind from the day. I'm thinking if I should focus on achievements this time around for fun but a lot of them seem to be not worth the trouble (having to grind the turtles for hours, strictly following some weapon equipment guide so you don't get screwed) and I'm afraid it would take away what I find relaxing about the game.
 
I gotta say, now that I've played through the frozen lake/crystal area I'm liking the game a lot more. I might go as far as that I'm actually enjoying it now. The area has opened up a tiny bit, I actually have to do something in battles now (press L1 occasionally) and I get to spend points to level my characters stats/skills. I mean it's still not much, but it's actually starting to feel like a game now. It's a lot better than the first 2 hours, though that's not saying much seeing as those were really bad.

I still have no clue what the hell the story is about though. I can't remember I ever had that problem before. Here I am constantly watching really awkward and cheesy cutscenes where they keep throwing me a crapload of nonsensical words and names at me. Anyone mind giving me a short explanation of what the hell is going on?
 
You and your friends are terrorists (in the eyes of the citizens), you're running away because of your actions at the start of the game and everyone is after you since you tried to save your sister/the people that were being shipped out of Cocoon and now you are looking for a way to save yourself/save your sister if possible while keeping running away.
The story is pretty simple.
 
<Other people> ZOMG SO MANY NEW WORDS

<Craze> l'cie: chosen one; fal'cie: god; cie'th: ghoul who became unchosen
<Craze> Really, this isn't hard, folks
<Craze> Also, the codex is really well-written, so check out the story bits if you're lost
<Craze> but seriously if you don't get it as you go then I think you're trying too hard not to like the game and need to get the stick out of your ass! Just enjoy games, please. They're for entertainment, not over-analyzing
 
Lain said:
You and your friends are terrorists (in the eyes of the citizens), you're running away because of your actions at the start of the game and everyone is after you since you tried to save your sister/the people that were being shipped out of Cocoon and now you are looking for a way to save yourself/save your sister if possible while keeping running away.
The story is pretty simple.

Right, thanks, but obviously that's the part I got. That just started and it's even written on the back of the box. It's rather this:

Lain said:
because of your actions at the start of the game

And words like pulse, cocoon, fal'cie, l'cie, cieth, the list goes on. Not once has the game bothered to explain these things to me. Perhaps on purpose, because it will further in the game, but right now the story just seems like one large convoluted mess. The awkward cheesy cutscenes about what it means to be a hero isn't really helping either here, but for different reasons.

Crazetex said:
<Other people> ZOMG SO MANY NEW WORDS

<Craze> l'cie: chosen one; fal'cie: god; cie'th: ghoul who became unchosen
<Craze> Really, this isn't hard, folks
<Craze> Also, the codex is really well-written, so check out the story bits if you're lost
<Craze> but seriously if you don't get it as you go then I think you're trying too hard not to like the game and need to get the stick out of your ass! Just enjoy games, please. They're for entertainment, not over-analyzing

Yeah obviously the problem lies with everyone else instead of the game. I'm not trying to over analyze it, I'm just trying to make sense of what is going on so I might enjoy it more. I'm not trying to dislike the game because then I would simply not play it.
 
The game doesn't explain those things to you outright because it puts all the detailed explanations about stuff (like fal'cie, for example) in the database and leaves it up to you to read it if you're interested or just ignore it otherwise.

Personally I liked this choice they took, because of the premise of the game. Since you are always on the run fleeing, there is little time to give you specific explanations about certain things, but you can still get it thanks to the database in the game.
 
I must admit I only skimmed very quickly at the start of the game through that database, so I will check that out again. It's probably better than reading a wiki about the game. :lol

Can't say I like that kind of story telling though, seems lazy and bad. The opening of a videogame, much like a movie, should speak for itself. I mean rather than pointing you towards another source/book/text to read before you can make any sense out of it.
 
Crazetex said:
<Other people> ZOMG SO MANY NEW WORDS

1)<Craze> a) l'cie: chosen one; b) fal'cie: god; c)cie'th: ghoul who became unchosen
<Craze> Really, this isn't hard, folks
2)<Craze> Also, the codex is really well-written, so check out the story bits if you're lost
3)<Craze> but seriously if you don't get it as you go then I think you're trying too hard not to like the game and need to get the stick out of your ass! Just enjoy games, please. They're for entertainment, not over-analyzing

1)Your simplified definitions would only confuse people who don't know what the terms mean. Way to go.

a) "Chosen One" makes it sound like only one person, as well as making it sound like your crew was picked for any other reason than just being there.

b) Another fallacy created by using a singular term. You do realize that l'Cie and fal'Cie are both singular and plural versions of the words, right? Not to mention that word gives people the impression that the fal'Cie are almighty or that the game sometimes forgets to differentiate between fal'Cie from Cocoon and the ones from Pulse.

c) Yes, unchosen, a word that doesn't actually exist is great for defining a word that doesn't exist. Secondly it's the other way around. Cie'th are l'Cie(or chosen ones, according to you) who become ghouls, not ghouls who become something else.

2) Exactly guys, why should the writers be tasked with having major plot points explained in the main story and in a way that is natural? Just read it instead, lulz.

3) I don't need to "overanalyze" to see the problems in XIII's writing; they're so blatantly there.
 
Lain said:
The game doesn't explain those things to you outright because it puts all the detailed explanations about stuff (like fal'cie, for example) in the database and leaves it up to you to read it if you're interested or just ignore it otherwise.

Personally I liked this choice they took, because of the premise of the game. Since you are always on the run fleeing, there is little time to give you specific explanations about certain things, but you can still get it thanks to the database in the game.
There's a big difference between having secondary details being optional to read with having vital key words and points of the story being optional to read.

Not only that, but the story contradicts or ignores its premise when it feels like it. Do remember that we are talking about the same story where characters have all the time to brood, whine and repeat the same sentences over and over, or go to entertaining parks, explore relaxing forests and etc while on the run. I don't care if there's good reasons for that or not. Point is: the writers could have presented the story much better than they have if they were capable to.

FFXIII's writing is about equal as any teen's fanfiction-"writing". It has no notion of presentation, structure, immersion, etc. You don't even need to compare it to "high literature" to see that, nor "over-analyze it" neither. Just compare it to FFX's instead, whose story has many similarities, yet its presentation was far more competent.
 
Grivenger said:
There's a big difference between having secondary details being optional to read with having vital key words and points of the story being optional to read.

Not only that, but the story contradicts or ignores its premise when it feels like it. Do remember that we are talking about the same story where characters have all the time to brood, whine and repeat the same sentences over and over, or go to entertaining parks, explore relaxing forests and etc while on the run. I don't care if there's good reasons for that or not. Point is: the writers could have presented the story much better than they have if they were capable to.

FFXIII's writing is about equal as any teen's fanfiction-"writing". It has no notion of presentation, structure, immersion, etc. You don't even need to compare it to "high literature" to see that, nor "over-analyze it" neither. Just compare it to FFX's instead, whose story has many similarities, yet its presentation was far more competent.

Frankly, I don't really feel that the game contradicts or ignores its premise when the characters do the stuff you mentioned, nor do I think that it should explain explicitly certain things to the players given the premise and the presentation of those key points.
Things are shown, you are given some sort of idea about it with as little knowledge as also the characters themselves possess, and that's enough to be able to enjoy the story without thinking too much about it.
Then you have the chance to get more detailed explanations thanks to the database, but even without reading it everything is kinda simple to grasp, more or less.

Also, I feel that if the game tried to explain some things directly to the player, it would have come out as pretty cheesy, simply because it already came out as pretty cheesy (the Hope/Lighting or Hope/Snow stuff for example) when not doing that.

In comparison to FFX, there you were on a journey to take the maiden to her destination, you had all the time in the world to be given info about stuff. In 13, premise wise, you don't have that luxury and I'm ok with that.
I don't disagree that it can be seen as a flaw or a lazy way to do things by other people, but for me it just wasn't. For me it worked perfectly given the game at hand.
 
Lain said:
Frankly, I don't really feel that the game contradicts or ignores its premise when the characters do the stuff you mentioned, nor do I think that it should explain explicitly certain things to the players given the premise and the presentation of those key points.

"Let's fight our own fate, and by fight we mean get a deus ex machina to do it for us."

Lain said:
Things are shown, you are given some sort of idea about it with as little knowledge as also the characters themselves possess, and that's enough to be able to enjoy the story without thinking too much about it.

Sure, if you don't actually care about what's going on.

Lain said:
Then you have the chance to get more detailed explanations thanks to the database, but even without reading it everything is kinda simple to grasp, more or less.

Telling the story through the database is itself a flaw.

Lain said:
Also, I feel that if the game tried to explain some things directly to the player, it would have come out as pretty cheesy, simply because it already came out as pretty cheesy (the Hope/Lighting or Hope/Snow stuff for example) when not doing that.

Or they could have told us stuff in a way that isn't completely unnatural. You're basically saying you want the story to be badly told otherwise it would be even more badly told, this is not a good defense.

Lain said:
In comparison to FFX, there you were on a journey to take the maiden to her destination, you had all the time in the world to be given info about stuff. In 13, premise wise, you don't have that luxury and I'm ok with that.
I don't disagree that it can be seen as a flaw or a lazy way to do things by other people, but for me it just wasn't. For me it worked perfectly given the game at hand.

So you're saying the cutscene when the party stops so Snow can give a speech about their focus, even though he just literally gave that same exact speech during the last cutscene, couldn't be cut and exchanged for minor explanation?

Are you saying that their time was too limited when the party had apparently stayed on Pulse long enough to forget how much time they spent there?
 
Lain said:
Frankly, I don't really feel that the game contradicts or ignores its premise
The ending alone completely ignores the whole "thematic" build up of the entire story before it.

nor do I think that it should explain explicitly certain things to the players given the premise and the presentation of those key points.
Just because the characters are on the run, does not means that the player should NOT know why they are on the run. Using terms like L'Cie, Fal'Cie and Cie'th, making dramatic events out of the meaning of those, but not knowing what they truly are unless you read the optional walls of text in the datalog, isn't exactly good storytelling. Especially when the story itself wastes so much time throwing at the player secondary details or overly repeating other details.

Things are shown, you are given some sort of idea about it with as little knowledge as also the characters themselves possess, and that's enough to be able to enjoy the story without thinking too much about it.
That's what FFX does well, not FFXIII. For the player to know decently well the premise behind the party's run, he must read them optionally, because much of the terms are already known by the characters but not by the player.

Then you have the chance to get more detailed explanations thanks to the database
You also get to understand vital key points of the story thanks to the datalog, because the cutscenes themselves are more busy throwing at you secondary details more so than primary ones.

In comparison to FFX, there you were on a journey to take the maiden to her destination, you had all the time in the world to be given info about stuff. In 13, premise wise, you don't have that luxury and I'm ok with that.
If FFXIII's story wasn't designed to focus on the world development and make the player immerse within its world, then it shouldn't have thrown plenty of world-twisting plot points at the last 1/3 of the game. But it does that, much like FFX. And thus in turn, unlike FFX, it fails completely to make the player interested or "shocked" by them. (Not to tell that FFXIII also throws out those twists in the most boring and generic imaginable way, with a cliché villain popping up once and then and revealing all of those through a wall of text and evil laughs in between... but that's simply one of many other things that makes FFXIII's story completely amateur.)
 
Grivenger said:
There's a big difference between having secondary details being optional to read with having vital key words and points of the story being optional to read.

Not only that, but the story contradicts or ignores its premise when it feels like it. Do remember that we are talking about the same story where characters have all the time to brood, whine and repeat the same sentences over and over, or go to entertaining parks, explore relaxing forests and etc while on the run. I don't care if there's good reasons for that or not. Point is: the writers could have presented the story much better than they have if they were capable to.

FFXIII's writing is about equal as any teen's fanfiction-"writing".
It has no notion of presentation, structure, immersion, etc. You don't even need to compare it to "high literature" to see that, nor "over-analyze it" neither. Just compare it to FFX's instead, whose story has many similarities, yet its presentation was far more competent.

That's the first time I thought of it like that. That's a very good point.
 
Grivenger said:
FFXIII's writing is about equal as any teen's fanfiction-"writing". It has no notion of presentation, structure, immersion, etc. You don't even need to compare it to "high literature" to see that, nor "over-analyze it" neither. Just compare it to FFX's instead, whose story has many similarities, yet its presentation was far more competent.
Wrong. Teen fanficition doesn't take 20 hours to start.
 
I'm not quite sure what we're arguing about, but whatever.

Fimbulvetr said:
"Let's fight our own fate, and by fight we mean get a deus ex machina to do it for us."

The premise I was referring to is that they are constantly on the run. I didn't see a Deus Ex Machina do the running for them.

Sure, if you don't actually care about what's going on.

No, if you give things the right amount of attention they deserve and take them as seriously as they deserve.

Telling the story through the database is itself a flaw.

If the whole story was told through the database, I might be more inclined to agree with you, but the database serves the purpose of expanding and explaining things that, in the context of the game, would have felt a bit out of place to be explained in game in the same detail the database goes in. The story is told in the game, and while I can agree that it would have been better if at least certain terms used were also explained directly, I didn't feel the need for it. Since I didn't feel the need for it, I'm completely OK with the way they did it because I don't see it as a flaw. I'm still open to other people finding it a flaw

Or they could have told us stuff in a way that isn't completely unnatural. You're basically saying you want the story to be badly told otherwise it would be even more badly told, this is not a good defense.

I never said I want the story to be badly told but that I'm OK with the way they did things because, given the game, the premise and the context, it worked for me.
The fact that also seeing how they handled certain elements makes me even more happy they went this way is just a way to say that yeah, the writing wasn't good, so with that in mind, the less they tried to do shit the better.

So you're saying the cutscene when the party stops so Snow can give a speech about their focus, even though he just literally gave that same exact speech during the last cutscene, couldn't be cut and exchanged for minor explanation?

Are you saying that their time was too limited when the party had apparently stayed on Pulse long enough to forget how much time they spent there?

Who would have given that minor explanation though, and what would it have concerned? How would it have been handled, when the characters themselves know so little, and the ones that know a bit more, hide it?

What I'm saying is that, in the context of the game, you're a group of terrorists trying to escape, find answers and save your sister/lover/friend, so much of everything else really doesn't matter as much is it would/should otherwise.
But they end in a forest, but they end in a park, but they spend time here and there moping or giving speeches. Yes, they do, but so what? It doesn't change that the next second they're running again to escape from the people giving chase, to try to fulfill their focus and escape their curse etc.

I don't think I can make it more clear than this, other than saying, flawed or not, it worked for me and really that's all I was saying.

Grivenger said:
The ending alone completely ignores the whole "thematic" build up of the entire story before it.

The ending fails to give a closure, and it left me underwhelmed, but by premise I meant the running away.

Just because the characters are on the run, does not means that the player should NOT know why they are on the run. Using terms like L'Cie, Fal'Cie and Cie'th, making dramatic events out of the meaning of those, but not knowing what they truly are unless you read the optional walls of text in the datalog, isn't exactly good storytelling. Especially when the story itself wastes so much time throwing at the player secondary details or overly repeating other details.

That's what FFX does well, not FFXIII. For the player to know decently well the premise behind the party's run, he must read them optionally, because much of the terms are already known by the characters but not by the player.

I'm of the idea that the player knows perfectly well why they are on the run. The player does not know what L'Cie, Fal'Cie, Cie'th etc mean, but they are told that L'Cie need to be eliminated, that Fal'Cie from Pulse want the destruction of Cocoon and curse you, as such whoever gets close to one needs to be purged etc. I felt that to be explanation enough for the reason on why you're on the run.

Again, given that the premise is that you have to run constantly, I see doing the explanation of those terms through the database as a good enough way to try and maintain the feel of these guys running away, spending what little time they do taking a break with the moping/depression/speeches that I feel fit from a context of stressful running away while your life is ticking away.

You also get to understand vital key points of the story thanks to the datalog, because the cutscenes themselves are more busy throwing at you secondary details more so than primary ones.

I only looked up the *Cie terms and the characters blurb for the Summons/Fal'Cie I killed, but I feel I've understood most vital key points of the story.
The datalog helps and is useful, but most things can be understood without using it. At least I (think I) did.

If FFXIII's story wasn't designed to focus on the world development and make the player immerse within its world, then it shouldn't have thrown plenty of world-twisting plot points at the last 1/3 of the game. But it does that, much like FFX. And thus in turn, unlike FFX, it fails completely to make the player interested or "shocked" by them. (Not to tell that FFXIII also throws out those twists in the most boring and generic imaginable way, with a cliché villain popping up once and then and revealing all of those through a wall of text and evil laughs in between... but that's simply one of many other things that makes FFXIII's story completely amateur.)

What world-twisting plot points are we talking about? The truth about Cocoon? I can't say I would have cared too much one way or the other.
I mostly cared about Lighting, I didn't really care about the world (outside of thinking that it looked beautiful) since I wasn't given enough of that world to see and explore and my time in it was "limited". To me FFXIII is more of a character driven game, where everything else is just a backdrop to have these characters act.

Btw, the cliché villain doing the boring and generic explanation here and there is imo a less offensive flaw than the fact that there isn't a real villain throughout the game, that antagonists characters are thrown away like rags and that you can tell who's gonna do what before they even do it.
 
Lain said:
The premise I was referring to is that they are constantly on the run. I didn't see a Deus Ex Machina do the running for them.

Being on the run is just the set up. The game is about fighting fate, it's on the game's cover, that's where the Deus Ex Machina comes in.

Lain said:
No, if you give things the right amount of attention they deserve and take them as seriously as they deserve.

So you agree it's hard to take XIII seriously.

Lain said:
If the whole story was told through the database, I might be more inclined to agree with you, but the database serves the purpose of expanding and explaining things that, in the context of the game, would have felt a bit out of place to be explained in game in the same detail the database goes in. The story is told in the game, and while I can agree that it would have been better if at least certain terms used were also explained directly, I didn't feel the need for it. Since I didn't feel the need for it, I'm completely OK with the way they did it because I don't see it as a flaw. I'm still open to other people finding it a flaw

One job of the writers is to have these things explained without it feeling out of place.

Lain said:
I never said I want the story to be badly told but that I'm OK with the way they did things because, given the game, the premise and the context, it worked for me.
The fact that also seeing how they handled certain elements makes me even more happy they went this way is just a way to say that yeah, the writing wasn't good, so with that in mind, the less they tried to do shit the better.

Yeah, okay.

Lain said:
Who would have given that minor explanation though, and what would it have concerned? How would it have been handled, when the characters themselves know so little, and the ones that know a bit more, hide it?

Have the ones who know more not hide it?

Lain said:
What I'm saying is that, in the context of the game, you're a group of terrorists trying to escape, find answers and save your sister/lover/friend, so much of everything else really doesn't matter as much is it would/should otherwise.
But they end in a forest, but they end in a park, but they spend time here and there moping or giving speeches. Yes, they do, but so what? It doesn't change that the next second they're running again to escape from the people giving chase, to try to fulfill their focus and escape their curse etc.

And I'm saying there are lots of moments during cutscenes where noting in particular happens that they could have used to explain the things you claimed they had no time to explain. Or can they only stop running when they're goofing off?

Lain said:
I don't think I can make it more clear than this, other than saying, flawed or not, it worked for me and really that's all I was saying.

But nobody was arguing that it didn't work for you.

Lain said:
The ending fails to give a closure, and it left me underwhelmed, but by premise I meant the running away.

What you meant doesn't actually matter, because you were responding to HIS views about the premise. This whole premise thing started with his post.

Lain said:
I'm of the idea that the player knows perfectly well why they are on the run. The player does not know what L'Cie, Fal'Cie, Cie'th etc mean, but they are told that L'Cie need to be eliminated, that Fal'Cie from Pulse want the destruction of Cocoon and curse you, as such whoever gets close to one needs to be purged etc. I felt that to be explanation enough for the reason on why you're on the run.

By that logic we should just start with a group of random characters running from a vague military with no explanation as to why. After all, it only matters that they're running, right?

Lain said:
Again, given that the premise is that you have to run constantly, I see doing the explanation of those terms through the database as a good enough way to try and maintain the feel of these guys running away, spending what little time they do taking a break with the moping/depression/speeches that I feel fit from a context of stressful running away while your life is ticking away.

During one scene they imply they spent a very long time on Pulse doing absolutely nothing. Wow, for people with limited time they sure do screw around a lot.

Lain said:
What world-twisting plot points are we talking about? The truth about Cocoon? I can't say I would have cared too much one way or the other.
I mostly cared about Lighting, I didn't really care about the world (outside of thinking that it looked beautiful) since I wasn't given enough of that world to see and explore and my time in it was "limited". To me FFXIII is more of a character driven game, where everything else is just a backdrop to have these characters act.

The characters are kinda just along for the ride in XIII, though. They all have full character arcs, but everybody who isn't Vanille completes theirs in an absurdly small amount of time and then proceeds to dick around for the next 20-30 hours.

Lain said:
Btw, the cliché villain doing the boring and generic explanation here and there is imo a less offensive flaw than the fact that there isn't a real villain throughout the game, that antagonists characters are thrown away like rags and that you can tell who's gonna do what before they even do it.

Okay.
 
Fimbulvetr said:
But nobody was arguing that it didn't work for you.

Then, exactly, what are you trying to argue with me?
What exactly is the point of breaking down the posts of someone that simply said he was OK with the way SE chose to go about things with the use of the database to explain things like l'Cie, fal'Cie etc?
I really don't get it.
 
Fimbulvetr said:
"Let's fight our own fate, and by fight we mean get a deus ex machina to do it for us."

I still think that to be SE's attempt at a meta-joke.

It is the only way that I can accept that professional writers actually committed it to paper.
 
Lain said:
Then, exactly, what are you trying to argue with me?
What exactly is the point of breaking down the posts of someone that simply said he was OK with the way SE chose to go about things with the use of the database to explain things like l'Cie, fal'Cie etc?
I really don't get it.

Weren't you the one who started it with Lumine? :P
 
Fimbulvetr said:
Weren't you the one who started it with Lumine? :P

I wouldn't say that as I was just telling him that the things he needed/wanted explained were in the database as the game never explains them (since I misunderstood him the first time in regards to what about the story was confusing to him and gave him that lame summary).
 
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