The Musings of Scott

Behind the Hype of Final Fantasy XIII Part 1

by on Mar.15, 2010, under Geekhood, Show & Tell

Anyone who’s connected with me over social media should know by now I am a huge fan of the series, so to say this won’t be biased would be a bold faced lie. That being said, this installment is designed to be approachable to a new audience, and also raises the bar in using gaming as an art form. As such an entertainment milestone, I felt the key achievements should be highlighted.

What is Final Fantasy?

As one of the most ironically named series in video game franchise history, the Final Fantasy Series began in 1987 as an all-or-nothing attempt by a struggling Japanese start-up to stay in business (hence the optimistic name). Fortunately for Square, it succeeded and grew internationally into one of the most popular media franchises ever. One of the reasons of it’s successful longevity is that the story gets a “reboot” on every installment, building upon popular features, refining the game experience, and reinventing ways to play a game. The games are always role playing games (RPG), and there are recurring themes that span across the increasingly epic dramas centered around saving the world. The series has grown a (rabidly) loyal fan base as Final Fantasy games set themselves apart with elite production quality, Hollywood caliber animation ability (their CG Final Fantasy movie was done in house), and an acute ability to listen to customer feedback. Beyond the enviable longevity and commercial success of the franchise, one must also respect their ability to use a video game system as an artistic medium.


The Epic Death of Aeris

Reasons to love FFXIII:

1. It Raises the Bar

Available for the Xbox360, but designed for the PS3, this game is a gorgeous experience to lose yourself in beautiful 1080P. With superior story, graphics, pace, user interface and sound, this is a game that not only elevates it’s genre, but also the entire gaming medium. American studios have been doing an excellent job releasing top notch games the past year, but Square helps show us once again that Japan still sets the world’s standards of gaming excellence. A rich cinematic experience that blends epic science fiction action with authentic human relationships and emotion, Square offers us an amazing (geeky) tale with a level of depth and humanity that isn’t found in the U.S. market. Every few years a game gets released, where you begin playing it and your jaw keeps dropping. You’re playing on the same hardware played so many hours before, but this time you simply are floored in all that’s being delivered to you. Final Fantasy XIII is one of those games, leaving the user in perpetual shock and awe.

2. Superior Localization

A unique feature to FFXIII is that it features a pop theme song customized for it’s audience. While English speaking audiences got the Leona Louis’ My Hands featured in the first video; the song above is the original theme intended for the game. Previously, English speakers would have been stuck with with a dubbed translation version, which may translate the phrases but the cultural nuances were always lost. Furthermore, tastes in pop music are clearly different; the softer symphonic song just doesn’t have the same effect for the audience in our market. Giving us a western style theme is just one of the features which reflects how Square was paying tribute to it’s international following. This is also the best example of gaming stealing the cinematic thunder away from Hollywood since Hideo Kojima’s homage to Bond flicks in Metal Gear Solid 3: Snake Eater:


(Kojima is another producer who brings a cinematic quality to gaming)

3. An Evolved Battle System

As stated previously, this franchise succeeds from listening to it’s fans. They are never satisfied with what works or what is good, and strive to continuously improve. The first installment of Final Fantasy is 23 years old, and is still selling new copies of the video game. I personally owned it originally on the Nintendo cartridge, and bought it a few weeks ago again on my iPod. Despite it’s age the game is still fun, and has changed little beyond some polished graphics. The above videos illustrate the same battle from the first version of Final Fantasy to the latest. Every action being done in the left can also be done on the right, despite the near live action feel to it. The interface is refined and repetitive actions have been automated to keep game-play streamlined, and open up the battle system to have greater depth to it without becoming over-imposing for more casual users. The result is an evolved machine that is a more fluid, dynamic, and futuristic user interface which further sells the science fiction setting of the game. And don’t let the automation fool you, FFXIII actually requires plenty of strategy in addition to it’s fast pace. While the complexities of mastering the system aren’t forced upon the user, the game becomes much easier if you customize it to reflect your style of play.

Popularity: 33% [?]

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  • Steve Sroczynski

    Scott, I have to say I was disappointed in this game.  I love the Final Fantasy Series to death (mostly the NES/SNES ones, but I also enjoyed X and XII quite a bit).  So when the first one for X360 came out, just after I had dumped my PS2, I was psyched beyond belief.  

    Here are my major gripes:

    1. THE FIGHTING SYSTEM DOESNT LET YOU DO MUCH OF ANYTHING

    They have dumbed down the fighting system to the point where you choose between different gambits or paradigms such as “all fighting,” “fighting with some healing,” “healing with some status ailment affection,” etc etc.  Although you can conceivably come up with many combinations between a 3-character group, in actuality there are only a half dozen or so really useful ones, so you end up only using that set amount.  The hallmark of RPGs for a long time has been exact control over decision making in battle – which made for some fantastic tough decisions like “do I case Cure3 on my weak party member, or bet on him not being targeted by the enemy and just launch an all-out attack to try to knock this enemy off?”

    But in this game, all you can pick is the paradigms of your 3 characters, and once in battle you CAN choose which enemy you attack, but thats pretty much it.  And yes, there is an “AUTO-BATTLE” button.  And yes, jamming on that button every time there is an encounter will win you 95% of the battles.  For the rest, you make a paradigm shift or 2 and you’re set.  Only on bosses do you really have to concentrate, which in this game means just switching to healing paradigms when your characters need it…

    2. WAY TOO LINEAR

    Narrow hallways/walkways and rooms with just 2 exits are what you will be facing up until you randomly end up on a giant open field about halfway in (see #3).  Once you build up your characters and advance past this field (the most old school aspect of the game, and probably the most memorable) you are back in the world of linearity.

    3. DIFFICULTY SPIKE IS RIDICULOUS

    Bringing back shades of 7th Saga for SNES, once you get to this open field, about half of the enemy encounters bring about certain death.  The other half are merely some of the hardest battle you have fought to that point, and you will be switching to healing Paradigms quite often for this.  I don’t understand this spike one bit.

    In conclusion, I put the game down once, picked it back up about a month ago, and now its down, probably for good.  This after at least 60 hours put in.  Ah well, at least I had some of the prettiest graphics around to watch while I played.  And I wont forget those ginormous elephants in the FIELD OF DOOM any time soon…

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