A review article written for Castle Co-Op, a website dedicated to Film, TV, Music and Culture – Published 28-02-2012
With Orphan defeated and the fal’Cie gods thwarted, the levitation systems supporting Cocoon are failing. Cocoon’s path of devastation is clear as it plummets towards Pulse. Fleeing the crumbling remnants of Eden Hall, Vanille and Fang accept their fate, fulfilling their 500 year long focus and transform into the true form of Ragnorak. Becoming the ’destroyer of worlds’ in order to save it. A noble sacrifice made, forming a pillar to crystallise the plunging Cocoon. Lightning, Snow, Hope and Sazh reunite with Serah and Dajh as they awake from their crystalline slumber. With l’Cie brands removed, their focus fulfilled and the world saved.
Ohh, did I not mention this review contained some serious spoilers?
Final Fantasy XIII-2 (FFXIII-2) is set 3 years after the events of Final Fantasy XIII (FFXIII) and is developer Square-Enix’s second direct sequel to a Final Fantasy game since its all girl power predecessor Final Fantasy X-2. It seems Square has taken it upon themselves to peruse the mass criticisms of FFXIII and use this sequel almost as an apology; FFXIII-2 attempting to disperse any preconceived notion that this juggernaut JRPG franchise is waning, whilst attempting to mend its broken relationship with disheartened fans.
The story’s opening scenes begin very epic with a lofty premise and an arbitrary introduction of Valhalla, a realm unbound by time. A familiar face; Lightning – guardian of Valhalla – is pitted against our new antagonist Caius for reasons unknown. A mysterious stranger; Noel – a young man from a dying world travelling through the Historia-Crux – drops in during the battle. Saved by Lightning, he is sent on a mission to change the past and protect the future. To save the cheerleader, save the … (ohh wait) – I mean, to find Lightning’s younger sister Serah and bring her to Valhalla.
The basic premise of the plot has Serah, Noel, and their mascot Mog (the moogle) travelling through time via the Historia-Crux. Borrowing the time-travelling mechanic from a Square classic, Chrono Trigger, instead of roaming an open world traversing town to town, players use the Historia-Crux to travel through time, visit relevant locales to save the world one paradox at a time.
It’s unfortunate that the intertwining time travelling plot don’t lead to a cohesive narrative despite successfully building on FFXIII’s plot. The dissonance between character and plot isn’t tethered with any emotional weightand the dialogue too needs to be taken with a grain of salt. Expressions and mannerisms can be lost in translation, but that used to be one of the joys of a JRPG, the minor nuances in dialogue often proved hilarious. Not the case with the bubbly and scantily-clad merchant Chocolina who seems to unexplainably follow your journey through history who I guess was designed to audibly irritate players into purchasing her sundries.
Whilst Chocolina represents the pinnacle of terrible audio in this game, the soundtrack is definitely a mixed bag. Why they didn’t approach veteran Final Fantasy composer Nobuo Uematsu is beyond me. The elegant sweeping harmonies are replaced with a vocal intensive track that’s hauntingly beautiful at best, but a cacophony of screeching banshees at its worst, especially during boss battles. The sound design simply doesn’t work in concert with the rest of the games audio. The sound-track often is a smorgasbord of overlapping vocal harmonies, NPC dialogue and sound effects that’s overwhelming and infuriating when you’re trying to decipher pertinent story dialogue.
The battle system is relatively the same as its predecessor with some minor tweaks. Players still conform to the shifting Paradigm deck which personally feels underwhelming. The Auto-Battle function is a god-send to the lazy gamer, but it fails to deliver the same sense of strategy and satisfaction of commanding your party to victory through manual input and vast contemplation like other JRPG titles.
In battle, the most players can interact with is the shifting paradigms system. Thankfully changing roles no longer require a dramatic camera cut away. Instead streamlining the process with an immediate paradigm shift to maintain fluidity in an intense battle – to which there aren’t many. It seems the battle system has been reduced to a habitual mashing of the Auto-Attack button, occasionally shifting paradigms to defend, heal or to dish out a shit-tonne of damage.
Cinematic actions make an appearance during boss battles. This dynamic brings a little cinematic flair to an otherwise mundane battle; however this feature can be ignored as a glorified QTE (quick time event). Less so is the Live Trigger Dialogue events that seem inconsequential at first but prove to be valuable for collectors hunting for Monster Adornments.
Speaking of which, as Serah and Noel are the only 2 playable protagonists throughout the game, the third slot in your party is occupied by a tamed Monster. This brilliant albeit labour intensive system is one of the games highlights and the most confusingly addictive function of the game. Especially if you’re like me and enjoy grinding party members to inflict godly damage with every blow (maxed out sphere-grid anyone?).
Monsters are ‘caught’ by defeating them in battle, with a chance they’ll leave behind their crystal soul. Each Monster is tasked with an inherent role (Commando, Ravager, Saboteur, Synergist, Sentinel or Medic) and evolves on the Crysatrium alongside our human protagonists with consumable items instead of CP (crystogen points). Monsters also can be sacrificed through infusion in favour of unlocking skills and abilities in another. Catching and training Monsters, this addictive new system gives me a nostalgic ‘gotta catch ‘em all’ vibe from another popular Japanese franchise – especially with Mog constantly spouting ‘kupo!’
Final Fantasy XIII-2 proves the better approach to a JRPG, but not necessarily the better game. On one hand it’s apparent where the game has improved on its predecessor. However the open world, NPCs, side-quests, mini-games and puzzles were all staples of the JRPG 20 years ago – but it’s easy to see how players would treat them as brilliant innovations compared with FFXIII. It’s a comfort to know Square-Enix is actively listening to the community at large, yet equally disappointed at how easily susceptible developers bend to public opinion.
Famitsu, the Japanese gaming-gospel, has already given their local release the coveted perfect score of 40. My personal equivocation puts FFXIII-2 on par with its predecessor despite the vast improvements and an addictive monster system. It seems the Final Fantasy XIII-2 has taken two promising steps forward from FFXIII, yet remains barely on par with JRPG’s from the 90′s.
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DEVELOPER: Square Enix



























