Final Fantasy XIII-2 (PS3, 2012)
Over the course of my life I have acquired tremendous proficiency in the art of padding. Write something or talk about something on any kind of subject and you can quite adequately compensate for a complete lack of insight or knowledge by adding extraneous bull**** in so many places that your audience manages to forget or overlook any deficiencies you have.
And so we come to Final Fantasy Thirteen Two, one of the most contradictory titles for anything ever. After a wait of nearly eight years I finally got the platinum trophy in FF13 last month and it was a shame I had 'beaten' the game so much longer ago as I didn't get to share all of my complaints with a captive audience. Fortunately the sequel manages to carry most of them over as well as adding the sort of horror you'd expect from time travel, so here we go.
Most of the complaints from people who played FF13 were about its linearity. I like linearity in games. I've said before on here that when I'm faced with exploration of multiple ways of completing a level I get paranoid I'm missing things and I can't enjoy it. The notion of a large game world to explore is fine, but for me the best form of exploration in such a game can only come when the story takes you around most of it organically.
Fortunately FF13-2 goes in an entirely different direction, giving you multiple areas to explore in (sort of) any order you like while offering absolutely no instinctive clue about how to get around any of them. Except herein lies the biggest problem I had with FF13, the fact that I had
no clue what was going on. So I'm going to try and recap it:
The game is split between two planets, Gran Pulse and Cocoon, the latter of which is a small moon-like thing which sits above Gran Pulse. The people on Cocoon are all terrified of Gran Pulse because they've heard it's full of monsters. The people on Cocoon live their lives at the behest of an assortment of magical beings called fal'Cie, who do magic. They make energy appear. They open doors. That sort of thing. fal'Cie can also on a whim give people a task, or Focus to do. When a person is chosen they become a l'Cie, and given magical powers to complete whatever their Focus is. They're not told what their Focus is. If they complete their Focus they turn into a giant crystal, if they fail they turn into a monster. You control a ragtag bunch of insufferable misfits who are all l'Cie, who have to destroy Cocoon.
Make sense?
The problem I found in both games is how there's no attempt to involve the player in the story. There are datalogs in the game which have lots and lots of words in that classic Japanese game style which seem to make out the story as being much grander and more profound than it actually is. This isn't the point, though. This isn't how it's supposed to work. This wouldn't even work anyway, because as these people are running around doing magic and fighting all manner of creatures and flying robots, none of them are ever shocked. The same thing goes for FF13-2. Take Serah, the main character. She's a teacher in a small coastal town. Then a guy appears on the beach one day and tells her he's from the future and he can take her to find her sister who's trapped in the world of the dead. Oh and here's a floating teddy that turns into a crossbow which you can use to kill monsters that will attack you on the way. Okay! I feel as if there's a large disconnect between the player and the game which is never resolved, and which the game never tries to resolve. Given I must've put close to 200 hours into the two games over the years this really isn't a good thing.
If the story is impassive and doesn't try to involve you (it gets really bat**** insane when you add in the time travel which of course is taken in stride by everyone, nobody ever questions why these big floating things have appeared throughout the world and which allow these two clowns to move around the centuries), then does the gameplay? Sort of. The battles are fought through a system of paradigm systems, where you have three party members whose role can be changed depending on what sort of fighting you want to do. So you can attack, attack a different way, heal, buff and debuff, that sort of thing. Where this differs from FF13 is the third member of your party isn't a person but is any number of the monsters you've defeated up until that point, which all have their own array of stats and abilities. This adds a much greater level of depth to the fighting, having to find the best monsters then find the best materials to level them up while still complementing your fighting and the battles you face.
Except it would, if I didn't get the distinct impression the game doesn't want to be played. You can tell me you don't have to do the following, but why wouldn't you? There's a Normal Mode, but there's an Easy Mode. Better play it in Easy then. Oh whoops, there's no challenge at all, you win every fight and the monsters you use barely matter at all, even though there's hundreds of them and you can infuse abilities from one into another. But why bother? Oh and as you collect the collectibles you can access what are effectively cheats, giving you more XP from battles. Great. Very nice. I'll just blast through your garbage as quickly as possible then. And another thing, there's an option you can unlock to make your controllable character jump further, which you need to use at a certain point in the story. Why would I turn this off? Why not include it from the start? Nonsense.
What else is there to gameplay besides battles you can blast through without any strategy at all? There are occasional puzzles, and these have to be seen to be believed. There are three types, two of them are just moving around platforms in the right order which are fine. Then there's the Hands of Time:
Imagine trying to complete those. Now imagine trying to complete those in a time limit. With Japanese games like this I always feel as if there's a need among the developers to think of as much stuff as possible, be it locations, gameplay mechanics, characters, side-missions, whatever, and I just... don't get it. Oh no hold on it's to try and exhaust you to the extent you forget about all the problems.
So what to say in summation then? The same ridiclous characters you've probably come to expect, gameplay which the game seems desperate to undermine and render pointless, environments which are no more engaging than before laid out in a near impossible manner, a soundtrack which is mostly terrible and a story which is never explained or is ever engaging in any way. What a time. I'm sure there are many more grievances that I've forgotten, but I no longer care.