Final Fantasy XIII-2 trailer introduces story
Square Enix has shared more details on Final Fantasy XIII-2, including story hints, combat tweaks, and efforts to assuage concerns about repeating the first game's linear structure.
Final Fantasy XIII-2, the sequel to FFXIII, looks to wrap up some dangling loose ends with a darker tone, more characters, and a more open environment than the corridor-heavy predecessor. A Square Enix blog post spills some details on the upcoming RPG.
The game tells a self-contained story a few years after FF13, focusing on Serah and new character Noel after Lightning has gone missing and is presumed dead.
For those who complained about the linear feel of the first game, this will let you explore more and take branching paths. Sometimes these branching paths will pay off, like shutting down a device to make a boss golem easier to fight. It's a bit more action-inspired as well, featuring QTE-style button prompts and even including a jump button for navigating while exploring the dungeons. And while the last game didn't feature many towns to explore, this one promises plenty of folks to talk to, all fully voiced.
In combat, You can recruit monsters to help you in the combat scenarios. The Paradigm system makes a return, and the monster abilities tie in with using the tweaks made to the combat system.
If all of that sounds utterly incomprehensible to you, check out the trailer below. It won't clear up your confusion, but it's awfully pretty.
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Steve Watts posted a new article, Final Fantasy XIII-2 trailer introduces story.
Square Enix has shared more details on Final Fantasy XIII-2, including story hints, combat tweaks, and efforts to assuage concerns about repeating the first game's linear structure.-
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That was the case through most of the game and if it stayed that way I would agree with you. However I found that the final portion of the game was full of pulls which were incredibly random in that someone could get AOE'd and another partner randomly decided to stand next to that person, or randomly enemies would use near fatal abilities 2-3 times within a matter of seconds. I would kill a pull once without even the slightest problems and then five minutes later I'd pull it again to find myself getting raped hard because the enemies used a certain sequence of abilities they didn't use the previous time.
Had they kept it so that the difficulty of enemy pulls was reliable in that pull A is just as hard the first time as the second or third I wouldn't have decided I hated the game. I literally got to the end of the game and was ready to pull the boss. I had even killed the pull before the boss once previously but after dying a few times to randomness to the very same pull shortly after that I had decided I had had enough. I was angry enough to break the disc.
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