Hoping for a better Final Fantasy

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Saturday, February 26, 2011

Final Fantasy 13 was one of the most intense RPGs I'd ever played. However, the entire experience just felt terribly imbalanced.

Now that Final Fantasy XIII-2 is coming out next year, I'm really hoping that Square can save the future of the floundering Final Fantasy franchise.

Unlike some of the people who played through Final Fantasy 13, I enjoyed every part of the first half of the game. I especially loved the crazy fight against a giant helicopter. I think this was the first Final Fantasy where I felt like an almighty sorceror in a cyber-punk world.

In my opinion, the real problem of Final Fantasy 13 had little to do with the number of cutscenes or the overblown drama. The developers just really structured the game in such a way that made almost everyone a little upset.

People who only played the first part of the game hated the linear maps and the nonsensical storyline. Players who survived up to chapter 12 probably hated how the developers left them to wander the Gran Pulse overworld with almost nothing left to do. On top of that, almost everyone hated Hope, the whiniest kid in a Final Fantasy game.

I hope the Final Fantasy series can only get better from this point on, because the series accomplished a lot. The developer, Square-Enix, created a magnificent game engine with some of the best looking 3D graphics I'd ever seen.

The fighting system is an exciting breath of fresh air, mashing real-time strategy with an active time battle system for a high-adrenaline experience.

So I figured I'd write a checklist of changes that I want for the Final Fantasy 13 sequel. Here are four ways to fix the problems in the next Final Fantasy game:

1. Balance the linear and non-linear gameplay

Many gamers don't like running in a straight line with only the next cutscene to look forward to. At the same time, they also don't like running around a gigantic pasture with no one to talk to and almost nothing to do. The next game had better balance the time between dramatic cutscenes and free exploration, or people will really hate the Final Fantasy franchise.

2. Design some better paths

Square-Enix needs some more logical ways to keep us running in the direction they want us to go. For instance, there's no reason that an army of soldiers would set up a straight path so that l'Cie warriors could infiltrate their city.

There's nothing wrong with letting the player choose whichever path might be best, rather than setting up walls of boxes to keep them in a single path.

3. Develop a more relatable storyline

The high-octane action sequences looked cool, but they seemed more like eye-candy rather than face-to-face drama. The sequel needs some more meaningful dialogue that doesn't involve incessant ranting about the hopeless life of a l'Cie.

4. Compose better looping songs

As much as I liked the game's soundtrack by Masashi Hamauzu, some of those looping tracks started to sound really annoying. The worst was the elevator music track on the planet of Gran Pulse, "The Yaschas Massif." Masashi Hamauzu had better not repeat that song in the sequel, or it'll drive me crazy.

There's a myriad of other items in my checklist, but these four resolutions will keep me satisfied. This is one of the best franchises in the Japanese video game industry. If Square-Enix plans to keep its old-time fan base coming back for more, it needs some more fresh momentum to keep Final Fantasy alive.


What kinds of changes would you like to see in the next Final Fantasy games? This includes games such as Final Fantasy Versus XIII and Kingdom Hearts 3 if it ever comes out. Feel free to write about it in the comments below.

 
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Comments (5)
Chas_profile
February 26, 2011

Cool article idea. Here are my own suggestions for Squeenix:

1.) Make an actual world, not just a tube that runs through one.

2.) Don't stretch tutorials out over several hours of boring cinematics and combat.

3.) Tell a story that doesn't require us to constantly research what was just said in an in-game encyclopedia.

4.) Slow combat down a bit so that there can be a bit more micro-managment in addition to the macro-management that comes with the paradigm system.

 

XIII had some interesting mechanics, but it was so painfully obvious that it suffered as a result of its developers trying to make the game look pretty. They practically admitted as much in interviews, and that's just ridiculous to me.

Dscn0568_-_copy
February 26, 2011

While I didn't like Hope, I could understand his situation. He was out on vaction only to be shipped out by the government and have his mom die in the process. Square could have done a better job of making Snow appear more responsible for her death in the opening cutscenes, it was clear that Snow was acting too much like Mr. Hero around Hope.
Where Square stumbled is having both Hope and Vanille in the party and in a situation where one is always in the party regardless for most of the first half. Being the "relatable" kid party member is the most thankless job in RPGs. 
Chas, I really liked the emphasis on macro-management over micro-management. This was the first RPG where I actually used buffs other than Haste, status afflictions, and the Sentinel/tank class. I probably would have never used them if the game went in a more traditional direction.

Default_picture
February 26, 2011

@Chas: I almost forgot about the whole tutorial thing. If you think about it, the entire game felt like a tutorial and it was missing the full potential of its gameplay. I felt insulted that the game didn't let me branch off with my paradigm roles sooner.

The encyclopedia was also a little ridiculous. They could have just written a better script, rather than nauseating us with all those action cutscenes.

@Chris: Yeah, I could sympathize with Hope too. I just wish that Square hadn't played up Hope and Snow's egos to the point where Snow sounded incredibly...dumb. On the plus side, at least they'd found a way to build a dramatic story around a typical Dungeons & Dragons meatshield.

Dscn0568_-_copy
February 27, 2011

To bad I can't find a reason to use Snow though. I never bothered to upgrade his weapons because he was rarely playable, and he doesn't have much to offer a team other than a ton of health. I prefered using Fang for my Sentinel needs.

Chas_profile
February 27, 2011

Chris: I really enjoyed the macro-management as well, I just wish there was more to do than change paradigms. I almost never deviated from the auto-commands after realizing they were almost always the right choice.

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