Final Fantasy XIII-2

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Re: Final Fantasy XIII-2

Postby Fivelives » Sat Jan 28, 2012 1:20 pm

Aubade wrote:uhhhhh, I don't remember that on the last boss, and I beat it in 1 shot, while getting the achievement to do it in a timely manner........


Google it - it does exist, and was one of the major complaints that a LOT of people had about the game.

http://www.gamespot.com/final-fantasy-x ... -54056227/

FF Wiki wrote:Orphan starts the battle by casting Doom on the party leader.

http://finalfantasy.wikia.com/wiki/Orphan_(Final_Boss)

Etc, etc. There was a long rant by one of the Megatokyo guys that posted here about it, too (I forget the name, but it should show up on the FFXIII thread somewhere in the Asylum if you do a forum search - or just look through the Megatokyo webcomic rants, I think they have a search feature on it). Well, not just the last boss, but pretty much the whole entire game got raked over the coals in a 3 part rant on the Megatokyo website.

Either way, I'm glad they fixed it and controlled character death isn't going to be an instant game over in XIII-2.
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Re: Final Fantasy XIII-2

Postby Aubade » Sat Jan 28, 2012 3:23 pm

Hmm, I must've got lucky, 'cause I didn't have a single problem with it, and 5 starred all the 3 stages of that fight.
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Re: Final Fantasy XIII-2

Postby Nothan » Wed Feb 01, 2012 2:30 pm

I picked mine up yesterday, but I never finished the first one because I got extremely frustrated after arriving at Gran Pulse and trying to do all the misc side missions. I kind of quit after some really hard ones and ended up youtubing the ending. I didn't really understand it because everything they did up to the end seemed to completely contradict their original goal.
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Re: Final Fantasy XIII-2

Postby fuzzygeek » Wed Feb 01, 2012 3:31 pm

Holy shit this game is beautiful.

Granted, it's also the first PS3 game I've ever played, so I don't know if that's just the norm for modern console games.
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Re: Final Fantasy XIII-2

Postby Aubade » Wed Feb 01, 2012 8:57 pm

fuzzygeek wrote:Holy shit this game is beautiful.

Granted, it's also the first PS3 game I've ever played, so I don't know if that's just the norm for modern console games.



Most of the Modern console games look awesome, but Square Enix always splurges on graphics! I haven't played 13-2 yet outside of the demo (I picked it up, but have worked 2 12 hour days O.o) but 13 blew me away with it's graphics, so I'm assuming 13-2 is awesome.

EDIT: Lol, I mistakenly edited your post with my response at first >.< Damn old habits and new mod buttons!
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Re: Final Fantasy XIII-2

Postby Era » Thu Feb 02, 2012 2:46 am

Anyone else find the FFXIII voice acting to be a little off? :( Maybe it's just my brain being a special little snowflake, but it annoyed me a little.

I finished the first disc of the game, then shelfed it. I do intend to finish it, someday, but I can't say it had the same gripping storyline/gameplay as I've come to expect from FF games.
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Re: Final Fantasy XIII-2

Postby Aubade » Thu Feb 02, 2012 11:08 am

There were a couple characters where the voice acting was like...uhhh okay? Namely, Snow/Hope, and some of the NORA members, in my opinion.

Put about 3-4 hours into XIII-2 Last night, had a BLAST. I absolutely love it, open world roaming is back, you can travel between all of the places you've been to backtrack. Exploring the world is rewarded very well, and overall I really am captivated with the story (The last part could just be me, I tend to like pretty bad stories haha.)
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Re: Final Fantasy XIII-2

Postby Nothan » Thu Feb 02, 2012 1:14 pm

I think the voice acting is more or less the same. The voice actors are the same at least from FF13. Off topic, I actually went to the FF13 pre-launch event with a friend of mine that won some contest and we met the girl voicing Lightning and the guy voicing Snow. They did a pretty good job with their characters imo.
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Re: Final Fantasy XIII-2

Postby Fivelives » Thu Feb 02, 2012 2:16 pm

It's one of the best movies I've ever played!

There are some minor niggling issues with animations, but I can forgive those. I really like the story and characters so far - they even made me like Hope and for that, they really worked a miracle there. I even kinda like the pokemon aspect of it, too.
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Re: Final Fantasy XIII-2

Postby fuzzygeek » Thu Feb 02, 2012 5:53 pm

I just ran into hope fifteen minutes ago. I hated the whiny little puke in 13; he's kind of admirable now. I have three different portals going to different threads, and I know I have to backtrack to a couple places to do some side quest stuff.

So, Final Fantasy Corridor this is not.

One major concern is that people who haven't played 13 may be a bit lost; the story leans heavily on the events of the first. It may not matter much in the long run, but without the backstory this is probably even more confusing.

One great design choice is that the usage of time portals makes it episodic, and easy to say "ok I'm going to stop *here* so I can eat/sleep/be responsible."
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Re: Final Fantasy XIII-2

Postby Sabindeus » Fri Feb 03, 2012 8:10 am

I never had a problem with the linearity of 13. I mean I pretty much played every other FF game like that anyway (with a FAQ for the hidden shit) so... yeah. Don't see why everyone hated on it. I'd much rather further the plot than explore.
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Re: Final Fantasy XIII-2

Postby Fivelives » Fri Feb 03, 2012 8:36 am

Sabindeus wrote: I'd much rather further the plot than explore.


Part of the fun of RPGs is how you further the plot. You go to cities, talk to people, figure out what's going on and then decide what to do about it. You generally also have the freedom to tell the plot to GFI while you traipse off and do side quests with all the attention span of a kitten in a tinsel factory.

FFXIII kinda took ALL of that out. There was little to no interaction with anything but your party and the enemies while you ran down a tunnel for 20ish hours. RPGs are supposed to build a world for you to explore, and that's where FFXIII failed miserably, at least for me.
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Re: Final Fantasy XIII-2

Postby fuzzygeek » Sat Feb 04, 2012 9:52 pm

Just finished 13-2.

What.



The.




FUCK.
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Re: Final Fantasy XIII-2

Postby Sabindeus » Sat Feb 04, 2012 10:08 pm

Fivelives wrote:
Sabindeus wrote: I'd much rather further the plot than explore.


Part of the fun of RPGs is how you further the plot. You go to cities, talk to people, figure out what's going on and then decide what to do about it. You generally also have the freedom to tell the plot to GFI while you traipse off and do side quests with all the attention span of a kitten in a tinsel factory.

FFXIII kinda took ALL of that out. There was little to no interaction with anything but your party and the enemies while you ran down a tunnel for 20ish hours. RPGs are supposed to build a world for you to explore, and that's where FFXIII failed miserably, at least for me.


Yeah no I really don't care about any of the stuff you mentioned. I have very different standards for my tabletop RPGs as opposed to my video game RPGs. The square-enix style of direct storytelling with no choice involved is something I greatly enjoy. Separately, I also enjoy the freedom provided by a pen and paper RPG with a good DM. I'm not a huge fan of the open-world style games like the Bethesda games.
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Re: Final Fantasy XIII-2

Postby aureon » Sun Feb 05, 2012 6:52 am

fuzzygeek wrote:Just finished 13-2.

What.



The.




FUCK.

Is that a positive, a negative, or an evangelion comment? =p
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Re: Final Fantasy XIII-2

Postby fuzzygeek » Sun Feb 05, 2012 2:42 pm

I enjoyed the game very much; I started a new game this morning to do the 100% max-efficiency built character thing (my first playthrough did not maximize stat allocation because I didn't realize 13-2's crystarium behaves markedly differently from 13's until I was well along it).

I finished the game, but I had a *lot* of unlocked eras and several of the large areas I didn't come close to completing. I'll do that at a more leisurely pace now.

Some of the puzzles I'm not looking forward to doing again, or more of. The timed constellation connect puzzles are deeply stupid and I don't like them at all. The clock puzzles are a lot of work, and I'm probably going to need to rig some kind of dry erase board to solve them more efficiently.

The storyline is a little odd, as storylines involving time travel and causality usually are. Characters are generally believable, and this is the first male protagonist that didn't actively irritate me in a long time.

As a game it is markedly better than F13. I'm not sure where I'd rank it in the pantheon, but it's certainly up there. I don't know how much of that is the new-car smell of it; will have to digest it for a while and see what I think later.
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Re: Final Fantasy XIII-2

Postby Aubade » Sun Feb 05, 2012 2:45 pm

I'm glad to hear it has high re-playability, I'm actually just getting ready for an all-day session haha.
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Re: Final Fantasy XIII-2

Postby Aubade » Mon Feb 06, 2012 1:09 am

@invis

I actually really like the music >.<
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Re: Final Fantasy XIII-2

Postby Nothan » Mon Feb 06, 2012 12:00 pm

How many hours did it take to go through the game? I just started but I am really slow at console games or I just like to investigate every bit of the map for items or whatever and that takes up a lot of hours and gets me sidetracked.

I think the only other game I finished within a week of release was FFX-2, which took about 3 days :P
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Re: Final Fantasy XIII-2

Postby Fivelives » Mon Feb 06, 2012 2:07 pm

If you don't get sidetracked collecting fragments, gambling, or taming monsters, it's relatively short for a final fantasy game. Something like 12-14 "plot" episodes, but those side paths are just oh so tempting.
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Re: Final Fantasy XIII-2

Postby Sabindeus » Mon Feb 06, 2012 2:09 pm

I am stuck on Caius Ballard in Oerba 200 AF. He kills me and heals himself. :(
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Re: Final Fantasy XIII-2

Postby Fivelives » Mon Feb 06, 2012 2:21 pm

Use better mons and paradigm decks. You need a med/med/sen for that, and if you've got one, a Pulse Knight from Bresha Ruins 005 AF is the best sentinel for pretty much everything up until you can get a bunkerbeast.

My standard paradigm deck (Serah/Noel/Monster)
Sab/Syn/Sen (start here and stack your buffs/debuffs up)
Rav/Com/Rav (switch to this and bounce back and forth between this and the duplicate)
Rav/Com/Rav (duplicate to take advantage of the ATB refresh from paradigm shifts)
Med/Sen/Med (use it after the boss lands their supermove)
Sen/Sen/Sen (use it whenever the bosses "telegraph" their supermoves)
Rav/Rav/Rav (use this whenever anything gets staggered)

I always use the "Wide" stance, just because that's the only way to guarantee Serah will stick with the bow and moderately in long range. That, and because it wrecks random groups faster for more 5-stars; and with bosses it doesn't matter, since generally they're the only thing on the screen.

Oh, for reference:
Sentinel is a lvl 20 (early peaker, so 20 is the max) Pulse Knight - soon to be upgraded to a bunkerbeast
Rav was a lvl 30something Zwerg Scandroid - soon to be upgraded with a chocobo, currently a lvl 38 cloudburst
Med is one of those slug things with the flowers on their heads, level 20ish or thereabouts - probably going to stay the same, unless I find another med with item hunter on it.
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Re: Final Fantasy XIII-2

Postby fuzzygeek » Mon Feb 06, 2012 2:58 pm

If you power straight through the plot, you can finish it in under 30 hours. I think I was a little over that mark, but I'd spent a couple hours futzing around and playing with different things. I probably only saw about 40% of the game, too. There are a metric fuckton of side quests and optional things.

Another really good SEN mob is the goblin king; his feral link ability buffs you with, like, everything; I ended up using him for the rest of the game. If you're stuck on Caius you might go do the other plot branch first. I'm a bit past that point on my 2nd playthrough, and I did the Waterway first both times. Doing this sends you to the Steppes earlier (where you can pick up the Goblin King SEN and a Chocobo COM), teaches you Moogle throw (don't have to backtrack to pick up wild fragments), and gets you to a higher level before facing Caius.

The first playthrough I was pumping every crystarium point into Noel's COM and Serah's RAV; this time I'm saving Role Bonus spheres for their primary job and filling small spheres with the secondary things.
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Re: Final Fantasy XIII-2

Postby Nothan » Mon Feb 06, 2012 3:14 pm

I get easily distracted by side quests and stuff like that :P I suppose that's one of the factors that led to me never finishing FF13. I tried to do all of the crystal missions or whatever in Gran Pulse and some of them were so hard that I just gave up in frustration because I didn't have the gear to do them and there was no brute forcing through. This time I'll attempt to just do a bit and move on.

I'm kind of confused on the stances on the paradigms work. Are those basically there to hot swap to AOE/single target fights? Do you keep two of the same paradigm combinations for different situations?
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Re: Final Fantasy XIII-2

Postby Fivelives » Mon Feb 06, 2012 3:29 pm

The reason you keep 2 duplicate paradigms is because of the way the ATB refreshes.

Say for instance you've got a 5 second refresh on your ATB from empty to full
Start the battle in Rav/Com/Rav, use your first full 6 bars
Immediately switch to the second Rav/Com/Rav, and your ATB is magically back to full again instantly
Wait the 5 seconds to refresh your current ATB back to full
Use your 6 bars
Immediately switch to the original Rav/Com/Rav, and your ATB is refreshed again.

It's a "hidden" mechanic they put in to encourage paradigm shifting mid-battle, even on trash fights.

Ok, as to what paradigms are.

There are a total of 6 roles (or classes, you could call them) in the game, and each role has the use of specific abilities. For instance, Ravager is the "black mage" role, while Sentinel is the tanking role. Naturally, since none of the roles are set up to share abilities between them (and you get different hidden bonuses for each role - for instance, Ravagers build the chain gauge faster, and Sentinels take decreased damage from attacks), you have to set different combinations of roles for your characters, or paradigms.

So when we talk about Rav/Com/Rav, for instance, we're talking about assigning Serah the role of Ravager, Noel the role of Commando (physical attacker - think melee DPS), and a monster with the Ravager class. You can have up to 6 pre-defined paradigms, and you can switch between them at any time during a fight. So say for instance, you start in Rav/Com/Rav, but suddenly you need some MASSIVE healing, you might want to have 2 medics and a sentinel - so you shift to Med/Sen/Med so that Noel can taunt the mobs while Serah and the monster healer heal the group up to full.

In FFXIII-2, they added a secondary characteristic to each paradigm. You can set them to act normally according to their AI, which can be somewhat stupid at times. Generally not a good idea. Or, you can set them to "close" stance (or X stance) which makes them all focus on the same target - again, generally not a good idea, both because it takes longer to clear trash fights, and because Serah has naturally lower HP totals than Noel, and this forces her to use her sword instead of bow, which can get her caught more often in AOE attacks by the mobs. Or, you can set them to wide stance, which is the best option (in my opinion!) because it forces Serah to stick with her mogbow - keeping her *mostly* out of harm's way - and the AI will prioritize AOE attacks when there are multiple enemies - leading to faster fights and more drops.
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