This entry into the Final Fantasy universe is much like all the others you've played as far as storyline (ragtag group of misfits trying to save the world from some evil being/ deity or militant group), but that's where it ends.
If you're a Final Fantasy fan like me, when you hear about a new title, your head turns and you get a bit giddy.
In the last few years though the franchise has taken a few turns for the worse with no sign of things getting better. Final Fantasy XIII is no exception to the pattern that Square Enix has taken with the series. As usual there are new elements to this entry.
- Revamped battle system with a mixture of fast paced battle with a turn-based touch (very light)
- The Crystarium (much like the sphere grid from Final Fantasy X)
- Control of only one character (if that character is KO'd then it's game over)
- Classes called Paradigms which dictate what role each character will play in battle.
- Paradigm Shifting between these roles for any possible situation that may arise in battle (adding enhancements to party members while one inflicts status ailments, and another acts as a damage sponge protecting(sort of) the party)
- The "Stagger Gauge" which serves as a way to deal heavy damage once the meter is fill beyond a certain threshold (can get up to 999%)
- A post-battle rating system telling you how did (just wining the battle isn't enough, you have to be graded)
- Shrouds (little items that add status enhancements prior to battle; Haste, bravery, faith, etc)
- Ability to upgrade weapons and accessories to the point of even transforming them
Exploring the map is very linear with little to no real exploring of maps for side areas to navigate through.
The encounter system is contact based meaning that the creatures run around on the field, you come into contact and a battle takes place (somewhat of an improvement from Final Fantasy XII)
It has some old features but still they managed to bastardize them into something that no one asked for which creates somewhat of an annoyance.
They even added new summons to the roster that look kind of interesting (but hard to pronounce). Remember the summons of old? Some of them managed to make their way back; Odin, Shiva [although turned into the "Shiva Sisters"], Bahamut (YES!), and Alexander) and like I said before: BASTARDIZED!!!
Yes, my friend, they even managed to make Bahamut and others lame. How you ask? By turning them into Transformer rejects!
- Odin - Turns into his trusty steed while Lightning rides him
- Shiva Sisters - Scissor lock their legs together and turn into a MOTORCYCLE!!!!
- Bahamut - morphs into, not an AirSHIP but...an AirSCOOTER!!!
The summons serve several good functions, dealing plenty of damage, distracting the enemy, serving as though they are under one of the paradigm roles, and once you fill what is known as the Gestault gauge, you are able to do a few unique attacks and their special attack. Once that is done any characters that are KO'd will be revived.
Not all of the classic summons were able to make their way back in as most would have liked. They are still cameos (form of locations like "Ramuh Interchange" and "Siren Park" to name a couple), most of which you probably won't even notice.
Ok, now that I've said all that, let me say this. If you play this game with an open mind and are able to get beyond the fact that this is a Final Fantasy that is not true turn-based, it really isn't a bad game. Several aspects are different but once put together they flow pretty well.
The class titles have changed but their role will feel familiar. Commando is your physical damage dealer, Ravager is your attack magic user, Sentinel is your provoking damage sponge, Saboteur uses status ailments to debilitate your enemies, Synergist add enhancements and buffs to your party members, Medic takes the role of healing, reviving, and removing status ailments from members.
I must also say this, Final Fantasy XIII adds a much larger level of strategy required for the battles. In previous installments in the series you simply went into battle, cast your strongest magic, use your best abilities, use a summon, and you would most likely win the battle no problem (unless you went against a special enemy or secret boss). In this entry, try that and you will lose. Even if you max out your crystarium progression for various parts, if you do not have a battle plan or strategy you will most like get your ass handed to you. It's not simply pressing "X" repeatedly, try this and you simply won't win.
You have to have characters build up the stagger gauge (the ravager- magic user), one to attack so the gauge won't deplete too quickly (commando - your heavy damage dealer), another to provoke the enemy and act as damage sponge (Sentinel) (the paradigm is called "Delta Attack"), then when the enemy is "Staggered" it would be wise (in most cases) to switch to Commando,Ravager,Commando (known as aggression) and deal an intense amount of damage. Once the stagger gauge runs out (several enemies have substantial HP amounts that you won't be able to defeat them in just one Stagger) you'll switch back to the previous Paradigm or one that will allow for healing. Sounds like strategy is required if you ask me.
Earlier I ranted about how annoyed I was with the direction they took with the summons. Other than that there's really much to complain about. They were experimenting with something different (although the there was nothing wrong with the original formula), not everyone will like it (not many did actually) but it's still a pretty good game with room for plenty of improvement.
As far as gameplay you'll put in at least 50+ hours before you beat the game. Even then there is plenty to do in the form of secret areas, monster hunting known as Marks, and Chocobo treasure hunting. If you're like me this will interest you a little bit.
Overall I would have to say this game is worth going to out to your local retail store or even purchasing online if you really want to pay a low price (under $20) and get a very decent game. Check it out!