Final Fantasy XIII-2

Arianna

Holy, Personified
AKA
Katie; Seta.
Interesting in that not only did Cocoon fal'cie control the weather, but that humans could tell it what kind of weather they wanted or needed.

No, they only could tell the fal'Cie which weather they wished in Sunleth Waterscape. Everwhere else it was up to the fal'Cie.

In Episode 0, it is mentioned how meteorologists would guess the weather, and they were wrong sometimes. The fal'Cie, when consulted, were always right, though.
 

Tennyo

Higher Further Faster
No, they only could tell the fal'Cie which weather they wished in Sunleth Waterscape. Everwhere else it was up to the fal'Cie.

In Episode 0, it is mentioned how meteorologists would guess the weather, and they were wrong sometimes. The fal'Cie, when consulted, were always right, though.

It sounds to me like the fal'Cie were probably purposely messing with people, then.

"Did you hear the news? They said it would be sunny."

"Yeah, let's make it rain."

:shifty:
 

Tifabelle

Pro Adventurer
AKA
Tifabelle, Nathan Drake, Locke Cole, Kain Highwind, Yamcha, Arya Stark
damn fal'cie trolls

Makes sense for Noel to be the connection to FFXIII for people who didn't play it.

Sunleth Waterscape. Was this where Hope's field trip was in Episode 0 /can't remember
 

Arianna

Holy, Personified
AKA
Katie; Seta.
Okay, I read this part in the article. I misunderstood. I thought they were in the past when this was said; but, if they are in the present (after XIII), then the quote makes sense. Sorry. Yes, the fal'Cie would be gone, or at least unable to conduct their responsibilities.

http://www.nowgamer.com/features/1393/final-fantasy-xiii2-9-ways-it-improves-the-series

Further on in the demo we heard a passing guard mention how he “wished we could still control the weather”, referring to the torrential rain that filled the area. This suggests the fal’Cie that powered Cocoon’s strict ecosystem are no longer in charge. Not only does this offer a storyline that frees up many design elements for the world, but also the chance for a bit more humanity to interact with.

Maybe the fal'Cie have disappeared?!

It sounds to me like the fal'Cie were probably purposely messing with people, then.

"Did you hear the news? They said it would be sunny."

"Yeah, let's make it rain."

:shifty:

Humans did the meteorological reports...

Here's the Episode 0 part about this:

As everyone already knows, the weather in Cocoon is controlled by the fal’Cie. As a general rule, the fal’Cie do not tell humans what the weather schedule is going to be.”
But there are exceptions. For storms, lightning, strong wind and other bad weather the fal’Cie send notices to the Sanctum, and the Sanctum warns the citizens so they can prepare. The announcements from the fal’Cie are always correct, they never miss.
Compare this to the so-called “weather forecast”, where humans gather data on weather climate changes. They are usually quite accurate, but are still nothing but predictions and can occasionally be wrong.
“Unlike the rest of Cocoon, the weather in Sunleth is controlled by it’s own fal’Cie. This is because we are studying the effect rain, wind and other weather have on the plants and monsters.”

Maybe Atlas is a rouge fal'Cie...?!

Eh, humanity could interact even with the fal'Cie in charge. >_>

damn fal'cie trolls ... Sunleth Waterscape. Was this where Hope's field trip was in Episode 0 /can't remember

Yes, that is where Hope's class had a special fieldtrip. :)

And I like that: "damn fal'cie trolls"
 
Last edited:

OneWingedDemon

NOT AMUSED
I see nothing even remotely impressive.

They say they listened to criticism. If so, the gameplay vids and commentary show little of that imo. Based on production time alone, unless SE has been holding back on this deliberately (which I highly doubt), I wouldn't be holding my breath about anything beyond one or two towns being added for "exploration" and a few sidequests. Granted, they are using scrapped material from FF13, but that doesn't fill me with glee.

The battle system is almost entirely intact and remains largely the same. There's nothing really new here except QTEs. QTEs shouldn't even qualify as a change.

Noel looks like he could be a likeable character at least, minus shitty design. Maybe he'll die for our sins:awesome: /unpopular opinion
 
Last edited:

Ghost X

Moderator
Despite non-functional weapons, resident evil style button sequences during battle, and strangely galloping horses, I'm actually some what curious about this game. From that interview though, how they were talking about the shops in FFVII-IX being boring. Hell, no. I always found them interesting. Rap music and J-pop is also a turn off. I hope the overwhelming JRPG elements of FFXIII won't be present either, but that's a long shot.
 
AKA
L, Castiel, Scotty Mc Dickerson
I don't really see the point in continuing the current plotline tbh, the game itself was widely criticised and personally I think it's one of the worst FF titles they ever made.
They restricted players to an essential one way map where you had no real method of exploration, they limited the battle to control of one person regardless of the crappy paradigm shift options.

Plot wise it was meh, they started off with a good idea then spun off it so much im not even sure the producers knew which character was l'cie and which wasn't.

If they are redoing this purely to use serah then it seems a bit inept, they should at least attempt to make changes to the gameplay that they were slandered for the first time around. Look at FFX-2, even then they tried to re-do the battle system just to make it slightly different from the last.
 

Joe

I KEEP MY IDEALS
AKA
Joe, Arcana
I actually liked Serah in the first game, I really did. More than a lot of the others to be honest. [/unpopularopinionbiteme]

Still, I don't know if what is here constitutes as being worth another game.
 
AKA
L, Castiel, Scotty Mc Dickerson
How can you like her though, she literally has about 10mins worth of screen time tops.
Half of that she is crystal!
 

Joe

I KEEP MY IDEALS
AKA
Joe, Arcana
And she was more bearable during those ten minutes than Hope's bawfest, Lightning's Angst and Sazh's tokenism was at any point during the whole game.
 

Arianna

Holy, Personified
AKA
Katie; Seta.
Kagari's interview, link: http://ps3.rpgsite.net/interviews/282-e3-2011-final-fantasy-xiii2-developer-interview

Our full interview:

We recently sat down with both director Motomu Toriyama and producer Yoshinori Kitase to discuss the upcoming Final Fantasy XIII-2 in a round-table interview. Although we only had around 30 minutes with the staff, we were able to get some interesting information, and hopefully answer some burning questions that fans may have.



RPGSite: The battles seem much more dynamic with set pieces going on… could you talk about this approach?
Kitase: We actually didn’t take any inspiration from any western RPGs. Not cautiously anyway. On the other hand, the Paradigm Shift system from Final Fantasy XIII was quite popular but most people liked it so we actually carried it over to make it a different version—not completely the same. Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you. They progress the same as characters do in any RPG. Second, you’ve got one called Cinematic Action, so like in a big battle against a boss character the Cinematic Action element is put in so it’s more dynamic. And in every single way we want to make sure the player has some kind of interaction with the gameplay.

RPGSite: Do you feel that fans were disappointed with the original Final Fantasy XIII? Are there any features in Final Fantasy XIII-2 that were direct actions based on fan feedback and fans of the original?
Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven. But it was so much so, that people thought it was quite linear, which people didn’t like. So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly. So this new game is more player driven, than story driven, so that the player will have very active involvement. There’s a lot more things you can do and explore, like towns and other things, and also you can choose what you want to say to a NPC.

RPGSite: One of the deepest criticisms that has been made was the lack of the traditional Final Fantasy town. In response in interviews, it was said by someone in the development team that making towns on a high definition system is actually quite difficult. So is that something that has finally gotten easier now? Have they developed ways to make it a quicker process? To make it a more painless process? Or can we still expect the towns to be smaller than what you would have found in games like Final Fantasy VII-IX.
Toriyama: Like Kitase said earlier, we did take it seriously that there was a huge criticism over no towns—we know people didn’t like it and so we took that and have towns in the new one. And you can explore the town and you can talk to all the people, and that will lead to other situations. Shops, as well now in XIII-2 you can find certain characters you can talk to and they can sell things to you and you can make purchases. I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult. So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].

RPGSite: At point did you decide to make Final Fantasy XIII-2, and what was the reason behind it?
Kitase: We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII. Around the time we were visiting the United States and other European countries on the promotion tour, we actually got a lot of positive reactions from the fans, and also obviously Final Fantasy XIII was luckily a commercial success with 5 millions units sold around the world—over 6 million. But we just felt generally that people wanted a sequel anyway, and while making Final Fantasy XIII we thought that the characters and the universe had more potential, not just squeezed into one title.

RPGSite: Will Final Fantasy XIII-2 be using a chapter based system, as far as story progression goes, because that was in Final Fantasy XIII, people thought that system made it too linear… will XIII-2 similar in that sense?
Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple endings.

RPGSite: Could you explain why you went back to the Paradigm System for the battling? Was it because it’s a direct follow up from Final Fantasy XIII? Or do you guys feel like you’ve found the perfect balance in a battle system for the series?
Kitase: We decided to carry it over into the new game for of course the reason you just mentioned. Because it’s a sequel, it just seems, you know, the right thing to do, so we stuck to the same system. Also, it was quite popular in XIII, so we thought it was the best battle system to incorporate it into this game as well.
Having said that, it’s not just that we’re implementing the same battle system, but actually like I told you a bit earlier, you can capture and recruit over 150 different types of monsters, so that is a great addition and also more acutely strategic gameplay you can enjoy It compared to XIII.

RPGSite: Is there a common theme between XIII-2 and XIII? For instance, I noticed that in XIII-2 we have rap music going on when you’re exploring areas in town, and the whole introduction was this J-pop spectacle, so can you elaborate on this? Difference similar like those between X and X-2?
Kitase: It’s a different case than X to X-2 was, than in XIII to XIII-2. When we made X-2 we wanted to change absolutely everything, including music and the taste. X was more of an asian atmosphere, while X-2 was more pop style, so it was a total departure. Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much. It’s not like X to X-2 were it was a completely different thing. XIII to XIII-2 is an actual sequel. When it comes to music, in XIII Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.
What do you think of the music in XIII-2?
RPGSite: Unexpected. It reminded me of Persona… which that stuff can be brilliant depending on the situation.
Kitase: Obviously we want to make adjustments, because, like you say, if we stick the same kind of music all the way through, it might sound a bit out of place, or be a bit strange. We made it so every thing has an appropriate tune.

RPGSite:
My proper question is about side quests, and the end game. One problem that a lot of people had with the original XIII and some of the other recent Final Fantasy titles is that once you finish them, there really isn’t that much to do. In XIII there were side quests, but they were all these monster hunt quests—there was nothing else. So I’m wondering if they’re looking at post game content stuff to do after the game is over, and if they’re looking at more variety of side quests during the game as well.
Toriyama: We mentioned the multi endings earlier, so it’s in relation to that so we can’t tell you very much about it. For people who have already cleared the game once, from the second playthrough on there are replay values attached to it. It’s a lot like New Game+, it’s the same system, so there are items and features than can entice you to keep playing. As far as side missions, there are more side missions a bit like in Red Dead Redemption. So it’s not just the hunts, it’s the other types of missions as well. One of the criticisms we received about Final Fantasy XIII was there was not enough mini games, and people want to see more of them, so that’s some of the things we added as well.

RPGSite: I had some questions about some of the new elements you’re throwing into the battle sequences. For example, you mentioned monster collecting earlier on… how do you exactly collect monsters in battle, and on a side note, what specific thing triggers the Cinematic Actions? Are they automatic? Or do you have to fill certain conditions for them to play out?
Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you. You can mix them like if you play a card game and make a deck—it’s a bit like that. When it comes to the Cinematic Actions, there are two types: first is the one you saw in the demo against Atlas. When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.

RPGSite: You talked a little about Red Dead Redemption. Can you explain how that influenced you?
Toriyama: Among the millions of games that came out last year, Red Dead Redemption was adored by a lot of Japanese developers, including ourselves. Our game is not as open-field as that game, obviously. We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game.

RPGSite: With Final Fantasy XIII, a lot of people felt that the Xbox 360 version was not as good as the PlayStation 3 version. What are you going to do to make sure the 360 version of XIII-2 is at least as close as it can be to the PlayStation 3 version?
Kitase: What we believe is even with Final Fantasy XIII there wasn’t an awful lot of difference when it comes to real time graphics. It’s about the same. When it comes to actual movie files, which was very heavy, the compression capacity of the two consoles was quite visible. In the meantime, we are now capable of event scenes/drama scenes as real time graphics rather than movies. The real problem that was causing so much difference between two versions, is a relatively small amount… it only makes up a small percentage of the entire graphical elements in XIII-2, so it’s not going to be a very big issue anyway.

RPGSite: Thank you for your time.

Everyone knows what I'm gonna say! :awesome:

(Behind this, in case anyone's ready to jump me over it.)

Fal'Cie?!

Stop giving me gameplay details! I don't care about that!

I want story details!!!

Oh yeah...

RPGSite said:
...and there are more than 150 types of monsters there for you to capture...

Gotta catch 'em all!
 
Last edited:

Dana Scully

Special Agent
AKA
YACCBS, Legato Bluesummers, Daenaerys Targaryen, Revy, Kate Beckett, Samantha Carter, Matsumoto Rangiku
I'm surprised that they're looking at RDR as inspiration, though it's certainly not a bad thing.

Thanks for the interview copy pasta. :monster: New Game+ confirmed, shweet. Can't say I'm much of a jpop fan, so I hope they'll use it sparingly.
 

Terrafig

Default
AKA
KaleMarsh
"For a game that's supposed to be using less cinematics, that's a lot of gameplay."

I hope this is true, but I'm a little skeptical.
 

Arianna

Holy, Personified
AKA
Katie; Seta.
Red Dead Redemption...

What influences would Square take from that?

What is that game about, and what kind of game is it?
 

Glaurung

Forgot the cutesy in my other pants. Sorry.
AKA
Mama Dragon
More videos about gameplay:

http://www.vandal.net/video/16167/jugando-a-final-fantasy-xiii2-vandal-tv-e3-2011

Skip to 0:22 for the vid to start.

Now pay attention from 0:50. See the two researchers talking? Does the one to the left (the boss) look familiar? In 1:12 you see he has silver-blue hair gathered in a ponytail, and bangs framing his face. I know it's the fangirl in me speaking but, what if this guy is Yaag Rosch? They said that some characters would return with important and unexpected changes.

What if this scenario is an alternate reality on which Rosch is a scientist and not a soldier? I know they might be recicling models and color palettes for NPCs but let me dream :awesome:
 

Tifabelle

Pro Adventurer
AKA
Tifabelle, Nathan Drake, Locke Cole, Kain Highwind, Yamcha, Arya Stark
Now pay attention from 0:50. See the two researchers talking? Does the one to the left (the boss) look familiar? In 1:12 you see he has silver-blue hair gathered in a ponytail, and bangs framing his face. I know it's the fangirl in me speaking but, what if this guy is Yaag Rosch? They said that some characters would return with important and unexpected changes.

What if this scenario is an alternate reality on which Rosch is a scientist and not a soldier? I know they might be recicling models and color palettes for NPCs but let me dream :awesome:

But he's dead. HE'S DEAD GOD DAMMIT. That obviously hasn't stopped SE in the past from being dead characters back to life. BUT CAN WE LEAVE DEAD PEOPLE DEAD? XD

And she was more bearable during those ten minutes than Hope's bawfest, Lightning's Angst and Sazh's tokenism was at any point during the whole game.

I liked Hope and Lightning, but I can accept your dislike of them. BUT SAZH. HOW DARE YOU? Sazh is like the best thing to come out of Final Fantasy since... since I don't even know. So you gtfo Joe. :wacky:
 

Glaurung

Forgot the cutesy in my other pants. Sorry.
AKA
Mama Dragon
But he's dead. HE'S DEAD GOD DAMMIT. That obviously hasn't stopped SE in the past from being dead characters back to life. BUT CAN WE LEAVE DEAD PEOPLE DEAD? XD


But... but... but I want him baaack *whine*

:awesome: Anyway, that was my theory. In an alternate reality on wich Yaag wasn't a soldier, he wouldn't have blown himself to bits with that grenade. Besides, a hot scientist would be nice to see, for a change.

Just my crazy thinking :monster:
 

ForceStealer

Double Growth
Besides, a hot scientist would be nice to see, for a change.

url

:awesome:
 
Top Bottom