slaughterking
Little Button Puss
Du hast also eine eigene Japan-Zählweise in der der sechste Teil in Wirklichkeit der vierte Teil ist oder wie soll man das verstehen? 

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enix schrieb:Nur weil es für viele der erste Teil war. Es wird fast niemanden geben, der 6-9 gespielt hat und 10 als bestes FF ansieht.![]()




slaughterking schrieb:Das weiß ich, aber die Zählweise von dem Poster über mir macht keinen Sinn.

RealClaymore schrieb:Das schwerste FF ? Och ne... Ich hasse zu schwere Spiele. Habe keine Geduld für sowas![]()
Mandos schrieb:Die Linearität wird mich letztlich wohl nur wenig stören, da ich mich ja davor bei Mass Effect 2 austoben konnte.
BAZONG schrieb:Import-Review http://www.rpgfan.com/reviews/Final_Fantasy_XIII/index.html
Graphics: 99%
Sound: 99%
Gameplay: 80%
Control: 85%
Story: 90%
Overall: 85%
"FFXIII may have the strongest narrative in the series."
"Still, FFXIII is a landmark game if only by virtue of its production. Square Enix has raised the bar not simply for JRPGs, but all seventh generation games to come. It's a must-own for series fans and a must-see for just about everyone else."
P.S. Habe jetzt schon mehrfach gelesen, dass Teil XIII das schwerste FF überhaupt sein soll und gegen Ende gar extrem anzieht. Quasi an der Grenze zur Unfairneß
It's hard even to think of it as an RPG for the first half of the game – really it is the most epic dungeon crawler you'll ever sample.
The game moves and plays a lot like FFXII, thanks to real-time battles (on a separate screen, not on the field) with enemies and party members constantly visible on the map as you trudge along.
[...]
Combat and character upgrading are two of FFXIII's strongest points
All fights play out in real time with an ATB bar dictating the order and timing of actions.
[...]
All of these variables make for an elegantly simple and yet strategically rich system. The speed of battles forces you to think on your toes and punishes players with the wrong preset combinations. Skillfully combining physical attacks with elemental magic allows you to build the enemy's chain break gauge, allowing you to decimate enemies faster until eventually shattering their defenses and rising up to a 999% damage bonus. Players who do not learn to exploit this system can expect extremely long battles and/or dozens of game over screens, as FFXIII is the hardest Final Fantasy game yet. I died numerous times on regular encounters, and several fights are nigh impossible without sneaking up on the enemy for a preemptive strike.
You may have heard rumors on the internets about FFXIII not having any towns and being basically a straight shot with practically no sidequests or content outside of dungeon crawling. Well, unfortunately, that is all true.
What is left of a JRPG when you take away world map exploration, cities, random NPC interactions, side quests, mini-games, dungeon puzzles, and just generally the ability to go wherever you want when you want? You're left with character upgrading and dungeon crawling. Granted in FFXIII's case, it is very sexy and very fun dungeon crawling and character upgrading, with dozens of missions to add variety, yet still, that's basically it. Literally you're just going from map to map, virtually all of them loaded with enemies and devoid of other content, most of them disappearing into oblivion never to be seen again once completed.
It is a surprisingly sparse game. Consider that including both playable characters and NPC's, there are only twenty named characters in the plot. Consider that even with the innovative auto talk system, whereby the game avoids text boxes and uses 100% voiced dialogue, you can count on one hand the number of occasions (not revisitable locations, but occasions) where you'll even be able to interact with NPCs, and again these are almost always in the middle of battlefields. NPCs rarely say anything besides “I don't want to die!” or “Save me!” None of them lead you to any hidden quests or give up interesting secrets.
There are precious few opportunities for you to interact with other characters. Since you are basically just going from dungeon to dungeon, 90% of the dialogue is between the six protagonists. This gives FFXIII a lonely, arcade game sort of vibe. What's more with no cities, no triple triad or blitzball type games, and really nothing to do besides battle and grind endlessly, FFXIII can be exhausting.
Some have argued that FFXIII is in fact a revolutionary and progressive game for doing away with towns, which often are filled with brainless NPCs who repeat the same useless dialogue ad infinitum. To an extent this is true. It is a gutsy design choice, and the online shopping system, which does away with the need of the traditional RPG towns, is actually very cool. However when innovating, it is not enough simply to omit rusty conventions. You have to fill that space with something new, which FFXIII forgets to do. Persona 3 sacrificed a large variety of dungeons for one massive endlessly evolving one and a rich school sim game to enjoy outside of grinding. Dragon Quest IX sacrificed a team of unique story-relevant characters with individual personalities for fully customizable avatars with variable classes and skill sets. FFXIII sacrifices virtually all of the non-dungeon content, from NPC interaction to towns, in exchange for...really pretty graphics?
Minigames? Sidequests? Honestly, it's as if FFXIII considers such things to be beneath it. Indeed the game takes itself very seriously. There's no lovable idiot like Vaan around for comic relief, no random snowboarding or chocobo racing at Golden Saucer, no self-deprecatory breaking of the fourth wall like Snake's classic infinite ammo joke in Sons of Liberty. Your enjoyment ultimately comes down to whether or not the story grabs you enough to make you willing to be dragged along for the ride. And dragged along you will be since, for the first 20 – 30 hours there is literally nothing to do BUT follow the main story. You can get through much of it just pushing up on the left stick and compulsively pressing the circle button. Even after that, the digressions will be few and far between.
Replay value is FFXIII's Achilles heel. When I beat games like Fallout 3, Demon's Souls, or Star Ocean 3, almost immediately I started over to try a new route through the story, test a different character class, or sample a harder difficulty. Once the credits rolled on FFXIII, I thought, “Wow, that was a totally epic sixty hours. Well, back to Bayonetta.” Outside of a compulsive need to ogle the graphics or watch Lightning whore slap one of the characters again, there is little incentive for a second go around, particularly for folks like me who ordered the soundtrack. Dozens of SNES and PS1 JRPG's, FF Tactics, heck even FFI offers more gameplay-related incentives for a second roll in the hay.
It isn't so much an issue of linearity as most Final Fantasy games are extraordinarily linear with towns and sidequests being little more than distractions to give the illusion of variable story paths. That doesn't mean they can be cut without consequence, however. I really expected more with FFXIII. With a massive and mysterious floating city like Cocoon to adventure in, arguably the series' best battle system under its belt, a strong cast with a strong narrative, and all those years of development time, FFXIII could have been a masterpiece. The relative lack of content is my core criticism of the game.
I can think of only two gripes with FFXIII's story. Firstly, it lacks a strong villain. The three main human antagonists either lack face time or aren't even serious opponents. Dysley, the main villain, lacks charisma, and his intentions are inscrutable for most of the game. For a series with a proud history of memorable villains like Kefka, Golbez, Sephiroth, and FFXII's Judges, I found myself disappointed with FFXIII's bad guys. My other issue with the story is the schmaltzy and overly neat ending. The ninety-minute chain of final boss fights and cutscenes is dramatic, bittersweet, but also more than a little cheesy. It doesn't ruin the strong narrative up until that point, but it is certainly not the series' best ending, not after fantastic closings like in VIII and X.
What saves the story in the end is its sheer size. The game menu is equipped with a MASSIVE encyclopedia of technical terms, character profiles, chapter outlines, flashbacks, and all of the mythology of Gran Pulse and Cocoon. Much of it you have to earn through optional missions, yet even if you skip whole chunks, FFXIII is one of the most thoroughly fleshed out concepts I've ever seen in an RPG world. I can't wait to see what Versus XIII and Agito have to add.
Still, it is likely to disappoint folks who bought a PS3 purely for FFXIII (assuming the XBox 360 port didn't already have them crying into their pillows at night) as it falls short of being the system-selling game that FFVII was for Playstation and FFX was for PS2.
A final, hopefully illustrative comparison: FFXIII is sort of like that really hot chick with the amazing body who may be fun to hang around but doesn't grow on you that much. Infinite Space, 2009's best original RPG by my count, is like the awkward girl with the thick glasses and bad skin. She's got a chip on her shoulder and you have to get over your initial impression, but once you do, you realize that she's the coolest and most interesting person you've ever met, and ultimately she becomes not just a potential conquest but a lifelong friend. I don't mind FPS games that fall into the former category, but for RPGs, well, call it a fetish, but I'll take the lovable crater-face every time.
In spite of packing the series' best battle system, in spite of Pixar-level graphics, in spite of an Oscar worthy soundtrack, FFXIII lacks depth. It's sad to have to say that about a game that is superlative in so many ways. Strip away all of the amazing visuals and music and you have a 7, 7.5 game that scrapes by on the virtues of its combat.
Still, FFXIII is a landmark game if only by virtue of its production. Square Enix has raised the bar not simply for JRPGs, but all seventh generation games to come. It's a must-own for series fans and a must-see for just about everyone else. Here's hoping for some meaty DLC or a stronger showing from Versus XIII.
Trayal schrieb:Mandos schrieb:Die Linearität wird mich letztlich wohl nur wenig stören, da ich mich ja davor bei Mass Effect 2 austoben konnte.
Gerade Mass Effect ist doch auch ein Beispiel für Linearität, wenn auch für gut inszenierte Linearität, mit hervorragendem Pacing. Hoffe darauf, dass wir im Sequel mit ordentlichen Nebenquests überschüttet werden. Der Schuss ging im Vorgänger ja ziemlich nach hinten los.

Mandos schrieb:Tut aber eigentlich zu FF jetzt nix bei![]()
BAZONG schrieb:Und was die Präsentation betrifft, bleiben hölzerne und oberflächliche Charaktere sowie deren seichte Dialoge den anderen RPG-Schmieden überlassen. Diesbezüglich hatten wir 2009 schon genug![]()
BAZONG schrieb:Wenigstens verfügt FFXIII über optionale Bosse und man kann Leveln wie man will. So kann man den Level selbst bestimmen, mit dem man dem Engegner gegenübertreten will.

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