Despite the enthusiasm among gamers for Final Fantasy XIII, I have, from afar, assumed and feared that the game represented a creative backslide. On Friday, during a demonstration of the game, I was able to test my opinion.
A pair of Square-Enix representatives was in New York to show the companyās holiday lineup and tease some of 2010ās. That tease included a playthrough by them ā no touching, journalist ā of the E3 build of Final Fantasy XIII. Thatās the build our Luke Plunkett would have seen more of had a PlayStation 3 firmware upgrade not ruined things.
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Allow me to provide my Final Fantasy main-game playing resume for context: Never played I-III, started and liked IV on the Game Boy Advance, didnāt play V-IX, played all but the final boss of X, none of XI and about a third of XII. You wouldnāt call me a super-fan.
But I liked XII a lot. I enjoyed the switch from turn-based battles to real-time combat. Even more than that I liked the Gambit System in XII which allowed me to assign tasks to party members, so they would automatically heal or fight in certain ways at certain moments. That system, I felt, surmounted some of the tedium in turn-based role-playing games.
XIII is turn-based, using a battle system similar to IV in that attacks are made available during combat as a meter fills to enable them (translation: you canāt spam attack buttons, but also donāt have to wait to take a turn). But the new game has no Gambit system. Hence my concern that this game wouldnāt be for me. I was concerned that some classic RPG tedium would be back.
The demo that I was shown had the male lead character, Snow, running through part of a city, encountering a few guards and culminating with a boss battle against a phoenix-type creature. I was learning a lot along the way, as the Square-Enix rep played: That I can only control one character in battles, based on whichever one the designers deems best for that moment; that the story is long and intricate, involving a band of lead characters who have branded with the task of destroying their hometown.
I watched a few of the gameās turn-based battles and was impressed with their swiftness. A return to turn-based combat apparently does not mean a return to a slower pace of play. Not only are enemies visible on-screen as you run through the world, but transitions into battle sequences are snap-of-fingers quick.
The Gambit System may not be back, but I was introduced to the Paradigm System, which seems like it could be shorthand for it. The system allows the player to set basic behavior preferences for their party members. You can set one to medic, for example, though it wasnāt clear to me whether that would be as useful as setting a XII character to automatically heal themselves any time their health drops below 30% of maximum. Iām optimistic about this but need to see more.
Iād read about XIIIās Gestalt mode, though I had misunderstood it to believe it was a purely real-time combat system. XIII allows players to summon epic characters, as is Final Fantasy series tradition. The Gestalt mode lets the player transform the summoned character into a vehicle. Button prompts appear, letting the player manually select from vehicle-based attacks. From what the Square-Enix rep playing the game told me, youāre not freely doing these completely free-form. Youāre executing one at a time, somewhat strategically.
Overall, the battle system didnāt seem like the regression I thought it would be and presents an interesting cocktail of concepts. Iām less worried about it.
I was curious about other aspects of XIII that have frustrated me in other role-playing games Iāve played, but little more information was available. Take saving, for example. I was shown a save point, which looked like the standard location-based saving system. No word on whether this game will allow for on-the-fly saving. I couldnāt learn anything more about the gameās inventory system either. In the past Iāve found them a bit messy and overwhelming, but it seems that weāll have to wait until the XIIIās release in Japan in December.
I didnāt see a whole lot of Final Fantasy XIII, but I did see enough to think better of the game than I had before watching it played. My disappointment that it is so different from XII has all but dissipated. Iām ready to accept it on its merits, if only we can learn more about it.
There are major aspects of the game system that remain a mystery. Weāll find out more next month. The game will be out in North America and Europe on the Xbox 360 and PlayStation 3 on March 9, 2010.