Boring. Bland. Linear. Those are three of the kinder things that can be said of Final Fantasy XIII, a game so poor it needed a direct sequel just to salvage some brand integrity. Theyâre also disarmingly simple, and donât really get to the heart of just why the game was so disappointing to so many.
This Gamasutra piece by Christian Nutt does, though. Taking inspiration from Red Letter Mediaâs breakdown of the Star Wars prequels, Nutt goes to town on Square Enixâs big-budget RPG.
The Star Wars prequels are full of things we recognize from the original trilogy, but divorced from any dramatic intent. For example, Plinkett astutely points out that light sabers are incredibly overused in the newer films, so much so that fights lose their uniqueness and tensionâthe constant battles becoming simple, garish light shows. Moments from the original trilogy are deliberately referred to, but without any parallel in meaning, just in form.
So, too, is Final Fantasy XIII filled with Final Fantasy Stuffâmost notably and stupidly, crystalsâand itâs clear that all of that junk is there because the developers assume that it has to be there, not because it enriches the world or the gameâs play experience.
âThe new films just borrow and recycle from the original ideas, as if thereâs no way to create anything new,â says Plinkett. And thatâs what hamstrings Final Fantasy XIII, too.
Hell, the gameâs director, Motomu Toriayama, asked character designer Tetsuya Nomura for âsomeone like a female version of Cloud from FFVII.â
That is not vision.
And unlike our own Michael Faheyâs thoughts on the subject, Final Fantasy XIII-2 doesnât fare much better.
https://lastchance.cc/final-fantasy-xiii-2-the-kotaku-review-5880275%3C/a%3E%3C/p%3E
Before you rally to the gameâs defence, know at least that Nutt is a die-hard RPG fanatic, not some blow-in hater of the genre. So his full piece below is definitely worth a read.
Questioning the âvisionâ behind Final Fantasy XIII-2 [Gamasutra]