Yesterday, I attended a press junket for Lightning Returns: Final Fantasy XIII, the latest in the megaseries and our first chance to see the game in action. The game, from what little we saw, could be cool. The press junket, on the other hand, wasnāt great. We got very little new info that isnāt already in the gameās Final Fantasy Wiki entry. We spent a good chunk of time watching an extended cut of the trailer that weāve already seen. There was a brief gameplay demo that raised more questions than it answered.
https://lastchance.cc/heres-the-official-first-trailer-for-lightning-return-5970695%3C/a%3E%3C/p%3E
Thatās because instead of one-on-one interviews, the interview portion of the event was conducted as a panel Q&A. That means that the reporters sit at one side of the room, the developers sit in the middle, and everyoneās surrounded by a phalanx of PR people. The panel Q&A process is usually a slow one, and when thereās a language barrier (as there was here), itās made slower by the fact that every question and response has to go through a PR translator.
So, due to time constraints, I got to ask two questions. Iām not thrilled with the answers I got, but hey, I did my best. I figured Iād share what I got, along with the tactics I was employing to try to get something, anything more interesting than canned PR-speak about how great the game is going to be.
Here goes:
Tactic One: You wonāt get to ask follow-ups, so try to ask a question thatās already a follow-up.
The gentleman to my left asked a question about why this game had Lightning as the sole protagonist, with no party. Why Lightning? Why solo?
Kitase responded by mentioning how much people like Lightning, and how āa cool and powerful female [character] is an attractive elementā for the game. He then talked about how the ATB system would make it like having a party, since you can switch between different āclassesā for Lightning on the fly. I had a few questions prepared about this as well, so I figured that rather than dig into a whole new topic, Iād ask my question as a follow-up.
Me: People in the past would get attached to their chosen party, and that was a fun part of Final Fantasy games. With the party being just one person, [with the ATB system] you can still have the gameplay aspects of a party-like system, but without the emotional tie to the characters. Was there any worry that you were trading emotion for mechanics?
Toriyama: In terms of the emotional aspect: Our focus was to focus on Lightning herself, and we wanted the players to fall even more in love with her and focus all of our attention to Lightning. Thereās going to be very tough battles, Lightning might be fighting a very strong opponent all by herself, and so we wanted the players to become attached to her as she fights against these enemies, and going through the troubles of trying to beat her enemies. We understand that there are very prominent characters that appeared throughout the series. The prominent characters will make an appearance of some sort within this installment. We hope that that will give closure to those characters as well.
Tactic Two: Youāre running out of time. This might already be your last question. Just cut to the chase and ask the thing thatās on a lot of peopleās minds.
Me: Why make Lightning Returns an action-RPG? Is that a concession to the tastes of modern players?
Kitase: Just to note: We didnāt initially start with the notion of this becoming an action-RPG. Our basis for the development of this final installment was always based on the system that we established in the first installment, Final Fantasy XIII, and kind of evolved from there. That being said, of course, once youāre in battle and youāre playing this and holding the controller and actually playing through the battle, it might feel like itās an action-RPG, or very action-based, but again we want to reiterate that our basis for evolving into this system still kind of focuses on how the player can strategize, customize Lightning, and have that element of the traditional strategic thinking that goes into a turn-based RPG. We wanted to emphasize the depth of the strategy elements, that the player can put a lot of thinking into how they approach battles.
With this whole customization element, the player can assign different abilities, her style, as you can see there are outfits that you can change, and you can assign different abilities. Like in one instance you might assign guard, block, itās very action-based. But at the same time, we do have it set up so that if you lean towards a conventional RPG feel, you can always assign something thatās more strategy-based like casting spells or things like that. The key feature is that the player can customize Lightning so that it can fit whatever gaming style the player has, whether it be action-based or a traditional RPG.
Tactic Three: Shit, theyāre wrapping up. Time to go for broke.
Me: Really quick: Can you tell us anything about Final Fantasy Versus XIII? Anything? Anything at all?
Translator: Starts to translate, while Kitase and Toriyama are smiling faintly.
PR Guy, from across the room: Actually, no.
Event ends.
And thatās that. I did what I could, but it was a no-win situation. Two questions, lengthy if somewhat meandering and on-message responses, no follow-ups. Iāve been given an opportunity to ask follow-up questions via email, so Iāll at least take them up on that.
I turn it over to you guys: What follow-up questions would you like to ask the people making Lightning Returns? Keep in mind that thereās next to no chance that weāll get anything resembling an interesting response.