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Final Fantasy XIII-2Score: 7.5 / 10
Final Fantasy games can be absolute time-hogs. It’s quite easy to invest a nominal amount of time in just exploration and experimentation with these games, and paired with typical RPG elements where you spend time and effort farming an area for experience and resources, it doesn’t take long to add up to quite an investment of your free time. XIII-2 is no different, once you get started in the game it’s quite easy to lose an hour or two trying to get every possible item in an area, or to figure |
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out the best way to overpower an especially
difficult boss. |
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currently holding the fort in Valhalla (the
world at the end of time), and defending it against the attack of Caius
(latest bad guy and an avid fan of Vidal Sassoon). Caius is hell-bent on
changing key moments in history. Serah and Noel (a traveler from the
future) pair up to go back through multiple moments in time and correct
any inconsistencies that have arisen from the changes that Caius is
making.
The combat seemed a little more frantic
this time around, and the computer controlled commands less confusing.
For most battles, you can be content to just let the automated commands
run the show and your input can be minimal. Take more of a long view
approach instead of having to micro-manage every particular detail of
the combat. That’s not to say the commands are always the correct ones,
but for the most part you’ll end up saying, “yeah, sure, that’ll work….
Go do that”.
I was particularly disappointed with the
character choices to carry the story. Sequels are supposed to feature
characters that we’re invested in – choosing an ancillary character and
only getting minor interaction with those that I want to see leaves a
bad taste in my mouth. I spent most of the game thinking… why didn’t I
get Fang, Snow, or Lightning instead of these two… Quick-time action
sequences… really? At what point will game-makers realize that it
represents the lowest-common denominator of game design. In a franchise
that I would describe as being proudly tactical, the addition of quick
time elements stands out like a sore thumb. “Sure you did a masterful
job of leveraging your strengths, exposing your enemies’ hidden
weakness, then exploiting it while keeping your team alive… would you
now mind pressing A, then B, and then A again to get credit for this?
Just dumb. (May 4, 2012)
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