Final Fantasy XIII-2

The sky's the limit for Final Fantasy, thanks to that new jump button

According to Square Enix's Adrian Arnese, you don't need to have played Final Fantasy XIII to enjoy Final Fantasy XIII-2. There are more and less forgiving ways of interpreting this.

The face-value take is that the developer has successfully speed-moulded a standalone epic from the tissues of last year's notoriously long-in-development hit. The more cynical assessment is that between time paradoxes, cosmic portals and people on the radio wondering whether they actually, you know, exist, the new game is likely to baffle regardless of prior experience. Impenetrability has a way of levelling the playing field.

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Speaking of levelled playing fields, say a big hello to XII-2's big new feature: a manual jump button. That's right, Square's noble quest to restore the element of discovery to XIII's vacuum-wrapped corridors has driven it into the arms of the platform genre. You'll unlock other exploratory abilities further in, we're told, and you'll want to revisit areas when you do to clean them out.

The free-form battle system has also been fiddled with, to perhaps more substantial effect. Outside combat, the presence of a Moogle helpmate (yes, Moogles are back on the menu) makes pre-emptive striking easier: instead of dodging an enemy's view cone, you simply chase them down within a time limit for a surprise attack.

The cut and thrust of Paradigm shifts and command queuing persist unaltered, but new "Cinematic Action" sequences - QTEs, to cut a short story even shorter - break up larger encounters. Nailing the prompts leads to a big visual payout and buffs for all party members. Last but not least, you can recruit certain monsters into your group for a time by crystallising them.

Dialogue trees are bushier, one bystander spouting six or seven lines on request, and the pasty adolescents under your hand have more say in driving the plot, thanks to some BioWare-ish touches. The demo puts us in charge of two, poster-girl Lightning's newly badass sister Serah and mop-haired newcomer Noel Kriess.

At the climax a "Live Trigger" multiple-choice event invites us to ask our companions how we should go about nobbling an enormous invisible giant. Tackle the beast head-on, or employ a mysteriously manifest device to bring him down? Till next time.

Comments

4 comments so far...

  1. They seem to be going further and further away from what made games like FFVII great. Such a shame. A jump button? Platformer? Seriously what are they playing at. The two things they desperately needed to do were create a larger world that you were free to travel around and seriously modify the combat so that it had more depth to it. I'm sure all the cutscenes will look amazing just like that last one, but...grrrr...

  2. I'm quite interested to see how the multiple choice bits play out. Wonder if they'll be as weighty as the ones in Mass Effect, etc.

  3. I have a bad feeling this is going to be a massive let down like FF13. The battle system is still terrible. They should either go back and make it turn based or proper live action like Mass Effect 2. No doubt when it arrives it will get a glowing review,no matter how disappointing it is, by certain kiss-ass games magazines.

  4. Why are there all these comparisons with mass effect?! Extremely worrying how they are changing it.... They seem to have nearly completely lost all the magic of the FF series. Have spoken to a few FF fans, it is sickening that they are putting in a jump button and platform elements