Final Fantasy XIII-2 Review
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A game in which anyone can play not to hard and not to easy with a good story and game play.
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Final Fantasy XIII-2 doesn't capture Lightning in a bottle, but it's still a fun and heartfelt role-playing adventure.
On the other hand, the game's second half features an extended sequence that combines gameplay and narrative in powerful ways. To fully describe them would risk spoiling what makes them so intriguing. But consider this circumstance: you wander through desolation, citizens of another time appear as semitransparent figures. You can normally phase transparent objects into your own time, thanks to the moogle that hovers and whirls at your side (useful when you find a treasure sphere, shimmering and bobbing somewhere nearby). When you phase in one of these human figures, he falls to the ground dead, crying out to his goddess. It's shocking and heartbreaking, yet not a major plot point; it just happens as the result of experimenting with a routine game mechanic. This may seem a mere detail--a subtlety you could overlook. But it's this kind of touch that gives the game's latter hours so much heart and heft.
You won't mind spending so much time with Noel and Serah. The actors deliver their lines in earnest, though other characters aren't so uniformly excellent. Final Fantasy XIII's Hope and Snow both reappear; Snow as stubborn as ever and Hope less whiny than before. You could even call him strong and likeable. Hope's assistant Alyssa, on the other hand, is insufferably precious, while feathered shopkeeper Chocolina's soprano screech might have you shoving chocobo feathers in your ears. Inconsistent acting aside, Final Fantasy XIII-2's production values are impressive, the occasional frame rate dips notwithstanding. But the sequel is more visually diverse. In Augusta Tower, neon yellow and orange accents provide a striking contrast to the blue checkerboard walls. That area couldn't be more different from the Archlyte Steppe, where the grassy plains harbor grazing sheep and a machine allows you to control the wind and weather.
Of course, Final Fantasy XIII-2 is more than a semicoherent time-traveling tale threaded through a hodgepodge of beautiful settings. It's a full-fledged role-playing game that builds upon its predecessor in sensible ways. Does that make it ultimately a better game than the previous one? Not necessarily. It certainly addresses the issue of linearity that irked so many of XIII's players, though. Rather than follow a narrow path toward your eventual goal, XIII-2 offers room to breathe. Many areas--too many--are still collections of constricted paths. But in regions like the aforementioned Archlyte Steppe, you can venture off on your own and uncover the secrets waiting for you. (Caution: touching a cactus may not have the expected effect!) Citizens may offer you tasks, though these are few and usually amount to no more than "find me some missing items" or "kill a big monster." If you're so inclined, you can also head to Serendipity--a casino that exists outside of the normal constraints of time and space. Play the slots. Enter your chocobo in some races. Such side activities are good for the occasional diversion, but they're not so urgent or addictive that you would lose hours to them.
The overall structure also invites nonlinear exploration. Once you've unlocked a node that represents a particular place/time period, you can visit whenever you like. In fact, a later quest has you hopping around multiple nodes, scouring every square inch of the land in search of shimmering objects hidden in some of the most ridiculous places. (This excruciating quest is old-fashioned padding at its worst.) Thankfully, such time hopping is usually optional, but it often gifts you with unexpected results. You can return to the area as you left it--or you can reset it and play it as though it's your first time. Doing so allows you to choose different dialogue options or, perhaps, to approach some dangerous behemoth differently from the first time around. It's best left to discover on your own what benefit such excursions might bring you. Let's just say that when it comes to time-travel stories, the future isn't always absolute.
Freer exploration aside, Final Fantasy XIII-2's moment-to-moment gameplay is remarkably similar to its originator's. Moving about the world causes monsters to spawn, and you can run away from them, but you'll usually wish to attack. As before, party members have combat roles associated with them (ravager = offensive magic; synergist = defensive buffing). As you level up, you earn new roles to take on, so Noel and Serah aren't limited to a single role. From there, you create combinations of roles called paradigms. When battle commences, you enter the battle arena, an action bar called the ATB gauge fills, and you queue up actions for your party leader. (Other party members perform their actions automatically.) When the gauge is full, you unleash your skills, whether that means healing your ailing friend or casting lightning bolts at marauding ghouls. And should you need to, you can switch to a different paradigm during battle.
The action's primary strategic consideration lies in knowing how to put together successful paradigms and when to use them. There's also an additional consideration this time: the most powerful enemies can inflict blood wounds, reducing your maximum amount of health during the fight. Until you reach the final boss gauntlet, however, you'll rarely worry about blood damage. Simply put, Final Fantasy XIII-2 is noticeably easier than Final Fantasy XIII. If XIII's Eidolon battles had you pulling out your hair in frustration, this may come as welcome news. But in XIII-2, you can overcome a few too many battles by just setting your party to an offensive paradigm and letting things take care of themselves.






