Thu 7 Jan 2010
Final Fantasy XIII – Lightning Strike
ByThe joke, so it goes among Final Fantasy’s legions of hecklers, is that aside from some new belts, buckles and hairspray nothing ever really changes in Japan’s most misleadingly-titled RPG franchise. Rather, each subsequent release echoes the preceding one in both form and function, the aged, crumbly mechanics that drive each game merely obfuscated by ever more dazzling CGI.
Glance behind the curtain of technological wizardry, they say, and you’re left with an experience that’s only superficially changed from the one its creator laid down over 20 years ago. While the worlds and characters that inhabit them change from Final Fantasy to Final Fantasy, the rest stands resolute; everything changes, it all stays the same.
While there are kernels of truth to this scoffing, its greater falsehoods are made plain when comparing Final Fantasy XIII, Japan’s great, white RPG hope for the PlayStation 3 (and, later this year, Xbox 360), to its immediate predecessor. Chalk and cheese, the two games have an almost diametrically opposed approach.
Final Fantasy XII was a bold pushing of the genre’s boundaries, combining a deep and innovative MMO-esque tactical battle system with liberating freedom to explore its rich, European-influenced towns and cities. By contrast, the first five hours of Final Fantasy XIII take the form of a fiercely linear walk, one interrupted by frequent, usually unavoidable battles, even more frequent cut-scenes, and not a single town or city to explore.
There are familiar ideas and motifs, such as the Yoshitaka Amano artwork brandished across the start screen, the traditional blip sound effect as you scroll through the menus and the tiny Chocobo that lives in the hapless Satzu’s afro (although curiously the fanfare that traditionally closes each successfully completed battle is gone).
These touchstones help tether the thirteenth mainline title in the series to its umbrella branding, but it’s difficult to consider the wider choices the developer has made as anything but a retreat into JRPG conservatism after the bold creativity of the twelfth.
You can read the rest of this feature over at Eurogamer here
