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Thread: Final Fantasy X...

  1. #31
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Do not turn this into a VI vs. VII debate...^^

    For the topic at hand, yes I noticed the similarity between the two, it wasn't hard to imagine since it was mostly the same core team that did both with two omissions (Sakaguchi and Nojima).

    To me, X was a streamlined version of the PS1 generation, sucking away that bothersome "exploration" crap the kids didn't talk much about in those days (mostly cause we expect it) and while X offers many mini-games on the way to do to break up the monotony, I never found any of them engaging and most of them felt really out of place "catch... butterflies? While Sin is destroying the land?". Yet, if XIII taught me anything, its that something is better than nothing.

    My main issues with X was that in comparison to the the rest of the series and the impact they did for their time, I always felt X was simply mediocre. It really didn't do anything novel or interesting. Its biggest impact was making other designers realize that it was okay to create linear world design as long as you had lots and lots of cutscenes to keep the player entertained and so part of me wants to kinda blame X for the fall of the JRPG in the last generation of gaming cause I always felt X's game format was backtracking when compared to the superior FFIX that expanded exploration and really took some creative steps with overworld map designs and gameplay.

    X failed for me cause it didn't wow me, it felt like several of the more generic rpgs I was playing on the PS1 in anticipation for the PS2 era.

    Despite this, X is the FF equivalent of Oblivion when compared to XIII which took X's suffocating design and format and streamlined it even further. Fans have joked (well some have others probably meant it) that FF was getting to a point where it was going to be less of a game and more of a movie and that's really what I felt XIII strived for and why I felt it failed as a game cause for me there was little game to speak of and what was there was not satisfactory. I feel XIII has made me appreciate X more but I still have ill feelings toward X cause I felt X could have been great if it wasn't so obsessed with its story, and actually gave the player more elbow room to create their own pace rather than let the narrative create the pace for you.

    Both games had linear map design but at least X had a few diversions on the way. Though I give XIII props on making most of the locales more interesting to look at cause personally I never liked the design of several of the "maps" in X and it was places like the Mihen Highroad and Mushroom Rock that made me realize the linear design of the world.

    Both games tout a system they feel is highly strategic for the player to interact with. Yet X is crippled cause its system is built around end game content and the main quest is nerfed to all hell so the player doesn't miss the story cause that's all they really care about... right? XIII's feels fun in the beginning but after awhile you just realize you are basically do the equivalent of grinding in XII for a friend where you battle enemies but are forced to stick to another person's Gambit set-up you are not allowed to touch lest he denies you the pizza he promised. So basically by the end you are just switching back and forth from different A.I. scripts and occasionally watching the health to know when to switch to another. The game also rewards you for fighting quickly so even the challenging optional fights feel more like normal encounters when done right. On the one hand, I commend XIII for at least trying to make amend for where X faltered by not making the complex and wonderful nuance elements of the combat system exist purely for the optional content that opens up at the 11th hour of the game and makes the rest of the games combat feel like a chore but I also wish to reprimand XIII for creating the scenario that mostly bitched and moaned about with XII which was that it was more like babysitting an A.I. At least when you took control of the characters in XII you actually had more options of what to do, at least you had the ability to actually control your whole party and if you used the A.I. it actually was based on what you felt was priority.

    Its a real shame for both titles cause I had high hopes for both of their combat systems but at least with X, I got the better version of it from Persona 3 who you know, actually made it worth your while to use cause it actually had the balls to be hard and force the player to think strategically instead of making the majority of the games difficulty trying to figure out how to win a battle without losing MP or HP which frankly was never really hard in the first place.

    XIII on the other hand borrowed from Xenosaga II's system and I'm just starting to think I really don't care for this gameplay format cause it just seems like no one knows how to use it properly.

    Both games, for me at least, had sub-par and downright terrible casts in which both titles had at least one character with good character growth who sadly is also the most obnoxious cast member (Hope and Wakka) the rest feel like variations of people we've seen before and sadly the most interesting characters usually get less screen time than the more bland cast members. Both also featured sets of villains who were mostly forgettable.

    Oddly enough, I wish both titles could have taken a lesson from the other in this regard as I felt XIII actually had a few villains that would have worked well for the story if they were used better. Whereas I felt X would have been a better game if they had dropped Seymour and the cliched tale of a corrupted church in favor of focusing more on Sin and would have allowed them to cut out down some of the slower parts of the story. Go figure.

    Most of what bugged me about each story was just how predictable the plots were. I was rarely surprised by anything that happened in the stories and what few caught me off guard usually felt entirely out of place for the story imho. In X's defense, I felt its problem was simply not just that the story was predictable but it was poorly paced for me, I know the story, I know how this will most likely end so let's get on with it. Yet, at least its still and interesting story. I just hated how it was told cause it was long winded for my taste.

    XIII is not only terribly long winded but constantly settled for the lowest common denominator. At several times, the story could have gone down a more meaningful path and actually force the player to look at the scenario beyond what was going on but instead it dropped such concepts like a stone and moved on. It wouldn't have been so frustrating if the game didn't keep teasing the player with such nonsense.

    In reality, XIII has two plots, the first half is built up of the character driven story of watching the party go through the five stages of grief and then theirs the "fantastic and epic" tale of watching your party being taunted by a douche bag villain who wants them to fight and kill him even though that is what they were going to do anyway. The first half is not as well done as I would like and I felt the writers went overboard on the angst but it was smurfing brilliant compared to the second half of the game whose story just openly falters at every turn. This is the main problem with XIII for me, what parts of it are good are not actually good in themselves, they are just good in comparison to the obvious crap that is the rest of the content, its like being asked to study a pile of crap and asked to pick out the best part. Sure you definetly picked the best part but it doesn't really change the fact it is still crap.

    X is bad cause it never truly achieved the greatness it could have been, the pieces are all there but it always stops short of it. Its just feels less impressive compared to the what the rest of the series did but more importantly, it feels less impressive compared to other titles in the genre itself. Suikoden III was released around the same time as FFX and it is an infinitely better game that features a more unconventional and interesting cast, a battle system based on utilizing the best party, and a narrative story that tells the tale of a conflict from three (technically five) perspectives and overall makes the player see that you cannot simply take things for face value. X is not a bad game, it just settled for mediocrity.

    XIII doesn't have the same issue, its just a badly designed game that takes the most aggravating parts of X (not living up to its potential) and takes it further than the other would dare to go. The difference between both is that I feel we can debate the merits of X (and I'm sure many of you will) but I don't feel the same for XIII. You can state problems with XIII's writing and system and I feel apologists will be hard pressed to come up with any convincing answer as to why it was a good thing. The faults in the writing are far more glaring and obvious. The only way to appreciate XIII is to not look at it as a wonderful narrative with exciting gameplay but rather as just a nice diversion to keep you busy while you wait for something more substantial to come out and wrap your brain around.

    For the ADD crowd: X is mediocre but not bad, XIII is just plain bad.

  2. #32
    Elskidor's Avatar
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    I never thought of X as all that great, and never realized it was held so high amongst fans until joining this board. Liked it alright at the time of release but, as stated above, I though it was just mediocre with a very annoying main character. Really enjoy the sphere grid! I played XII about a year after it's release and after hearing terrible things about it, yet I think it's an awesome game and it kept me so much more interested than X. Guess that's a good thing about Final Fantasy games....they have something for everyone. FF2 might be my least liked of the main series, but I still like it for what it is, and there is always something good about all of them.

  3. #33
    red headed monkey dude sir helix's Avatar
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    i miss having a million summons to choose from and only using four> oh woops lost my train for a second, XIII is great cause like VII, II, VI it doesnt really have a set beginning it throws you into the middle of a huge event, we cant exactly choose to begin life, it friggen happens ((el oh el)), XIII tosses the player onto the middle of a WAR, and plays it out very well, i hated the non linear deal but you cant have your cake and eat it to i suppose.

    XIII has way more strategy than any other fantasy cause you cant run away, when an enemy attacks either you tuff it out or you die, thats all she friggen wrote.

    Tidus= "live and let live"

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  4. #34
    Ray "Bloody" Purchase! Crop's Avatar
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    Quote Originally Posted by sir helix View Post
    XIII has way more strategy than any other fantasy
    What are you talking about? I literally only had to tap 'X' through most of the game.

  5. #35

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    don't know what you're talking bout there Crop, i personaly agree with Helix... before XIII i hardly ever saw a "game over" screen, i could just steamroll over anything with enough grinding done, but XIII puts an end to power leveling... i found myself having to switch paradigms frequently in order to survive many fights, especialy bosses, and if my paradigms weren't set up right it was all over, i found myself having to redo several boss fights simply because my paradigm setups weren't cutting it...

  6. #36
    What You Say? Recognized Member BG-57's Avatar
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    Fortunately most of the regular bosses are fairly easy to figure out what paradigms and abilities work best.

    The optional missions are a whole other ball of wax, with several where I just gave up and looked up strategies online. Even them, several involve retrying over and over again.

  7. #37
    she'll steal your heart Hollycat's Avatar
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    I think we all agree, in linearness, X was most and 12 was least. Also 12 was best. but of all the Squenix games, BBS has the best gameplay, but a lame story arch and ending and is too restricted. the ultimate game would be one with the single player gameplay of BBS, the wideness of choice and customization of 12, the job classes of 5, and the different races of Tactics advance, like maybe a ff game where you could choose and design a race for your character, change its class, use the gameplay of bbs, and have the huge amount of enemies and equipment of 12. THAT WOULD BE BEAST
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  8. #38

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    Wow. This thread has been resurrected.

    About the weapon upgrading system in FFXIII:

    Yes, a scavenger hunt was required for X's weapon upgrading system. But Final Fantasy XIII is about money, that is, it isn't easy to attain a lot of it in the game, and screwing up the upgrading process can end up in a huge waste of gil.

    You just have to be careful and guess correctly on how many mechanical parts you need to spend in order to get to the desired level or it is back to adding organic components to get back up to 3x again.

    Also, to get the most of our your components it is important to sell them, and then use the money to buy more efficient components or risk wasting a lot of resources.

    This is all made simple with a guide, but I still was impressed with the system. It was different and not the obvious scavenger hunt already employed in most games and required you to make some in-game economic decisions.

    Of course, this is all a matter of opinion and everyone has different opinions on what they like.

    As far as every boss having a "trick" to make them infinitey more easier... I would be lying to myself if I thought that this wasn't the case in other FF games as well.

    In retrospect, I now understand why XIII got the reaction that it did. It is true that Final Fantasy X was more of a complete package. Final Fantasy XIII' is essentially good in what fundamentally makes an FF game... at least, what appears on the surface to make an FF game: which is story, characters, and battle system. But the world lacked the detail that mini-games, side quests, and NPCs brought to the games before it.

    I understand that people would have a hard time feeling immersed into the world of FFXIII. That being said, I still appreciate FFXIII for what it is and what it does well.
    Lamia's Tiara- Headgear in FFIX
    Lamia's Flute- Weapon for Eiko in FFIX
    Lamia in FFV- a enemy
    appearance: a lady with long brown hair, wearing a tiara...half woman and half snake.
    Lamia in FF3j- A Harp
    Lamia in FFL2- An enemy
    FF2j Queen Lamia, at one point she even gets Frionel in a bedroom with her and jumps on the bed and says "take me!".. before she turns into her snakey self. She serves as a mini boss in this game (as Queen Lamia).. and after you fight her as a mini boss, regular lamia's become random foes and later on in the game, Queen Lamia's become random foes as well.
    LamiaScl. an item that paralyzes foes.
    According to legend, she was once a Libyan queen (or princess) who fell in love with Zeus. Zeus' jealous wife Hera deformed her into a monster and murdered their offspring. She also made Lamia unable to close her eyes, so that she couldn't find any rest from the obsessing image of her dead children. When Zeus saw what had be done to Lamia, he felt pity for her and gave his former lover a gift: she could remove her eyes, and then put them on again. This way, though sleepless, she could rest from her misfortune. Lamia envied other the other mothers and took her vengeance by stealing their children and devouring them.

  9. #39
    Bolivar's Avatar
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    This thread should've been XIII, X, and XII because all 3 of them seem to be really relevant to eachother's place in the series.

    I would step in for XII and say it had a ton more strategy than XIII. It essentially had the paradigm system, there's archetypes to build, but there's a level beyond that where you script their entire protocol. It may have been more about building an awesome party than utilizing different strengths in different combinations, but I felt for a game where you can just sit back and watch your characters fight, it had arguably more strategy than any FF game before it.

  10. #40

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    Quote Originally Posted by Wolf Kanno View Post
    X is crippled 'cause its system is built around end game content
    End game content... I'm not sure what you're talking about.
    Last edited by Mercen-X; 11-21-2010 at 10:03 PM.

  11. #41
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Mostly the monster arena since its pretty much impossible to do all of it til you get to the games end. As well as the Omega Ruins but honestly all you really need are the celestial weapons if you want to get through there.

  12. #42

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    Quote Originally Posted by Wolf Kanno View Post
    X faltered by making the "complex and wonderful nuance" elements of the combat system exist purely for the optional content that opens up at the 11th hour of the game and makes the rest of the games combat feel like a chore.
    Okay, now about this statement. I had to sell my copy of X so I'm probably missing something really obvious here. But what "complex and wonderful nuances" exist? You said they exist pretty much just for the Arena and Omega Ruins (that part I remember... barely), but what part of the combat system was necessary for these things?

  13. #43
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Knowing who attacks when just makes battle nothing more than a game of choosing which enemies to kill first. Its rare to get nailed by monsters that are weak to a particular parties attack, usually its big enemies no one in your party can't one hit kill. The only time you really used the system to plan ahead. and use real skills beyond attack to pull a victory, were in a few boss battles or if you chose to not bother using the summons. The thing is, the system just allowed the player to waltz through combat and frankly I felt it made it more of a chore cause I had to be bothered to switch out party members where in earlier games if I was this powerful, I could probably just mash X while reading a book.

    The only time the CTB system really shined was when your party couldn't waltz through it and for the most part, that's exclusive to the monster arena and a very few boss fights. I found this annoying, cause the arena doesn't even open up until 30 hours into the game, and in the end, it doesn't net you anything worthwhile. Its built to feed on itself. You fight strong monsters and get items to make you stronger, so you can fight tougher monsters in the arena. This sounds fine and dandy, but to even be able to stand a chance in the arena, you have to be at least strong enough to beat the game already, so its just getting itself off at this point.

  14. #44
    she'll steal your heart Hollycat's Avatar
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    currently heres how I see FF on a scale where 1 is the most:

    Linear:
    1. X 2. XIII 3. IX 4. VIII 5. IV 6. all the other ones I've played, possibly not including V are pretty much do what you want, especially X-2 and XII
    Gameplay quality in battle
    1. XII 1.5. XIII 2. X 3. all the other ones except 1+2 4. 2+1

    Sidequests: 6,12,10,10-2,7, and 9 have a bunch of sidequests, 5 has like 2, 8 has a few really long ones, 4 has maybe 2, 1 and 2 have none.

    Really all good games, but....
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  15. #45
    Ray "Bloody" Purchase! Crop's Avatar
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    Quote Originally Posted by Elly View Post
    don't know what you're talking bout there Crop, i personaly agree with Helix... before XIII i hardly ever saw a "game over" screen, i could just steamroll over anything with enough grinding done, but XIII puts an end to power leveling... i found myself having to switch paradigms frequently in order to survive many fights, especialy bosses, and if my paradigms weren't set up right it was all over, i found myself having to redo several boss fights simply because my paradigm setups weren't cutting it...
    Well of course I had to change my paradigms but that hardly counts. In every single FF game you've had to set up at least something.
    In VII you had to organize materia, in VIII you had to junction your magic, X you switched characters and chose your path on the sphere grid (a sight better than the straight line of the Crysterium), XII had gambits.

    The paradigm took about 2 minutes to set up every chapter, and a split second to swtich to in battle. Even then I very very rarely used something other than attack to get through the game, only ever really coming unstuck at a couple of bosses.

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