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Got a little done last night. Didn't really move the story along, instead I started using Wild Artefacts to open up some optional timelines to dick around in.
Pros
- Got a Green Chocobo and it's a pretty snazzy Medic
- I kind of like the weird Orb event. Has this eerie quality I quite like, I just wish I didn't have to traipse between two timelines to resolve all of it.
- Been playing around with some more Monster Combos and I'm thinking it may almost be time to start playing around the Infusion mechanic, because that right there seems like the easiest way to break this game and I've been ignoring it so far.
- I am very grateful that XIII-2 doesn't wait until a mission activates to unlock an item needed for it. The missions in these optional timelines have been fairly easy and straightforward and I've managed to pick up several of the mission item while just looking around the map before I even knew what they were for.
- I like the fact the character models change when they are in the snow.
- In terms of usefulness, Bellow by the Behemoth is my favorite Feral Link. In terms of just awesomeness, Thousand Hands by my Tomato Flan is my favorite for the Bruce Lee reference.
- Now that I've actually gained some more chocobos, I should probably check out Chocobo racing.
Cons
- Why did I have to travel almost a hundred years into the future to retrieve a watch? Wouldn't it be practically useless now because of the elements breaking it down?
- I'm starting to notice an annoying theme in XIII's universe and it sort of drains all the emotional impact for me.
- The other annoying trend in the XIII trilogy so far are people having the worst communication skills. More than any other FF I can think of, I feel like a good chunk of the conflict and "drama" could be resolved if everyone would just sit down and talk to each other.
- The Clock Puzzle was incredibly annoying, especially when you stumble upon it at 2am
- God, I wish I could figure out where the materials for organic monsters level ups are because my organic monsters, which comprise of like 80% of the monsters I own currently, have all been stuck at the mid 20s range for ages now. Machine monsters would have the same issue, except most of them cap out at Lv. 20 since Early Bloomer is a common trait for all of them.
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