Well, it’s been a while. The wheels of time spin ever onward into the black nothing that is everything. Or something. That being said with the announcement of all three XIII games being released for PC via Steam, I think it’s time I put the finishing touches on my critique of the second installment of the “Lightning Trilogy” now that the Fabula Nova Chrystalis includes Final Fantasy Type-Zero and the upcoming Final Fantasy XV which I am eagerly awaiting and dreading since the sheer amount of cash I know I will have to drop on a Playstation 4 to play it will render me a pauper panhandling for pixels.
Anyway, the only thing really left for me to talk about is the general game mechanics and since this is a sequel you’d think there wouldn’t be much to talk about in that department, but there actually is. See there were a lot of complaints people had with the original Final Fantasy XIII. The lack of exploration, minimal sidequests, the extremely linear crystarium leveling system, and the list of course goes on. XIII-2 does its best to try and remedy a lot of those complaints.
For instance, most locations you visit are quite open, with big fields and sprawling towns that you can look around and talk to people in. The weird little floating terminal shops are replaced with the more annoying time-and-space-bending Chocolina (I like her but I’ve been told that she is… ahem… “Weird and annoying.” So there’s that.) and there are a ton of sidequests that not only involve going around and exploring the area you are in, but will routinely require you to travel to alternate timeline versions or future/past versions of the same location to complete. There’s a bunch of sidequests too. Ranging from simple fetch quests through time and space to defeating powerful enemies. Some include game wide spanning tasks like completing maps of areas (which requires time travel again because some areas are only accessible in certain points of time) or gathering lore objects to unlock new abilities.
The crystarium was brought back in an improved form as well. The original crystarium was pretty much just a straight replacement for gaining experience and abilities from leveling up. You got points, put those points into whatever class you wanted to level up, and unlocked new abilities. Each path was pretty linear. In XIII-2, the Crystarium is equally linear… sort of. The actual path of the Crystarium is pretty much a straight line following the design of a character’s weapon. However, where things got interesting is instead of having each node be a set bonus or ability, the game leaves it to you to decide which class (sentinel, commando, etc) to level up. Based on which class you assign to a node determines which bonuses to attack, magic, or defense you get and the size of the node determines how big the bonus is. So a larger sphere might give you a +10 to a stat, while a smaller one gives you a +2 or something.
Once you’ve assigned a certain number of spheres to a class, you will unlock abilities. For example, every 10th sphere for a class grants a new ability and everything in between gives stat bonuses. It’s actually a really clever system to add some customization. You can min max to make sure you get all the bonus you want, or you can just do what I want and just fill out the Crystarium with a single class until you unlock everything and then move on to the next one.
Now, you may be wondering how this is possible when a linear crystarium with a set pattern clearly has a beginning and end. Well, once you completely fill up the pattern you get a new blank one to fill out. When this happens you get a choice to either boost an existing class you put spheres in on this “level” of the crystarium, or unlock a class you don’t already have like saboteur or medic. But keep in mind, the point cost for each sphere continually increases. So the higher you go, the pricier things get.
Speaking of classes, in Final Fantasy XIII you had three party members to balance out the roles. But in XIII-2 you only have Noel and Serah! How can this work? Well, that’s something else they added to this game: Monster partners. There’s a chance when you defeat a monster, you’ll have a chance to get a crystal that carries that monster’s essence, which will allow you to summon them in combat to assist. Each monster has a pre-set class that can be leveled with its own crystarium that improves with monster food that you can find or buy. You can also dress the monsters up in silly hats. Not that I did. Much.
I suppose I should talk about the elephant in the room: The downloadable content. Yes, this is – as far as I’m aware – the first Final Fantasy to employ DLC. I might be wrong there. The DLC for this game falls into three categories: Outfits, Arena Opponents, and Story DLC. There’s not much to say about the outfits. They’re usually just skimpy outfits for Serah and increasingly weird outfits for Noel that look like something from Cirque Du Soleil. The one I DID like was the Mass Effect N7 armor, because then I can put Serah in something that looks like practical armor for once instead of a bikini. There are also some weapons you can buy, and to be fair they tend to be fairly powerful in the early game but quickly get eclipsed once you start upgrading the other weapons in the late game.
The Arena Opponents are insanely powerful monsters to test your mettle against in the Coliseum that gets unlocked with the Snow DLC. They include anything from Snow and Lightning, to homages like Ultros and Typhon from FF6 to staples of the series like Omega Weapon. The best part is that if you defeat these powerful enemies, you gain the ability to summon them in battle like the monsters. Which is kind of weird for Snow and Lightning, but whatever. I was never able to beat any of them during the actual game. Pretty sure these are for the folks that are on their New Game+ playthrough or something.
Finally, the two story DLCs are Sazh and Lightning’s stories. They kind of fill in some of the gaps with the other characters. Sazh’s DLC is essentially playing at a trans-dimensional casino for both his and his son’s lives, and learning the truth behind our supernaturally everywhere-at-once shop keep Chocolina. Lightning’s DLC is actually an epilogue to the game that bridges the gap between XIII-2 and Lightning Returns and features an insanely long battle against Caius that involves Lightning dying over and over and coming back stronger each time like a season of Dragonball Z.
If you want my recommendation, skip the outfits and the arena stuff unless you really want to do dress up and have a good challenge. The Story DLC is actually kind cool and a fun break from the main game. Especially the Sazh stuff, since it actually lets you play the casino games which include poker, slots, and a weird clock based card game that is really fun.
The only other thing that comes to mind to talk about would be the fact that like Chrono Trigger, Final Fantasy XIII-2 employs a New Game+ that allows you to access multiple endings called “Paradox Endings”. At the end of the game, you get a special ability called a Paradox Scope. By re-beating levels, sometimes with alternates means, with the Paradox Scope activated you can get the eight extra Paradox Endings for the game. The fights for these Paradox Endings are incredibly tough but also kind of cool to see all the different ways the story would have ended by creating paradoxes.
An interesting thing to note, is that each of the Paradox Endings supposedly make references to things that happen or exist in Lightning Returns, a game that takes place after the Chaos floods the world at the end of this game. No clue why. It’s just one of those really neat things someone noticed.
Overall, Final Fantasy XIII-2 is probably my favorite of the XIII games. A return to exploration and side-quests, a lighter more enjoyable story that doesn’t feel rushed or jam packed with “See Wiki for more info” bits, and the whole time travel thing was actually really enjoyable. Especially seeing all the different locations with hundreds of years of difference. It’s probably the most fun of the three in terms of sheer attitude. I know some people really didn’t like Serah or Noel for… reasons I suppose. I never quite got it myself. Serah is pretty much the best parts of Vanille and Lightning in the first game without all the annoying beats or horrifically tragic backstory.
Well, that wraps up my talk on Final Fantasy XIII-2 and hopefully I’ve convinced at least a few people to try it out when it comes out on Steam. While I would recommend playing XIII first, I know that’s a hard sell so I won’t blame you if you skip it. Heck, Square Enix won’t either. The console version had a recap of FF13 option right on the main menu of XIII-2, and I’m going to assume that it will on the Steam version too. So go ahead and skip the first game and just use the recap. It’s easier to understand I’ll admit. But if you enjoy Final Fantasy, I would recommend trying out this gem that many overlooked because of the negative reception of the first game.
2 thoughts on “Serah the Explorah: Final Fantasy XIII-2 Part Three”
A great game for a great series.
Excellent review. Thorough and in-depth but not too long. Keep it up.
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