Day In the Life: Final Fantasy XIII-2
Final Fantasy XIII-2 is Square-Enix's direct response to complaints and criticism regarding their last outing in the franchise. By opening the world a bit more and giving players a dose of temporal freedom with a dash of insanity, they hoped to rekindle the fire inside the hearts of their fans. Even though I only spent a day with the game, I found myself greatly appreciating this philosophy, resulting in an experience that was every bit as entertaining as it was perplexing.
The story here begins with Lightning (XIII's heroine) living as some kind of warrior goddess locked in what appears to be an eternal battle, when our time-travelling protagonist Noel literally falls from the sky to meet her. Without delay, she sends him to retrieve her sister Serah, who currently is plagued by memories of a timeline that she never experienced. Upon meeting, Noel and Serah discover that the timeline has been corrupted by a mysterious force and must leap from time to time, striving to put right what once went wrong, and hoping each time that their next leap will be the leap home.
For the player, this means that you'll be travelling to different time periods and resolving paradoxes in order to open time gates. This is done through exploration of the locations you'll visit, where players can occasionally unlock side-quests from NPCs. Primarily though, this exploration is combat-driven, which is where XIII's biggest strength was derived. In XIII-2, the combat system is mostly unchanged, relying no on brute-force attacking of the enemy, but rather on constantly changing battle roles to quickly adapt to changing fight conditions. It's a system that rewards smart play and patience, and unlike XIII, is revealed to you in its entirety in an hour or two.
At the end of these battles, you'll sometimes earn monster crystals, which allow you to use the enemy monsters as party members in battle. At first, this seemed rather gimmicky, like a cheap way to not bother making a third character. However, as I started collecting more monsters, leveling them, and using them more often, I found them to be a fun addition. Each monster can also be infused into another, destroying them and transferring their abilities to make the other stronger. This led me to a point where I was actively trying to level a monster solely to sacrifice to and make my primary casting monster stronger. This system strongly evokes the "catch 'em all" mentality of what makes the Pokemon games so addicting.
Like most JRPGs, XIII-2 was a bit of a grind-fest for me. In one day, the game had presented me with two rather amazingly large bosses that I seemingly had no hope of defeating without first turning my character into some kind of god. This is done in a modified version of the Crystarium. Similar to FFX's Sphere Grid, the Crystarium gives your player bonuses by applying experience points to nodes along a path. Where this differs from XIII is that you're not leveling each class separately, but all on the same path. This means that you must choose between boosting your commando, ravager, or sentinel roles on each node. When you fill all the visible nodes, you are able to choose between unlocking a new role, boosting an existing one, or boosting the number of available combat actions. Each time I was confronted with this, I found it to be a terrifyingly difficult choice, as each one seemingly provides an excellent benefit. This gave me a surprising amount of control over how my characters developed, and after a few hours, I had successfully refused to give my Noel any additional roles, making him a rather formidable commando. It may not sound like much, but I feel like this is an important and great change in how character progression is typically handled in a game like this.
Technically, the Final Fantasy series has always been known for impressive cutscenes that can push hardware to its limits. While its predecessor had substantial issues on the Xbox 360, XIII-2 ran almost flawlessly for me. Playing on the 360, I never noticed any serious drop in the frame rate or any video compression artifacting. Saving and loading was, to my surprise, handled mostly automatically, and I was granted the ability to save anywhere at any time - a feature that I feel might be the most significant advancement that JRPGs have seen in a very long time. However, on the flip side of that, the game uses an overabundance of quick time events, a mechanic popularized (in my opinion) by Shenmue over a decade ago. I'm not saying they're terrible, but using QTEs for something as trivial as a monster attack or to maintain attention during a cutscene just seems a bit lazy.
By playing the game as a rental, my cost of entry was a mere two dollars. In this regard, I find it easy to recommend as a weekend distraction. There's no shortage of content, and most areas can be revisited to unlock hidden items. I probably put around 8 hours into the game, and judging by the game's chapter selection screen, I probably only made it about fifteen or twenty percent of the way through the story. As a retail game for $60, I find it impossible to recommend to anyone that isn't staunchly a JRPG fan, but as a cheap rental, I found it to be a pleasure, and I look forward to playing more of it in the future.
Good: Great combat system, addictive monster collection, time travel silliness
Bad: Excessive QTEs, nonsensical story, typical JRPG underpinnings
Money Spent: $2 via Redbox
Rental Verdict: Decent experience despite being unable to make significant progress
Purchase Verdict: Probably best to wait for a price drop