This app was mentioned in 2 comments, with an average of 12.50 upvotes
I'd like to give an alternate take on this game. I actually really like it. I wrote this up in a thread that nobody saw, so I might as well post it again here...
Oh gosh, where to start. We have to back up a bit.
If someone asked me to give details on my ideal type of game (specifically RPG), I'd say, open world, no time limit, lots of side quests, long story, lots to do, totally open, not linear, replayability, etc.
Now I have to step back and look at the games that I've enjoyed most, and completed without being able to put down, and I see some facts:
I've platinum'd FF13 and 13-2 (Screw 13-3's time limit!)
I've bought the tomb raider reboot for ps3 AND ps4
I can't get enough of the Uncharted games
I bought Skyrim on some steam sale for a few dollars and I probably stopped before the 10 hour mark. I couldn't tell you anything about the story if my life depended on it.
^ Ditto for Witcher 1 & 2
So. First of all, wtf? The ones that I played the most and were most fun for me are all linear, and there isn't so much as an open world as there are "set pieces" (tomb raider is the exception) and not that much replayability. Why is there such a difference in the styles of games that I think I like, and the games that I apparently actually like?
I've thought about this, and I've come to the conclusion that my initial assumptions of what I like in a game are wrong. What I actually want in a "perfect" game (or any media for that matter) are 2 things:
1) Incremental progression. I find this addictive. What I mean by that is by playing (example: battle system) you get points that you can spend on upgrading yourself at any time, and are not limited to grinding for levels. This also extends to Metroid-style games which I also love. Progression over time is something that I enjoy playing, and if the battle system is fun, I don't mind spending hours grinding. In fact, I have a game on Google's play store and I modeled it after that exact style of system.
2) The narrative is a puzzle. This one applies not just to games. What's really fun for me is a story that has a lot of background that can be figured out over the course of it. A book example is something like Harry Potter, or some kind of long epic where more and more backstory makes sense as you go. Bonus points if the reader can figure things out without being explicitly told. Another example is Cloud Atlas. I saw the movie an a plane and then immediately bought the book. The narrative itself IS the puzzle, which is all sorts of awesome. I don't consider myself an anime watcher, but my wife is, and I couldn't help but to tune in when she was watching one called Madoka Magika for the same reason. The plot twists all over itself like a puzzle again. Finally, an example of this in another RPG is Baten Kaitos for the GameCube. That game has to this day my favorite plot twist of all time. This is probably the best example of what I like because everything that happens from the beginning of the game takes on a new meaning after a certain point. It's the type of game where if you go back and play it again knowing what happens later, you understand why everything played out as it did.
Sorry about the long introduction.
The reason why I brought all this up is because the above 2 points are exactly what's found in FF13. That's one of the reasons why I like it so much. The other reason is I guess that most of the things that people have complaints about are things that don't necessarily bother me.
-First of all, I'd like to echo what you said about Oerba. That place was the first time in a looong time that I've stopped and marveled at the scenery (and spent too much time playing with the lens flare) -Sabre's Edge is probably one of my favorite pieces of music in any game ever. Especially @ ~0:51 and ~2:03.
I "got" the battle system; I think I understood what the developers were going for. Some complains are about the way you auto-battle but the point of the strategy is the paradigms.
I got the incremental progression with the skill system and the upgrade system (don't have to grind for levels). Interestingly my biggest complaint with the game is here. It could have been so perfect if the upgrade materials and money weren't as heavily restricted as they were. You never have enough money/parts to upgrade all you want to until post-game, which is ridiculous. Basically there are accessories that you'd never want to touch because you'd do better to upgrade something else first and don't have enough for everything.
I've heard complains about the voice acting, but I can't comment here because I only played the JP version, and the voices are not only good, I've never heard a better Japanese voice actor playing a black guy than this game.
The linearity. This comes back to the "open world" VS "set pieces". It's interesting how similar this game is (linearity, skill progression etc) with FF10 and yet that one is universally praised. I think I can sum up this point and the whole FF13 experience comparing myself and those who didn't like this game as: They came into it with certain expectations that were not met. I came in with no such expectations. I came into this game saying "tell me a story", which will bring me to my last point...
The narrative puzzle. I sure did get my narrative puzzle in this game! There are really 2 "layers" in the story. The first layer is the "What were the sequence of events in the last 13 days that lead to the current situation?" and that part is covered in the main game. The 2nd layer is "What were the sequence of events over the history of the world that set up this whole thing?" That part is only covered in those data logs. It would have been nice to expand those a little more but for me personally, that just would have been a bonus. I can see people playing the game thinking "Why was Anima there in the first place?" "Why the hell is the evil guy helping you??", "Where do the Eidelons(sp?) come from?", etc. The whole story doesn't make much sense if you start to question it without going into the extra lore information. If anyone wants to find out more and has a little bit of time, this FAQ actually answers all those things including things that people probably didn't even question in the first place, like why are the pulse fal'Cie flying around, digging, etc. I certainly can't fault people for not wanting to go into the lore, but there it is -- the 'puzzle narrative' reason why for me personally it is excellent.
Side note: I agree there are some cheesey things at the end, but in the game's defense, there is actually a reason why those things happen (intervention from the goddess Etro, like when the characters get their summon monsters, when their marks get scorched)) Cheesey? Yes, but not actually totally without thought, which is all I was looking for.
Oh gosh, where to start. We have to back up a bit.
If someone asked me to give details on my ideal type of game (specifically RPG), I'd say, open world, no time limit, lots of side quests, long story, lots to do, totally open, not linear, replayability, etc.
Now I have to step back and look at the games that I've enjoyed most, and completed without being able to put down, and I see some facts:
I've platinum'd FF13 and 13-2 (Screw 13-3's time limit!)
I've bought the tomb raider reboot for ps3 AND ps4
I can't get enough of the Uncharted games
I bought Skyrim on some steam sale for a few dollars and I probably stopped before the 10 hour mark. I couldn't tell you anything about the story if my life depended on it.
So. First of all, wtf? The ones that I played the most and were most fun for me are all linear, and there isn't so much as an open world as there are "set pieces" (tomb raider is the exception) and not that much replayability. Why is there such a difference in the styles of games that I think I like, and the games that I apparently actually like?
I've thought about this, and I've come to the conclusion that my initial assumptions of what I like in a game are wrong. What I actually want in a "perfect" game (or any media for that matter) are 2 things:
1) Incremental progression. I find this addictive. What I mean by that is by playing (example: battle system) you get points that you can spend on upgrading yourself at any time, and are not limited to grinding for levels. This also extends to Metroid-style games which I also love. Progression over time is something that I enjoy playing, and if the battle system is fun, I don't mind spending hours grinding. In fact, I have a game on Google's play store and I modeled it after that exact style of system.
2) The narrative is a puzzle. This one applies not just to games. What's really fun for me is a story that has a lot of background that can be figured out over the course of it. A book example is something like Harry Potter, or some kind of long epic where more and more backstory makes sense as you go. Bonus points if the reader can figure things out without being explicitly told. Another example is Cloud Atlas. I saw the movie an a plane and then immediately bought the book. The narrative itself IS the puzzle, which is all sorts of awesome. I don't consider myself an anime watcher, but my wife is, and I couldn't help but to tune in when she was watching one called Madoka Magika for the same reason. The plot twists all over itself like a puzzle again. Finally, an example of this in another RPG is Baten Kaitos for the GameCube. That game has to this day my favorite plot twist of all time. This is probably the best example of what I like because everything that happens from the beginning of the game takes on a new meaning after a certain point. It's the type of game where if you go back and play it again knowing what happens later, you understand why everything played out as it did.
Sorry about the long introduction.
The reason why I brought all this up is because the above 2 points are exactly what's found in FF13. That's one of the reasons why I like it so much. The other reason is I guess that most of the things that people have complaints about are things that don't necessarily bother me.
-First of all, I'd like to echo what you said about Oerba. That place was the first time in a looong time that I've stopped and marveled at the scenery (and spent too much time playing with the lens flare) -Sabre's Edge is probably one of my favorite pieces of music in any game ever. Especially @ ~0:51 and ~2:03.
I "got" the battle system; I think I understood what the developers were going for. Some complains are about the way you auto-battle but the point of the strategy is the paradigms.
I got the incremental progression with the skill system and the upgrade system (don't have to grind for levels). Interestingly my biggest complaint with the game is here. It could have been so perfect if the upgrade materials and money weren't as heavily restricted as they were. You never have enough money/parts to upgrade all you want to until post-game, which is ridiculous. Basically there are accessories that you'd never want to touch because you'd do better to upgrade something else first and don't have enough for everything.
I've heard complains about the voice acting, but I can't comment here because I only played the JP version, and the voices are not only good, I've never heard a better Japanese voice actor playing a black guy than this game.
The linearity. This comes back to the "open world" VS "set pieces". It's interesting how similar this game is (linearity, skill progression etc) with FF10 and yet that one is universally praised. I think I can sum up this point and the whole FF13 experience comparing myself and those who didn't like this game as: They came into it with certain expectations that were not met. I came in with no such expectations. I came into this game saying "tell me a story", which will bring me to my last point...
The narrative puzzle. I sure did get my narrative puzzle in this game! There are really 2 "layers" in the story. The first layer is the "What were the sequence of events in the last 13 days that lead to the current situation?" and that part is covered in the main game. The 2nd layer is "What were the sequence of events over the history of the world that set up this whole thing?" That part is only covered in those data logs. It would have been nice to expand those a little more but for me personally, that just would have been a bonus. I can see people playing the game thinking "Why was Anima there in the first place?" "Why the hell is the evil guy helping you??", "Where do the Eidelons(sp?) come from?", etc. The whole story doesn't make much sense if you start to question it without going into the extra lore information. If anyone wants to find out more and has a little bit of time, this FAQ actually answers all those things including things that people probably didn't even question in the first place, like why are the pulse fal'Cie flying around, digging, etc. I certainly can't fault people for not wanting to go into the lore, but there it is -- the 'puzzle narrative' reason why for me personally it is excellent.
Side note: I agree there are some cheesey things at the end, but in the game's defense, there is actually a reason why those things happen (intervention from the goddess Etro, like when the characters get their summon monsters, when their marks get scorched)) Cheesey? Yes, but not actually totally without thought, which is all I was looking for.
Now that I'm this far, I might as well keep going with FF13-2. My opinions on that game can be summed up as:
A better technical "game"
The story is so stupid. Here's where they throw all of the crap in, like, "OH, DID WE MENTION THESE THINGS ALSO HAPPENED TOO?". It basically seemed like the production of the first game went on so long that they had a bunch of leftover assets and wanted to get a better return on investment from the game engine, so they just put everything they had in one game and then tried to write a story around why all these random assets could be in one game.
FF13-3:
I hate hate hate hate time limits. This game pissed me off playing it. It was a complete chore. The only reason why I finished it is because I had to see the story through to the end. Speaking of the story...
The story for the last game was good GIVEN THE FACT THAT the second game screwed everything up. All the faults of the 3rd game's story stem from the fact that they had to write something that fit in with the 2nd game.
Lightning's Japanese gets really difficult after she goes to Valhalla and becomes a servant of the goddess. It's like her vocabulary suddenly got all "classic". This one was really tough to understand for me.