Final Fantasy XIII-2 Review
Developer: Square Enix
Publisher: Square Enix
Platform: Xbox 360, Playstation 3
Release Date: January 31, 2012
ESRB: T for Teen
This review is based on the Xbox 360 version of the game.
Square Enix gets it: a lot of us don't like Final Fantasy XIII. And with its disjointed storyline, linear gameplay, bland environments, and repetitive auto-battle system, there's been a lot to complain about. They've addressed XIII's problems in its sequel, Final Fantasy XIII-2, by adding all the things the first game lacked, like towns, exploration, side quests — things typically found in most good JRPGs. So it's all good now, right? Everything's fixed?
Not quite.

The story of XIII-2 takes place three years after the characters from XIII stopped Cocoon from crashing into the planet, Fang and Vanille having transformed into Ragnarok in order to prevent this catastrophe. However, this also had the unintended consequences of crystalizing them and sending Lightning to Valhalla. Cocoon’s survivors have taken residence on Gran Pulse, with Lightning’s sister Serah living in New Bodhum as a teacher. Snow leaves Serah to find Lightning and mysteriously disappears, and one year later, monsters descend upon the seaside village. At this time, a mysterious man named Noel is transported to the town, and he and Serah set out on a quest through time and space to find out what's causing these disasters, fix the time paradoxes behind them, and bring an end to whoever's responsible.
For those unfamiliar with the prequel's auto-battle system, fighting is carried out, for the most part, automatically. Strategy comes into play in the form of a Paradigm system, which involves assigning specific roles to your characters (Ravager, Medic, Commando, etc.) that dictate the abilities they use. Up to six paradigms can be stored and switched to mid-battle, but I rarely ever used more than two: one for straight-up offense, and one that incorporated healing and assisting abilities. In fact, 90% of these battles consisted of me tapping the A button twice every ten seconds until everything was dead, which got mind-numbing after the first half hour, and at the five-hour mark I realized my brain was in fact dissolving.
I do have to offer praise for one feature of the battle system though, and that is the inclusion of monster crystals, which contain the souls of monsters you defeat in battle and can be used to summon the monsters to fight on your team, Pokemon-style. The ability to train a cactuar and have it on my party was my favorite part of the game, which is both awesome and kind of sad.
What makes the auto-battle system worse is that the difficulty imbalance from the previous game is still present: battles range from depressingly easy (99% of the game) to unfairly difficult (two or three bosses). There is no warning leading up to these spikes in challenge, and the difficulty reverts to its standard "Easiest Thing in the World" mode shortly after, leading me to believe that Square Enix added this disparity just to force you to grind for hours and bolster the play time of a relatively short RPG.
In fact, dull, time-sucking parts like this comprise a hefty portion of the game. One city, for instance, is completely overrun by monsters that are so easy it's probably impossible to lose to them, yet you're forced to fight a 30- to 60-second battle against them every five steps for no discernible reason. Another area has you rotating floating rooms in order to make a path, leading to a long stretch of gameplay so monotonous it almost had me in tears. In no way does this add anything to the experience: Square Enix simply stuffed the game full of pointless gameplay, presumably while laughing at us behind their giant mountains of cash.

One of XIII's biggest flaws was its lack of opportunities for exploring due to its egregious linearity. This is something Square Enix claims to have fixed. To assist in this newfound freedom, Noel and Serah are accompanied by their Moogle companion Mog, which is literally the worst thing that has ever existed. This thing is the Jar Jar Binks of Final Fantasy XIII-2, except Jar Jar Binks was somehow cooler. But I digress.
Mog helps you out by alerting you to nearby items, uncovering hidden ones, and letting you throw him at items that are out of reach (which is not nearly as satisfying as it should be). Most of what you’ll find is disappointing, though, especially considering how unnecessary the majority of items are throughout most of the game. I only changed weapons twice for both characters, and each of these weapons I easily purchased from the game's only shop. At least the first game had an in-depth weapon customization aspect.
Potions and the like are almost completely useless as well, and once a member of your party learns Raise, you might not use more than ten items for the rest of the game, making item-collecting little more than an exercise in virtual hoarding. Unlike in the first game, you can choose the areas you visit via the Historia Crux, which lets you travel through gates using discovered artifacts. You have a neat little option to close and reopen gates you've already accessed in order to replay events and unlock alternate plot routes, which is nice if you happen to enjoy the game enough to do so.
Another flaw Square Enix claims to have changed is XIII's lack of towns. And yes, there are towns in this game, and yes, these towns are full of people. But remember when speaking to NPCs used to mean receiving new information on where to go or what to do or at least finding out an interesting tidbit? Now, every NPC seems bent on regurgitating all the information you already learned from the game’s many prolonged cutscenes. I never once spoke to anyone who said anything of any importance. Not once. For those keeping score at home, this makes Fans: 0, God of Disappointment: 1,026.

I would like to take a break from complaining to mention the shining point in this game: the visuals, as is to be expected, are magnificent. If you ever want a glimpse of how an otaku views Japan through his/her sad, myopic vision, you only need to check out this game’s shimmering surfaces, wondrous water effects, and masterful movie sequences. Things only get better during the game's sparse-but-exciting Cinematic Action scenes (think Resident Evil 4), during which pressing buttons influences the direction a scene takes. These are always a delight to watch, and I only wish there were more. This is one area where Square Enix definitely delivers.
The same standard of quality is not present in the music, however. I hope you like lots and lots of stringed instruments, pretentious piano pieces, and an unsettling amount of English-translated J-Pop, because that’s almost all you’ll get out of this soundtrack. The music starts out promising and ends on a high note, but it's all obscured by the music in between, which is so cliché it gave me crippling indigestion. There are even a few curiously-chosen death metal tracks that just boggle the imagination — for instance, riding on an inbred-looking red-and-white chocobo cues the hard rock version of bowel cancer (sample lyrics: You’re loco if you think you’re gonna hide this chocobo/Everybody’s gonna wanna ride your chocobo/It’s choco-loco style in a choco-rodeo/Gonna ride him straight through— OH GOD MY BRAIN IS BLEEDING). There was a time when Final Fantasy music stood out above the rest. That time has passed.

Which brings me to the story. Throw everything you thought you knew about time-travel out the window. That Ray Bradbury tale, A Sound of Thunder, in which stepping on a single butterfly alters the entire course of history? Nah. This is Final Fantasy, and it don’t take kindly to logic and reason in these parts. This is a world in which you can pretty much stomp all up and down the time-space continuum and resolve everything by fighting a boss or two. Which is fine in a video game, I guess. Or it would be, if Square Enix didn’t expect you to treat this concept like it was written by H.G. freaking Wells.
The truth is, this story is ridiculous, directionless and shallow, and is further marred by characters more unlovable than Al Qaeda. Seriously, these people in no way respond to situations like human beings should. A man travels 700 years back in time and the characters barely bat an eyelash. They speak to an ominous Grim Reaper-like entity called the Arbiter of Time like he’s just some cranky hot dog vendor. One of the characters literally says at one point something along the lines of “… And so I started traveling through time, and then this happened,” like it’s the punch line of some surreal joke. Characters yell at each other for no reason. Characters whine and cry without provocation. It’s like the entire script was written by a grounded fifteen-year-old.
And don't even get me started on the dialogue: the game's instruction manual is more captivating than this ear-violating script. Nearly every line is either a reiteration of something that has already been covered, mindless chatter, or a piece of the soppy pseudo-poetry that Square Enix games revel in. I would bet anything that if you took all instances of the words “future” and “hope” and replaced them with “hot sauce” and “chili,” the story would be at least ten times more compelling. “We have to save the hot sauce!” “Things may seem desperate, but we still have our chili!” “With hot sauce on our side, we can create the chili we want!”
And yet, judging by the background music, and the characters' expressions and movements, we're supposed to care what happens to these stiff, robotic non-humans. I don't want to go on a 2,000-word rant about the story alone, but listen: a good story is important in a 30-hour RPG. A little more thought should go into it than "It's like Chrono Trigger, but without all the interesting stuff." Just saying.

I may sound harsh, but as video games become more and more accepted as a legitimate art form, they should be held to higher standards. As a game, this is merely an annoying sequel with mediocre gameplay, but what Square Enix is doing to this once illustrious franchise feels like a personal injury. This is a game no one needed, and very few wanted, and it doesn't even deliver. And here's the kicker: if the hasty cliffhanger ending says anything, there will almost certainly be a Final Fantasy XIII-3. Sigh.
Pros:
+ It’s very, very, very, very, very, very pretty
+ New monster-raising portion is fairly involving
+ A few of the boss battles are outstanding
Cons:
- Ridiculous storyline starring unlovable characters
- An auto-battle system that takes even less gameplay out of the game than its predecessor's did
- Dull, unrewarding exploration
- Arbitrary difficulty level
Overall: 5.0 (Out of 10)
Average
Play if you're a fan of shallow-but-pretty Japanese things, and buy only if you must own every Final Fantasy-related thing in existence.
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18 Comments
I'm not going to defend the story in any way, I think at best it has some cool concepts, but that pretty much goes with time-traveling in general. But as with more recent FFs it's hokey, melodramatic, the script is a mess (though Noel did say some pretty natural sounding dialogue at times, I thought, which is odd) and it certainly is not why I played the game, which is sad because I went into the game knowing that would be the case, but... I like the combat, which accounts for a lot of the experience, I think.
I think the thing that I notice that I do immediately different from everyone who plays XIII or XIII-2 though, is that I don't use auto-battle. I think the auto-battle makes poor decisions often times (Granted, for stuff like Saboteur or Synergist, I let the auto battle do its thing. because I don't want to rapid spam buffs and debuffs) and for XIII-2, I feel obligated to rapidly switch characters and manually start and end strings of commands all the time. Which makes it have a fun and active flow for me (except that one city you mention in your review, where easy monsters you can't avoid appear every second and are forced to fight them), which I can't say that about most WRPGs or JRPGs on the market that I've played. Now I'm sure auto-battle does its job if you do some solid leveling, and it will definitely be better than any manual control based play when you are at a high enough level, but for my intents and purposes (as in, just the main game), I like being in control. And yes, I do agree, the game does feel too easy with the exception of maybe 1-2 bosses, or if you stumble upon a new world too early (Was I alone thinking the final boss was surprisingly hard?)
Anyway, This post is getting WAY too big, so I'll wrap it up. I would not go out and buy the game at retail price just like the original (I gamefly'd and powered through), or even recommend it to most people, but something about it made me enjoy it and kept me playing despite the sum of its parts, If I scored it it would probably be a 7-8 honestly. Then again, I may just like shallow but pretty things, like Magna Carta 2 (like I'm playing right now) to the Mass Effect series (oh, I went there).
I'm afraid that Final Fantasy has definitely fallen. I think the series piqued with VII and really started going downhill after X. I've played every Final Fantasy game and I definitely don't enjoy the new ones like I did the old ones.
Square-Enix seems quite content with pumping out a bunch of DLC, so I'd doubt they'd bother with another.
Their approach to DLC is pretty much entirely why I didn't bother buying the game. Well, that and the soundtrack.
As far as the story is concerned. The story was okay, but no... nothing ground breaking. As a general rule I'm not a fan of resorting to time traveling to tell a story, but time travel stories require a suspension of disbelief by nature. I won't nitpick their individual elements of time travel, but that's only because time travel is a pretty absurd, abstract concept without definite laws. I'm also bit more forgiving of the characters, but I think 13 and 13-2 both suffer from trying to make each character display a wide range of emotions, most of which feel very forced or unnatural. Of course, the part that really creeps me out is the Lightning/Snow/Serah (what i will call a love triangle, because who goes off to find another girl like that) ... or that she calls her cat the same name as her lover... that's just... yeah.
I will agree with Barrel about Auto-battle. I tend to avoid it, especially with respect to HEALING or if I'm trying up to build up a break because I simply do not trust computer AI to do everything for me. Yes. Battles can be mind numbing using auto-battle or not attempting for 5* status by mashing generic attacks. I'd give it maybe 7ish, but 5 does the game a bit of a disservice.
I knew I would get a long response from you!
I, too, tried ignoring the auto-battle system and choosing the commands myself, as I also like to be in control of my RPGs, but what it basically amounted to was me manually picking all the commands that auto-battle would have chosen anyway. Maybe I was, like you said, at a fairly high level, but I hadn't done much grinding at all before I noticed this similarity. And while auto-battle does occasionally make stupid decisions (why do medics always want to make sure the other human character is at full health before even thinking about healing my monster companion?), because of the ATB system letting you use a large number of commands per turn, it never felt like choosing to manually input them made much of a difference, since the characters would have gotten around to the moves I wanted to use by the next turn anyway. What made Final Fantasy I through X work was the fact that you were limited to only one command per character per turn, and thus every move had to count. Especially given how easy the game was anyway, I just didn't see the point.
I didn't always have a horrible time with the combat system, it's just that my bad experiences outweighed the good too often for me to enjoy the system as a whole. In the battles against those difficult bosses, when rapidly shifting paradigms and inputting manual commands became necessary, I actually quite enjoyed it and felt like I was getting the full experience the creators had originally intended. When the final boss (which, I agree, was surprisingly difficult) began counting down, and I was frantically shifting to my Synergist/Medic paradigm and inputting commands trying to keep everyone alive, I felt like I was actually playing a Final Fantasy game, or just an above-average RPG. But I had to wade through a lot of monotony and future/paradox/hope/shutupalready-laden dialogue to get to that moment.
With all this being said, I'm glad you enjoyed it more than I did, because I was really looking forward to it being a better game than XIII, which Square Enix told us it would be. In truth, I think I liked the first one more. Oh, and I'm glad we agree about the Gravity Core/Wild Artefact issues. EXPLAIN THAT NONSENSE TO ME SQUEENIX
The series started failing once the creator left Square to start Mistwalker, so unfortunately I can't see the games getting back up to where they were (although I have to admit that I had a fantastic time with FFXII). The JRPG genre seems to be dying these days, but perhaps games like The Last Story and Xenoblade will rekindle a demand for quality games.
The creator claims the story will be continued through DLC, but I just don't buy it. The ending was so ominous (and very hastily thrown together, if you ask me), with so many things left unresolved, that it could only be adequately concluded if the DLC were HUGE. Plus, let's not forget about the fact that Square Enix already reserved the domain name for XIII-3 before XIII-2 was even released.
In any case, holding the ending hostage until we give them more money is a very poor move on Square Enix's part.
But it looks like the DLC would have to do nothing with the ending. Its just gonna let us play Characters like Sazh and Snow in their parts during 13-2 and that's it. and you get them as Party Members in the main game. Lightning DLC might be more interesting though...
Well there is that too. Making a Domain name proves another Project in the Works, Just like last year there was a Pokemon Gray Domain name and Gamefreak said they are going to make a announcement of a new Pokemon Game. I would'nt be surprised if it was Pokemon Gray. just saying lol.
Not always true. *Points At Blizzard* Companies routinely reserve domain names if there is a slight chance that a sequel may come out... just to prevent cybersquatting.
Everyone is entitled to his own opinion, but I don't think my score is undeserved. Let's say I did enjoy the battle system more than I did--that still leaves the unrewarding exploration, tedious quests, awful music (at least the majority of it), and (in my mind; you obviously have a different opinion) terrible story to deal with. In fact, it was the few shining moments that the combat system had, plus the graphics and the monster crystal idea, that even made me give it the score I did. There's really nothing "above average" about this game to me, and so I rated it as an average--not bad--game.
I'd rather have the option to make a game linear than be stuck with linearity. At least you can choose not to stray off the main course in an open-world game, but in a linear game you have no real choices. Something about RPGs makes it very tedious when there's no chance of you stumbling upon a hidden, optional cave or shack or something. At least to me it does.
Oh yeah that's true too lol.
Yeah you're right its average by the sum of the score. so the game scored normal. not bad or perfect just normal.
Yeah Jordan, I noticed that after I commented. Still, most of my comment holds value to what I meant regardless; if you read the review you can definitely tell he had more than a few mixed feelings about the game, so I shouldn't have sounded too dumb when I reacted (minus what I would score it, which may be more of a 6-7 on that scale).
Since I'm too lazy to play the quoting game. I'll save space hoping Chris (and maybe Dyeknom/John) can understand it.
I think the original XIII really ingrained into me to use the auto-battle for staggering (which I admit, doesn't mean too much in XIII-2, but whatever) because the allies would not attack in sync, so I grew used to purposely delaying or adjusting my attacks to sustain the enemy in the air and juggle them. And because XIII-2 gave me the tools to react to more battle situations (since changing formations is immediate now, rather than a 8 second animation in the original) rather than memorize how the course of a battle would be like the original (or even older FFs), I think I was able to appreciate it more. But I agree, I do wish the main game did have more shining moments where you utilized the combat mechanics to their fullest like the final boss (maybe some sidequests do that too, but I'm not grinding to that point, because I didn't like the game that much). I do think I like the original more as well, but I think XIII-2 held my attention easier (possibly due to how long/short the game was in comparison).
Also Dyeknom (John), the reason I tossed out the term linear (that and because it's a catch phrase ever since the original XIII was released), is because XIII-2 is clearly a reactionary game to critical feedback (whether it fulfilled it or not, is up to you) and from the promoting of the game to how the game actually plays, you can tell the devs took a lot of tricks from games that are 'non-linear' use. I don't want to get into the topic too much, but I definitely think I prefer more straightforward rpg games as well, I feel there is more purpose to my adventuring, because I don't really feel the satisfaction of exploring in most games nowadays, it feels like I'm aimlessly wandering or even a waste of time to me often enough, hoping that I'll eventually find something I feel like has purpose or I like.
While I kind of want to get into the topic of "what makes a FF game and what doesn't!", because personally, I think after FFVI the games have been pretty different, from the game mechanics (even if a lot of them shared a similar ATB-ish system) to the storytelling and that greatly contributes to how divided the fanbase is for the series nowadays I think. But we aren't going there, you won't lock me into this thread!
Oh, I know exactly how negatively he feels about the game. I just think a few people are giving the review a bit of a fight solely based on the score, and thought they should know exactly what a 5 out of 10 means. So no, you didn't sound too dumb
I see what you're saying. Had I been as involved manually commanding my characters in XIII -- I would do things like time my attacks to keep my enemies from falling as well, but probably not to the same degree that you did -- I might have appreciated XIII-2 more. I wouldn't really bet on it, but I won't rule it out. My biggest problem in this area is that I never needed to adapt to any battles, save the one or two I mentioned: pretty much everything I encountered could be easily taken out by two Commandos and a Ravager. Perhaps if the game were more challenging and I was forced to exercise new strategies, I'd have a much better time, but of course we've already gone over this so I'll leave that topic buried. The game did have its high points, and I'll admit that those points (the opening half hour, the ending up until the last five minutes, the difficult bosses) were downright thrilling.
But now that you mention it, hey, where did Staggering go? It was so prominent in the first one and borderline unnoticeable in XIII-2! That was a big part of why I liked the first one more, so I demand to know where it went!
Anyway. I won't lock you in the thread, as enjoyable as this discussion is. Though playing through this game supplied me with a number of JRPG-themed editorial ideas, so if I end up writing one, I expect to find you in the comment section!
Actually, I'm pretty pleased with the responses, especially those in disagreement. I think when people see that "Average" below the score, they get the general idea of my rating, so if they want to explain why they think the game deserves a 6, 7, or even an 8 (hopefully nobody would go up to a 9, but whatever), I think it's a great opportunity for debate.