CardinalPiggles said:
I never liked FF13s combat, because it required you to spend too much time looking at freakin' menus. I don't want to look at menus, I want to play the game! The other option was to let it run on automatic, I don't want to let it neigh on play itself, I want to play the god damn game!
Yeah, super cheap or no sale thanks.
(I don't hate the game, but it just doesn't meet my preferences).
Well, that's a weird thing to say about a Final Fantasy game. Have you ever actually played one before? Because the very essence of the combat system is centred around picking moves from menus, regardless which one you're playing. Hell, FFXIII took most of that out (and replaced it with automation instead of active input, but that's a different argument), so if you have played a FF game before, it's strange that you should say XIII of all of them required you to stare at menus. Which, you know, some people actually like. I
enjoy taking the time to run down my list of possible attacks, weighing pros and cons of using what strategy, trying to predict the enemy's next moves, etc. FFXIII just took all of that away.
OT: I find it strange that some people have such a problem with FF combat being too slow and not having enough twitch-based melee controls and such, like western RPG's. Sure, it's not Demons Souls by any stretch, but I don't think that's the point; it's more about strategy. I'd imagine it's pretty hard to cram 100+ different ways to attack a target or support your team into a 12 button controller, but that's something that Final Fantasy has always attempted to offer, albeit through menus instead. If you don't like it, don't play it.
The problem I had with FFXIII wasn't the combat though. I wasn't a fan, but honestly? They tried something new, which is a rare thing in the JRPG circle, and it's nice that they made the effort. Shifting paradigms
can be satisfying... sometimes.
It wasn't the story, which I thought was big, intricate without being convoluted, and interesting.
It wasn't the character's, all whom I genuinely enjoyed learning about, even Hope (Really? Hope's just a "whiny little *****"? Hey, I'd like to see how well you fare if you'd just been told you're being shipped off to the equivalent of "hell" in the middle of your holiday, you can never return home again, all the people you used to know now hate you, your mum's dead and you're stuck with the guy who's to blame, and to top it all off, regardless of what you do, you're basically destined to die within the next few weeks/months anyway. Oh, and you're about 14 years old. Cheer up, emo kid). To be honest, I thought he was one of the stronger characters in the game.
The thing that annoyed me the most about FFXIII was the fact that the developers invented not one, but
two massive, fascinating worlds, one built around a synergy of high technology and magic, the other a beautiful and mysterious wilderness, and then shuffled you mercilessly down a narrow pathway on one, and gave you ONE large area on the next, before sticking you back on the stupid path again. I don't mind having a linear storyline; if the devs have a particular story they want to tell, I don't really think it's something I always need to have direct input in, a la Mass Effect or Skyrim. Remember in VII, how the story revolved around the world actually fighting back against Shinra and Sephiroth? The world in which the story took place became a character in its own right, like Rapture in Bioshock, or the Wasteland in Fallout. Pulse and Cocoon are fascinating places in their own right, but as characters, they are completely overlooked, except in rare cases where lore is delivered with the datalog.
I wanted to explore, to look around, to interact with the world, but I just couldn't do that. I believe that this was XIII's real crime, and I'm astonished that it was completely overlooked by the devs. It looks like XIII-2 is taking some steps to fix this, so I'll definitely give it ago, as I still yearn to explore more of Gran Pulse, but my optimism is restrained with caution.