E3 2011: Final Fantasy XIII-2 Explodes Onto Show Floor
Let the discussion begin.
Final Fantasy XIII-2 really can't be ignored at E3, and we're bringing you several different looks at the RPG sequel. First up is the official trailer, which shows off the expected CG mastery and a whole lot of slick special effects.
Then there's some gameplay taken from the show floor; the first involves what appears to be a lengthy boss encounter and...is that one of those QTEs? In a Final Fantasy? Did we see that correctly? Well, at any rate, the rest of the gameplay ought to seem somewhat similar.
In this third piece of footage, you can find more combat footage and exploration, which looks decent. Remember that Square Enix has continually stated that they've "listened to the fans" after FFXIII garnered plenty of feedback and criticism.
Okay, open the floodgates. What do you think?
Related Game(s): Final Fantasy XIII-2
Tags: ffxiii-2, final fantasy xiii-2, e3 2011, final fantasy xiii gameplay
6/8/2011 8:50:16 PM Ben Dutka
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Comments (90 posts)
WorldEndsWithMe
Wednesday, June 08, 2011 @ 9:37:01 PM
Beamboom
Thursday, June 09, 2011 @ 2:58:29 AM
This is how we as consumers have a voice, via what we buy and what we dont. Everyone has whining customers. that means jack shit as long as they pay up.
At least wait for the bargain bins to fill up! In this case I'm willing to bet that will happen within weeks after launch. The game is the *exact* same then!
Last edited by Beamboom on 6/9/2011 3:01:39 AM
WorldEndsWithMe
Thursday, June 09, 2011 @ 12:39:19 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 9:36:12 PM
Reply
I'm glad they are trying to fix the issues and I like that we can play as Serah, Noel looks pretty cool except for his Hammer pants.
I'd like to see how the story ends, FFXIII was a decent enough game and at least this time I can go into it without expecting a real FF game. I think with the proper expectations this can still be a really good game so yeah I'll buy it. Not sure about full price though.
WorldEndsWithMe
Wednesday, June 08, 2011 @ 9:54:59 PM
Claire C
Wednesday, June 08, 2011 @ 10:20:59 PM
Underdog15
Wednesday, June 08, 2011 @ 9:48:46 PM
Reply
But when I hear QTE, I get a little pukey. See... I'm playing Knight's Contract at the highest difficulty on my 3rd playthrough, and the QTE's in that game at tougher difficulties make the game almost unplayable.... I'm currently a little bitter.
I did like what appeared to be larger and less linear maps. I liked what looked like a sea-side town. I'm still a little ticked by the "auto-battle" feature. And I'm also bummed I didn't notice the ability to control more than one character. I avoided using it when possible, but FAR too often it's the only option. I found myself spending most of my time just paradigm shifting... not planning the actual moves themselves....
Anyways.... looks sharp... I'll likely play it. But I am skeptical about it being able to touch a 9+ score like the FF's of yore.
Claire C
Wednesday, June 08, 2011 @ 10:12:05 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 10:47:31 PM
Claire C
Wednesday, June 08, 2011 @ 11:02:41 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 11:41:39 PM
Claire C
Thursday, June 09, 2011 @ 1:23:54 AM
shadowscorpio
Thursday, June 09, 2011 @ 2:55:26 AM
If you think about it. Some of the past final fantasy's had them too lets not forget the blitz and sword techs from FF6 (FF3 on SNES), Tifa's and Cait Siths Limits from FF7, Zell's and Squall's Limits from FF8, and Wakka's overlimit break moves from FF10.
If anything, the QTE's actually bring back a sense that FF13-2 will at least have some familiar aspect of past Final Fantasies.
Underdog15
Thursday, June 09, 2011 @ 9:08:58 AM
On harder difficulties, you have to actually know which button to press before it shows up, and you have to time it perfectly. You also have to somehow know the rhythm of the taps on mash commands. And if the sound doesn't match the video, like it sometimes does, the timing won't work. And the last two bosses... after fighting for 5-10 minutes, you have to execute 4-8 different commands. Screw one up, and it's game over. Start from scratch. VEEEERY frustrating.
SvenMD
Thursday, June 09, 2011 @ 12:11:44 PM
Fane1024
Thursday, June 09, 2011 @ 4:42:48 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 9:53:05 PM
Reply
SayWord
Wednesday, June 08, 2011 @ 11:24:37 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 11:41:57 PM
OPHIDIAN
Thursday, June 09, 2011 @ 6:17:40 AM
TheCrazyMerc
Wednesday, June 08, 2011 @ 9:57:46 PM
Reply
WorldEndsWithMe
Wednesday, June 08, 2011 @ 10:03:16 PM
Sol
Wednesday, June 08, 2011 @ 10:07:42 PM
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In any case I like XIII enough to get this despite Treasure Hunter. The QTE kind of thing in the boss fight is welcome, if it applies only to certain fights. Better to have a way to dodge than to leave it to luck. Final Fantasy may have fallen in the eyes of many a gamer, but I always recall that the reason I play them is for the story.
So long as the gameplay isn't unbearable, I'll still play it.
Highlander
Wednesday, June 08, 2011 @ 10:30:22 PM
Reply
SvenMD
Thursday, June 09, 2011 @ 12:14:39 PM
OPHIDIAN
Thursday, June 09, 2011 @ 9:14:13 AM
godsdream
Wednesday, June 08, 2011 @ 10:49:22 PM
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Darn, whats so difficult in staying with the winning formula for all those years, that we all know and that started rpg's?? If they want to make an action based game, or a cheesy game or whatever they want to do (my brain really can't understand what are they trying to do) make another ip, but don't spoil this franchise. Oh well, I hope they remember well the losses this fiscal year threw at them.
godsdream
Wednesday, June 08, 2011 @ 11:14:43 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 11:44:02 PM
mastiffchild
Thursday, June 09, 2011 @ 5:22:16 AM
Point is I don't think adding some real time action NEEDS to dumb down the strategy and it ALWAYS bugged me that I couldn't get lout of the way of things in turn based games-it was a failing even in some games I love. It also bores the hell out of new gamers-at least til they get to gips with the depth.
I say a bit of both is fine but nobody found the right way yet. I want a JRPG to FEEL like one but I don't NEED it to play like FF4 to be one either. Maybe makew the games more tacticaly simple on easy and up the strategy(and up the twitch skills too if youwant) as the dificulties rise. Christ you could even disable the twitch stuff in the menus and have them all things to allpeople.
just think we shoot ourselves in the foot wishing for pure turn based stuff these days and there's enough of it about anyway. I want a brave new era for the genre with choice in gameplay for all WITHOUT ruining either action or strategy and don't feel it's as hard as they make it look.
I've outlined my plan for active pauses(and them being longer or shorter depending on difficulty) to be implemented as diffs rise and alongside choices in menu as to which battle system bits and bobs you want on or not.
This said I couldn't care much less for FF13-2 as the battle system in FF13 is a mess on screen and needs as much skill as the art of bum wiping. You could hardly call it twitch based skill side either. Just a mess onscreen, mainly.
Fane1024
Thursday, June 09, 2011 @ 5:58:17 AM
I guess I was confused by the phrase "that started rpg's". I can't imagine how I could think that you were implying that the FF formula started RPGs. No support for that reading of your comment at all.
For what it's worth, I agreed (and still agree) with the rest of your comment, so I'd bet I understood it just fine.
I'm just tired of JRPG players who think that they (the games) are the "true" paradigm / prototype of role-playing games. They're not. That's an indisputable fact, unless someone traveled through time.
@ mastiffchild
::applause::
Last edited by Fane1024 on 6/9/2011 6:04:23 AM
Underdog15
Thursday, June 09, 2011 @ 8:41:01 AM
The PS1 era is a prime era for proof of how many different ways a turn based mechanic can work. Saying it's somehow obsolete is a cop-out. To me, it just sounds like people aren't creative anymore. PS2 found even more ways for it to work.
And this excuse that they somehow couldn't do anything but turn-based is also a cop out. Tales of series in the PS1 era is proof of that. So is Star Ocean. The other cop out is saying random encounter is no longer necessary... Which I have heard. It was never necessary. Super Mario RPG on the SNES wasn't random encounter... It was never necessary. It's a design choice that worked and people liked.
I don't buy the "sign of the times" excuse. All the reasons for that argument are just in people's heads. People talk about the "old school" mechanic as being obsolete because it's no longer necessary. And that is the primary argument. Why don't people realize it was never necessary??? Even the second Legend of Zelda on NES had non-turn based random encounter in the field...
The facts are simple. Turn based jRPG's sold well because people liked them. It's stupid to pretend there were somehow no other options on the market.
Highlander
Thursday, June 09, 2011 @ 11:38:55 AM
You wrote:
"Rigid turn based "after you..."combat IS stupid and quaint whether we like it or not. "
No, your opinion is that it's stupid and quaint. My opinion is quite different from yours. If you want to say you think that, fine, but don't state it categorically. I think turn based combat is neither stupid nor quaint. It requires a totally different approach to the game and is, I think, far more strategic.
It may not match what a gamer with the attention span of a goldfish requires, but it holds my attention quite nicely.
You also wrote:
"you could even disable the twitch stuff in the menus and have them all things to all people."
You could, but no developer does. So you have a large group of gamers who love the turn based approach and are denied their game because the developer only caters to players with too much caffeine in their blood.
As for there being enough turn based stuff around, no there isn't, not on PS3 at any rate. So, thanks for your opinion, but mine differs completely from yours.
There's nothing that says a turn based game has to look like FF4, or use sprites or any of that crap. Look at Xenosaga (yes, I know, of course I mentioned Xenosaga). But seriously, look at the game, it was really good 3D graphics and relatively open world play. The combat is entirely turn based, but again the graphics are fully 3D and beautiful to behold. Turn based is a mechanic, not a genre. JRPG is the genre and is not limited to sprite based games either. What we are missing are games like Xenosaga that use fully current 3D graphics and effects married to a turn based mechanic.
The closest we have is White Knight Chronicles. But I personally still miss the more traditional fully turn based battle mechanic. Don't get me wrong, I want fully modern graphics, effects and sound, but I like the turn based mechanic itself. There is no reason why a turn based JRPG should look or play like FF4.
FFXIII and now FFXIII-2 seem to me to be trying to offer the graphics and effects, but the mechanic is gone. PLaying such games is an empty experience to me, I might as well be looking at galleries of the game art, because the game play does not interest me.
Last edited by Highlander on 6/9/2011 11:50:17 AM
Underdog15
Thursday, June 09, 2011 @ 1:43:21 PM
Highlander
Thursday, June 09, 2011 @ 3:52:59 PM
Fane1024
Thursday, June 09, 2011 @ 5:15:57 PM
My "problem" with turn-based JRPGs (and please note that, like mastiffchild, I do like them) is not that they are turn-based, but that they cling to the "quaint" presentation of "step forward, attack, step back". Everything is so static and artificial.
I also think that people overstate how strategic standard (non-SRPG) turn-based JRPGs are. I wish they had all adopted elements of FFT to provide more real strategy, but they stuck with two lines of 3 or 4 characters all bouncing in place.
Like Underdog said, there are ton(ne)s of ways (eh) that they could have updated the turn-based formula to provide both more strategy and a more realistic presentation, without yielding to the twitch mentality (I personally think FFXII is a good example).
Unfortunately, S-E seems to have built a system that loses all of the advantages of turn-based mechanics (e.g., time to ponder tactics) without gaining any of the advantages of real-time mechanics (e.g., a sense of immediacy and direct control). I don't think anyone, fans of turn-based OR twitchers, want to feel like the game's on autopilot.
And they've been trending in the wrong direction for years, at least since the ATB appeared. Simply putting the player "on the clock" doesn't make the game (excuse the cliche) more visceral. It just diminishes the advantage of being turn-based.
I think S-E lost their way long before M$ came calling because they've been chasing the Western aesthetic (and not "getting it") for a while.
p.s. If you want a good old school turn-based game, download Costume Quest.
Last edited by Fane1024 on 6/9/2011 5:28:08 PM
Highlander
Friday, June 10, 2011 @ 10:50:19 AM
Regarding the convention of step forward, attack, step back, I personally have no problem with this as a mechanic in a game, it's a specific combat mechanic. likewise I have no problem if the characters mill about feigning attacks and other moves while the underlying combat still follows the same rules. The trouble with abandoning the step forward, attack, step back approach is that it leaves the player with a single main character that get's all the attention, the traditional formation against formation allows you to use each member of the party equally. I see the point about the presentation, but I think that the presentation of the combat can be solved, but as long as the game pauses as each character and enemy takes their turn, it is going to feel artificial to players who don't like that traditional approach. But, in a sense that complaint is rather like complaining that in a traditional role playing game with dice, the players have to take turns and wait between times.
All that said, if the underlying combat mechanic is still turn based, why not offer the player the option of a traditional formation step forward, attack, step back mechanic or a more fluid battle mechanic where players can move in real time even though they take turns attacking.
You mentioned people overstating the strategic element of a turn based system. I disagree. When you have 6-8 characters and only 3 can be in battle at once, you have to consider the opposition and switch in different characters based on their strengths and attack types. Then as the battle progresses you have to decide on chaining attacks, or boosting in out of turn, or using different forms of attack, when to heal and when to press the attack, when to swap someone out because they're getting hammered, and so on and so forth. Depending on the difficulty of the game, that can be strategic, or in an easier game, you just mash the attack button and heal afterwards - that would not be strategic. Of course there are other games such as Cross Edge or Record of Aggarest War where you move the player characters around to gain the best range for attack, and to chain attack combos. That brings a slightly more strategic note to the battle, but to me feels even more artificial than the traditional 3 on 3 formation. I don't find systems like that in Star Ocean to be strategic in the least, the real time movement and focus on one character strips away any idea that the rest of the party matter, they are left to the ministrations of the AI while the lead character flails away.
SE has indeed removed the basic advantages of turn based - the time to ponder (as you say). But, I've never seen a combat system that allows real time movement and has enemies taking turn to attack you regardless of what you do giving the player time to think. If the system allows real time movement, but to give me the time to ponder my next move, the enemies just sit there once they've attacked, waiting for me to complete my turn, won't it be just as artificial as in the 3 on 3 line up? Any time the battle pauses to wait for player input it's going to feel artificial. So why not formalize the combat rather than having the dischord between the real time movement in the arena, but the artificial pause when the player does nothing while thinking?
I have said for a long while now that RPG makers need to offer gamers the choice between the traditional format of turn based combat and something more active to satisfy both styles of play. Until that can happen, the games will cater to neither.
Fane1024
Saturday, June 11, 2011 @ 6:00:31 AM
I'm not looking for a game that pleases the action gamer, but one that pleases the turn-based enthusiast without looking, for want of a better term, dated. I'm not even proposing real-time movement, just realistic animation. The biggest hurdle I see is dealing with movement that would inevitably be interrupted by all the pauses; something like an advanced form of SRPG movement might be needed.
You have to admit most JRPG battles are attack, attack, heal, attack, attack, heal, etc. Status-effect attacks are pointless against most enemies and frequently useless against bosses. Managing substitutions in boss battles can be nerve-wracking, but that's not the same as managing attack angles (flanking) or distance (using ranged attacks vs. melee enemies or vice versa) or spacing (phalanx vs. melee; spread vs. area spells), etc. All of these tactical maneuvers can be executed in action games, but not most turn-based games and that's a shame.
Finally, I haven't played 1/5 as many JRPGs as you have, though I have at least sampled most of the "big" ones. I certainly defer to you with regards to the variations in the genre.
Last edited by Fane1024 on 6/11/2011 6:07:52 AM
Teddie9
Thursday, June 09, 2011 @ 12:13:39 AM
SvenMD
Thursday, June 09, 2011 @ 12:18:03 PM
WorldEndsWithMe
Wednesday, June 08, 2011 @ 10:53:58 PM
Reply
Nas Is Like
Wednesday, June 08, 2011 @ 11:21:26 PM
Reply
godsdream
Wednesday, June 08, 2011 @ 11:58:58 PM
Last edited by godsdream on 6/9/2011 12:01:43 AM
ZettaiSeigi
Wednesday, June 08, 2011 @ 11:59:11 PM
godsdream
Thursday, June 09, 2011 @ 1:14:29 AM
ZettaiSeigi
Wednesday, June 08, 2011 @ 11:58:06 PM
Reply
Temjin001
Thursday, June 09, 2011 @ 1:00:14 AM
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Take that KINECT fanboys! See, it even seems silly in writing.
WorldEndsWithMe
Thursday, June 09, 2011 @ 1:59:15 AM
Beamboom
Thursday, June 09, 2011 @ 2:54:33 AM
Until I got it and started playing it. I suspect you need to speak flawless english/american. Well, Norwegian is my native language, so... Sux.
Underdog15
Thursday, June 09, 2011 @ 8:47:58 AM
Beamboom
Thursday, June 09, 2011 @ 9:38:29 AM
Before you start in that game (I *still* can't remember the name of that game! Help me, someone!) there is a "calibration" where you repeat after a babe, and supposedly it then analyse and get to "know" your voice.
Now, I'm not utterly useless in speaking English, although I gotta admit my girlfriend frequently fall over laughing when we are abroad due to my half-hearted attempts.
But there were some specific commands that the game simply were totally unable to figure out. I even struggled in the tutorial, where it were supposed to learn from my voice.
It simply refused to believe I tried to repeat the same word, kindly asking me to pay attention :D lol
But *some* of the commands worked really well, and when it worked, those moments were *awsome*. It was really cool to see the commands build itself on screen while I spoke. I'd love to see more of this, although it gotta work of course.
Last edited by Beamboom on 6/9/2011 9:49:06 AM
Underdog15
Thursday, June 09, 2011 @ 9:48:07 AM
Beamboom
Thursday, June 09, 2011 @ 9:54:35 AM
SvenMD
Thursday, June 09, 2011 @ 12:23:24 PM
I think that could be done on other platforms with a headset without difficulty....so I don't understand why it's a "special" kinect thing.
Beamboom
Thursday, June 09, 2011 @ 3:21:05 PM
Only explanation I can think of is that either M$ is simply paying them off, or there is some sort of voice recognition/audio analyse software running in the kinetic hardware that make the integration easier.
Last edited by Beamboom on 6/9/2011 3:22:04 PM
Fane1024
Thursday, June 09, 2011 @ 5:53:23 PM
I gave the name in another article (actually, mindmurderer wrote it first but not as a reply to your comment); glad to see you remembered it.
@ Sven
Or PSEye.
I loved using voice commands to issue orders to my AI teammates in SOCOM. I wish they'd get that feature working right, because it would free up buttons for simple actions that need to be triggered quickly and limit the number of clunky menu interfaces.
It's the only part of Kinect I see as having any value for gamers...and since the PSEye has the same capacity....
Last edited by Fane1024 on 6/9/2011 6:05:23 PM
Beamboom
Friday, June 10, 2011 @ 4:47:40 AM
And yes, if they manage to get it right then it would indeed close a piece of the gap between controller and a keyboard.
Plus, like I said, when it actually worked in Endwar it was really very *fun* in addition to being practical. You get more sucked into the game when you literary *speak* commands to teammates and they respond via the comm and perform the action.
Last edited by Beamboom on 6/10/2011 4:51:31 AM
___________
Thursday, June 09, 2011 @ 3:23:25 AM
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shadowscorpio
Thursday, June 09, 2011 @ 3:25:47 AM
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Seems this might be a final fantasy that is played simply for the story at this point. I still need more. Videos still don't indicate for me that there are towns.
Ultimadream
Thursday, June 09, 2011 @ 6:15:54 AM
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But some of the new gameplay enhancements looks great, I like how we can now control normal monsters like a Flan or Behemoth! love that.
XIII-2 seems to give what people missed from the 1st game, towns. While i did not miss them from XIII do to the story updates every 30 mins, I am looking forward to exploring cacoon more.
Moogles! very happy to see the return of one of FF's legends. As for the new cast, I was real skeptical about Noel at 1st but after the gameplay traielr and cutscenes i have gotten over it.
I have noticed the trailers says early 2012... This is the NA trailer right, so will we be getting it spring 2012?
karneli lll
Thursday, June 09, 2011 @ 7:19:16 AM
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Dancemachine55
Thursday, June 09, 2011 @ 8:54:20 AM
I just think that they're targeting the wrong people in terms of gameplay style. True fans of FF want something deep, immersive and fully controllable, none of this auto battle stuff.
And a big world to explore, even if it means creating small towns or cities across a world map like FF VII and VIII. That freedom to explore from 4-5 hours in and onwards is what makes FF so great in the first place.
Another thought....
Maybe we older gamers are out of touch with what the young'ns in high school want. Faster, easier, social networking and touchy, wavy stuff that requires little thought and strategy, since it's just too complicated if any strategy is needed at all.
Fane1024
Thursday, June 09, 2011 @ 6:10:15 PM
OPHIDIAN
Thursday, June 09, 2011 @ 6:44:53 PM
FFXIII did sell very well.
There might be some of us who want the 'old style' back, but there is also a lot of people on here that despise COD gameplay, but COD is the best selling game ever! That is what developers want and arguably need to continue. It's not about what Joe Bloggs wants, it's ensuring the greatest happiness for the greatest number of people.
They're a business.
Fane1024
Thursday, June 09, 2011 @ 7:40:58 PM
SvenMD
Thursday, June 09, 2011 @ 12:26:46 PM
I've been with FF from the beginning. And if there is one thing that series does, it's change. Unfortunately for alot of people, this was too many changes occuring at the same time. And that's more like a revolution, rather than progression of a series.
I loved FFXIII and did everything there is to do in the game. It's unfortunate that the battle system has to "grow on you"....but once you're over it, you realize there is still one of the most polished games ever made sittig in front of you, with 40-50+ hours of gameplay.
Excelsior1
Thursday, June 09, 2011 @ 9:42:41 AM
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SaiyanSempai
Thursday, June 09, 2011 @ 11:03:14 AM
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I'm playing FFIV on the PSP right now and loving it. Ahh, memories.
Disclaimer: I liked FFXIII, although it would have been infinitely better if there was the option to pause the action and specify everyone's attacks myself. That's just me though.
Beamboom
Thursday, June 09, 2011 @ 11:39:17 AM
Underdog15
Thursday, June 09, 2011 @ 1:47:26 PM
Fane1024
Thursday, June 09, 2011 @ 6:20:37 PM
I've been saying THAT'S the way to update turn-based games properly since FFXII (which, I think, would have made most everyone happy if it had this option).
Underdog15
Thursday, June 09, 2011 @ 6:45:06 PM
Fane1024
Thursday, June 09, 2011 @ 7:48:04 PM
Semi-off topic: I'm really dismayed at the recent trend for games to take control out of the hands of the player in the name of "simplicity" (e.g., context-sensitive actions rather than using separate buttons; the AI never guesses right).
POP (2008) is a perfect example, as is I take it FFXIII. Most "motion" games are extreme examples, with almost everything being automated.
I'm in favor of games being easier (at least as an option). I just want my character to do what I want when I want.
Last edited by Fane1024 on 6/9/2011 8:05:42 PM
Mystearica
Thursday, June 09, 2011 @ 7:40:59 PM
Reply
Ultimate_Balla
Friday, June 10, 2011 @ 2:43:04 PM
Reply

Final Fantasy XIII-2









godsman
Reply
Wednesday, June 08, 2011 @ 9:20:46 PM