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91  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: December 18, 2009, 07:23:05 PM
Best impression on the game by far from duckroll at NeoGAF:

Okay, I've clocked over 10 hours of the game now and have a good handle on most of the systems in the game. Time to write up some impressions.


FFXIII is a really interesting game. No doubt it is the HD successor to the FFX/FFX-2 school of design in terms of many things, but what is surprising is that it doesn't really throw away the concepts pushed forward by FFXII. At the same time, the game itself is a whole new beast. There has never been a FF like this before, and it is a very bold new step for the series. Some fans will almost certainly like it more than others, depending on what your stake in the series is, and what is important to you in a RPG. Either way, I think it is very refreshing to have a game which breaks down barriers while erecting other new boundaries in defining what constitutes a "Final Fantasy" mainline game.

The first thing I noticed about the game was how uncompromising it was in letting the narrative dictate the entire direction of the game. Right from the start, the game starts with a bang. There has never been a FF game or a RPG as cinematic driven as FFXIII. I don't mean it uses a ton of cutscenes (lots of games do) during the game, but rather the entire experience feels like you are playing a part in a film instead of a game which uses a lot of cinematic sequences to tell the story. The best comparison would be with action games, where not only are the levels linear, but everything is designed around the narrative itself which you play through. The game doesn't consider the player's needs or wants in relation to what they want out of a RPG, but instead strives to deliver a very specific experience.

Now that could be pretty bad if the story and characters are terrible and no one cares. Thankfully, I think this is one of the strongest FF games in terms of narrative and characters. It's definitely up there with FFVI. The style of the scenario is such that the player is thrown into the world at a crucial period, and experiences several events unfold which don't quite make complete sense immediately. The game also throws the characters all out at once, without wasting time with detailed introductions or the standard form of character building.

Instead, you learn what each character is like and what they're each about as you play, and as you see them react to situations and discuss their own desires, fears, dreams and experiences. Much of what they have done in the days leading up to the game are vital to developing their characteristics and for the player to understand them, and these events are slowly unraveled through flashbacks as you play the game. This method of narrative means the game pretty much never slows down. The characters are always on the move, and with their lives all in peril there is no time to waste. Yet it also allows the game to slow down for some short moments along the way to build up on the characters and to let their various layers unfold.

All in all the narrative is very strong, the characters are extremely likable, and the plot keeps pushing players forward with the motivation to learn more about everything - the world, the characters, and the crux of what is happening in the world that allowed the events at the start of the game to occur. The sense of mystery is a high point of the storyline, and definitely a driving force for players to keep playing.

Gameplay-wise, the game is also very different from anything before. The battles are faster than ever before, but also more different than ever before. The Optima system is often mistaken for a sort of Job system, and a passive option in battles which allow you to change your Roles. It couldn't be further from the truth. The Optima system is in fact simply another way to input commands.
Because of the speed of the battles, even if the game gave the player the option of inputting commands for each character separately, and toggling using L1/R1, it would be unplayable. No human player would be able to keep up with the battles and to select AND input commands for different characters at the same time.

What the Optima and Role system does is to define 6 very specific type of roles, and limit what each role can do down to their core usage. Hence by changing the Optima of the party in battle, you are essentially specifically changing the commands each party member can make, and hence giving them near-specific orders until you change the Optima again. It is not a passive command, it is something you will have to use in almost every battle.

The game is NOT being played by "AI" so much as command input being aided by AI, and instructed by the player. Due to how battles are designed, and what the player is required to do to win battles, the emphasis is still on strategy and tactics determined by the player. Anyone who claims that the AI party members in the game are "auto play", is probably a person who has previously complained that the Gambit system is "auto play" and so we can know to safely ignore them.

Outside of the battle system, the game actually features some pretty interesting forms of character customization. Gone are character levels, just like in FFX. Instead, in it's place are various systems which break the core meaning of "leveling up" down into different bite pieces to make the player more proactive in considering how to strengthen any given character. Each character starts off with access to a limited selection of Roles. Each character's Crystarium (think simplified Sphere Grid or License Board) for each Role is different. So even between say Lightning as a Blaster and Snow as a Blaster, the abilities they can learn and the stat boosts they can gain from putting in CP is different.

Aside from stats and abilities gained from Crystarium, the game also features a pretty interesting Weapon and Accessory system. Fans of weapons will be happy to learn that unlike FFX, the weapons in FFXIII have stats again. Each weapon has a Physical Attack and Magical Attack stat, and some weapons have an ability attached. Weapons also have levels, which starts at level 1. Using materials gained from defeating enemies, you can pump them into weapons to give the weapon experience, and level it up. Each weapon has a different sort of balance for the stats, so leveling up the initial weapon is just as viable as changing to a new weapon each time you can buy or find a better one, and leveling that up for a little bit before the next one.

In some cases, specializing on a certain weapon and leveling it up over and over might be a much better option, depending on how you plan on using the character it's equipped on. Different weapons gain different amounts of exp from different materials, and using a bunch of materials which give a small bit of exp might sometimes trigger an exp bonus chain for the next set of materials you put in. There's a bit a experimentation involved, although with how limited some materials are earlier in the game, it might be wise not to waste too many on trial on error too soon.

Accessories also have levels, and each accessory has an ability tied to it. By leveling it up, you increase the effectiveness of the accessory. For example, a Silver Bangle Lvl1 would give HP+100, and putting in enough materials to get it to Lvl2 will change it to HP+116 instead. What I've also noticed is that there are synergy abilities as well. Hope had a weapon which had no abilities on its own, but when equipped with that weapon AND a certain accessory, it gave him an ability which boosted Physical damage. The ability is not listed on either accessory, and is essentially hidden. As such, it reasons that there are many more of this sort of secret combinations of weapon+accessory which when equipped grant bonuses.
92  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: December 09, 2009, 02:39:41 PM
I'm curious how the game loses linearity.  I'm hoping its much less than "you get to travel more".

Aren't FFIV-X like this? In fact it sound a like FFVI's progression.

@CFDN: The first one is fake.
93  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: December 08, 2009, 08:40:31 PM
A better translated review from Aokage at NeoGAF:
10: "Although the game is linear until the midway point, the story is substantial, like no FF before it, with its own distinctive appeal. The battles based around changing characters' roles are fresh and highly strategic. The tempo is speedy and you get very excited when fighting strong enemies. Being able to restart battles is a user-friendly feature I'm happy about.

9: "Unquestionably the highest echelon of event and movie scenes. Moreover, changing Optimas on a dime, the varied abilities and being able to use multiple magics at once bring real exhilaration to the battles. That high quality is unfortunately offset by a story that stays linear until the midway point. The lack of gimmicks during the middle of the game also worried me."

10: "The overwhelming graphics expressing every nook and cranny of this unique world, along with the praiseworthy direction, moved me!! The battle system is applicable both to beginners and micro-managers. The fights progress quickly, and have ratings, so you never grow tired and can always battle with a feeling of urgency. The melancholic story is also so dramatic, you can't tear your eyes away from it."

10: "I doff my hat to the overwhelming graphics and story. Since the game's various systems become denser as the story progresses, you find yourself pulled ever deeper into the experience. The summon battles take careful planning and strategy, so I was frustrated a few times, but the feeling of achievement when you win is something special. You'll be sorry if you don't play this!"
94  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: December 04, 2009, 03:19:54 AM
Lots of nice information screens here:

95  Media / Single-Player RPGs / Re: Famitsu announces a new Lufia (Estpolis) game on: November 20, 2009, 05:44:14 AM
Oh geez, they gave Maxim a metrosexual look right out of Persona:


Got this from NeoGAF:


Some excerpts from the interview that I guess are notable:

-It was a request by SE
-It's in no way a port
-It's different from a remake; the story, characters, and world-view have been reconstructed
-The Wave Device is (a) key, the world is different from the SNES version
-It's still like a Lufia game
-The bottom screen is only used for changing characters
-The D-Pad is more central than the stylus
-It's programmed so bosses take up both screens
-While the bosses are difficult, a guide isn't needed (I think that's what he said...)
-Action game players will be satisfied, but it's fine for those who aren't good at action games as well
-The elements are a growth of the RPG (you'll be hurt if you waste time)
-The scenario is based on II, and there are parts where the lines are the same as II's, but it's basically been completely rewritten
-The number of places like towns that will be in the game is different from I and II
-There are also elements we tried to add for the fans of the series so far
-You can figure out hidden setups within the puzzles
-They're bringing back music from I and II
-The sound quality has been improved without tampering with the melody line
-The main staff from the original version are making it
-They're keeping things like "xxx of Magic" and "Magical xxx" as they are since back then (I think they're talking about treasures/items or something?)
96  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: October 30, 2009, 08:03:58 PM
Official site has been updated with Fang, Bahamut, Brunhildr and 4 new music tracks which really sound good.


Note: These aren't the actual names.

"Resistance"- http://www.youtube.com/watch?v=zMacrDEwwsU

"Lightning's Theme"- http://www.youtube.com/watch?v=ke281MBhpDg

"Valiant" - http://www.youtube.com/watch?v=aoDVPgkdqEs

"Chocobo Theme"- http://www.youtube.com/watch?v=kDwAN90MKTo
97  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: September 28, 2009, 11:42:01 AM
Another link here:
98  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: September 25, 2009, 07:12:34 PM
This is impression came from Sonsaru on the GameFAQs and is by far most detailed info on the demo at this point.

Okay, so I got to play both the Lightening and Snow versions of the demo. By the end of the day there wasn't even a line, Thursday business day is good stuff.

I'm also well up on the latest info from the last few Famitsu, which from some of the conversations I've seen on the board a lot of people aren't. Having said that, I'm not following the board or what information has made it into English so some stuff in here may double up.

I'll start with some points I found interesting. Note I only know the Japanese names for everything. Text in " " are paraphrased from developer info in Famitsu.

* TP is used to cast Libra as well as perform summons. Ally AI will change tactics (improve) according to the information recieved from Libra, and using it multiple times on the same enemy gives further info. This info can be viewed at any time during battle and looked pretty comprehensive.

* TGS demo difficulty is reduced over the finished game. "The battles will be tuned so that you have you have to change Optimas to win."

* When on the map presssing one of the left triggers opens a small side menu from which you can instantly use field items without having to open the main menu. These can be used to recover TP or give the party pre-battle boosts before the next battle starts. "These items are to help beginners, so the lower your rank for winning battle the more likely you are to recieve them as rewards. On the other hand, higher rank means you are more likely to get rare items."

* I'm sure you've seen / will see this in vids soon but the full screen, short FMV clip of each character that plays when you open theri stats in the menu was really cool.

* Characters make a lot of comments as they walk around. A subtitle appears at the bottom of the screen but the game doesn't stop, they just talk a bit as they walk along.

* Optimas : Only really felt the how the system will really work when fighting the boss with Snow. I bascially *had* to use Snow as an attacker and then two Blasters in order to get a break and start doing actual damage.

* The demo suffered from mid-point RPG demo effect, just as the PS3 demo suffered from being the very start of the game (and was just lacking overall compared to this demo anyway). The TGS demo gave you a load of skills and things you can play around with and not enough time to get accustomed to it all, so the battles tended to come down to just selecting the auto attack option and then watching the fireworks.

* Took Driving Time for a spin with Odin and Shiva. Luckily I read up on the system in Famitsu first so I was able to make the most of it - basic flow is to build up the Driving meter before transforming by chaining attacks with your summon. The amount of guage you accumilate then turns into a number after transformation, and each attack requires a certain number of these points to be performed, with a final big attack that uses up all the points you have left. The TP guage seemed to fill up fairly quickly; "in principle the TP guage only increases according to the results of each battle, but there are also items that can recover it." The demo was nice enough to give you one of these so I used the summon twice each time I played the demo.

* Story Time Line - something I was wondering about, covered a bit in the new Famitsu although there are still some holes.
* Thireteen days before the game starts a lot of incidents start to happen. Some of these will be covered in the middle of the game, others in the short stories that are going to go up on the Japanese site.
* Sara is the first person on Cocoon to become a Pulse Lushi.
* The fireworks / bike scene is after Sara has become a Lushi - so this is not distant past.
* Sara then gets absorbed by the Falushi and the Falushi is taken to Hanged Edge. Snow and the others are selected for the Purge.
* This links in to the start of the PS3 demo, and explains why both Lightening and Snow are looking for the Falushi there.

System stuff aside, I loved it. Almost all of the characters seem to have one they get along with and then hate everyone else, which is going to spark a lot of drama, not least of which is Hope blowing Snow up. Battle system was fast, loading times were fast, graphics were great. The character animation seemed to flit a little between "wow this looks like it is mocapped for this scene" and "slightly wooden 'now I'm emoting' stock animation" but the quality of even the second type was high.

From the PS3 demo Iwe were still left waiting to see what the actual game would be like. Having actually seen a proper slice of it, and only going on ultimately what you can tell from a short demo like this, it is going to fit nicely among the ranks of other FF titles. Anyway...

You can use up your stocked attacks earlier by pressing Tirangle. I guess it is only really worth it if you know the enemy is going to die or you desepartely need to keep the combo going right away.

I think the movie shown inside the booth was a little different from the version they were showing outside, because I'm sure the rather attractive new brunette Luchi who is working with the military had another line of dialogue in that video. Anyway, also in that vid there is a shot of the party running across the outside field with a *massive* dino like monster roaming in the background. In Famitsu they said really hard monsters are going to be mixed in with the weak ones (like Last Remnant, actually) but they won't really come for you; you have to take the fight to them if you want to.

There is also a battle "do-over" command, although I forgot to check if it was in the TGS demo. At any point during a battle you can choose to start it again from the beginning, or even leave the battle and look for another route around it outside. If you die you continue from before the battle anyway, and there are no healing or MP recovery items involved, and so once you consider these points this system makes total sense.

The direction they seem to have take this time is to make each battle an interesting challenge that requires some thought and Optima changing to get through. I loving what I'm hearing about the system and I'm loving what I saw in the demo.

One the staff in Famitsu said "Most of the cast don't really get along with each other until they resolve certain issues." There's gonna be all sorts of drama at the start of this one. In regard to Sera being a party character, I know in English they have said no, but all it says in Famitsu in Japanese was "That's... a secret."

Optima These are the "strageties" used in battle. You can set them yourself, and do not really seem to be limited to a certain number - or if there is one, it isn't low. Pressing L1 in battle opens the Optima menu from where you can change your Optima at any time, from a pre-set selection created by you in the field main menu. The name of the Optima is derived from the Roles selected for each character. Which brings me to...

Roles These provide the meat of the Optima system. Think of them as extreme versions of jobs that can be changed on the fly. When I say extreme, I mean it - the Healer role *cannot attack*. That's right, it cannot attack at all. Here are the roles currently known about -
Attacker - Initaites attacks on enemy. Offers attack % up not only to attacker but also party members.
Defender - Has skills like taunt that are used to protect other party members.
Healer - Has healing magic. No attacks of any kind.
Enhancer - Deals with buffs and debuffs. I don't know if this one can attack or not.
Blaster - Concentrates on chaining, that is following up other characters attacks against the same target.
Note that "Black Wizard" etc. do not appear to exist. Attacker has access to attack magic.
Each character is more suited to some roles than others, but after passing a certain point in the story you can set any character to any role. Just to make this point totally clear when in each role a character only has access to skills for that role. It doesn't matter if they have the ultimate attack spell in another role, they can't use it if they are a Healer.
Also, each role levels up, and the skills learnt for each character are not identical. Man, there is some character growth fun going on right there!

How Optima Work One in reason for these extreme job types is AI control. You need to be healed, but in other games with AI allies can you always rely on them to do so? Here, change to an Optima with a Healer in it and *all they can do is heal you.* You are going to get healed. But they can't attack, so you can't afford to keep an Optima with a Healer in it in play all the time. You need to bring the Healer in when needed, then change back again once healed. That is what you are doing in FFXIII combat, making those decisions, not clicking through menus to actually acviate the spell yourself.

To really understand the point of Optima in an attacking sense, you need to fully understand the Break system. This is in the PS3 demo but I'll spell it out again here. As you attack an enemy a gauge at the top of the screen fills up, and a % increases. If another attack is performed on the same enemy before the guage runs out then a "chain" starts. So long as more attacks are performed before the guage runs out the chain will continue and the % will increase futher. When this % reaches a certain value (different from each enemy) the enemy will go into Break. This is when they can be lifted into the air, and attacks cause massive damage during Break compared to other times.

A great example of this is when I was fighting the boss in the Snow part of the TGS demo. I just wasn't really doing any damage. Eventually I changed to Snow = Attacker and Sahz and Vanille both as Blasters. The time guage increases more with physcial attacks and the % increases more with magic. Snow put in physcial attacks to keep the guage up and as Blasters my two comrades kept the chain going and puishing the boss to 200%. It still had maybe 1/3, at least, of its life left... and Snow's next physcial attack killed it.

The Pudding Soliders (Flans) in the Lightening part of the demo are also meant to be a good example of needing to change Optima... or they would have been if I didn't use the HORSE TRANSFORMATON! to drive right over them. How can I think Driving Mode is a better name that Gestalht Mode? Because that's what they do! DRIVE! Especially Sahz.

Anyway , when fighting lots of weaker enemies at once you don't need to worry about Breaking as much; fighting with 3 attackers who all take on different targets and thin out the pack might be better. But against a boss three attackers is pointless, because you are only going to be doing big damage after breaking and you'll have a tough time getting there without Blasters. That, at least, is the basic theory behind the battle system this time out.

As for items in battle... I'm not sure. I don't think there are healing items; remember magic is "free," they want to force you to change Optima to use the Healer and your HP recovers fully after every battle. I'm pretty sure I saw a Phenoix Down. I did see someone else use an item during battle, actually, so it is possible, but not sure on the rules around it.

It will hopefully be very much like Last Remnant in that the next battle could kill you, you could just die right there, and that is something you have to overcome to proceed, but not necessarily by eating a load of stressful Game Overs. The start over option can be used to just improve your ranking, too, if you think the battle isn't going that well. And yes, one of the development team said "What might normally be considered simple, boring spells like Libra and Protes are going to be very important this time." The fact that Libra costs TP, the only other thing you can use these for at the moment being summons, highlights how important is it.
99  Media / Single-Player RPGs / Re: New Information about Final Fantasy XIII on: August 20, 2009, 04:05:53 PM
Another new character has been shown in SJ:


She seems likely to be the main antagonist.
100  Media / Single-Player RPGs / Re: Final Fantasy XIII Demo on: April 16, 2009, 07:40:52 PM
Thus my only concern is the difficulty. Maybe Demon's Souls has ruined me for JRPG's...

The Director confirmed in EDGE that demo intentinally made easy to to have players get use to the combat. The retail version according to him is going to be much harder because your party automantic recover HP after every battle in inexchange increased diffculty. The demo is also old code from last year and only 30% of the full Battle System is in it.

EDIT: Forgot to add that the Director also said that you will able to control the entre party in the reatil version of the game.
101  Media / Miscellaneous Games / Re: Dissidia: Final Fantasy - fighting game? on: December 21, 2008, 04:39:19 AM
Well, the game has been out in Japan for three days now, and has gotten tons of praise from importers and Japanese fan. Great thing about the game apparently is has quite alot depth while still being flashy thanks to the "Brave System".

Here's a bit of a rundown on all the characters so far and what they speciallize in.

ffchaoticcosmos: Dissidia Countdown - I

ffchaoticcosmos: Dissidia Countdown - II

ffchaoticcosmos: Dissidia Countdown - III

ffchaoticcosmos: Dissidia Countdown - IV

ffchaoticcosmos: Dissidia Countdown - V

ffchaoticcosmos: Dissidia Countdown - VI

ffchaoticcosmos: Dissidia Countdown - VII

Dissidia Countdown - VIII

ffchaoticcosmos: Dissidia Countdown - IX]http://community.livejournal.com/ffchaoticcosmos/25490.html#cutid1]ffchaoticcosmos: Dissidia Countdown - IX

ffchaoticcosmos: Dissidia Countdown - X

FFXI's Shantotto and XII's Gabrath are confirmed as secret characters. There some onfo Shantotto, but not on Gabranth. He was introduced on Gaming show special in Japan however.

Shantotto=Cosmos side character.
Gabranth=Chaos side character.

ffchaoticcosmos: Dissidia Countdown - XI

The Dissidia feature RPGlike mechniacs, like a Leveling System that increases you characters stats, gaining new Attacks, and Support abilities like Air Dash. Stuff like Items, Weapons, Armor Summons etc have a part quite good role on how Characters do in a fight. Ad-hoc for PvP support is confirmed.

Now for vids! BTW, for higher quality type "&fmt=18" at the end of the Youtube links.


Tidus vs Squall

Jecht vs Tidus

Bartz vs Cloud

Exdeath vs WoL:

Shantotto Gameplay:

Gabranth Ex-Burst.

Gabranth's Moves (bare in mind he's only at Lv.1 at the moment)

WoL vs Jecht

Onion Knight vs Zidane

Firion vs WoL

Cecil vs. Sephiroth

Kuja vs Zidane
Terra vs Bartz

Golbez vs Firion

WoL vs. The Emperor

Zidane vs. Kefka

Bartz vs Terra

Cloud vs Jecht

Tidus vs Zidane

Lvl 100 Firion vs. Lvl 100 ExDeath (Lvl 9 AI) For some reason Exdeath AI screws up at the end.

Squall vs Golbez, this probably the best Player versus CPU match so far:

Good stuff.

102  Media / Single-Player RPGs / Re: The Last Remnant on: October 11, 2008, 09:42:02 PM
Gamersyde has ripped the Tutorial Trailer from the Official Japanese TLR website, which shows some new game elements like summoning.

The video is here:
103  Media / Single-Player RPGs / Sigma Harmonics - New Square Enix RPG on: March 26, 2008, 09:33:12 AM
Found this on another forum this morning.


- Sigma Harmonics (DS, Summer, 60%) ~ Thanks duckroll!

- Hiroki Chiba is directing (DoC: FFVII. CT, FFVIII)
- Yusaku Nakaaki is doing the character designs (DoC FFVII's subcharcter and mechanics designer)
- Kitase is producing
- It's an Adventure RPG
- You hold the DS sideways like a book
- Persona 4-style story, there seems to be a murder/mystery story.
- RPG elements (level up by experience gained from battles, etc)
- Divided to chapters, in every chapter a new murder/accident/mystery happens.

Famitsu Scans:

Nice to see SE doing a new IP. Hopefully it sells better than "A Wonderful World" did.
104  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 25, 2008, 05:02:06 AM
Quote from: "MeshGearFox"
Basicially the Farushi and Rushi are just two races that exist in FFXIII the former being a sort of God which is in the form of a Crystal and the later humans.

Yes, exactly. Do you see the problem with that!?



No. Farushi= a type of God in FFXIII's world, Rushi= what humans are called in FFXIII world, what's so hard to understand about that? They are just terms used in that world, no different in FFX with Yevon and Spira.

Anyway, it's not a matter of cheesy and over-the-top in regards to the art direction. Yes, FFVII had a lot of cheesy and goofy scenes, however A) Cloud was supposed to be some sort of pretentious DICKWEED from the beginning so we're not supposed to be taking him seriously anyway. B) When you do stuff like that with crappy, late-90's CGI and textureless, gouraud shaded polygons, it is, for whatever reason, more acceptable than when you're doing it with really, really realistic (Well, people with vaguely anime, vaguely real proportions and features and realistic looking skin, in any case. Also lots of Realism Fancy Lighting 300) models and backdrops and things.

I've got no idea what your talking about here, but FF games and most RPGs are normally anything, but realistic especially when "magic" or, it's types are involved, doesn't matter if the Characters are polygons or sprites.

If you don't like the Art direction, fine nobody is forcing you to.

You have all of this amazing hi-tech technology machinery at your hands and instead of really fantastic, otherworldly locations, the only thing you do with it is... make a game about a guy with a bunch of swords floating around him, full of scenes of punks standing on rooftops walking towards limousines (?).

Oh! I see so you've play the game already, because according to you FFvsXIII is only about one guy with Magic Swords, and a car with no "otherworldy" locations, just like FFVII was about one guy with a big sword in a city and nothing else huh?
105  Media / Single-Player RPGs / New FFXIII & Versus Scans on: January 24, 2008, 11:09:30 AM
Quote from: "Hidoshi"
No, douchebag. The first FF game did look like shit, yes. It was shit, especially next to its contemporary; Phantasy Star. But Final Fantasy 6-10 were all ahead of the curve as far as art direction and (later) graphics were concerned. However, this game in particular looks like fucking BALLS based on the character designs.

Hey, what's with the name calling? Anyway, I thought we talking about the whole "Farushi and Rushi" thing not the Character Design. The article translated the interview poorly anyway. Basicially the Farushi and Rushi are just two races that exist in FFXIII the former being a sort of God which is in the form of a Crystal and the later humans.

As far FFvsXIII Art and Characters are concern, it's fine you don't like it. I'm just trying to put into perspective, that it's going to be an FF game set in a modern time, sort of like FFVIII, which had Cars, and such.
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