History VideoGame / FinalFantasyXIII

24th Jun '16 3:26:25 PM TheBuddy26
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[[caption-width-right:335:The Defiers of Fate. And Serah. [[note]]From left to right: [[TheBigGuy Snow Villiers]], [[TheChick Oerba Dia Vanille]], [[SixthRanger Oerba Yun Fang]], [[TheHero Lightning Farron]], [[OnlySaneMan Sazh Katzroy]], [[TagalongKid Hope Esthiem]], [[TheLostLenore Serah Farron]].[[/note]]]]

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[[caption-width-right:335:The Defiers of Fate. [[MyFriendsAndZoidberg And Serah.Serah]]. [[note]]From left to right: [[TheBigGuy Snow Villiers]], [[TheChick Oerba Dia Vanille]], [[SixthRanger Oerba Yun Fang]], [[TheHero Lightning Farron]], [[OnlySaneMan Sazh Katzroy]], [[TagalongKid Hope Esthiem]], [[TheLostLenore Serah Farron]].[[/note]]]]
22nd Jun '16 12:01:10 AM omegafire17
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** After [[spoiler: Yaag Rosch's final command/request to the PSICOM/Guardian Corps units to focus on evacuation rather then fighting the l'Cie]], once you enter Orphan's Cradle you'll see some who [[spoiler: haven't been turned to Cieth]] and still want to fight you. Maybe they went mad from the revelation, seeing what happened to everyone else?

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** After [[spoiler: Yaag Rosch's final command/request to the PSICOM/Guardian Corps units to focus on evacuation rather then fighting the l'Cie]], once you enter Orphan's Cradle you'll see some who [[spoiler: haven't been turned to Cieth]] and still want to fight you. Maybe they went mad from the revelation, seeing what happened to everyone else?else? Or maybe they just didn't receive the order, either because the location's shielded, or interference from the fal'Cie?



* LevelGrinding: [[LampshadeHanging Referenced to some extent]] in the game. The entirety of chapter 10 is an training center designed to help Pulse l'Cie become stronger. A bit odd, since Chapter 10 is one of the [[GameplayAndStorySegregation worst CP grinding spots]] in the game.
** Chapter 10 is also worse at component/gil grinding than both Chapter 9 and Chapter 11.

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* LevelGrinding: [[LampshadeHanging Referenced to some extent]] in the game. The entirety of chapter 10 is an training center designed to help Pulse l'Cie become stronger. A bit odd, since Chapter 10 is one of the [[GameplayAndStorySegregation worst CP grinding spots]] in the game.
** Chapter 10 is
game, and also worse at component/gil grinding than both Chapter 9 and Chapter 11.



* ThatMakesMeFeelAngry: Characters have a habit of lapsing into this, where they'll ''talk'' about their emotions and epiphanies rather than just, ya know.... emote.
20th May '16 4:26:59 PM nombretomado
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** Although the advent of a PlayStation3 price drop has cooled off some of the initial fire from earlier on.

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** Although the advent of a PlayStation3 UsefulNotes/PlayStation3 price drop has cooled off some of the initial fire from earlier on.
17th May '16 7:04:55 PM MrKingXemnas
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An alternate interpretation:

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* An alternate interpretation:
13th May '16 9:03:18 PM system
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13th May '16 7:46:02 PM MissesJinx
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''VideoGame/FinalFantasyXIII'' is the first part of the "ten year project" known as ''Franchise/FabulaNovaCrystallisFinalFantasy'', which was envisioned as a series of ''Final Fantasy'' games all sharing a common mythology. Unfortunately, development was plagued with problems: the two biggest being an excessive amount of time spent developing the game engine, and a general lack of a cohesive vision amongst the development team.



* AbortedArc: At the end of Chapter 11, Dysley reveals [[spoiler:he's resigned as Primarch and appointed a revived Raines in his place to sow tension on Cocoon in preparation to cause mass panic. Ten minutes into Chapter 12, Raines is killed, and his influence on events is non-existent]].



* AllThereInTheManual: The datalog, which is required reading if you want to have a full understanding of the backstory and terminology. The plot summary in said datalog even fully explains the characters' motivations that are either implied or vague in game. In other words, you'll find yourself reading the datalog after nearly every cutscene.
** There's also the fifth disc of the special edition soundtrack, which is an audio drama titled "[[ColonCancer Final Fantasy XIII: Episode Zero: Promise: Story 01: Encounter]]" which details Lightning and Snow's first meeting and Serah receiving her Focus.
** The game manual itself contains Fang and Vanille's full names, naturally implying a connection between the two and spoiling that Fang eventually joins the party.
** One regarding the final boss: [[spoiler:The 'female' half of Orphan's first form? That's [[{{Satan}} Lindzei]]. You probably won't know this unless you read up on WordOfGod.]]



* ArtificialStupidity: Your party ''will'' move closer to one another just as an enemy is about to unleash an area-of-effect attack. Your designated Ravager also tends to alternate between physical and magical attacks, which takes about twice as long to execute as as straight-up physical or magical assault, although alternating between them does charge up the chain gauge faster.
** AI-controlled Saboteurs start by casting the left-most debuffs (like Deprotect and Deshell) on an enemy's Libra screen and working their way toward the right (like Pain and Fog), provided they know those skills. This is more of an inconvenience, given that most battles end quickly. Fortunately, Snow only learns the debilitating debuffs, making him a very useful Saboteur.
*** Additionally, Saboteurs and Synergists prioritize defensive actions (reducing enemy damage and increasing allies' defenses) over offensive ones. While this does help the party to survive, it can make it much harder to get high ranks on shorter fights.
*** Synergists have the problem of often only casting one buff at a time even if they have the [=ATB=] charge to cast more. Though normally this does give the advantage of not having to wait to charge the [=ATB=] for the next buff, once they learn Haste, which charges the [=ATB=] faster, this is just a waste of time. They're also liable to cast buffs like Faith and Bravery, which boost magic and strength, on characters which may not be able to use attacks of that type.
*** Synergists and Saboteurs don't recast buffs/debuffs on their target until the status has worn off. This means if you can see your buffs are about to wear off, they don't recast them to renew the duration until they have done so. In fights where you need to keep yourself continually buffed, this can be a major problem.
*** Saboteurs can keep casting debuffs on an enemy to build up the [[BreakGauge Chain Gauge]]. The AI doesn't seem to realize this and will stop once all relevant debuffs are set, standing there and doing nothing.
** And sometimes AI healers will focus on healing annoying but mostly harmless status ailments over recovering HP. Which can be a problem when the party leader is low on HP and the Medics are removing things like Deprotect. They may also focus more on healing the living party members instead of reviving a fallen one to help.
** Commandos are the only role that will refuse to target the same enemy as the party leader if there is more than one Commando in the paradigm at a time. This often greatly limits the usefulness of paradigms like "Aggression" and "Cerberus", as the AI Commandos will waste time attacking different enemies, instead of concentrating their attacks on the ONE you need them to.
** In general the game's AI is often a poor judge of when it's appropriate to use single-target attacks vs. multi-target attacks. Especially annoying when you preemptively strike a large group of enemies, and then the AI chooses single-target attacks for everyone, instead of trying to stagger as many enemies as possible with area of effect moves.
** Thankfully, the two above examples are fixed in [[VideoGame/FinalFantasyXIII2 the sequel]] where you can choose if your AI companions attack separate targets, or go after the same enemy as the party leader you control when you customize your paradigms.
* ArtificialBrilliance: On the other hand, the AI will automatically adjust to the needs of the current battle: Synergists will buff you with the right elemental protection to suit an enemy's elemental attacks and also with elemental charges to your attacks to hit the enemy's weaknesses, and they don't waste time using such spells if they wouldn't help. Ravagers will never use something an enemy is strong against or absorbs, and will even follow your lead on whether to use single-target or area of effect attacks; if the enemy's strengths and weaknesses are unknown, they'll experiment with different attacks to formulate a strategy from there, because the game is liable to take note on its own the enemy's elemental properties. Medics will adjust healing based on how bad everyone's hurt/what statuses there are, etc., with first priority thankfully going to the [[WeCannotGoOnWithoutYou party leader]] unless someone else is about to die. The battle system gives you very little direct control, but the party's smart enough to do its part without you needing to micromanage it like in ''VideoGame/FinalFantasyXII''.

to:

* ArtificialStupidity: Your party ''will'' move closer to one another just as an enemy is about to unleash an area-of-effect attack. Your designated Ravager also tends to alternate between physical and magical attacks, which takes about twice as long to execute as as straight-up physical or magical assault, although alternating between them does charge up the chain gauge faster.
** AI-controlled Saboteurs start by casting the left-most debuffs (like Deprotect and Deshell) on an enemy's Libra screen and working their way toward the right (like Pain and Fog), provided they know those skills. This is more of an inconvenience, given that most battles end quickly. Fortunately, Snow only learns the debilitating debuffs, making him a very useful Saboteur.
*** Additionally, Saboteurs and Synergists prioritize defensive actions (reducing enemy damage and increasing allies' defenses) over offensive ones. While this does help the party to survive, it can make it much harder to get high ranks on shorter fights.
*** Synergists have the problem of often only casting one buff at a time even if they have the [=ATB=] charge to cast more. Though normally this does give the advantage of not having to wait to charge the [=ATB=] for the next buff, once they learn Haste, which charges the [=ATB=] faster, this is just a waste of time. They're also liable to cast buffs like Faith and Bravery, which boost magic and strength, on characters which may not be able to use attacks of that type.
*** Synergists and Saboteurs don't recast buffs/debuffs on their target until the status has worn off. This means if you can see your buffs are about to wear off, they don't recast them to renew the duration until they have done so. In fights where you need to keep yourself continually buffed, this can be a major problem.
*** Saboteurs can keep casting debuffs on an enemy to build up the [[BreakGauge Chain Gauge]]. The AI doesn't seem to realize this and will stop once all relevant debuffs are set, standing there and doing nothing.
** And sometimes AI healers will focus on healing annoying but mostly harmless status ailments over recovering HP. Which can be a problem when the party leader is low on HP and the Medics are removing things like Deprotect. They may also focus more on healing the living party members instead of reviving a fallen one to help.
** Commandos are the only role that will refuse to target the same enemy as the party leader if there is more than one Commando in the paradigm at a time. This often greatly limits the usefulness of paradigms like "Aggression" and "Cerberus", as the AI Commandos will waste time attacking different enemies, instead of concentrating their attacks on the ONE you need them to.
** In general the game's AI is often a poor judge of when it's appropriate to use single-target attacks vs. multi-target attacks. Especially annoying when you preemptively strike a large group of enemies, and then the AI chooses single-target attacks for everyone, instead of trying to stagger as many enemies as possible with area of effect moves.
** Thankfully, the two above examples are fixed in [[VideoGame/FinalFantasyXIII2 the sequel]] where you can choose if your AI companions attack separate targets, or go after the same enemy as the party leader you control when you customize your paradigms.
* ArtificialBrilliance: On the other hand, the AI will automatically adjust to the needs of the current battle: Synergists will buff you with the right elemental protection to suit an enemy's elemental attacks and also with elemental charges to your attacks to hit the enemy's weaknesses, and they don't waste time using such spells if they wouldn't help. Ravagers will never use something an enemy is strong against or absorbs, and will even follow your lead on whether to use single-target or area of effect attacks; if the enemy's strengths and weaknesses are unknown, they'll experiment with different attacks to formulate a strategy from there, because the game is liable to take note on its own the enemy's elemental properties. Medics will adjust healing based on how bad everyone's hurt/what statuses there are, etc., with first priority thankfully going to the [[WeCannotGoOnWithoutYou party leader]] unless someone else is about to die. The battle system gives you very little direct control, but the party's smart enough to do its part without you needing to micromanage it like in ''VideoGame/FinalFantasyXII''.



* DeusExMachina: The ending sequence is ''full'' of these. [[spoiler:Lightning, Snow, Sazh, and Hope get turned into Cie'th (or trapped in an inescapable illusion) but manage to turn themselves back into humans through ''willpower'' (though it later turns out in the sequel that this was divine intervention). Moments later, they fight and destroy Orphan despite the knowledge that this will doom Cocoon and that they have [[IndyPloy absolutely no plan]] to avert this. The only reason that this doesn't become a DownerEnding is because Vanille and Fang pull a double HeroicSacrifice to turn into Ragnarok, erupt a lava flow, and then crystalise the whole thing to stop Cocoon's descent. Then once Lightning and the remaining party hit Gran Pulse, they immediately go into Crystal Statis due to technically fulfilling their focus in destroying Cocoon, since it fell from the sky. Then, the party, except for Fang and Vanille, are instantly freed from their crystal statis for no apparent reason, and Serah and Dajh are freed aswell. This last part is explained in the sequel though.]]
** [[spoiler:Fang's initial Ragnarok rampage being stopped and her and Vanille being put in crystal stasis 500 years before]] is implied to ''literally'' be the result of divine interference.



** The weapon upgrade system is needlessly complex and not explained well. The game tells you about the XP multiplier, but it doesn't explain how it raises and lowers, and it's not really easy to figure out without wasting a ton of money and components.



** [[spoiler:Orphan's motivation.]]

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** [[spoiler:Orphan's motivation.[[spoiler:The motivation of the fal'Cie.]]



* {{Railroading}}: A good majority of the game is spent on a single path, with only small detour paths that don't stray very far. [[GameplayAndStoryIntegration This is because the I'Cie are fugitives, fleeing/hiding from authorities + military in general, and must keep moving even before a direction is picked; they can't afford to stop or explore for too long.]] Whether this reason is good enough to warrant the trope is up to the player.
* RandomlyDrops: Thanks to the game's aversion of MoneySpider, the only ways to accumulate large amounts of Gil involve fighting enemies that drop valuable components designed to be sold, but which often drop at rates of 25% or worse. You will need millions of Gil to upgrade weapons, and millions more if you want to go for the trophy for having all of the equipment. Enjoy doing the same 5-10 minute fight three or four times without getting anything.

to:

* {{Railroading}}: A good majority of the game is spent on a single path, with only small detour paths that don't stray very far. [[GameplayAndStoryIntegration This is because the I'Cie are fugitives, fleeing/hiding from authorities + military in general, and must keep moving even before a direction is picked; they can't afford to stop or explore for too long.]] Whether this reason is good enough to warrant the trope is up to the player.
]]
* RandomlyDrops: Thanks to the game's aversion of MoneySpider, the only ways to accumulate large amounts of Gil involve fighting enemies that Played with. Getting higher scores in battle (by finishing battles quickly) results in increased drop valuable components designed to be sold, but which often drop at rates of 25% or worse. You will need millions of Gil to upgrade weapons, and millions more if you want to go for the trophy for having all rare items. Getting low scores in battle increase your chances of the equipment. Enjoy doing the same 5-10 minute fight three or four times without getting anything.Shrouds, items that provide multiple buffs before entering battle.



* SceneryPorn: Detractors would be hard pressed to find anything bad to say about the graphics.
** Lampshaded by Sazh in the Sunleth Waterscape. "Where's a camera when you need one?"

to:

* SceneryPorn: Detractors would be hard pressed to find anything bad to say about the graphics.
**
Lampshaded by Sazh in the Sunleth Waterscape. "Where's a camera when you need one?"



* ShapeshifterGuiltTrip: [[spoiler:Dysley]] tries pulling one of these on Snow and Lightning by taking [[spoiler:Serah]]'s form, even using Lightning's real name ([[spoiler:Claire]]) on her. He gives up after about a minute and puts his trollface back on because he knows he's got the party wrapped so tightly around his finger [[IdiotHero they're going to do what he wants anyway]], so why waste the energy screwing with them?

to:

* ShapeshifterGuiltTrip: [[spoiler:Dysley]] tries pulling one of these on Snow and Lightning by taking [[spoiler:Serah]]'s form, even using Lightning's real name ([[spoiler:Claire]]) on her. He gives up after about a minute and puts his trollface back on because he knows he's got the party wrapped so tightly around his finger [[IdiotHero they're going to do what he wants anyway]], anyway, so why waste the energy screwing with them?



* SlidingScaleOfLinearityVsOpenness: Level 2. The game's linearity created a huge amount of controversy, not only about whether it was good or bad, but whether it was true to the series.



* TrialAndErrorGameplay: Most, if not all, of the Eidolon battles will need to be retried at least once unless you're using a walkthrough or guide. Fortunately, the game included a convenient retry feature for every battle.
** The [[spoiler:first time you fight Barthandelus at the end of Chapter 9]] also comes down to this. There's no hints or mentions of what you should do [[spoiler:when he's preparing to pull off Destrudo, an instant-kill attack that can be subverted if he's lost enough HP while charging up]], making this a GuideDangIt moment for the ill-informed after they've had their asses handed to them on a silver platter a few times or so.
29th Mar '16 5:32:43 PM NimmerStill
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* CutscenePowerToTheMax: Even random [=NPCs=] get this sometimes, with ordinary RPGs and grenades being used to take down massive combat mechs that should be able to shrug off a missile strike.

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* CutscenePowerToTheMax: Even random [=NPCs=] get this sometimes, with ordinary RPGs [=RPGs=] and grenades being used to take down massive combat mechs that should be able to shrug off a missile strike.
27th Mar '16 9:41:39 PM Prfnoff
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'''''Final Fantasy XIII''''' is the thirteenth game in the [[RunningGag ball]]-[[GroinAttack crunchingly]] popular ''Franchise/FinalFantasy'' series and first entry of the ''Franchise/FabulaNovaCrystallisFinalFantasy'' series of games.

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'''''Final ''Final Fantasy XIII''''' XIII'' is the thirteenth game in the [[RunningGag ball]]-[[GroinAttack crunchingly]] popular ''Franchise/FinalFantasy'' series and first entry of the ''Franchise/FabulaNovaCrystallisFinalFantasy'' series of games.
27th Mar '16 12:25:33 AM omegafire17
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* {{Railroading}}: The vast majority of the game is spent on a single path it's impossible to stray from. This is naturally a major point of contention with the franchise's fans.

to:

* {{Railroading}}: The vast A good majority of the game is spent on a single path it's impossible to path, with only small detour paths that don't stray from. very far. [[GameplayAndStoryIntegration This is naturally a major point of contention with because the franchise's fans.I'Cie are fugitives, fleeing/hiding from authorities + military in general, and must keep moving even before a direction is picked; they can't afford to stop or explore for too long.]] Whether this reason is good enough to warrant the trope is up to the player.
19th Mar '16 10:21:48 PM bryancrain88
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Added DiffLines:

* AffectionateGestureToTheHead: Fang gives Vanille a number of these.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.FinalFantasyXIII