i started playing final fantasy xiii again recently for the first time since it was new. back then i'd rented it and tried to burn through the whole thing in a few days, and the largely on-rails and lonely design didn't really bother me. i'd always wondered how closely related these things are...the process of trying to rush through the game was certainly meta in a way. this time i just keep staying up too late playing it. so that's something.
i can't really figure out how to structure my thoughts on this game. so many major parts, especially the ones designed to be similar to previous final fantasy games, basically don't even have an "illusion" in front of them. you can only move on the main path so that they can keep the backgrounds the way they want them, and you can see most secret areas on the minimap so that you know to look for them. the crystarium is a sphere grid with no interconnections or subtlety and continually increasing costs. (i'm still fine with this. not really a fan of the sphere grid either) there's big quest markers everywhere even though you can mostly only walk forward, and in linear areas the encounters generally kind of build up from small numbers of easy enemies to bigger enemies and then mixtures of them. it had an infamously long and troubled dev cycle only to be surpassed by like, anything that came out afterward. it really feels like one of the first modern AAA games
it's pretty good though. i almost want to criticize the battle system; once you get your choice of party members and associated roles it's pretty easy to make a team that basically covers everything a little bit and use a similar strat on every main story boss. in a weird way having a dedicated debuffer role inverts the notorious "debuffing bosses is useless in final fantasy" by being so obviously super powerful that it becomes an obligatory part of any medium-long encounter where it works whatsoever (which is almost all of them). but the system as a whole is just fun to play with and works out in a decently varied way. there's easy pickings, glass cannons, durable enemies who aren't much threat on their own, horrifying team buffers, and huge enemies who are almost like minibosses. and with all the different mixtures and possible approaches you get to consider if you want to take a kind of rough fight head on or drop a precious shroud or two to get a much stronger position. it goes back and forth nicely between different paces and levels of tension, which keeps the promise of the next fight feeling exciting.
but that high-low kind of extends to everything. this game frequently goes back and forth between incredible and awkward, sometimes extremely quickly, and it stands out even in the large-scale design, where pretty much all of the Big Sidequest and Exploration Business has to get shoved together into the one part of the game which is broadly revisitable. and yet there are rare items hidden off to the side in many earlier areas, like they couldn't quite decide if things should actually be missable or not. i think it's a bit detrimental they want to have it both ways, but i admit i'm kind of a crank these days because my preference isn't for making things more free and open to the player. lol
the story is likewise mostly working for me, though my biggest complaint about this game remains the same...cocoon just feels like such an incoherent setting, a mash of all these areas in a row because they had to put the game together in some sequence. of course, it's a major theme that neither world is
really a place for humans to live...everything is too big, and while pulse is a dangerous world of chaos, cocoon doesn't exist in some kind of natural state were people can live without the demigods either. plus the over the top cycle of tribulations isn't totally out of place for a story that's a bit more mythical than the usual rpg. (it's less good for this than like, romancing saga 2 though.) indeed, even as the game feels like it's really reaching to try and explain it, the feeling of outrageous, unfair, capricious, impossible, omindirectional destined doom has always stuck with me. some stupid god gave you a mission, won't tell you what it is, the reward is pretty dubious, failure is much worse, everyone hates you for it, you know it's a little bit your fault but there's someone over there you can blame way more. so you're all yelling at each other any time you're not getting shot at. in the end, all you have is the determination to live, because you know that it's not wrong to want to live. (can't imagine why so many trans people i know, including myself, really like this game)
it really feels like a nojima-ism but according to wikipedia he was more like the GRRM of the ff13 extended universe project? and i feel like maybe his execution would feel a bit less hamfisted at times if he was actually the one writing this straight up. emily played X a couple months ago and the metaphor of
the world's leadership being spirits of the dead who claim that living people are too young and inexperienced to know what's right, among other things, really blew me away*. this one's not quite as abstract. dysley and nabaat are basically straight up real world fascists, and the line where she gloats to sazh that
"[dajh] would have to live in shame with someone like you as his father, but as a crystal he can stand as a monument to sacrifice" is an incredible statement of that kind of mindset. also like, the continual claims that it's just the will of the people to hate the outside world like the only thing that's ever depicted on tv isn't a state propaganda channel
i also think it's pretty funny and wild to talk up how you hope your game will appeal to like the call of duty crowd or whatever but then the defining aesthetics of the party members are kind of a fever dream mashup of tokusatsu and shoujo anime. the odin animations are pretty much my favorite ever. i like most of the others too, even the really stupid ones (bahamut). i overall love the melodramatic story progression although there's a couple points where i think they try to stretch it a little too far. but chapter 7 especially is SO good. the really heightened irony and emotions in the middle stretch of the game are the part of the story that's always stuck in my memory, and seeing it again it's really obvious why. the dub is also just so good it's kind of a shame they make everyone say "fal'cie" like 200 times, because when they're just talking about real things i'm totally invested. i even like snow, actually.
this game looks unbelievable in 4k (i first played it on a crt from maybe the early 90s. lol). the sound design is pretty strong too, and if there's one area where i feel this game has remained really influential (aside from popularizing "stagger" lol), it's hamauzu's soundtrack. incredible hybrid soundscape that blends instrumental and electronic music, melody and ambience really deftly. gust games these days really want that sound, other examples aren't as fresh in my mind but i know i've heard other game soundtracks that make me think of this one all the time. and it still carries over hamauzu's really powerful emotional sense...i think i'd still rate sf2 as my current favorite, but this one similarly carries a very bittersweet and dramatic feeling into the world.
fun game, definitely back to being solildly at the upper end of my second tier favs (with top one having the psx entries and 15). i started writing this a few days ago when i was grinding and doing hunts on pulse but at this point i think i'm actually just a couple hours away from the ending, give or take.
*auron is also a guy in his mid 30s who lives with the unbearable disappointment of knowing that his generation failed to change the world and was coopted like all the ones before it. too real
