[09/06] FFXIII-2 developer interview

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We recently sat down with both director Motomu Toriyama and producer Yoshinori Kitase to discuss the upcoming Final Fantasy XIII-2 in a round-table interview. Although we only had around 30 minutes with the staff, we were able to get some interesting information, and hopefully answer some burning questions that fans may have.

RPGSite: The battles seem much more dynamic with set pieces going on… could you talk about this approach?
Kitase: We actually didn’t take any inspiration from any western RPGs. Not cautiously anyway. On the other hand, the Paradigm Shift system from Final Fantasy XIII was quite popular but most people liked it so we actually carried it over to make it a different version—not completely the same. Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you. They progress the same as characters do in any RPG. Second, you’ve got one called Cinematic Action, so like in a big battle against a boss character the Cinematic Action element is put in so it’s more dynamic. And in every single way we want to make sure the player has some kind of interaction with the gameplay.

RPGSite: Do you feel that fans were disappointed with the original Final Fantasy XIII? Are there any features in Final Fantasy XIII-2 that were direct actions based on fan feedback and fans of the original?
Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven. But it was so much so, that people thought it was quite linear, which people didn’t like. So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly. So this new game is more player driven, than story driven, so that the player will have very active involvement. There’s a lot more things you can do and explore, like towns and other things, and also you can choose what you want to say to a NPC.

RPGSite: One of the deepest criticisms that has been made was the lack of the traditional Final Fantasy town. In response in interviews, it was said by someone in the development team that making towns on a high definition system is actually quite difficult. So is that something that has finally gotten easier now? Have they developed ways to make it a quicker process? To make it a more painless process? Or can we still expect the towns to be smaller than what you would have found in games like Final Fantasy VII-IX.
Toriyama: Like Kitase said earlier, we did take it seriously that there was a huge criticism over no towns—we know people didn’t like it and so we took that and have towns in the new one. And you can explore the town and you can talk to all the people, and that will lead to other situations. Shops, as well now in XIII-2 you can find certain characters you can talk to and they can sell things to you and you can make purchases. I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult. So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].

RPGSite: At point did you decide to make Final Fantasy XIII-2, and what was the reason behind it?
Kitase: We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII. Around the time we were visiting the United States and other European countries on the promotion tour, we actually got a lot of positive reactions from the fans, and also obviously Final Fantasy XIII was luckily a commercial success with 5 millions units sold around the world—over 6 million. But we just felt generally that people wanted a sequel anyway, and while making Final Fantasy XIII we thought that the characters and the universe had more potential, not just squeezed into one title.

RPGSite: Will Final Fantasy XIII-2 be using a chapter based system, as far as story progression goes, because that was in Final Fantasy XIII, people thought that system made it too linear… will XIII-2 similar in that sense?
Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple endings.

RPGSite: Could you explain why you went back to the Paradigm System for the battling? Was it because it’s a direct follow up from Final Fantasy XIII? Or do you guys feel like you’ve found the perfect balance in a battle system for the series?
Kitase: We decided to carry it over into the new game for of course the reason you just mentioned. Because it’s a sequel, it just seems, you know, the right thing to do, so we stuck to the same system. Also, it was quite popular in XIII, so we thought it was the best battle system to incorporate it into this game as well.
Having said that, it’s not just that we’re implementing the same battle system, but actually like I told you a bit earlier, you can capture and recruit over 150 different types of monsters, so that is a great addition and also more acutely strategic gameplay you can enjoy It compared to XIII.

RPGSite: Is there a common theme between XIII-2 and XIII? For instance, I noticed that in XIII-2 we have rap music going on when you’re exploring areas in town, and the whole introduction was this J-pop spectacle, so can you elaborate on this? Difference similar like those between X and X-2?
Kitase: It’s a different case than X to X-2 was, than in XIII to XIII-2. When we made X-2 we wanted to change absolutely everything, including music and the taste. X was more of an asian atmosphere, while X-2 was more pop style, so it was a total departure. Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much. It’s not like X to X-2 were it was a completely different thing. XIII to XIII-2 is an actual sequel. When it comes to music, in XIII Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.
What do you think of the music in XIII-2?
RPGSite: Unexpected. It reminded me of Persona… which that stuff can be brilliant depending on the situation.
Kitase: Obviously we want to make adjustments, because, like you say, if we stick the same kind of music all the way through, it might sound a bit out of place, or be a bit strange. We made it so every thing has an appropriate tune.

RPGSite: My proper question is about side quests, and the end game. One problem that a lot of people had with the original XIII and some of the other recent Final Fantasy titles is that once you finish them, there really isn’t that much to do. In XIII there were side quests, but they were all these monster hunt quests—there was nothing else. So I’m wondering if they’re looking at post game content stuff to do after the game is over, and if they’re looking at more variety of side quests during the game as well.
Toriyama: We mentioned the multi endings earlier, so it’s in relation to that so we can’t tell you very much about it. For people who have already cleared the game once, from the second playthrough on there are replay values attached to it. It’s a lot like New Game+, it’s the same system, so there are items and features than can entice you to keep playing. As far as side missions, there are more side missions a bit like in Red Dead Redemption. So it’s not just the hunts, it’s the other types of missions as well. One of the criticisms we received about Final Fantasy XIII was there was not enough mini games, and people want to see more of them, so that’s some of the things we added as well.

RPGSite: I had some questions about some of the new elements you’re throwing into the battle sequences. For example, you mentioned monster collecting earlier on… how do you exactly collect monsters in battle, and on a side note, what specific thing triggers the Cinematic Actions? Are they automatic? Or do you have to fill certain conditions for them to play out?
Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you. You can mix them like if you play a card game and make a deck—it’s a bit like that. When it comes to the Cinematic Actions, there are two types: first is the one you saw in the demo against Atlas. When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.

RPGSite: You talked a little about Red Dead Redemption. Can you explain how that influenced you?
Toriyama: Among the millions of games that came out last year, Red Dead Redemption was adored by a lot of Japanese developers, including ourselves. Our game is not as open-field as that game, obviously. We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game.

RPGSite: With Final Fantasy XIII, a lot of people felt that the Xbox 360 version was not as good as the PlayStation 3 version. What are you going to do to make sure the 360 version of XIII-2 is at least as close as it can be to the PlayStation 3 version?
Kitase: What we believe is even with Final Fantasy XIII there wasn’t an awful lot of difference when it comes to real time graphics. It’s about the same. When it comes to actual movie files, which was very heavy, the compression capacity of the two consoles was quite visible. In the meantime, we are now capable of event scenes/drama scenes as real time graphics rather than movies. The real problem that was causing so much difference between two versions, is a relatively small amount… it only makes up a small percentage of the entire graphical elements in XIII-2, so it’s not going to be a very big issue anyway.

RPGSite: Thank you for your time.


Source: RPGSite

Half of the things above are already mentioned in the other thread: http://www.finalfantasyforums.net/showthread.php?t=48581

But there are more stuff from this particular interview:
-You can purchase stuff from actual NPCs
-NPCs in town have AIs. They may do their own things, like talking to one another, etc. It's not like those FFVII-IX towns where they just stand in one spot or walk within fixed routes. You can now also choose what to say to certain NPCs, like the older games. I really like this improvement, because things will feel more 'alive'
-Over 150 monsters recruitable
-No more 'chapters' kind of storyline, apparently. They didn't reveal the new system.
-Side missions are partly inspired by Red Dead Redemption
-more minigames
 
Kitase: We actually didn’t take any inspiration from any western RPGs. Not cautiously anyway.
LIES. At the very least, there is blatantly a Mass Effect/Dragon Age II click wheel dialogue choice system.

Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you.
At least 150, or more to see...

They progress the same as characters do in any RPG. Second, you’ve got one called Cinematic Action, so like in a big battle against a boss character the Cinematic Action element is put in so it’s more dynamic. And in every single way we want to make sure the player has some kind of interaction with the gameplay.
...where no interaction existed previously. Alright, I'll give them this one. BUT. This has blatantly been stolen from Western actions games, i.e. God of War and, honestly, I don't think such a system fits in an RPG.

Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven.
...and there was no story to speak of, meaning it wasn't driven at all.

So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly.
They did this in the span of a year? I find that very hard to believe. But at least they're pretending to care, which is more than can be said for FFXIII.

I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult.
...well, it worked out well enough for Final Fantasy VII-IX, didn't it?

So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].
This actually sounds rather good, provided the AI goes beyond just repeating the same two or three actions and sentences...which seems unlikely. A little variety is nice, but if we're expected to backtrack to these towns, its going to get very samey, very quickly.

Kitase: We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII.
"Shit, we just left half the game out. Quick, we need to hurry up and get the rest of it ready for release!"

Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple endings.
Well, that is a real insightful answer, Toriyama. It wouldn't have killed you to answer the question with a simple "Yes" or "No" would it?
...I'm going to guess no, it hasn't changed. Evidently he hasn't come up with an excuse yet as to why they didn't change that part of it.

Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much.
...oh dear.

It’s not like X to X-2 were it was a completely different thing. XIII to XIII-2 is an actual sequel. When it comes to music, in XIII Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.
FFXIII had perhaps three or four memorable tracks in the OST. They're going to stick with that? Music, to me, is a very important part of a game - equally as important as gameplay. FFXIII-2 having similar music to FFXIII is a definite downside.

Kitase: Obviously we want to make adjustments, because, like you say, if we stick the same kind of music all the way through, it might sound a bit out of place, or be a bit strange. We made it so every thing has an appropriate tune.
Does this mean no more abysmal jazz themes, or dodgy Australian-esque themes? That'd be fantastic.

Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you.
Looking forward to seeing some tall grass in FFXIII-2 (y)

When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.
...exactly like God of War. Imagine that.

So, Final Fantasy XIII meets God of War, Mass Effect, Tales of Symphonia: Dawn of the New World, Red Dead Redemption and Pokemon, at the very least. Fantastic.
 
*sigh* What I see is pretty much a game that has nothing to do with XIII, butchered so much to appeal to tasteless western kids and the main purpose of which isn't to be a good game but to sell well in america.

Was it so hard to take XIII, which was a good game to begin with, and just continue it? Not making a Frankenstein monster out of it. Or even better - NOT MAKE ANY SEQUELS at all. Am I suppose to expect sequels to all FF from now on? XV-2; XVI-2?

I expect the change of title from FFXIII-2 to FFDualdecimType013-056272. "We're starting a new franchise here. We're not gonna do anything original and of our own, but will just look at what sells in the west, copy it and hope it sells too! You'll see, it's gonna be great".
 
I still think it's too early to be making all these assumptions about the game. Yes, FF and sequels have a bad record, and yes, they are capitalising on commercial success that appealed to a certain audience. But they're a business, it's completely rational for them to do so. He is being fairly closed concerning story progression though, so I'll have to give SE the benefit of the doubt for the moment. To say they're not influenced by Western RPGs but are influenced by Red Dead Redemption is obviously nonsense, but since it isn't technically a main series game, I honestly don't mind either way.

I did find this quite funny though:

in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you. They progress the same as characters do in any RPG

... So you have about 150 monsters, that you capture, which level up like RPG characters, and can battle for you? Now where have I heard this before?
 
I still think it's too early to be making all these assumptions about the game. Yes, FF and sequels have a bad record, and yes, they are capitalising on commercial success that appealed to a certain audience. But they're a business, it's completely rational for them to do so. He is being fairly closed concerning story progression though, so I'll have to give SE the benefit of the doubt for the moment. To say they're not influenced by Western RPGs but are influenced by Red Dead Redemption is obviously nonsense, but since it isn't technically a main series game, I honestly don't mind either way.

I did find this quite funny though:



... So you have about 150 monsters, that you capture, which level up like RPG characters, and can battle for you? Now where have I heard this before?

http://www.youtube.com/watch?v=SVp-zIONsrs

Now that I think about it, there are 151 pokemons in generation I.
they might as well implement an evolution system for XIII-2! Flan evolves into dire flan, evolves into monstrous flan! It's actually a good idea for levelling up of the monsters. By evolving, they get different abilities :wacky:

But I kind of like this system, since it adds variety and strategy to the combat. I wonder if we can recruit adamantoises.

in all seriousness, yes, it's too early to assume that the game sucks. They already said there are many things they haven't revealed. The things in the demo may not be the final ones.
 
I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult.
5tysu9.jpg

Feck you, whore. :rage:

I thought walking to those towns were ace. And that's why people loved those games and hate the newer shite. :mokken:

Toriyama: We mentioned the multi endings earlier, so it’s in relation to that so we can’t tell you very much about it. For people who have already cleared the game once, from the second playthrough on there are replay values attached to it. It’s a lot like New Game+, it’s the same system, so there are items and features than can entice you to keep playing. As far as side missions, there are more side missions a bit like in Red Dead Redemption. So it’s not just the hunts, it’s the other types of missions as well. One of the criticisms we received about Final Fantasy XIII was there was not enough mini games, and people want to see more of them, so that’s some of the things we added as well.
Did he really just say something in a FF is like something in Red Dead Redemption 8( I don't think that's even possible. xD but if it is... I'll get the game for that alone. glad to hear more mini games though. hopefully they're FUN mini games. :hmmm:

Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you. You can mix them like if you play a card game and make a deck—it’s a bit like that. When it comes to the Cinematic Actions, there are two types: first is the one you saw in the demo against Atlas. When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.
Like pokemon... jus' say like pokemon. :mokken:

Toriyama: Among the millions of games that came out last year, Red Dead Redemption was adored by a lot of Japanese developers, including ourselves. Our game is not as open-field as that game, obviously. We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game.
I am not being sarcastic when I say this... but, THAT is the coolest thing I've heard so far. :jess: I've always wanted to ride the chocobos freely and if I can do that in this game, I think that's pretty sweet. :ryan:

On a final note, glad to see the option to say different things to NPCs :ryan: talk about jus' like old times. :ohoho:
 
Right. My turn to do some multiquoting:

Kitase: We actually didn’t take any inspiration from any western RPGs.
Mmmmm, kay. Well, the quick-time events, dialogue trees and some other stuff I may have missed look like they've been inspired by western games. It isn't immediately a bad thing, but it just makes this game look like it's desperately digging for things in which they think western gamers may like - and as a result resembling a bit of a hastily put together mild imitation of a western game.

But hey, if the guys at SE said they didn't take inspiration from western RPGs, it must be true!

Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you.
And one day as Noel aspires, he will rise up the Pulse & Cocoon Monsters' League and become the ultimate trainer!

So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly.
I highly doubt that will actually be the case, but kudos to them for making the effort this time around I guess.

There’s a lot more things you can do and explore, like towns and other things, and also you can choose what you want to say to a NPC.
I like the sound of that. But I'm aware that he's probably just overstating things as ever, a typical characteristic of the seller wishing to flog the product, but I'll give him the benefit of the doubt for the time being.

Shops, as well now in XIII-2 you can find certain characters you can talk to and they can sell things to you and you can make purchases.
Oh thank goodness, it does sound like more of an actual interactive world now and less of a lifeless, though pretty wallpaper world of the first game.

I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult.
Mhm. So difficult that other developers like Tri-Ace and Mistwalker have done it for their HD games. And they're hardly anything the size of Square Enix when it comes to manpower. Am I supposed to accept that? And "boring" is subjective. I for one (and I am certainly not in the minority here) loved the towns of FFVII-IX. What was wrong with those towns? So towns are boring but running through wallpaper and fighting monsters with largely the tapping of the X button isn't?

So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].
Definitely sounds worlds apart from its predecessor and good. I want to see this with my own eyes first, but at least I'll probably like FFXIII-2 a lot more than FFXIII.

We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII.
[insert Martel comment here] And are they going to do this with every main FF game from now on? 8(

Final Fantasy XIII was luckily a commercial success with 5 millions units sold around the world—over 6 million.
Yup, because it had "Final Fantasy" in its name and had a huge commercial wing backing it, so not quite "luckily". It will happen with Versus, it will happen with the future FFXV.

But we just felt generally that people wanted a sequel anyway, and while making Final Fantasy XIII we thought that the characters and the universe had more potential, not just squeezed into one title.
I'm not sure where they got that idea from. As for the part about "potential", FFXIII admittedly did have some good potential. Okay fine, a lot of potential. But how it was executed story-wise and gameplay-wise meant that it became a game of heavily wasted potential that I didn't think was salvageable.

XIII-2 will have multiple endings.
This can either go really well, or go horribly. Either way, as long as we don't need to 100% anything to get the "perfect ending", if there is one.

I noticed that in XIII-2 we have rap music going on when you’re exploring areas in town
*groan*

Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged.
I found comparisons between FFX-2 and FFXIII-2 artificial anyway. SE was never going to try what they did with FFX-2 again after that backlash.

Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.
Can we have the traditional victory tune return? FFX-2 and FFXIII did away with them, and I hated that.

That reminds me as well, are they going to pull another Leona Lewis again and stick in a randomly plucked song from somebody's album for the western release again? Not that I will attack them for this, but I just wasn't a terrific fan of My Hands because it wasn't the best fit in my opinion and felt like a desperate afterthought.

Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you.
It's like an Eidolon fight mixed in with a bit of Dragon Quest V as well as Monster Hunter and Pokémon! Ooh, the Japanese will love that to bits. I can't help but feel that the developers are getting more and more unoriginal by the minute, but I'm not complaining per se.

We did take some inspirations, however. For example, missions can happen anywhere rather than having to go to a certain shrine, or base or something, and that’s from them. In this game you see lots and lots of chocobos and you can ride them. The kind of feeling you get as you ride the chocobo, it’s a bit like the way you ride a horse. It’s a really refreshing feel good experience, and that’s one thing we learned from the game.
Some people really won't like this thought - that FFXIII has had an illegitimate child with Red Dead to some extent, but I like the idea.
 
So we are having a pokemon Final Fantasy????? :wtf:

Now just need the FPS FF game... :rage: (joking dont make this Square-Enix... please don't)

But if they are going to have you "enter" towns like in FF I-IX I will be happy with that... Not sure on the whole having a red dead redemption feel to it though, I mean I did enjoy Red Dead Redemption, not to the extent that most people did though, It was way too open for me, as long as they still have a story that you can follow without making it so open that it feels like... Elder Scrolls or RDR, I will be happy with more open FF game again :)
 
Over 150 monsters to catch and train? Man, I gotta catch 'em all!

With each new piece of information about this game, I become increasingly confused about it. Like I said before- it's a mess.
 
Has there been anything mentioned on character development- as in hopefully the crystarium was scrapped (or at least back to the more player controlled sphere-grid style)?
 
Uh, guys, I don't think they meant the idea of towns in an RPG was boring, but the whole idea of the town people sprites populating the area and just redoing the same action over and over was boring. Aren't they now talking about having town residents being really animate and doing random life-like actions rather than just standing or doing a repeat of actions every 30 seconds or something? Isn't that why NOW they're gonna go ahead and have AI's specifically for each resident (like in FFX and FFXII; games that the interviewers didn't compare FFXIII to? :wacky: ) :hmmm:

Also, I think you guys are taking the monster recruitment being alike to Pokemon a little too much. Shin Megami Tensei is well know for having monster/demon recruitment in a lot of the games within the series. Serah appears to be the only one with this ability, and she's not throwing them out to fight FOR her, but WITH her. How does this resemble Pokemon? The 150+ thing? lol

Also-I still don't get why people were miffed about the chapter thing. FFS, other games actually present the game story as actual chapters. FFXIII didn't even do that. It just went on straight. You wouldn't even know what chapter you were in until you loaded a save file 8(
 
Uh, guys, I don't think they meant the idea of towns in an RPG was boring, but the whole idea of the town people sprites populating the area and just redoing the same action over and over was boring. Aren't they now talking about having town residents being really animate and doing random life-like actions rather than just standing or doing a repeat of actions every 30 seconds or something? Isn't that why NOW they're gonna go ahead and have AI's specifically for each resident (like in FFX and FFXII; games that the interviewers didn't compare FFXIII to? :wacky: ) :hmmm:(

This. You guys are mistaking the boring town thing. They are referring to boring NPCs who stand in one spot in the older games, NOT the town itself. In FFXIII-2, the NPCs have AIs, a bit like XII, but even better I guess.

Rydrum2112
In the demo, after the battle, crystogen points still appear (along with star rating). A new addition is that you can get gils after battle, which is good. However, it doesn't mean that we will get those linear crystarium again. They are still discussing on the levelling up system.

Olivia Wilde
The victory fanfare is not coming back, at least in the demo. I heard the exact same Hamauzu's short fanfare in the demo. Hopefully this is a temporary thing. I also want the traditional fanfare to come back.
 
Kitase: We actually didn’t take any inspiration from any western RPGs. Not cautiously anyway.

Then I guess you've got a lot of catching up to do if you think things like dialogue options and quick time events are new. Hint: Resident Evil 4 did it a long ass time ago, and just calling them "Cinematic Attacks" won't hide the fact that they are what they are; QTE. Alternative terms like "Focus", "Ravager", "Med" and "Sentinel"that were supposedly used to make us think like they're original, new and creative didn't work the first time and won't work the second time.
Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you
.
How come we can do this only now and not before? Wouldn't it make sense for the fugitive l'cie to use the aid of these monsters to fight off the boogie men that constantly chase them down the in first game? I guess the characters haven't thought about that at the time. If only they stopped to shop for pokeballs, or a net.


They progress the same as characters do in any RPG. Second, you’ve got one called Cinematic Action, so like in a big battle against a boss character the Cinematic Action element is put in so it’s more dynamic. And in every single way we want to make sure the player has some kind of interaction with the gameplay
.
Dynamic? no. Overused and obnoxiously annoying? yes. Interactive? 2 words: FFX-2 gameplay. XIII had a gimped version of that, you might as well complete it in the sequel. Even with that level of horse shit you'd still be doing your fans a bigger favor than this lazy monstrosity.

Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven.

Eat a dick.


So before we started making XIII-2, we decided that we were determined to take all the negative comments seriously, and rectify every single one of them fairly and properly.

By the looks of it, fairly and properly aren't exactly the terms I'd use.

I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult.

Isn't that for the fans to decide? After all, not a few seconds ago you mentioned something about addressing complaints FAIRLY AND PROPERLY. And excuse us for thinking that you're experienced game developers that could replicate something that you did well over 14 years ago. Our sincerest apologies.


Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven.

Seriously though, eat a bag of dicks.


So with that we put an AI in every single person living in the town so they can do their own things. They may sit down and chat, or they may talk to their family members, or somebody they want to talk to, so they do their own actions. In that sense, it’s a quite different type of town you would find in a Final Fantasy [game].

You know what I miss? Interacting with NPCs. You know, to give us the false sense that they're there and a part of the town, even though they'd say the same 3 lines of dialogue they're programmed with? But I guess just having them do their own things passively is less boring right? Yeah, you know what you're doing alright.

Kitase: We actually made the decision to make a sequel right after the worldwide launch of Final Fantasy XIII.

Sure, because the metric data was good right? Typical of you to greenlight a project just by looking at numbers. Couldn't you at least wait for feedback? Then again, what do our opinions matter when you get shit reviewers giving your game a 39/40 and a 8.9/10?

Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple ending
s.
For the first time? FOR THE FIRST TIME? I guess you forgot that this type of sequel that's been helmed by the same director had 3 mother fluxing endings with 2 variations to each, so 6 in total. I won't say which game it is, but it rhymes with Gigal Shatafee Ben Goo. And even if it was the first in series, that's not something to be proud of since games have been doing this for decades.


Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much.

Again, so much for addressing our complaints nananee and pronenee.

It’s not like X to X-2 were it was a completely different thing. XIII to XIII-2 is an actual sequel. When it comes to music, in XIII Masashi Hamauzu did the music and he was quite popular which had an orchestral feel to it and that will actually be maintained as well, but with new elements.

At this rate, you might wanna pull a Jonathan Blow and use licensed music. But from this angle, it looks like you don't even know who that is. No matter, I wouldn't expect you to know a good game designer when you see one.
Quote:
Kitase: Obviously we want to make adjustments, because, like you say, if we stick the same kind of music all the way through, it might sound a bit out of place, or be a bit strange. We made it so every thing has an appropriate tune.

"Consistency? What's that? A food?"


Kitase: Firstly, how to collect monsters. At first you have to defeat the monster, and when you meet certain conditions, at some certain rate obviously, it will enter you party and start working for you
.
Shin Megami Tensei eat your heart out.


When you take on a really big boss, when a certain level of damage has been inflicted on the boss, then it happens. Another thing with the Cinematic Action is, with some of the monsters you can collect, capture and make work for you, some of them can trigger those Actions.

You're not even trying, are you?


Kitase: I think that XIII was criticized by other people we think because it was meant to be story-driven.

You see, it's not so much as having a problem with a game being story driven, so much as it is a problem with your "special" idea of a story-driven experience and story in general.



Here's what's going to happen. You're going to release your game, and we're going to play it for two reasons: 1) So we'd know just how bad things could get in the gaming industry and make the good games seem even better in our minds. 2) Out of sheer fucking curiosity of how bad it can get. Honestly it's like giving a chimp an uzi in a day care center. And Then Martel and I along with a great number of us will take an elephant shit on your game and names. And if I end up liking it, I'll eat my own ass, take a picture of it and send it to you with a thank you note expressing my everlasting gratitude for finally breaking me permanently.
 
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Opposed to that, XIII to XIII-2, the seriousness of their universe and the way the story unfolds will remain unchanged. We just wanted to add some new elements, but the basic ideas have not changed much.
So...it really hasn't change at all?

Two examples, in XIII-2, you can actually recruit monsters and make them work for you, and there are more than 150 types of monsters there for you to capture, and they can help you
I wanna be the very best like no one ever was. To catch them is my real test, to train them is my cause. I will travel across the land, searching far and wide. *Bum-boom-bah-bum* Each Pokémon --err, I mean -- each monster to understand the power that's inside!

:brooding:

I think if we created towns in the same way as we did for Final Fantasy VII-IX, it would be quite boring, and so it is very difficult.
Who are they to decide that going to town to town would be boring? They aren't supposed to pick what they want and what pleases them, they are supposed to please US, THEIR CONSUMERS!

If they were listening to complaints, they would know that was one of them. Traveling to town to town, getting a better feel of the world and what the people are going through, is fun! Hell, it would have made this game extremely better! If they are all improving the world, wouldn't it make sense to go around the towns?


I'm sorry SE, if I wanted a soap opera (straight up dialogue) I'd tune into General Hospital or One Life to live :neomon:

Toriyama: There isn’t an awful lot I can tell you on this subject, but we have changed that structure, because obviously people didn’t like it—there is a new one. For details on that, we’ll have to wait until TGS, but one thing I can tell you is that for the first time in the Final Fantasy series, XIII-2 will have multiple ending
.............

FFX-2? FF6 even had a small ending difference depending on who you left behind! What are they talking about "for the first time"? They friggin' nuts?

Here's what's going to happen. You're going to release your game, and we're going to play it for two reasons: 1) So we'd know just how bad things could get in the gaming industry and make the good games seem even better in our minds. 2) Out of sheer fucking curiosity of how bad it can get. Honestly it's like giving a chimp an uzi in a day care center. And Then Martel and I along with a great number of us will take an elephant shit on your game and names. And if I end up liking it, I'll eat my own ass, take a picture of it and send it to you with a thank you note expressing my everlasting gratitude for finally breaking me permanently.
Definitely. Took the words right out of my mouth.

+rep
 
I see lots of hate. Hmm.

It's nice to hear some reasoning behind the changes. I enjoyed FFXIII for what it was, if this game provides a more open environment for me to wander around in then I'm fairly certain I'll like this more.
 
In the demo, after the battle, crystogen points still appear (along with star rating). A new addition is that you can get gils after battle, which is good. However, it doesn't mean that we will get those linear crystarium again. They are still discussing on the levelling up system.


Thanks a lot Cid- I appreciate that, I hope it gives us players more control over how characters develop and if we can shape their playing style.

Eat a dick...
Seriously though, eat a bag of dicks.


HAHAHAHAHA. You can quote IceT- "eat a hot bowl of dicks."

The game wasn't flawed for being story driven (I am pretty sure I would say all FF's are story driven), it was flawed because you guys screwed up.
 
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