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Preview

Final Fantasy XIII-2

Lightning Strikes Twice
by Tim Turi on Jul 08, 2011 at 10:30 AM
Platform PlayStation 3, Xbox 360
Publisher Square Enix
Developer Square Enix
Release
Rating Teen

Subscribers to Game Informer already read all about our exclusive hands-on time with Final Fantasy XIII-2, but now for the first time online-only readers can catch up on the promising sequel. Read on to lean about FF XIII-2's new character, the enhancements to the impressive battle system, and the fixes Square-Enix is making in response to fan feedback.

Final Fantasy XIII was a good game. But for Square Enix, releasing anything less than a genre-defining entry in Final Fantasy’s legendary main series line is unsatisfactory. FF XIII was almost universally praised for its engaging, fast-paced battle system, but many criticized the oversimplified level design and confusing story that was buried in backend menus. Square Enix recently posted a fiscal profit loss of 12 billion yen (roughly $150,000,000 U.S. dollars), with CEO Yoichi Wada stating, “Our game development has become weaker than expected.” With profits down, it’s more important than ever for the creators of Final Fantasy XIII-2 to tap into the series’ core fan base. For this sequel, the team is addressing negative feedback, ditching the slow drip of new information, and passing on Japan-exclusive press coverage in favor of a globally distributed magazine. These are impactful departures from Square Enix’s usual Final Fantasy treatment, and we couldn’t be happier to deliver the first look at this much-improved sequel.

Much has happened to Lightning since we last saw her at the end of Final Fantasy XIII. In that saga, she and her friends destroyed Cocoon’s corrupt power source, which in turn sent Lightning’s home planet on a collision course with the gigantic world it orbits, Pulse. Two allies, Fang and Vanille, halted Cocoon’s imminent destruction by tapping into their ancient power. The duo sheathed and braced the floating colony with a gigantic crystalline pillar, saving the majority of its inhabitants, but at the cost of entering stasis. In the epilogue novella, Final Fantasy XIII Episode I, Lightning feels a mysterious power drawing her to an unexplored area of Gran Pulse, where she believes the key to saving Fang and Vanille awaits. What she discovers is a gloomy beach that serves as the setting for Final Fantasy XIII-2’s action-packed  introduction.

Lightning told no one about her private quest to a mysterious land (see sidebar on page 49), and naturally her sister Serah becomes concerned when she can’t find her sibling. Square wouldn’t go into specifics about how Serah’s search begins, but the publisher did let me get my hands on a segment later in the game where Serah and her new ally Noel are hunting for Lightning.
It begins with the pair tumbling through some sort of warp gate, electricity crackling within its rotating machinery. The rainy ruins of Bresha, a former sanctuary of Pulse-tainted refugees, greet them. The two adventurers turn their gazes skyward, and Serah exclaims that they must be on Cocoon. Noel seems uncertain, and Serah quickly points out the new cast member’s home planet, Pulse, orbiting above.

“So this is how Cocoon looks like from the inside,” Noel remarks.

“Oh, I forgot. This is your first time here,” Serah replies.

Noel is more than a fresh face in Final Fantasy XIII-2; he’s also an entry point for players new to the universe. Having lived as a strong, self-sufficient hunter on Pulse his entire life, Noel is unaware of the happenings on Cocoon. Think of him as a country boy visiting the big city for the very first time. Square Enix wouldn’t divulge details regarding how Serah and Noel meet or his role in the larger story, but he appears to be taking the lead at this point in the hunt for  Lightning.

Noel and Serah’s fighting prowess is put to the test when an enormous disembodied hand bursts through a crumbling wall. The floating, glowing fist belongs to Atlas, an ancient weapon built by humans that has somehow gone maverick. Entering battle, Noel unsheathes his deadly dual swords and Serah readies her own blade. Though she’s using a sword in this demo, Serah will acquire a compound bow later in the  story (a weapon intended to preserve her femininity, according to Square Enix).

This initial encounter with Atlas offers the first opportunity to try out FF XIII-2’s new Cinematic Action mechanic. Button cues appear on screen that, when pressed correctly, allow Noel to do fantastic things such as climb the behemoth’s hand, scale its invisible body, and attempt to assault its translucent head. These new quicktime events fit in perfectly with Final Fantasy’s trademark over-the-top action sequences.

The attack on Atlas fails. Its body appears to be invulnerable while invisible. Just as the battle seems lost, a battalion of gunships approaches overhead. Another Cinematic Action sequence begins, in which the player unleashes devastating artillery fire with rapid button presses  – it appears not ?only lead characters can be controlled in these timing-based moments. The barrage proves successful, and Atlas  retreats.

When the dust settles, Noel and Serah realize they need to somehow weaken Atlas before taking it out. With the juggernaut temporarily quelled, the two have an opportunity to explore the water-slickened Bresha Ruins. The dusky, debris-laden settlement may be a husk of what it used to be, but townsfolk still wander the area on their daily routines.

Where's Lightning?

The introduction of Final Fantasy XIII-2 features Lightning plummeting from the heavens toward the dark sands of a crystal-laden beach. She summons her mechanical horse Odin from the nether just in time to break her fall. Unfortunately, the deadly Bahamut is hot on her tail, tearing through the sky while spewing geysers of hot blue fire from its maw. The heroine calls down lightning strikes against the winged brute while galloping across the shore of a dreary sea. She eventually bolts up the side of a building to engage the winged beast head on in an outstanding display of her battle prowess. A high-flying quick time event -culminates in a traditional battle, and that’s when director Motomu Toriyama told me I’d have to wait until TGS to learn more about the scene. This dynamic -horseback battle is unlike anything we saw in FF XIII, and promises to be an entertaining opening for the game.

This dark new location of Final Fantasy XIII’s universe is still very mysterious, and at one point in the demo I heard Noel and Serah mention that Lightning may be in a place called Valhalla. The recent trailer showcases her new metallic armor, shield, and single white wing. Getups like this are reminiscent of the Valkyries from Norse mythology, who were female angels tasked with retrieving fallen vikings and bringing them to Valhalla to prepare for Ragnarok. Could it all be a coincidence? What is she up to? We’ve still got a lot to learn, including who the enigmatic man Lightning battles in the trailer is, and how the goddess Etro plays into the story.

The lack of towns and citizen interactions in FF XIII disappointed fans, and Bresha is the first example of Square Enix’s step back from that design. The Datalog still exists, but chatting with NPCs reveals interesting bits about the story without forcing the player deep into the menus. For example, one man assured us that Atlas is not a deadly fal’cie, and a lady named Alyssa claimed to know a way to control it. Alyssa volunteers to guide Noel and Serah via radio communication, pointing us in the direction of a cavernous sewer system.

If this were FF XIII, the road to the sewer would have likely been a straight shot littered with some hidden treasure and wandering monsters. Not in FF XIII-2. Viewing the map, I saw a handful of branching paths that led to various locations. Square Enix assured me that additional quests are available throughout the game, doing away with the previous title’s mind-numbing linearity. Although no side quests were available in this brief demonstration, I took the opportunity to treasure hunt and become acquainted with the other new party member  – a white creature sporting wings, a bobbling pom-pom on its head, and a cheery disposition.

Moogles only had a cameo role in FF XIII, but fans will be pleased to learn one of the critters flutters along with Noel and Serah throughout their quest. The cute critter’s lovable demeanor and classic “kupo” catchphrase promise to offer comic relief against FF XIII-2’s darker atmosphere. Much more than a comedian, the moogle’s pom-pom throws a pleasant purple glow on any location it senses a hidden treasure chest. Watching the light of the moogle’s beacon dance across the wet stone of Bresha reminded me of how much energy Square Enix puts into making its games gorgeous.

My admiration for the scenery is cut short when a monster springs from the ground. In contrast to FF XIII’s endlessly pacing monsters, FF XIII-2 has mobs that materialize in the environment, incorporating the element of surprise found in older Final Fantasy games. When a foe emerges, a circle appears around the party. This remains visible as long as the enemy is in range, which is helpful when attempting to flee. Even handier is the moogle’s Mog Clock. When monsters appear in range, a timer pops up with a hand ticking down a colored meter from green, to yellow, and finally to red. Confronting the mob and pressing a specific button launches an attack. Attack when the Mog Clock is green and you will enter battle with an advantage. If you strike when the meter is yellow, the fight is normal. Wait to pounce until the meter is red, however, and you’ll begin with a dangerous disadvantage. In one instance this handicap cursed the party with sluggish Active Time Battle bars and harder-hitting enemies. The Mog Clock is one of FF XIII-2’s most exciting new features, lending a new tactical wrinkle to the already brilliant battle system.

The Vertical Element

In previous Final Fantasy titles, leaping has usually been reserved for context-sensitive situations. The cast of Final Fantasy XIII-2 removes its figurative lead boots and is finally endowed with the ability to jump. It may be a minor addition compared to the other great things being incorporated into FF XIII-2, but jumping when you want just feels right.

Speaking of, the acclaimed battle system from FF XIII is intact. Characters unleash attacks as the ATB bar fills, and players shift between paradigms depending on whether they need to heal, cast spells, slice and dice, or tank. This section of the game only features ?Noel and Serah, but that doesn’t mean they’re alone in their fight through Bresha. Defeating foes in combat wins the player crystals that can be used to summon domesticated monsters in combat. Each new ally comes with his or her own unique role, resulting in slightly different paradigm options. Selecting the Ravager paradigm calls on a feisty Flabanero to build an enemy’s stagger meter with deadly black magic. Once staggered, shifting to the Cerberus paradigm beckons a husky Behemoth that allows Noel, Serah, and their new pet to unleash heavy hits for the kill. Monster allies also have a Feral Link ability that triggers a button press prompt to unleash tide-turning onslaughts. These two beasts add a refreshing amount of variety to combat, and Square Enix says we can expect around 200 monsters.

After several heated battles, Alyssa chimes in on the radio saying she has discovered the location of a control device that can manipulate Atlas. Noel, Serah, and their moogle friend pause to consider their options. Nonlinearity is a major factor in FF XIII-2’s story, allowing players to choose their party’s course of action. In this instance I had several options  – ask Alyssa or the moogle for advice, ignore the control device and rush into battle with Atlas, or remain indecisive. When the troupe asks Alyssa for her thoughts she says that using the control device will open up Atlas to physical attacks. When the moogle is offered a penny for its thoughts, it quips “Um, I like Serah more than I like Noel. Kupo!” At this point in development, regardless of the decision made at this crossroads I was still able to alter my destiny after committing to one of the options. I chose to plunge into the sewers and track down the control device.

Enemy encounters increase dramatically when Noel and Serah descend into Bresha’s underground. Many winding paths lead to treasure, while only one rewards the heroes with the control device. Square Enix promises that more of these dungeon-like segments are peppered in throughout FF XIII-2. Based off my time fighting through Pulsework soldiers and flan, you can look forward to exploring areas similar to the offshoot caves found in FF XIII’s expansive Gran Pulse. After engaging in numerous battles and avoiding a few thanks to the trusty Mog Clock, Noel and Serah uncover Atlas’s control device.

The team activates the mysterious device which transports them to a strange world. This bizarre, ethereal void is populated only by a floor composed of floating tiles and scattered crystals. Here, the player must navigate Noel along the tiles to collect every crystal. Backtracking is impossible, as each square Noel treads on disappears, forcing players to discover the critical path. After a few different puzzle stages Noel and company are back in the Bresha sewers.

“The machine is working!” Serah exclaims. Alyssa squawks over the radio that Atlas appears to be slowing down  – the perfect opportunity for a full-on assault. Atlas towers in the distance.

“There he is!” Serah shouts.

“And not looking too happy,” Noel replies.

Atlas’s protective veil fades, finally revealing the hulking titan. The familiar rhythm of FF XIII’s satisfying paradigm system is in full swing here; weaken Atlas by pelting him with magic, lay on the pain with Noel and Serah’s swords, swap to a healing-focused formation, then repeat. After the murderous mountain receives enough damage, Noel is prompted to execute a final flashy flurry. My time with Final Fantasy XIII-2 ends with Noel’s last furious blow, leaving me with the intense desire to see what happens next.

I poured nearly 50 hours into Final Fantasy XIII. The early E3 build Square Enix showed me of Final Fantasy XIII-2 lasted little more than half an hour. Rolling together all the time I’ve spent in the world of Cocoon and Pulse, I’m comfortable saying I enjoyed these fleeting 30 minutes the most. The game features enhancements to almost every aspect of an already solid formula, resulting in an enjoyable modern RPG experience. If my short time with FF XIII-2 is any indication of the final product, I can’t wait to get my hands on this promising piece of digital redemption once more. 

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Final Fantasy XIII-2

Platform:
PlayStation 3, Xbox 360
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