13 reviews liked by fr0g42


Would have loved to see a party based system with this level of polish. Great game with a twisty plot.

I'm honestly not sure where to even begin with this game. There are so many things to love and so many problems at the same time. I haven't even really decided what the quality of the game is myself, yet I still ended up really loving it in the end. I guess I'll just go over every thing that did and didn't work for me.

Gameplay:

Final Fantasy XIII has one of the best combat systems I have ever played. It truly feels perfectly thought out and designed in every way. Battles control like your average turn based RPG, however there is no taking turns in this game. Your party as well as the enemies you fight have an action bar that charges over time, and you decide when and how to use that action bar. This is the best way in which I have ever seen an RPG make the player focus on timing that didn't feel a bit clunky; unlike some of the older FF games. On top of the amazing timing system, this game also introduces the stagger system, another one of the best RPG mechanics I have ever seen. Each character can switch between numerous different stances with different types of attacks. Some of these attacks focus on doing damage while others focus on charging the "stagger bar," Which significantly weakens the enemy and is often the only way to practically kill them. What all this means is that in every single battle, no matter what the enemy, having a real strategy is an absolute must. It makes it so that the game never feels slow or grindy as battles will always demand your full attention and be engaging at the same time. Additionally this game makes the excellent choice to replenish your health after every battle, meaning you never have to worry about resource management and can just focus on what's actually fun; the combat. The game also does an excellent job with its experience/level up system. Rather than there being actual levels, there is a crystarium that functions like a skill tree where you can choose what aspects of your character you actually want to upgrade. New sections of the crystarium with better upgrades are unlocked upon completing chapters, which prevents you from ever becoming too overleveled. This is just another factor forcing you to constantly use strategy in battles, and also actively discourages the player from grinding. All of these aspects combine to make probably my favorite RPG battle system ever.

Outside of the combat system, this game has one big, glaring problem that I'm a little bit conflicted on: it's linearity. It is a bit ridiculous just how linear this game is. Aside from one area, nearly every single level of this game is just a straight hallway where you walk directly to your objective and I understand why some people hate it, but here's the thing; I don't. I have to ask myself, does this game really need exploration? While it's true that the level design definitely could be a bit more interesting, it doesn't hurt this game too much. The most interesting part of this game is the fighting, and this linear level design ensures that the player is always guided to the exact area they should be in to fight enemies that are exactly the right strength for them. It also ensures that the story can be paced exactly how the developers intended, despite this game's story being a bit lacklustre in a few ways. The way I see it, the time you spend walking between battles is a bit of an intermission for you to observe the world around you and to connect everything in the game together, and that’s okay.

I think my one big issue with the gameplay and the reason that so many people have a problem with these levels and the lack of interactivity with the world is caused by the lack of mini games. Though the world looks stunning you almost never interact with it in any way aside from walking from enemy to enemy. There is exactly one minigame in chapter 2 of the game, and then you never see one ever again. It almost feels like there was a plan to include them that was just never executed for whatever reason. It’s not the end of the world, just a bit disappointing.

Story

This is by far Final Fantasy XIII’s biggest problem by a long shot. I’ll give it some credit in that the general concept of the world and its backstory is genuinely very cool, but it is executed and presented so bafflingly badly that I don't even know how Square thought it was acceptable to release in its current state. For starters, you are given no context on what many of the made up terms and nonsense story aspects are. Instead, you're expected to read an in-game dictionary to make sense of anything, however you'll often just have to read the game's wikipedia page. This game loves to tell you what happens in its story without actually showing it to you. What really doesn't help is that the dialogue in this game is some of the worst, most unnatural sounding I have ever heard. I have seen student films made by 10th graders developed on budgets of cardboard with better dialogue than this. The characters often barely feel like they're even talking to each other, instead just spouting random nonsense needed to progress the plot. There must have also been some sort of miscommunication between the writers, voice actors, and animators, because holy sometimes the editing for this game's cutscenes is actually so horrible. Characters will constantly cut each other off or have 2 voice lines play at the same time, and interrupt themselves constantly with their weird anime grunting. Each character is a fairly simple anime trope you've probably seen many times before and they are all pretty hard to relate to, which sucks cause the entire first 6 chapters of this game are dedicated to each character's arc, and none of them are good. Still, despite everything I just said, the characters (though bland) were consistent enough that by the end of the game I did find myself liking them and even rooting for them. Also, none of this story stuff would be nearly as big a deal if this game wasn't an RPG, one of the most story heavy genres in gaming. Even if you don't like the story, if you can look past it, the game is still playable.

Graphics

Graphically FF XIII is absolutely stunning. I have no idea how this was even released on PS3 because it looks better than many PS4 games I've played, and at a distance could even be mistaken for something that was released today. One advantage to this game's linear level design is that the developers can control exactly what you see and focus all their effort into making it absolutely beautiful. This game has so many interesting and incredible locations that would often make me take a small break from playing just to sit back and observe them. Interestingly the one area in this game that doesn't match the rest in terms of visual quality happens to be the one “open world” style area.

Music

I do not have too much to say about this aspect aside from the music being a little disappointing. Off the top of my head I can't exactly remember any of this game's music aside from one battle theme. I wouldn't care about this as much as I do if this were any series other than Final Fantasy, but as it is, I expected more.

Conclusion

I’ve definitely got a few more stray complaints and compliments I haven't mentioned in this review, but I feel I've properly conveyed my general feelings on this game. Despite being conflicted on many things I did enjoy Final Fantasy XIII quite a bit, and it might even be my favourite RPG in some aspects. If you're reading this wondering if you would enjoy the game or not, I really couldn't say. Some of the things that annoyed me about this game might be completely hated by someone else, or might be loved. I feel like this game felt really tailor made for me to enjoy in a lot of ways, so it really depends on your taste in games. Personally I definitely enjoyed it and will not be forgetting my time with it anytime soon.

OSU!

Mamalon juego de ritmo.

OSU!

Me violaron muchas veces pero me encanto. :ichi:

OSU!

No matter how hard you try to break us, the future is ours to shape! Always!

The premise of Xenoblade Chronicles is simple, yet effective. Atop the colossal Bionis, the three childhood friends Shulk, Reyn and Fiora are living their best lives, until one day a particularly evil robot shows up to disturb the local peace. With the help of the legendary sword Monado, Shulk embarks on a journey across the Bionis to track down the unknown assailant and get his revenge. Not only is the Monado arguably one of the coolest weapons in fiction, it's also especially useful in combat against the machines and allows the wielder to see into the future. The theme of fate is ever-present, as Shulk has to deal with visions involving the people close to him dying several times, and only he can change the future to prevent these events from playing out, while also pursuing his own goals. I'll not take away any more from the story, since I found it to be pretty intriguing and well written until the end, despite having quite a few tropes here and there and also some predictability to it. Even with the sheer amount of downright meme-worthy lines or shonen shenanigans, the core narrative is still surprisingly solid and doesn't fall flat in terms of twists either. Yes, Dunban being "over there" is actually important to the plot. The setting of the two titans is incredibly unique and memorable, but also just straight up cool at the same time, the area progression is really satisfying here. As for the main cast, they all have their reasons to join Shulk in his fight against the Mechons and their voice acting is superb. It's a shame Adam Howden never got any major roles besides Shulk, since he especially nailed those screams and emotional moments. But honestly, the rest of the cast is just as good and I like how many unknown voice actors are featured here (and their British accents).

While the main storyline is not as long as I expected it to be, Xenoblade is still jam-packed with side content, rocketing up the overall possible playtime by a significant amount. Most of the side quests are just fetch quests or "kill x amounts of these monsters", but there are also several skill trees or other cool rewards locked behind others. It never crossed my thoughts until I beat the story, how much Xenoblade rewards interacting with the world on the side, as there's even a whole chart accessible through the main menu where you can see the relations between every single named NPC and the locale they belong to. There's an entire trading mechanic I didn't even pay attention to in my playthrough, but it's cool to know it's there, I think little things like this or the info you can read up on the named NPCs on the chart improve the already impressive worldbuilding by a lot again. Now, one of my biggest regrets is not interacting with the Colony 6 side-story at all, there were many side quests related to it and I couldn't complete any of them because I somehow didn't do the initial one. Honestly, it's a shame it took me so long to properly appreciate those aspects, so I'll definitely focus on them on my eventual New Game+ playthrough.

Amidst the fierce battle cries of "Now it's Reyn Time!", "Electric Gutbuster!" and "Star-searing flames of ABSOLUTION!", I actually ended up liking the combat very much and was surprised by how unique it was. By the end it devolved into chain attack spam for me, but before that point, I think the MMO-style approach is really fitting and fun overall, while the cheesy battle lines of the cast add a whole layer of entertainment as well. Here, good preparation is half the battle already, as you will need to decide which skills your AI-controlled party members should use and how to efficiently combine those with the tactics of the rest of the team for optimal results. I said the combat is "MMO-style", because skills are locked behind cooldowns and your active character is using auto-attacks in the downtime to fill the special bar, like in the case of Shulk it's used for the Monado Arts. His signature sword not only specializes in slicing through machinery, but can also buff him or his party in various other ways, like shielding them or granting everyone the ability to hit the Mechons. Each of those abilities uses different amounts of the special gauge, so it's up to you to decide what's the best approach for certain combat situations. It would be pretty unwise to keep throwing out Arts which use your full gauge, as enemies and especially bosses can counter those by attacking with so-called Vision Attacks. Those come in three forms, Red, White and Purple. By casting the Impulse Art on a party member, they can dodge a red attack, which is pretty straightforward. Things get interesting for the white attacks, as they require you to have a properly leveled Shield Art to even block the move - so if an enemy uses "Attack VII", you need the skill level of your Shield Art atleast at 7, anything below will not block. The use of haptic feedback is also really underappreciated from what I've seen, every time you hit with a chance attack you get vibration on hit and everytime you break an enemy's vision attack the controller emulates this "breaking" effect with a stronger rumble. There's also a pulse while seeing the animations for vision attacks playing out, resembling a heartbeat, and that's pretty cool if you ask me.

Teambuilding is a central mechanic in Xenoblade Chronicles, and also one that is handled in an interesting way. First of all, you get access to most of the cast fairly early into the story already, so you can experiment with different teams through many different areas and see who has your favorite playstyle, who you want to main and who you don't actually like at all. This availability of being able to build around your team without even getting to the meat of the main story yet is such a nice change of pace, since I know so many games where you get party members so late, that they're basically unusable, as you have probably already have a good team composition at that point. Looking at you, Fire Emblem. But Xenoblade doesn't have this issue and it's just really nice, so I hope the other two games in the trilogy adapt this approach as well. As for their actual involvement in gameplay, each teammate has an unique role and playstyle, so you can basically play any possible combination of party members together and it will work somehow. Another neat feature is the ability to choose any character besides Shulk as the leader, allowing you to control them in the overworld and battle, it's very handy for certain encounters (or if you're just a big fan of the character). Like personally I played Melia on Mount Valka so I could have an easier time reaching the airborne enemies and it ended up being a really pleasant change of pace! There is also a whole layer of customization here besides the current party setup, since you can tweak individual characters to your liking by equipping them with gems, certain armor pieces or adjusting the skill trees. I really like how skill trees are handled here, like you still can normally unlock character-specific skills of individual branches through EXP, but you're also able to make use of the skills of other characters if you raise the friendship between them accordingly. This is not a metaphorical statement, raising the affinity between two teammates comes with a nice amount of extras - you unlock new heart-to-heart events across the world, the possibility of extending chain attacks is higher and as mentioned before, you gain access to a bunch of the opposite character's skills. Very nice!

As for the soundtrack, the Definitive Edition features an (almost) entirely revamped OST with new arranged tracks. I've only heard a few of the original tracks in Smash before, so I won't compare the new arrangements to the original compositions. With that out of the way, I'm a big fan of the musical score for DE and especially the more emotional songs here really hit me at times. Hearing Engage the Enemy for the very first time in-game with the corresponding cutscene is an ethereal feeling and gave me shivers in combination with Adam Howden's performance there. Gaur Plain is also one of my favorites, even if that one's a basic pick - maybe because it's just a memorable, good song. My final nomination goes out to Mechanical Rhythm for just being a pretty sick standard battle theme, which could easily pass as a boss theme elsewhere.

Considering I'm planning to do a NG+ one day to catch up on the content I missed, it's needless to say that Xenoblade Chronicles left quite the impression on me, even after finishing the game. Now onto Future Connected and I'm looking forward to playing Xenoblade 2 in a while too. Here's hoping that the rest of the trilogy will be just as fun!

one of those games that just hit me at the right time. when i picked this game up for the first time i was hooked and genuinely could not put it down until i had reached the credits. the story is fun, has charming characters and is always staying interesting. the game play is incredible and some of my favorite stealth combat in a video game. i normally don't get into stealth gameplay but every mission in this game was a blast. one of my favorite games of all time, play it if you are interested

PORRA MANO, TA NA HORA DE DESACELERAR O TEMPO E CORTAR EM PEDACINHOS TODOS!
Namoral, que jogo gostoso do caralho. Uma obra de arte em aspecto de imagem, trilha sonora e história.

Its fine, I guess. I only bought the game because it was dirt cheap on a sale. It is not a terrible game or anything, but there are just so many other games I would rather be playing than this one.

It's too difficult too soon. I appreciate that you can retry bosses right away, but I'm still not willing to suffer through it

𝐓𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐩𝐥𝐚𝐲𝐭𝐡𝐫𝐨𝐮𝐠𝐡 𝐡𝐚𝐬 𝐛𝐞𝐞𝐧 𝐝𝐨𝐧𝐞 𝐨𝐧 𝐭𝐡𝐞 𝐏𝐒𝟒 𝐯𝐞𝐫𝐬𝐢𝐨𝐧 𝐮𝐬𝐢𝐧𝐠 𝐭𝐡𝐞 𝐏𝐒𝟓 𝐛𝐚𝐜𝐤𝐰𝐚𝐫𝐝𝐬 𝐜𝐨𝐦𝐩𝐚𝐭𝐢𝐛𝐢𝐥𝐢𝐭𝐲:

Running away to avoid being eaten by zombies has never been scarier... The first proper experience I have gotten with the Resident Evil franchise was this wonderful gem (my first tryout was Revelations).
The opinion I have of this remake is the same as Metroid: Zero Mission is: do a complete overhaul, add nice stuff/plot, rewrite the wrongs and improve the good, a marvelous remake.
The experience with this game was truly unexpected: went blind and didn't know that there was a need to do manual saves, oh and they are limited! Was so ready to complain and had to remember myself this is survival horror, the elements I had become used to (Silent Hill 1/2 unlimited inventory space, saving whenever I wanted) were absent from this entry, but I learned to be more cautious with the use of resources and appreciated the game even more.
I started to get more scared of dying and losing 30 minutes of progress than the occasional dogs, zombies and other enemies jumpscare moments.
The soundtrack is really powerful even when there's no music playing (my personal favorite is the safe room one) when my goal was trying to avoid getting scared with the camera angles of the game, sometimes acting against me when running away from enemies.
I feel the mechanic of burning enemies is a time waster but at the same time it makes you really think which zombies should vanish forever.
The game has so many areas to explore, alternative options and different playstyles (I played with Jill because of more inventory space and fun fact: had to restart my playthrough with her because with Chris I used all my ink ribbons), settings and a creepy atmosphere that still holds to today, there are rumours that Capcom is remaking this entry in 2026 but personally think that if we had a settling point this would be it. Great and without a reason to complain: it is such a fantastic entry to new Resident Evil fans. The next installment I have on my mind is Resident Evil 0, hope to enjoy it as much as this one.

The most appealing thing in this game in my opinion is the graphics and art direction combined with the casual mechanics and gameplay.

The story is quite simple but entertaining. I've almost platinum the game.

Good pick for those who want something lighter