Final Fantasy XIII

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Final Fantasy XIII

From Wikipedia, the free encyclopedia

Final Fantasy XIII

European box art with Lightning and the logo forFinal

Fantasy XIII, designed by Yoshitaka Amano

Developer(s) Square Enix

Publisher(s) Square Enix

Director(s) Motomu Toriyama

Producer(s) Yoshinori Kitase

Artist(s) Tetsuya Nomura

Isamu Kamikokuryo

Writer(s) Daisuke Watanabe

Motomu Toriyama

Kazushige Nojima

Composer(s) Masashi Hamauzu


Series Final Fantasy

Fabula Nova Crystallis

Engine Crystal Tools

Platform(s) PlayStation 3, Xbox 360

JP
December 17, 2009
Release date(s)
NA / PAL
March 9, 2010

INT
December 16, 2010

Genre(s) Role-playing game

Mode(s) Single-player

Rating(s) ACB: M

CERO: B

ESRB: T

PEGI: 16+

Final Fantasy XIII (ファイナルファンタジーXIII Fainaru Fantajī Sātīn?) is a console role-playing

video game developed and published by Square Enix for the PlayStation 3 and the Xbox 360.
Released in 2009 in Japan and 2010 in North America and PAL regions, it is the 13th installment
in the Final Fantasy series. The game introduced a few innovations to the series: a fast-
paced combat mechanic, a new system determining which abilities are developed for the
characters called "Crystarium", and a customizable "Paradigm" system to control which abilities
are used by the characters. Final Fantasy XIII includes elements from the previous games in the
series, such as summoned monsters,chocobos, and airships.

The game takes place in the fictional floating world of Cocoon, whose government, the Sanctum, is
ordering a purge of civilians who have supposedly come into contact with Pulse, the much-feared
world below. The former soldier Lightning begins her fight against the government in order to save
her sister who has been branded as an unwilling servant to a god-like being from Pulse, making
her an enemy of Cocoon. Lightning is soon joined by a band of allies, and together the group also
become marked by the same Pulse creature; together, they rally against the Sanctum while trying
to discover their assigned task and whether they can avoid being turned into monsters or crystals
at the completion.

Development began in 2005 and the game was first announced at Electronic Entertainment
Expo(E3) 2006. Final Fantasy XIII is the flagship title of the Fabula Nova Crystallis collection
of Final Fantasy games and is the first game to use Square Enix's Crystal Tools engine. Final
Fantasy XIIIreceived near-universally high review scores from video game publications, which
praised the game's graphics, presentation, and battle system. Reviewers were more mixed in their
opinion about the game's story and linearity compared to previous games in the series. As of May
2010, the game shipped 5.5 million copies worldwide, becoming the fastest-selling title in the
history of the series. On January 18, 2011, Square Enix announced a sequel titled Final Fantasy
XIII-2, to be released later that year.

Contents
[hide]

1 Gameplay

o 1.1 Battle system

o 1.2 Crystarium

2 Plot

o 2.1 Setting

o 2.2 Characters

o 2.3 Story

3 Development

4 Music

5 Release and post-release

o 5.1 Reception

o 5.2 Legacy

6 References

7 External links

Gameplay
The player directly controls the on-screen character through a third-person perspective to interact
with people, objects, and enemies throughout the game. The player can also turn the camera
around the characters, which allows for a 360° view of the surroundings.[1] The world of Final
Fantasy XIII is rendered to scale relative to the characters in it; instead of a caricature of the
character roaming around miniature terrain, as found in the earlier Final Fantasy games, every
area is represented proportionally. The player navigates the worldby foot or by Chocobo.[2] Players
may save their game to a hard disk drive using save stations, where the player can also purchase
items from retail networks or upgrade their weapons.[3] An in-game datalog provides a bestiary and
incidental information about the world of Final Fantasy XIII.[4]

Battle system
The "Command Synergy Battle" (CSB) system, with the "Paradigm Shift" option, the Active Time Battle (ATB)
bar filling beneath it with four slots, and the three active characters' health and roles displayed. The enemy's
name and damage percentage are shown in the upper right corner, and Lightning is attacking several enemies
at once.

As in Final Fantasy XII, enemies are integrated into the open field and can be approached or
avoided by the player. However, when the player's character touches an enemy, the screen
transitions from the field map to a separate battle map, similar to Final Fantasy X.[5]

The name of the battle system is "Command Synergy Battle" (CSB) and it uses a variant on the
series' traditional Active Time Battle (ATB) system first featured in Final Fantasy IV. Under this
system, the player selects a command from the menus, such as Attack, Magic, and Item. Unlike
previous games in the series, the player only controls the lead character while the remaining two
characters are controlled by the game's Artificial intelligence (AI). Each action requires a specific
number of slots on the ATB bar, which continually refills to a set maximum number of slots. The
ATB bar gradually increases in size throughout the game from two slots to six.[6] The player may
select less than the maximum number of possible actions or may stop the filling of the ATB bar
and perform as many actions as can be done with the current ATB amount. The player may select
an autobattle command, which fills the ATB slots with actions chosen automatically. Actions
cannot be performed outside of battle, and the characters' health is fully restored after each
battle.[6]

When enemies are struck by attacks or spells their chain counter increases. Attacks by different
roles have different effects; some raise the chain by a larger amount while others give the player
longer before the chain counter resets. The amount of damage performed by an attack is
multiplied by the chain percentage before it is applied to the enemy. When the chain counter
reaches a preset amount, different for each enemy, the enemy is placed into Stagger State. In this
mode, the enemy has lowered defense and may be launched into the air.[7] The Paradigm system
allows the player to program six different roles which the characters can then assume to perform
certain formations in battle in response to the specific conditions. The roles consist of Commando,
a warrior-type role; Ravager, a black mage-type role which uses damage-dealing magic; Medic,
a White Mage-type role which can heal; Saboteur, which can weaken enemies; Synergist, which
can strengthens allies; and Sentinel, which has protective abilities.[8] Each of the characters can
initially take on only three roles, but the player has access to all of them later in the game
(although the other three roles are limited in their abilities for those players which choose them).
The player can select which roles the controlled character and the AI characters are using both
outside and during battle, which is the only way that the player can control the AI characters during
battle.[8] The player can only choose from specific sets of paradigms that the player has set up
beforehand outside of battle.[7]

Each character can summon a specific Eidolon into battle.[6] These summoned creatures include
series staples Odin, Shiva, Alexander, and Bahamut, and newcomers Hecatoncheir and
Brynhildr.[9] When summoned, the Eidolon stays in combat while the characters accompanying the
summoner leave the party.[10] While an Eidolon is summoned, the player can trigger a feature
called Gestalt Mode, in which the Eidolon transforms into a different form and performs different
attacks while the summoning character rides them.[11] The Eidolons play a major role in the game's
storyline.[12]

Crystarium
The Crystarium is a leveling system consisting of six crystals and resembles the Sphere
Grid from Final Fantasy X.[13][14] Each crystal in the Crystarium represents one of the six
Paradigms, and is divided into ten levels. Each level contains various nodes that supply bonuses
to health, strength, or magic, or provide new abilities and accessory slots. These nodes are
connected by a semi-linear path. The player may advance down the path by acquiring Crystarium
Points, which are awarded after defeating enemies.[15] The full Crystarium is not available to the
player at the beginning of the game; at specific points in the game's plot, the player gains access
to new crystals or levels.[16]

Plot
Setting
Final Fantasy XIII is set within the world of Gran Pulse. Central to the story is Cocoon, a massive
artificial sphere that floats above Pulse's surface and is ruled by the Sanctum, a theocratic
government. The two worlds are controlled by fal'Cie (pronounced /fælˈsiː/), mechanical beings

with godlike power, each based around a crystal and created by a god-like figure called the
Maker.[6] The Cocoon fal'Cie are responsible for keeping Cocoon floating, as well as providing light
and water to the people that live inside. Each fal'Cie handles a specific task.[17] The fal'Cie have
the capability of marking the humans, also created by the Maker, that live in Pulse and Cocoon as
their servants. These servants, called l'Cie, are branded with a symbol representing either Pulse or
Cocoon and are given a "Focus"—a task to complete.[18] If the l'Cie complete their task in time,
they are transformed to crystal and according to legend gain eternal life; otherwise they become
mindless monsters called Cie'th.[19] The l'Cie are not explicitly told their Focus, but are instead
given visions that they must interpret.[20]
Several hundred years before the events of the game, a battle known as the War of Transgression
took place between Pulse and Cocoon. During the battle, l'Cie from Pulse attacked and ripped a
large hole in Cocoon.[21] Eventually, the l'Cie completed their focus and were turned to crystal. The
hole was patched with material lifted from Pulse, and Cocoon's citizens have since lived in fear of
another invasion; this fear is used by the Sanctum to remain in power.[22] The Sanctum oversees
two military branches, the Guardian Corps and PSICOM, the special forces in charge of dealing
with anything having to do with Pulse.[23] The fal'Cie have given the humans advanced technology,
including flying airships and mechanical creatures, and a form of magic also exists. This magic is
normally only accessible to l'Cie, fal'Cie, and various monsters in Cocoon and Pulse, though
distilled chemical forms can be used by normal humans.[24]

Characters
Main article: Characters of Final Fantasy XIII

The six main playable characters of Final Fantasy XIII are Lightning, the main protagonist of the
game, a former soldier and older sister to Serah;[25][26] Snow Villiers, Serah's fiancee and leader of
NORA, a paramilitary group;[27] Oerba Dia Vanille, the game's narrator and an exile who is later
revealed to be a l'Cie from Pulse;[28] Sazh Katzroy, a civilian pilot and father to a young boy,
Dajh;[29] Hope Estheim, a young boy who is struggling within the relationships he shares with his
parents;[30] and Oerba Yun Fang, a l'Cie from Pulse who is working with the Sanctum's Calvary
branch.[31] Other characters include Galenth Dysley, the ruler of the Sanctum;[32] Cid Raines, a
Sanctum Brigadier General in the Cavalry who does not trust the government;[9] and Serah Farron,
Lightning's younger sister and Snow's fiancee.[26]

Story

The playable cast of Final Fantasy XIII. From left to right: Sazh Katzroy, Snow Villiers, Hope
Estheim,Lightning, Oerba Yun Fang, and Oerba Dia Vanille

Final Fantasy XIII begins in Cocoon as a group of people are being evicted, or Purged, from
Cocoon after coming in contact with something from Pulse.[33] Over the course of the game, the
player is shown flashbacks of the events of the previous 13 days, which began when a fal'Cie from
Pulse was discovered in Cocoon. Lightning and Sazh derail a train bound for Pulse to save Serah,
a l'Cie, from the fal'Cie Anima. In the subsequent battle, Snow leads his resistance group, NORA,
to rescue the Purge exiles. Several of them, including Hope's mother, are killed. As Snow heads to
Anima to save Serah, he is joined by two of the exiles: Hope and Vanille. The two groups meet at
the fal'Cie, and find Serah just as she turns to crystal. Anima then brands them all as l'Cie and they
are cast out into a different part of Cocoon. During this transformation, the newly crested l'Cie all
have the same vision: a monster called Ragnarok.[34] The group, arguing over the ambiguous
nature of the dreamed Focus, find Serah in her crystallized form; Snow remains with her as the
others leave.

Snow meets Cid and Fang after being captured and detained aboard the airship Lindblum.
Meanwhile, the others escape from PSICOM, but are separated during an air strike; Hope and
Lightning travel to Palumpolum, while Sazh and Vanille travel to Nautilus. In Lightning's scenario,
she unintentionally supports Hope's goal of assassinating Snow as revenge for his mother's
death.[35] In Vanille's scenario, Sazh discusses how his son Dajh was turned into a l'Cie and was
taken by PSICOM to discover his Focus.[29] At Palumpolum, Lightning tries to persuade Hope not
to go through with his revenge and meets Snow and Fang. Fang reveals that she and Vanille were
l'Cie from Pulse who were turned into crystals; they were turned back into humans 13 days prior to
the start of the game, sparking the Purge.[36]Hope attempts to assassinate Snow, but after Snow
saves him from an airstrike, he decides not to go through with it.[37] The company then escapes the
city with Cid's aid. At Nautilus, Vanille reveals herself to Sazh as a l'Cie from Pulse, and thus the
reason that Dajh was turned into a l'Cie.[28]PSICOM then captures Sazh and Vanille and detains
them on board the airship Palamecia.

The other members of the party stage a rescue mission and reunite with Vanille and Sazh before
they confront Galenth Dysley, the Sanctum's Primarch, who reveals himself as the Cocoon fal'Cie
ruler Barthandelus.[38] He tells them that their Focus is to transform into the beast Ragnarok and
slay the sleeping fal'Cie Orphan, who keeps Cocoon afloat above Pulse. Slaying the fal'Cie
Orphan will result in the destruction of Cocoon. The party escapes and learns from Cid that the
fal'Cie believe that Cocoon's destruction will summon the Maker, the creator of the worlds. The
fal'Cie cannot harm Orphan themselves.[39] Vanille and Fang reveal to the party that they were the
ones responsible for the War of Transgression centuries prior, and that their Focus then had been
the same: to transform into Ragnarok and attempt to destroy Orphan.[40] The party flies away to
Pulse and travels to Oerba, Vanille and Fang's hometown, where they hope to learn how to
remove their l'Cie marks. Unsuccessful, the group confronts Dysley again. He tells them that he is
forcing Cid, now the head of the Sanctum, to create chaos in Cocoon to force the Calvary to attack
Cid and Orphan in a coup d'état.[41]

The party infiltrates Cocoon with the goal of preventing its destruction. They head towards Orphan
only to find that the Calvary have been turned into Cie'th. The party encounters Dysley and
overpowers him, but Orphan awakens and merges with Dysley, then compels Fang to finish her
Focus as Ragnarok while the others are seemingly transformed into Cie'th. The group reappears in
human form, preventing Fang from transforming. The party engage and defeat Orphan[42] and
escape Cocoon, which is now falling towards Pulse. As the rest of the party turns to crystal for
completing their Focus, Vanille and Fang remain on Cocoon and transform into Ragnarok
together. They prevent a collision between Cocoon and Pulse by turning themselves into a crystal
pillar between the two worlds. The rest of the party awaken from their crystallization on Pulse and
find their l'Cie brands gone, the result of a technicality, where they neither completed nor failed
their focus by Coccoon neither being destroyed or saved. The game ends with Lightning and Snow
reuniting with Serah and Sazh reuniting with Dajh. Vanille and Fang oversee a new beginning for
Cocoon's people.

Development

Motomu Toriyama, director of Final Fantasy XIII.

Development of Final Fantasy XIII began in 2005. At the time, the game was intended to be
released on the PlayStation 2.[43] After the positive reception of the tech demo of Final Fantasy VII,
Square moved the game to the PlayStation 3 and developed it for the Crystal Tools engine,
a seventh generationmultiplatform game engine created by Square Enix for its future
games.[44][45] Square Enix believed that developing a new engine would speed up development
time later in the project, though it would initially cause a delay in the game's development.
However, the delay was longer than originally anticipated as the engine had to accommodate the
requirements of several other games in addition to XIII.[46] Final Fantasy XIII was first shown at the
2006 E3 convention.[47][48] The trailer shown was an artistic concept that did not represent the final
concept for the game, since at the time there was no playable form of the game.[46]Announced
alongside the game was Final Fantasy Versus XIII and the PlayStation Portable game Final
Fantasy Type-0, originally titled Final Fantasy Agito XIII, the three of which form the Fabula Nova
Crystallis Final Fantasy compilation.[49] Square Enix explained that although all three games are
thematically linked, they are not directly related in terms of story.[50] Occasionally, developers
fromVersus XIII assisted with developing Final Fantasy XIII.[51]

The developers for Final Fantasy XIII were divided into multiple areas, with each developer or
team focusing only on a specific task such as developing a specific in-game area or modeling
characters.[46]Several of the game's developers had worked on previous installments of the series.
Director Motomu Toriyama had worked on Final Fantasy X and X-2; producer Yoshinori Kitase had
worked on V throughVIII and as the producer for X and X-2; main-character designer Tetsuya
Nomura had performed the same role for VII, VIII, X, and X-2, and battle-system director Toshiro
Tsuchida reprised that role from Final Fantasy X.[52][53] As XIII was the first Final Fantasy game for
the PlayStation 3, the development team's internal goal was for the game to have the same
"gameplay and craftmanship" impact that Final Fantasy VII and X had as the first games of the
series on their respective consoles. They aimed to sell five million copies of the game.[46] Toriyama
wanted the game to be "the ultimate single player RPG."[54] Tsuchida's concept for the battle
system was to maintain the strategic nature of command-based battles. The system stemmed from
a desire to create battles similar to those found in the film Final Fantasy VII Advent Children.[55]

Toriyama wanted Lightning to be a new type of female character with an athlete's body and a less
feminine nature than some of the previous female characters of the series.[43][56] His guideline to
Nomura was to make her "strong and beautiful", and she was intended to be reminiscent of Final
Fantasy VII's Cloud Strife.[43][57] Fang was initially meant to be a male character, but the gender
was changed to coincide with the updated character designs during the latter part of
development.[58] The game's villains were intended by Kitase to have "their own motivations and
beliefs of what their actions are" and having their own way of thinking.[59]

Art director Isamu Kamikokuryou revealed that many additional scenarios such as Lightning's
home, which were functioning in an unreleased build during development, were left out of the final
version due to concerns about the game's length and volume.[60] Kamikokuryou said the content
they cut was, in itself, enough to make another game.[60] According to Toriyama, the cuts were
made in "various stages of [the game's] development", and that some of the content was removed
just before the game's completion.[54] The game, unlike previous titles in the series, includes no
explorable town areas; Toriyama said in an interview that the team was unable to make them as
graphically appealing as the rest of the game and chose to eliminate them.[61] Toriyama intended to
have a piece of downloadable content available for the game that would include a new area,
weapons and quests, but was forced to cut it as well due to quality concerns so late in the project
and difficulties with the different systems for extra content on the two gaming consoles.[62]

A playable demo of Final Fantasy XIII was included in the Japanese version of Final Fantasy VII
Advent Children Complete, released on April 16, 2009.[63][64] Toriyama stated that the release of the
demo, which was not in the original development schedule, helped the team recognize a shared
vision for what the game should look and feel like, a problem which had been plaguing the
development team up until then. It helped the team prioritize the work that still needed to be done,
which increased the development speed for the remainder of the project.[46] The game was
intended to appeal to both Western and Japanese audiences, and focus groups from both regions
were used. The English localization began while development was still in progress to lessen the
delay between the Japanese and worldwide releases.[46] The game was initially going to be
released solely for the PlayStation 3, but an Xbox 360 version was announced late in the game's
development cycle. The Xbox version, due to technical limitations, runs at a lower resolution than
the PlayStation version.[65]

Music
Main article: Music of Final Fantasy XIII

Masashi Hamauzu composed the game's soundtrack. His previous work on the series was as a
co-composer for Final Fantasy X and as the main composer for Dirge of Cerberus: Final Fantasy
VII.[52] The game was the first main-series Final Fantasy game to not include any compositions by
original series composer Nobuo Uematsu; although he was originally announced to compose the
main theme of the game, this role was taken over by Hamauzu, after Uematsu signed on to
compose the soundtrack to Final Fantasy XIV. The score features some pieces orchestrated
by Yoshihisa Hirano, Toshiyuki Oomori, and Kunihito Shiina, with the Warsaw Philharmonic
Orchestra.[66][67] The song "My Hands", from British singer Leona Lewis' second album Echo, was
chosen to replace Final Fantasy XIII's original theme song, "Kimi ga Iru Kara" by Sayuri Sugawara,
for the game's international release.[68] Square Enix President Yoichi Wada later said that it would
have been better if the American branch of the company had produced a theme song from scratch,
but a lack of staff led to the decision of licensing an existing song.[69]

Music from the game has been released in several albums. Square Enix released the main
soundtrack album, Final Fantasy XIII Original Soundtrack, on four Compact Discs in 2010.[70] The
album sold 16,000 copies the day of its release.[71] Square Enix released selections from the
soundtrack on two gramophone record albums in 2010: W/F: Music from Final Fantasy
XIII and W/F: Music from Final Fantasy XIII Gentle Reveries.[72][73] An album of arranged pieces
from the soundtrack, Final Fantasy XIII Original Soundtrack -PLUS-, was also released by Square
Enix in 2010, as was an album of piano arrangements.[74][75] For Life Music published a single of
the theme song for the Japanese version of the game,"Kimi ga Iru Kara" (君がいるから?, "Because

You're Here"), in 2009.[76]

Release and post-release

The game was released In Japan on December 17, 2009, and in North America, Europe and
Australia on March 9, 2010. Alongside the release of the game in Japan, Japanese alcoholic
beverage distributor Suntory released the "Final Fantasy XIII Elixir" to promote the game.[77] On the
same day, aFinal Fantasy XIII PlayStation Home personal space was made available for free in
Japan until January 13, 2010, along with a costume and personal space furnishings;[78] they were
released to the Asian, European, and North American versions of PlayStation Home on March 11,
2010.[79]

The game was released bundled with consoles in different regions. The game was bundled in
Japan with a limited-edition white PlayStation 3 with a pink color print of Lightning on the surface of
the console,[80] and with an Xbox 360 with the silver strip on the hard drive emblazoned with
the Final Fantasy XIII logo in the western release. A limited quantity of themed Xbox faceplates
created by Nomura was made available through a select few retailers in Europe, North America,
and Australia. PAL territories received a limited collector's edition of the game for both Xbox 360
and PlayStation 3, with the Final Fantasy XIII Original Sound Selection "best of" soundtrack CD
and The World of Final Fantasy XIII, a hardback book featuring character artwork, CG-rendered
artwork, and environments from across the game production.[81] Square Enix has also produced
three other books of information about the game, titled Final Fantasy XIII Scenario Ultimania, Final
Fantasy XIII Battle Ultimania, and Final Fantasy XIII Ultimania Omega.[82]

While the game was released on both PlayStation 3 and Xbox 360 in western regions, the game
was a PlayStation 3 exclusive in Asian territories.[83] Final Fantasy XIII was the first game in the
series to receive an official release in Chinese.[84] An international version of the game for the Xbox
360 called Final Fantasy XIII Ultimate Hits International was released in Japan on December 16,
2010.[85] The game includes an "Easy" mode option, and features the English voices. It comes with
a bonus booklet titled Final Fantasy XIII Corridor of Memory that contains content that was
previously left out of the original version of the game and an epilogue chapter titled Final Fantasy
XIII Episode I.[86][87]

Final Fantasy XIII sold in excess of one million units on its first day of sale in Japan,[88] and had
sold 1.7 million copies in Japan at the end of 2009.[89] Square Enix had anticipated high initial sales
for the game and shipped close to two million units for its launch.[90] The game sold more than one
million copies in North America in its release month. In March 2010, Square Enix stated that Final
Fantasy XIII was the fastest-selling title in the franchise's history.[91] By April of the same year,
American game sales for the PlayStation 3 and Xbox 360 reached an estimated 800,000 and
500,000 units respectively.[92] As of May 18, 2010, Final Fantasy XIII had shipped 5.5 million
copies worldwide.[93]

Reception

[hide] Reception

Aggregate scores

Aggregator Score
GameRankings 85.17% (PS3)[94]

82.18% (X360)[95]

Metacritic 83/100 (PS3)[96]

82/100 (X360)[97]

Review scores

Publication Score

1UP.com A-[98]

Computer and Video Games 9.2/10[99]

Edge 5/10[100]

Eurogamer 8/10[8]

Famitsu 39/40[101]

GameSpot 8.5/10[102]

IGN 8.9/10[103]

Official PlayStation Magazine(UK) 9/10[104]

Play Magazine 7.9/10[105]

Final Fantasy XIII was rated 39 out of 40 by the Japanese gaming


magazine Famitsu.[101] Dengekipraised the game for the battle system, stating that the battles are
by far the most exciting in the series, and concluded Final Fantasy XIII deserved a score of 120, as
100 would not be enough.[106] The game was voted as the second best game of 2009 in Dengeki
Online's reader poll,[107] and in January 2010, it was voted the best game ever in Famitsu's reader
poll.[108]

Universal praise was given to the technical milestones achieved by the game's graphics and
presentation.Edge felt that Cocoon in particular was an "inspired setting [...] blessed with a
vibrancy and vivid colour that often leaves you open-mouthed".[100] GameSpot called the art design
"magnificent".[102] Further praise was given to the pre-rendered animation sequences[109][110][99] and
the almost seamless transition of visual quality between these and the realtime
gameplay.[109] Many also appreciated the game's soundtrack,[102][99] with Masashi Hamauzu
providing "a score with catchy hooks and blood-pumping battle melodies", according to Wired.[110]

The battle system of Final Fantasy XIII received widespread praise. The increased pace of battles
was appreciated, with several reviews describing it as "thrilling";[8][99] Edge's description of the
battle system summarized it as "among the genre's finest".[100] 1UP.com said that "Despite the fact
that two-thirds of your party is AI-controlled, FFXIII's battles may be the most involving the series
has ever seen."[98] The story got a mixed reception, with Wired remarking that the plot was "a little
more human and less esoteric than in previous games".[110] 1UP.com felt that the story was "hardly
world-class writing", but that the writers clearly knew the medium well and had attempted to avoid
clichés.[98] Reviewers felt that the characters worked well together,[102][98] and that the interactions
among them as the game progressed made up for shortcomings in the story.[8]

While critics generally praised Square Enix's attempt to revitalize the Final Fantasy series formula,
many reacted negatively to the linear nature of the game, especially in the first ten chapters on
Cocoon,[98][111] an issue which many felt was compounded by the large reduction of towns and
interaction with non-player characters.[112] GamePro described the gameplay as "a long hallway
toward an orange target symbol on your mini-map that triggers a cutscene, a boss fight, or
both,"[112] and 1UP.com criticized the linear aspect as the game's "biggest shortcoming", and felt
the first section was "superficial."[98] Edge and others awarded the game especially lower scores as
a result of these aspects, with Edge in particular lowering the score they awarded the game to a
five out of ten primarily due to the game's linear nature.[100]

In contrast, reviewers from GamesRadar and Computer and Video Games appreciated the linear
nature; the former stated that "the streamlined, focused structure eliminates potential tedium
without dumbing anything down",[7] while the latter felt it was "a clever move",[99] and kept the
player from being "[bogged] down with mundane number crunching, [and] finicky and repetitive
leveling-up."[99] Many negatively noted the gradual unfurling of the player's abilities over this first
part of the game, from battle gameplay to selecting the party leader.[8][98] Due to this aspect,
combined with the game's linear nature, some reviews went as far as to describe these chapters
as "boring" until the world of Gran Pulse was revealed.[100][110][111]Edge noted that while it did not do
enough to make up for the openening chapters, at Gran Pulse the game "hits a sweet spot" as the
narrative offers "hunting side-quests and the simple joy of exploring to see what visual marvel is
around the next corner."[100]

After release, director Motomu Toriyama felt that the lower-than-expected review scores for a
main Final Fantasy series game came from reviewers who approached the game from a Western
point of view. These reviewers were used to games in which the player was given an open world to
explore, he said, noting that this expectation contrasted with the vision the team set out to create.
He noted that it "becomes very difficult to tell a compelling story when you're given that much
freedom".[113] Square-Enix president Yoichi Wada, when asked by Gamasutra about his thoughts
on fan reactions to the game, said that the company was trying to determine which direction Final
Fantasy should take. "Should Final Fantasy become a new type of game or should Final Fantasy
not become a new type of game? The customers have different opinions. It's very difficult to
determine which way it should go."[114]

Legacy
At the Square Enix First Production Department Conference held on January 18, 2011, Square
Enix announced that they were developing a sequel to the game, entitled Final Fantasy XIII-2. The
game has an expected release date of 2011 in Japan and "next Winter" in North America and
Europe, for both the PlayStation 3 and the Xbox 360. Motomu Toriyama and Yoshinori Kitase will
reprise their respective roles as director and producer. The game takes place immediately after the
events of Final Fantasy XIII. Final Fantasy XIII-2 is set to star Lightning once again, and will
feature a modified version of the Active Time Battle system from the original game.[115] Toriyama
stated in the Ultimania Omega companion book prior to the sequel's announcement that he hoped
to write a story "where Lightning ends up happy".[62]

References

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constructed the floating shell of Cocoon in ages past, and even now watch over the world's

human inhabitants. Each is assigned a specific task that supports the existence of Cocoon's

grateful populace, such as generating energy or manufacturing food. Square Enix. Final
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avoid becoming monstrous Cie'th, though none can say for sure what their mission actually

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interior, but not before they managed to seriously damage areas lying near the world's outer
rim. Square Enix. Final Fantasy XIII. (Square Enix). PlayStation 3,Xbox 360. (2010-03-09)

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special operations unit charged with protecting Cocoon from Pulsian incursion. Square
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Bodhum Security Regiment. Square Enix. Final Fantasy XIII. (Square Enix). PlayStation
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Also a Pulse l'Cie, she has gained eternal life and slumbers in crystal stasis. [...]her task was

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External links

Book: Final Fantasy series

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can be downloaded or ordered in print.

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media related to: Final
Fantasy XIII
ƒ Final Fantasy XIII Official Japanese website

ƒ Final Fantasy XIII Official North American website


[show]v · d · eFinal Fantasy series

Categories: 2009 video games | Cancelled PlayStation 2 games | Final Fantasy


games | PlayStation 3 games | Square Enix games | Xbox 360 games

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