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Andrew Schoonmaker
United States Long Beach California
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The core of the battle system looks the same as FFXIII's, although they appear to have stripped out TP. Combat is still filled with lots of auto-select and paradigm shifts. Between the manual and other things I've read, mixing monsters into the party will happen at some point, and I assume that will put a twist into the formula, but I'm not there yet.
They've added quick-time action bits in some of the cut-scenes. Thus far, they haven't had any that have been massively irritating in the way that e.g. Uncharted: Drake's Fortune's were at times. In particular, you get some warning that you're going to need to hit buttons and/or waggle joystick.
Possibly as a result of this decision, there are now damage numbers that pop up in some cutscenes, even in places where it's not clear that the targets in question have a defined HP number. This fills me with an odd sort of glee 
I'm liking the soundtrack. Unsure how I feel about so many tracks with vocals (including the boss theme, "World Conflict"), but some nice tracks so far.
You get actual choices when doing character advancement now. Somewhat oddly, since there don't seem to be branches to the path any more, they've kept this in the crystarium.
I very much do not like the model they've gone with for Mog. Because I cut my teeth on FFVI, moogles are supposed to be badass. This is kind of like the one from Mog House in VII 
Starting an area off with a boss fight is an interesting choice.
There's still plenty of room for the game to tumble into the abyss, but it's tickling me so far.
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