Showing posts with label pre order ps3. Show all posts
Showing posts with label pre order ps3. Show all posts

Time and Eternity

Time and Eternity - Playstation 3
Customer Ratings: 3.5 stars
List Price: Price Unavailable
Sale Price: $39.99
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It took just about 5 hours of play to get used to the game format, I'm glad I hung in there because I'm really enjoying this game, as it has a different take on JRPG! You only take control of the female lead and have no party members save your pet. Some things to note:

1. Visuals.

Hand drawn cell type animation is really beautiful! I am drawn to the beautiful girls! I wish they had drawn the dragon a bit cooler but he's more like a pokemon I suppose. At first the charaters seem to move a bit quirky and the sometimes the body movements seem jumpy and unnecessary. Again, as I played it only gave this game it's own feel and I really didn't notice all that much after a few hours.

2. Voice Acting.

English Voice:. Normally I feel like the women voices tend to be painful and but this time around the main character voices are done well. Unfortunately the lead male character's voice almost made me stop playing. He gets better and more natural as the story progresses, hearing him during the intro was just awkward and was almost enough to stop me from playing! Luckily I kept playing and now I don't know if I'm just used to it or he did really get better.

Japaneses Voice: If you watch Anime, you will recognize pretty much ALL the voice actors right away! This game is packed with high profile voice actors! It's actually really impressive. Just hearing Hanazawa Kana (HanaKana) as Toki blew me away, and Kitamura Eri as Towa... seriously it's an A-list seiyu cast. Seriously.

3. Game Play! (so far)

Travel.

It's pretty unique. You play from a 3rd person perspective following behind Toki or Towa and the dragon is close in view. Takes a little getting used to and the controls probably could have been more fluid but I'm thinking they did this to preserve the limited amount of cell type animation they had for the character running. Again after a while you get a used to it and it's no big deal, it's more to get from point A to point B.

4. Battles.

Battle consists of Real Time button mashing combined with timed movements and strategic skill usage as some skills take time to execute. The learning curve is tough only at the very beginning because there has been no other game that I have played that used these types of controls. Luckily after several battles you get the hang of everything pretty quickly and the curve levels over pretty dramatically. The challenge comes when fighting new enemies and finding their attack patterns. Let's see what they have in store as the game progresses.

5. Story.

The story is actually pretty funny. Even though the actual theme is pretty heavy, (assassinated on your wedding day and going back in time to try to stop said assassination) I would say the way it's playing out has more of a comedy aspect than I would have expected. It actually doesn't take itself too seriously. Reminds me vaguely of Disgaea type humor maybe? I can't quite put my finger on it. Anyway, the story, while having such a dark theme, it's pretty interesting to watch play out. You have to keep in mind that it took me a while to figure out that some characters are not treated very seriously and they are portrayed that way as well. While I thought some interactions seemed out of place, some of the dialog actually had me laughing.

Results so far? At first I was asking myself "what did I buy?" I came to really like it. I don't think this one will go down as one of the most epic JRPG's ever (it has time to prove me wrong) but I'm actually looking forward to playing it when I get the chance! I think that's all that matters.

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I was on the fence about getting this game, but I am actually glad I picked it up. The combat is enjoyable and the animation is well done, she even has a win quote after every battle that's not annoying. The main character Zack (or any name you choose) is an annoying pervert however, but you probably already knew that. It is a unique experience, especially for those who have played games like Dragon's Lair just for the animation effect. So, I am glad to see the first modern day animated game (and probably the last) to be translated into english.

The Story only gets one star, but the experience gets a good four stars from me.

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for those people about the cut-scenes, hello this is a Nis game it's filled with them, what did you expect?

anyway i really like the world it's very vibrant, and the characters are a plus for me

there wasn't any doubt in my mind i wouldn't pick this game up

but this isn't an open world rpg you click to the next area in the world map to progress

its the kind of pace i needed because i get lost alot in rpgs

any it's a nice looking game, sharp gameplay i'd recommend a rent before buying if you're not familiar with the nis games

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I dunno, people seem to either love it or hate it. Personally I enjoyed it, its definitely got some unique, new elements both graphically and gameplay-wise that will either turn you off or appeal to you. As someone who's played video games for 20+ years, i ALWAYS enjoy something that's different/unique over something that is a clone of something else i've probably played a dozen times over.

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A couple of people have done some in depth reviews so I'd just like to toss out my quick perspective. I currently have several hours into this game and I can honestly say I love it! I am a very big fan of anything JRPG with anime in it. This game is beautiful, the hand drawn animation is just wonderful to look at. The combat system is interesting with the use of either a riffle or knife depending on if you are using Toki or Towa. I'm not sure what the exact style of the combat engine is but I personally consider it to be real time.

The game is broken up into missions that you go out and complete. When you come back you always end up at the table in Toki's house with her friends. This part of the game is very much styled like a Japanese PC Doujin game. With the use of a still shot picture where the character might move to a new position. You can talk to each person at the table and that opens up missions you can complete.

I've seen complaints about every aspect of this game and I am sure most of them are valid, maybe all of them. One thing I will admit that the animation seems a little awkward at times in terms of how the characters move. While the group is at the table Toki tends to change position a lot or sometimes her walking or standing movements just aren't fluid. Although I noticed these things they just didn't bother me enough to affect my enjoyment of the game.

I personally loved the story as well as the music. Maybe it's just because this is my kind of game, but I'm very happy with this game and I hope I will have time to see it through to the end. If you are a big anime fan, enjoy JRPGs with anime graphics, or like PC Doujin games this game is worth checking out.

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Assassin's Creed

Assassin's Creed - Playstation 3
Customer Ratings: 4 stars
List Price: $19.99
Sale Price: $14.26
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I am not your average gamer. I am 60 years old and have been playing video games of all vintages (starting with Pong)for over 30 years. This game is simply fantastic. The story line is interesting, the game objectives are challenging but not impossible to attain and the graphics are simply amazing. I have always found this period of history (the Crusades) to be fascinating. Assasin's Creed allows you to immerse yourself in this virtual world of the Middle East where at times you feel you are really there. I don't recommend this game at all for younger children or even immature teens. There is a significant amount of blood and violence, as there would have been during the historic period virtualized in the game. I had just purchased my PS3 to replace a broken PS2 and have not been able to bring myself to play other games I purchased. If you are a gamer who likes role playing games, I highly recommend Assasin's Creed.

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Ok I've been reading up on all the five star reviews on this game and I'm sorry, It's just not as innovative and mesmerizing as most people are saying and certainly not as good as us gamers had hoped for. (there's alot to cover so sorry for the length of the review)

Let me start out by saying this is a good game. When I started playing as Alteir the assasin, I thought it was the most amazing thing ever just because the scale of the amazingly designed cities and towns. Just walking around and looking at the scenery and people is fun but unfortunately, after eight hours of gameplay, (which is where I am at) it truly fails to stay fresh, you start noticing alot of the games problems and glitches and at this point, I'm almost forcing myself to continue on.

After the game starts, you see the scale and technological advances this game carries, you walk around and anxiously wait to run the streets freely and start killing people. When I first rode into Damascus on a white horse by means of a beautiful mountain pass that I had to go through, i thought this had to be the greatest game ever. It looks so great and going to locations such as Jerusalem and Damascus is just awesome.

But unfortunately, the scenery just isn't enough. To start, one thing that really makes this game get old fast is that everytime you go to a city, you do the same routine over and over and over again: You sneak into a city, you find some really high towers or "view points" which fill up your map and shows you the places to go. You go to the assasin's headquarters (there's one in every city) and they give you tedious little quests you must do before you can assasinate a target.

Your regular routine of tedious objectives consists of pitpocketing guys for information, interrogation, which consists of finding your target, following him until he reaches a secluded spot, then punching him until he gives you what you want. You can also meet informants who give you little chores (such as killing guys and doing the same crap you already have to do for the assasin's headquarters) and in exchange for your hard work, they give you information so as you can see, everything you do is for information on your next target. These little quests get EXTREMELY old after hours and hours of gameplay. They really arent challenging, they don't change or get harder and are only really fun the first five times you do them. You do the same crap over and over and over again in every city. (and not to knock on the the awesome looking cities or aything but truth is, apart from some bigger buildings and smaller buildings, the cities don't look THAT much different.)

When walking the cities and doing your quests, of course you are challeneged by the city guards who are constantly on the lookout for you. You have some pretty cool weapons to take care of them, such as thowing knives, a sword ( the swordfighting looks really cool), and a cool sharp spike which you can pull out or retract from just under Alteir's left hand. This weapon is used for stealth kills. Of course you also have moves and counterattacks you get as you progress.

In the upper left hand corner of the screen, you have your health bar and little meter that changes color depending on the guards: White for the guards are "unaware", Yellow for "Suspicious" and Red for "alerted".... The meter is almost always yellow which means you are supposed to hold the X button and walk EXTREMELY slow until the meeter changes to white. When you actually do that, (which takes forever) all it takes is ten seconds and the meter goes back to yellow... So naturally you're always on yellow but the enemy AI is not the best. You can silently kill a guy with your spike right in front of a guard and although it is a "silent kill", the guy will scream and fall to the ground and the guards will walk right past... but if you're just walking on the street, they might get alerted for no evident reason.

Another low point, which is kind of funny to watch is the guards amazing ability to keep up with you which is really ridiculous. To get away, you can climb up walls, get to the top of tall buildings and very unrealistically jump across rooftops... and the guards will keep up with you... You are a trained assasin but regular guys in heavy armor will climb up walls and pursue you across the largest of rooftop jumps... Just as ridiculous, you can run from one side of the city to the other, the meter will stay red and you can try to blend in but the guards on the other side of the city somehow just know you are the guy being chased 1-2miles away on the other side of the city and they will attack you... Did they have radios during the crusades so people on the other side of the city could warn others of you presence? As for hiding from the guards, this I felt was another low point. The cities are huge but you really have only three spots to hide: hay stacks, little square garden houses on rooftops and if you are being chased, you can just sit down on a bench and the guards will run right past you and you will be safe... There are trees everywhere but you cant climb or hide in them. There are barrels, crates, doors and shops you think you would be able to jump into but no... you have to sit on the bench... There are no disguises or such froms of deception that you can use. The idea of vast and creative options is just absent.

Now for the actual assasinations. (sorry. i know this review is long) The assasinations, while still fail to remain something mouth-dropping and new do have a bit of newness to them. You have to assasinate nine specific guys in the game and each pose a different challenge. Now don't misunderstand, you are still doing the same crap to kill the nine guys as you would be doing to kill anyone else but without spoiling anything, you will find each main assasination a bit different from the last, followed by a cinemeatic while the target dies. After each assasination, you return to the boss and he gives you the next target.

Believe it or not, although this is a very mission based game, (you just get one mission after the next) it does have a bit of story in the mix. The main character can think for himself (but unfortunately has some of the worst voice acting i have ever heard) and there are other characters but there aren't really any other "real" characters. Sure there are guys that you speak to for a mission but there aren't any real new characters that pop up and the game just doesn't really have alot of character such as a game like Metal Gear beacuse the game just remains the same. But, without spoiling anything, there is a major story twist... which you actually discover at the beginning of the game... which is kinda weird but you can determine for yourself whether it's a good twist or a bad twist.

Finally, i have to include some of the horrible glitches i have come across. Are these glitches a cause of the ps3 or the game? I can't really say for sure but I'm pretty sure its the game for my ps3 has worked great with every other game. Whenever you pass a crowd of people on the streets, every once in a while, if you turn the camera around quickly to look back, the people will have ALL dissapeared randomely, then if you look back again, they will be back in place... This has happened to me the other way around as well. Ontop of that, while i'm ruinning around, my character has just frozen in midair. Now the game itself didn't freeze, just my character. It looked like something in the matrix. My character was in midair while everything else was moving and i had to restart my ps3. Weird.

In conclusion (finally, i know this is a long one) Assasin's creed is a good game and I am still enjoying it but this was supposed to be one of the greatest games of this generation and it could have been but the only thing that really makes this a cool game now, i beleive will be a common thing in all next gen gaming titles and in a year, this game won't be remembered as anything. Now the question is: should i trade in Assasin's Creed for Uncharted which comes out next week??

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I was a little skeptical this game would live up to the hype. Then some diminished reviews came around and I was already feeling a let down. Where could they go wrong? Was my thoughts. Well that didn't stop me from purchasing this game. After 30 minutes I was blown away. All skepticism was gone and I was in Gamer Heaven.

Let me start off from the beginning. Yes there is a plot twist and it's pretty bizarre. Just think that your watching a Michael Crichton movie and it will make sense. Playing in the Middle East several hundred years ago is a different idea. It's hard to say what you could expect with this concept.

So what makes this game amazing. Lets start off with the landscape. It's brilliant and beautiful...Really majestic. You don't understand the scope of this game until you start playing. The world is surrounded by several small villages and three large cities. The only way to travese this open terrain with a horse. Fortunately they are about as easy to find as a car in todays society.

What also sets this game apart is the ability to do what you want when you want. There is no clock on you and your not stuck going into a mission. Everything is open based. The character is amazingly fun to control you can scale tall buildings and make amazing leaps of faith. Climbing up a building that is several stories and then leaping to certain doom is breathtaking excitement. This is what games should be about.

Beyond that is a mission based game. Similiar to Grand Theft Auto in style. You can accept simple missions like pickpocketing and protecting citizens to the more main based assasin missions. You can battle soldiers if you want as you have many enemies but it's not really advised. Following the assasin missions can be complex and involve several steps that make the story very intresting. Obviously a lot of time was put into making this top notch.

For anyone who likes open based games with large environments then Assassins Creed is for you. From the majestic peaks to the clustered cities. This is trully a next gen experience. The storyline and incentive program will keep you playing for many hours. Definately a worthwhile gameplay experience. If you want something to keep you busy that doesn't involve guns go out and get Assasins Creed.

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I just purchased this game a few days ago (finally got that PS3 for Christmas) and thought I would do a review of my own. Many people here have been concentrating on all the cons this game has, or just saying that it's awesome. Here's what I have seen so far. Also, this is going to be a long review. Bear with me, but I hope that it is informative and not boring or useless.

*May contain spoilers, depending on how much you know about the game*

Pros:

1) The cities are huge and beautifully detailed. Walking around looking and listening is very fun (at least for a while, I admit it does get a little old). There are some interesting characters to interact with (I've started punching the beggar women and the drunks who have shoved me into the water at Acre's port too many times for me not to retaliate). You can climb virtually any building, too, and near the end of the game, all areas are open to you.

2) The music is great. Each city has its own signature song, but it isn't long and overly played. The instruments and melodies used are also what you would expect for a game set in the Middle East, but there are also times when you will experience a full Latin chorus. The song for Damascus reminded me of The Mummy, and Masyaf's signature song is just great.

3) Maybe it's just because I like horses, but riding through the Kingdom on my way to the quests was a lot of fun. Altair is as good on a horse as he is on his feet.

4) Sidequests: There are hundreds of flags to find (100 in each of the following three cities) in Damascus, Jerusalem, and the Kingdom, as well as a significant amount in Acre and Masyaf (63 [?] for Acre and 20 for Masyaf). And don't forget about those Templar Knights. There are 60 to find; I've only managed to take care of 22 so far, and I'm at a high enough level where I feel confident to actually go searching for them. They can be difficult enemies, too, especially in the beginning stages of the game.

5) The fighting. Oh, the fight sequences are so much fun. I've started provoking guards just to practice my moves. It's so realistic, and I think the game gives the player so much control over Altair and what he does. You have to be quick, too, in order to react, and you have to know which move to perform, as well as getting the right timing. Mashing buttons isn't going to work with this game; in fact, it can get you killed.

Altair is an extremely good fighter. He is skilled and proficient, as the mini cutscenes show when he performs a counter attack or combo kill. These are fun and awe-inspiring to watch if you're a nerd like me...make sure to try out counters and combos with all weapons to see Altair's different moves. (Also pay attention to the guards' faces and what they say when/after he performs them, too.)

His weapons are what you would expect for a 12th century fighter, too. He has a sword; a short, curved blade he keeps on his back; five or ten throwing knives, depending on your level (EDIT: I was just upgraded to 15 knives); his fists; and, of course, that really awesome blade in place of his ring finger that is retractable and is used for stealth kills. (FYI, the throwing knives are also good for stealth kills, and almost preferable, in my opinion.) He doesn't have med packs that save his health, and he doesn't have unlimited ammo for the knives. Adds a little difficulty to the game.

Along those same lines, the way the game handles "death" is innovative and interesting. Desmond is a character who is Altair's descendant; he is experiencing Altair's story as a "genetic memory". The sheer fact that Altair is his ancestor means that Altair could not have died during the time the game takes place (unless he had some kids beforehand). So each hit Altair takes is seen as a deviation from the actual memory of what happened, and when the memory is too far deviated, the memory is lost and must begin again. Pretty cool.

6) The freedom the player has. You pretty much get to choose what order you want to complete assassinations in. You decide if you want to use stealth and the roofs to sneak up on your target, or if you want to go in for a full-frontal assault. If you want to go straight back to Masyaf after completing an assassination, the game gives you that option, but you can also say "No" and take a horse ride through the Kingdom instead. If you want to go find some flags or Templars before completing a side-quest, knock yourself out. The game doesn't force you to do anything.

Cons:

1) Repetitive. This is something that I'm sure everyone who has played this game has noticed. In each city, there are tall buildings called "view points" that Altair must climb, and from there he is able to pinpoint some necessary sidequests. Saving civilians from guards is a lot of fun. Not only does it give you a reason to fight some guards, but your reward is either a group of men who will literally restrain guards who chase you, or a group of scholars you can blend with. You can also interrogate (follow someone into a secluded area, beat him for information, and then kill him), eavesdrop, and pickpocket letters and maps from people. Assassination missions never change, either. You have your target, you find him and kill him, and return to the bureau. It is never changed with time of day, weather, or anything. As much fun as it is to carry out these missions, they do get old after a while.

2) The guards. Altair is supposed to be this crazy awesome skilled assassin. He can climb up buildings, run easily over rooftops, dodge through big crowds...so it was really disappointing (and shocking) when I was chased for the first time and realized that the guards were keeping up with me and could catch up if I made even the smallest mistake. Also, the AI of the guards can be obnoxious at times. Even when they're in yellow mode (I believe this is called "Suspicious"), they won't react if you climb a building right in front of them, even though they are supposed to be on the lookout for an assassin (especially true during the later missions where the assassination targets are well aware they are being hunted). If they did react, it would limit the player's ability to do whatever he/she wants, but it takes away from the game a little bit. Also, in the Kingdom the rival guards (basically any that aren't a part of the Brotherhood) are always on "Alert" which means they will attack if you show the smallest indiscretion. This includes jogging on foot or trotting the horse. So it gets really frustrating to have to walk very slowly by all those guards when I'm pretty sure they would already have noticed the guy in the white robe carrying weapons who is the only one they will ever encounter in that region riding a horse. (Everyone else is on foot).

3) Altair's voice acting. It lacks emotion at all times. Plus, he speaks with an American accent. Everyone else around him has an accent from a Middle Eastern region, or one from England and France (Acre) and some sort of Germanic language I've also noticed. Someone told me this is because the machine Desmond uses to experience Altair's memories translates all languages into English...but I'm not sure if that even explains it. If anyone has any theories or knows the actual answer, please comment on this review and tell me!

4) Some of the sidequests you have to do for informers can be ridiculously hard, especially when you have a time limit. Stealth killing five soldiers in a crowded street in five minutes is almost unfeasible (and I thought I was getting good at the game).

Well, that's what I can come up with. Sorry it was long, but I hope it was helpful. Maybe I'm hyping the game because it's my first one for PS3, but I really enjoy it. The repetition of the gameplay will undoubtedly turn many people off, but when you think about it, there's not a whole lot more for Altair to do. He's an assassin. He has jobs to do. He's not going to take a vacation to an oasis somewhere and be sucked into missions there. If you're a history lover, a gamer who likes combat better than storyline, or someone who has always wanted (secretly or not) to be a kicka$$ sword-wielding, death-dealing assassin, you will probably enjoy this game. Luckily it's a greatest hit now and is a little cheaper than new PS3 releases, too.

And hopefully the sequel that will supposedly be released in 2010 will fix this game's "cons".

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There was alot of hype surrounding this game when it came out and I bought into it. I watched the trailer and read reviews and was just blown away because the graphics, the gameplay, and the whole concept just looked so awesome. People were saying this was going to be a freeform game like Grand Theft Auto, a "medieval Grand Theft Auto". Well, nothing could be further from the truth. Basically the game consists of going from town to town, finding the target you need to assassinate, killing him, and then repeat. Even though the towns appear to be bustling with life and activity, there is actually nothing to do in the towns, except side missions of finding flags and saving citizens from the guards. Yep, that's it. No money to collect, nothing to buy, no extra abilities to attain. You can "pickpocket" but you can only pickpocket certain guards and the only items you can steal are....throwing knives.

Watching the trailer I was under the impression there would be beautiful cutscene videos explaining the story. Well, there are none. The story is explained by the characters in ingame graphics talking through long, boring monologues. Also, you find out that you're not actually playing the assassin, but his modern day "ancestor" who is living his past memories. I'm still wondering why they did this, since it contributes nothing to the story or the game, and I found myself sighing in boredom every time they cut back to the assassin's modern counterpart since I knew I was in for another 5-10 minutes of talking that has nothing to do with the game.

I have to say that the graphics are amazing, but the "wow" factor wears off after about 10 minutes and all that's left is the gameplay, and I have to say that the gameplay sucks. You're supposed to sneak around and assassinate your target, but you find out that the easiest way to kill them is to just rush in and start hacking and slashing and then run away from the guards, and that's what you're going to be doing most of the time.

I just feel really disapointed after buying and playing this game because I feel like it has so much potential. If only there was more stuff to do in the game. Before I got this game I envisioned being able to steal horses in towns and run off with them, stealing money from people, buying new and different weapons in towns, having a bunch of side missions to do in every town. Well, within the first 10 minutes of playing I realized this wasn't going to be the case. I'm still scratching my head as to why this game got such good reviews.

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PlayStation 3 Zero Wireless Controller - colors may vary

PlayStation 3 Zero Wireless Controller - colors may vary
Customer Ratings: 3 stars
List Price: $49.99
Sale Price: $31.95
Today's Bonus: 36% Off
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I had this item for about one week. It was meant to be a cheap substitute for the DualShock3's rumble capabilities we already have 2 Sixaxis and I didn't feel like spending another $40 for 'rumble'. These are my impressions so far, and they are not likely to change because we're not likely to use it a lot in the future.

THE GOOD:

It sells for about half the price of a DualShock3.

It is a bit larger than the Sixaxis. I like this because I am a grownup and my hands are relatively large.

It rumbles and it vibrates. I can't compare the vibrations with the DualShock because I haven't tried one yet but it's quite decent.

THE BAD:

It comes with a USB dongle it is NOT a Bluetooth device. If you have a 2-USB ports PS3, you are going to use one of them for the Zero dongle and there will be only one port left for everything else. If you have two of these, then you just maxed out on USB ports and you will have to think about getting yourself a USB hub effective but not pretty.

Personally, I am not comfortable with the Xbox-like shape. Maybe it's just me. The kids don't seem to mind but, after using this for a couple of games, the rumble-less Sixaxis is now back as their number one choice of a controller.

MY RATING:

The makers of this product should have made it VERY CLEAR that this device is NOT Bluetooth-enabled. The dongle technology is probably responsible for the controller's lower price but it can cause major headaches and significant inconvenience to many PS3 owners. I am taking out 2 stars for the dongle inconvenience. I am taking another star because the lack of Bluetooth capabilities is not clearly advertised. I am adding back one star for the low price. The larger size (a plus) is counterbalanced by the odd shape (a minus). After doing the math, it turns out that the Zero gets 3 stars.

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I am a big guy 6'3" @ 220lbs and the original ps3 controllers are too small for my hands and feel of cheap plastic anyway. I have been searching for a replacement controller and have found an exceptional one in Nyko's Zero. It is sturdier and larger than original and makes for more comfortable game play with my oversized mitts. It has full functionality, including tilt-axis, EXCEPT for being able to turn on PS3 remotely; I use the bluetooth bluray remote control for that problem solved :)

My one gripe being that its still not big enough :( This is definitely an adult sized controller, I just have really big hands.

Bottom line: if you have big hands that occasionally get sweaty ... this is the controller you need for PS3!

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I already have two DualShock 3's; a black and a white one.

Bought from ebay before they made it officially here.

I thought that they would be enough.

I kept looking at the Nyco and thinking, meh no power on.

And yet, I decided to get it.

I believe that it was worth every cent.

Yes, the version I got HAS VIBRATION.

And with the new In-Game XMB, I can access all I need with it.

Besides, my PS3 Bluetooth DVD remote that sits on the coffee table can serve that (crucial) initial on; or I can walk (goodness :-) up to the PS3 and power up.

Truly the most important aspect of the Nyko is being a must for big, tall all whatever guys. I am 6'2" and around 200lbs.

The DualShocks (and the SixAxis before that) just don't feel as good in my hands as this one. More grippy, less slippery, easier for longer sessions. And all that translates to better gameplay; I was able to clear events that I was not able to with the DualShocks.

All I can say it, it's worth giving it a try; you may not be dissappointed; just like me. Thanks for reading.

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I have to say that this is the best third party controller I have tried for my PS3. I have tried several different controllers to accommodate my big hands and fingers sliding off the analog and trigger buttons. There was just nothing out there...

One Tip: To get it to connect right away, just slap some double "A" batteries in it and setup it up from there, yes YOU WILL have major problems connecting if you try to use the included rechargeable battery before you actually charge it up which takes about 30minutes to charge. So for instant connectivity just have you some "AA" batteries handy.

Once it is connected OMG you will not be disappointed. The controller is very responsive, intuitive and is very similar to the XBOX 360 controller design. It sits very comfortable in my hands, with the concave analog stick nubs and trigger buttons that allow your thumbs and index fingers to sit right in and not slide out. This was a constant problem with Sony's OEM controller, I would be in the middle of a dogfight and with Sony's OEM controller and my digits would constantly slide off the analog and trigger buttons. This is never a problem with this new controller. Makes playing intense FPS a Breeze, this controller made me enjoy all my FPS shooters on the PS3 that much more. I own Resistance, Jericho and COD4 and both games used to frustrate me because of my big sweaty fingers constantly slipping off Sony's OEM controller. I have not had that problem once with Nyko's addition, and in turn have given my PS3 FPS game play new life. I must also state that I played a combo of Resistance and Jericho for over 6 and a half hours upon receiving the controller and not once did the controller disconnect. AT ALL.

Also the picture here is very deceiving in that the controller looks big, bulky and heavy but it actually isn't, with batteries installed it actually feels lighter than my 360 controllers.

Bottom line is this, if you are like me and have been looking for a replacement controller for your PS3 that is a LOT more comfortable, with no finger slipping. Look no further cause this is it. I will say that the $ dollar price may be a bit to pricey for some, but in my opinion it is worth every penny.

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I am very happy Amazon has such a great return policy, because if they didn't this would have been a wonderful way to waste bucks. This controller feels very nice in your hands, but it just doesn't work. The control sticks are not responsive at all, and games like Call of Duty 4 are pretty much impossible to play with it. The 'X' button also works about 10% of the time. It generally took me about 10-20 presses of the button before I would actually jump. The R2 and L2 buttons are also not very good, as you have to push them ALL THE WAY DOWN before they work. This controller feels amazing in your hands, and it also looks nice, and comes with a long recharging cord, but it is a piece of junk. If you are looking for a new PS3 controller, get the DualShock 3. You can order them online now, which is an import from Japan, but works without any problems with American consoles(I own one), or just wait until you can buy them in stores. I really wish this controller worked better, because if it weren't for the control sticks, 'X' button, and trigger buttons, this controller would be pretty good.

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Thrustmaster Ferrari GT Experience Racing Wheel for PS3 and PC

Thrustmaster Ferrari GT Experience Racing Wheel for PS3 and PC
Customer Ratings: 4 stars
List Price: Price Unavailable
Sale Price: $50.59
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This is a great wheel for the ps3. I have burnout paradise, blur, split second, need for speed shift, and motorstorm. It works great with all of them. It has a feature to where you can map any of the buttons to different buttons. The gas pedal is automatically mapped to the R2 button as the brake button is automatically mapped to the L2 button by default. It has different sensitivity settings and a great feel as well as button placement. I also have the logitech gt wheel which is also a great wheel but I find myself using this wheel more. Mainly because it works on all racing games, the gt wheel only works with some games. It doesn't have force feedback which is the only real drawback I have to say about this wheel. I bought this wheel before I bought the gt wheel and I'm glad I did. I have never had any problems with this wheel so far, just make sure you plug it in before you turn on your ps3 with the wheel switched to the ps3 instead of pc. With that said I have plugged it in after I turned on my playstation in the middle of a game while paused and it still worked. Overall great wheel, very universal as far as compatablility with other games, and wheel and pedal unit just feels great while driving.

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If you are dedicated fan of racing games, and specialize in driving in them exclusively, the Ferrari Experience Racing Wheel is the wrong product for you, and you probably know that already. For an average gamer like me, who occasionally dabbles in racing games, the hundreds of dollars needed to get some of that gear is an overkill. I still like to have better control than a standard dualshock gamepad, and amazingly, this racing wheel provides it for the about same price. The wheel itself is solidly built of sturdy plastic, and very well laid out with the paddle up/down shifters and all the action buttons. With the strong clamp, mounting this wheel sturdily should be no problem at all. You can however forget about playing it in your lap, the tension of the bugee mechanism makes that impossible. The wheel is a bit on the small side, and the bungee cord tension mechanism is stiff, but the steering control provided by it far surpasses the dualshock thumbsticks. The pedals are very sturdy as well, and provide a nice amount of control over the gas and braking. They do unfortunately tend to slide around a lot, and I ended up mounting them with velcro. Once I did that, they stayed put. I lucked out, and had an old wooden TV stand laying around that provided the perfect mounting setup for this product. If you don't have something like that, a visit to the local store to pick a cheap one is highly recommended. I also love the programmability that this wheel has. Due to this, it is a much better choice than the Ferrari Universal 5-in-1 Racing Wheel, also by Thrustmaster. That wheel is slightly cheaper, but does not allow you to change much, making it potentially less compatible with games. Spend the few extra bucks, and get this one instead.

I tried and made this wheel work in Burnout Paradise, Gran Turismo 5, and Need for Speed Shift. With the programmable buttons, and the fact that the wheel is detected as a standard PS3 controller, this should work with almost any game. The only thing this wheel can't be programmed to have is the horizontal axis of the right thumb stick, and most racing games (with the exception of Modnation Racers) don't use that axis for anything but camera control.

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The quality of this wheel is simply great. From the paddle shifters to the pedals to the wheel itself, it is hard to believe that they sell this thing for less than forty bucks. The pedals have great resistance and ample amount of travel. Anyone who has ever used a cheaply made wheel knows that if the pedals don't have much resistance or travel, then you can't control the car because you either have 100% throttle or 0% throttle 100% brake or 0% brake. Well, with this system, that is not a problem at all. You can easily ride around at half throttle or apply half brake. The extra resistance for these pedals does mean that you need some sort of mount or ballast to keep the base in place. If you want a cheap solution, do what I do and put a 10 pound weight on the base. There are also screw holes in the base so that you could easily attach to plywood or something else. The wheel also has ample resistance with the "bungie cord" system. You will need to mount this to a table or cockpit, but this is easy because the built-in clamp is very sturdy and works with tables of all kinds. Even the paddle shifters are high quality with ample resistance. I just can't say enough about this wheel. I want to save up for the Logitech G27, but for now I am very happy using this quality alternative at 1/10th the price. BTW, I use this wheel with Gran Turismo 5 for the PS3. It detects the wheel as a regular controller, but this is not a problem at all. Just remap the buttons correctly and you are off to the races... The diameter of the wheel is a little small for my taste, and the force feedback doesn't work with GT5, but those are very minor issues when you consider the price tag.

02-01-2011 Update

-----------------

Just rented "Dirt 2" for the PS3 and found out this wheel doesn't work at all with this game. I'm very disappointed. The wheel is still great for the price, but just wanted to warn people about this particular game.

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I should start by saying that this was the first steering wheel I've purchased for my PS3. So I can't compare it to others.

I played "Dirt" and was right away disappointed by the large amount of steering I had to do for the small amount of turning the car in the game would do. So I immediately put it in the higher sensitivity mode. This was better, but still not great. For instance I would turn the wheel 1/2 of the range to the left, but the car would only very slightly turn. Not much more turning of the wheel would result in the car making the maximum turn. So basically the range wasn't consistent.

Then I threw on "Motorstorm". The performance was MUCH better. The range of steering was right in line with the steering range of the vehicle on the screen.

One note: I had to restart my PS3 in order for the peddles to be detected. For some reason when I plugged it into the PS3 after it was already booted it detected the steering wheel, but not the peddles.

So, bottom line, for the price it seems like a good deal!!

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I have had this wheel for about 4 months now, no problems so far. While I don't actually play racing games all that often, the ones I do have work fantastically with the wheel/pedals. The two main games I play are Dirt 2 and Grid, these are both Codemasters games, and the great thing is under their control settings there is an actual preset for this wheel to make setting it up a whole lot easier. I'm assuming all future Codemasters releases will have this preset available as well. The only game I couldn't get to work was GTA IV, they finally enabled wheel support in a patch not too long ago but this isn't one of the wheels they made compatible. Overall construction, it does feel kinda flimsy but it is actually pretty tough...I've put it through a decent amount, it also kinda sounds like some people just get lucky when buying one, some people get very unlucky. Either way if you can't afford a $200 wheel/pedal combo like me but want something you are going to use occasionally then this is a good buy.

Edit Update 12/24/2012 Device is still working fine, I don't use it as much as I used to but nothing on it has broken yet. I have been using it to control vehicles in Planetside 2! (With Xpadder software)

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PS3 Guitar Hero 5 Stand-Alone Guitar

PS3 Guitar Hero 5 Stand-Alone Guitar
Customer Ratings: 4.5 stars
List Price: Price Unavailable
Sale Price: $79.95
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First off, Guitar Hero and Rock Band are great games. I love it because it is the only video game I can beat my daughters fiance` at. In fact both my daughter and her fiance` will no longer play against me because they lose too badly.

I got this guitar after my daughter bought me a Playstation 3 for Fathers Day. I had been struggling along with the original guitars from the first Guitar Hero and Rock Band games. Both were worn out and driving me crazy. Went to Amazon and ordered this guitar, PS3 Guitar Hero 5 and the Beatles Rock Band and since I was on vacation at the time had them shipped overnight. Next day, there they were, thanks Amazon.

The guitar looks to be well made. I like the action of the fret buttons, they feel solid to me. The best part is the strum bar. It has a positive click to it that I like and it works wonderfully. I can finally hit those quick notes that I just couldn't do with the older guitars, I can now get thru some songs in Hard and Expert that were impossible with the other guitars. I haven't opened this one up yet to see what the switch is on the strum bar. I am hoping that it is not a mechanical switch like the Rock Band guitar, it used reed relays! of all things. Maybe they used Hall Effect switches, something a little more reliable. It has the slider bar but I have still not gotten used to using it. It will probably help greatly but can't quite master it yet.

The only drawback to the guitar are the two start buttons on either side of the Star Power bar. The way I play, my palm was always hitting the top Start switch and pausing the game. I finally cured this by dropping candle wax onto the switch. This was easier than opening it up and removing the switch and I can always remove the wax if need be. Would be nice to have a way to de-activate one or the other Start switches.

All in all I am happy I bought this. I can play 95% of the songs in hard and about 70% of the songs in expert now without getting mad and doing a Pete Townshend on the controller like I used to do with the old guitars. I know at 54 years of age my fingers are too old to ever actually complete the game in expert but with this guitar I can have more fun trying to get there.

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Solidly built guitar. You can tell some thought was put into the engineering of this product. It's easy to connect to the PS2 or PS3, has very little lag in game (if any), and the neck can even be removed for easy storage.

I'd recommend this to anybody. The guitar has a good feel, not too light and not too heavy. Even better, no strange "guitar disconnected" messages in GH5.

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The guitar controller arrived on time and in one piece. Its far better than the GH:WT guitar that it replaced. Great Price, Excellent Product, 5/5.

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My son is an "expert" on this game in every way, and he LOVES this guitar, says it's much faster and the switches and buttons work a lot better than the old versions, we have 2 of them.

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I ordered this because I wanted to get some Guitar Hero action instead of my usual doses of Rockband.

Once I received it I realized that I could have just used my Rockband guitars.

Oh well, the item is great and it was a fantastic price.

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Playseat World Rally Championship Gaming Seat

Playseat World Rally Championship Gaming Seat
Customer Ratings: 5 stars
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I have had my Playseat WRC for about 4 months now and can say it was worth every penny. Extremely comfortable, even for those multi-hour Gran Turismo endurance races. Solid feeling when you are in the unit -I had my doubts about the pressure locks when I first got it and can say that the unit does not move a bit during play, even with multiple drivers rotating through 7 hours of Suzuka in the rain.

Getting in and out of the seat can be challenging, especially with the optional gear shift holder in place. The wheel support coming up from the seat makes the positioning very stable, but also limits your positioning options (since height and distance from your seating position are tied together) and can be tricky to get your leg around when getting in. I've seen other reviews saying it interferes with pedal operation but nobody using my WRC has noticed that problem.

This unit was obviously designed for the Logitech G25/G27; my G27 mounted perfectly with the included screws. Cable routing can be a little tight but with a few zip ties or velcro straps you can keep everything nice and neat (A shame Logitech does not build longer/detachable cables into their devices...). A tray for holding the AC adapter would be nice, but you can zip tie that to the crossmember under the chair to keep it out of the way.

Recently upgraded to a Thrustmaster T500RS; the wheel fit perfectly, but the pedals did not line up to the foot plate. I have heard Playseat is working on an adapter kit, but in the meantime a few zip ties will hold the pedals solidly in place.

In all, very impressed, just a few rough edges would easily recommend.

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A pleasant surprise: The seat worked just as promised, and just as good as the other reviewers said. The wheel I am using is the new Fanatec GT2 wheel and the clubsport pedals.

Assembly:

The unit assembled with little difficulty. All of the parts and tools are included. The items were wrapped well and NO scratches on anything! I would say it took abut 15 minutes to assemble and faster if you have a ratchet driver. The upholstery on the seat smoothed better than I thought a folding design would, and the fasteners appear to be of good quality.

Comfort:

A solid fit for a 190lb person.The padding is fine in the seat and there are no rough spots. I will be adding a small lumbar pad to make it "just right". All of the metal parts are well finished as well.

Quality/solidity:

Quite good. No creaking and only a small amount of flex. No demerits here. The clamps on the sliders are VERY solid and secure.

Cons:

A few nits to pick: 1) the bottom of the seat's rails should have rubber feet. You cannot just drop the chair on a hardwood floor and go racing. It would be a disaster. Rugs would be damaged over time as well.

2) there should be mounting plates for different wheels. Lets be honest, there are only 3 or 4 wheels that anyone would use with this. (logitech, thrustmaster, and fanatec) Why can't they have a kit that accepts all of the models?

3) angle of the pedals. It should be adjustable. but, it is not hard to just shim and modify it a bit for a better fit. Still, it would have been nice to have it included in the kit!

I only give 5 stars if the item goes "above and beyond". This item does not, but it is very much a satisfactory product that is only a few small nits from perfection!!

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This is a review i wrote for a better version of this playseat cockpit but the construction and quality are all the same.

This racing seat/cockpit/mount is amazing. I need as much space as i can get, so out of all the available cockpits that are on the market now, none can be as compact as this. Not saying that it doesnt extend for us tall people, im 6'3" and ive got room to grow in this seat. I find the seat to be a little snug and not have much back support, but i doubt your gonna be sitting in this for over 5 hours.

Ive tried out tons of cockpits and done a bunch of research. This by far gives you the most bang for your buck. It does everything the other cockpits and more. But just like everything in this world there are downsides and room for improvement.

You cant adjust the angle of the steering wheel's mount. You can adjust the elevation and how close it is to you but not the angle at which it faces you.

The pedal mount will also require constant maintenance unless you buy some loctite in which case you run the risk of stripping your screws. There is a very inconveniently placed screw that requires and allen wrench and doesnt have a lot of room for you to apply down pressure to make sure you dont strip the screw. In my case, i most likely wont be removing that screw and if i need to, the construction is made of metal and heat allows loctite to dissolve/melt away so you can remove screws or what have you easier. The reason for all of this is because if you dont use loctite, or constantly tighten this screw, and the one next to it you will have a lot of play on the pedal mount. Eventually just pressing your foot on the throttle will cause the entire pedal mount to rotate to the right and same goes for the left side.

Other than that the only other complain i have is that the mount for a shifter has a lot of play as well. Im constantly feeling the shifter whether its from fanatec or the g27 racing wheel set to move forward and backwards. In order to solve this problem i needed to use popped bubble wrap to help, not solve this problem. But if your storing this in minimal space like i am, your gonna be removing the shifter constantly and the wrap will tear. Im currently trying to solve this problem now thats its been a year of owning a playseat. All playseats are constructed the same, the only thing that changes is the seat or the color of the metal.

The great thing is this thing has tons of room under the seat for mods and the buttkicker gaming amp you can buy. Even if you have a fanatec racing wheel like me you dont need to worry, the g27 bolts right on, but the fanatec wheel comes with a template for drilling the holes, so as long as you have a drill and a bit you can easily fit almost any racing wheel onto this thing. The metal is very easy to drill through.

Just remember that this seat is not at all a good seat for use with PC games unless you like getting out of the seat every time you need to use a keyboard/mouse and wanna hunch over your setup and or desk. For just a tiny bit more you can find tons of better cockpits that will come with or allow you to later purchase keyboard, mouse, and monitor mounts.

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First of all I just want to say thank you to Playseat for creating such a great piece of equipment. I have been playing GT5 now since 11/24/10 and I play every day. The game is a great game for the driving enthusiast, but after putting 42 thousand miles on my game cars before buying the Playseat, I am looking back and asking myself why, oh why did I not do this sooner. The Playseat just adds so much more to the driving experience. You really do feel like you are driving a real car with the low slung seat, which is not hard to get in and out of. I mean, once you are in... you are in for a long time. These things are that comfortable. Everything is adjustable and very well made. I had a very small hole in my seat cushion when I received the product. After I noticed the "hole", I contacted the company directly and asked if they would help me with this very minor issue. To my surprise, Playseat sent me free of charge a new seat cushion top... and bottom. They went above and beyond the call to satisfy their customer. I am very happy with the customer service I received from Playseat and very happy with the overall product. These seats might be expensive and all, but if you are thinking about getting one of these stop thinking and just buy it already. YOU WILL BE SUPER HAPPY!!! I know I am, Thank You Playseat WRC!!!

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I have had this seat for about one month now. I am very happy with this racing seat. It is made with a good quality of materials and is ergonomically very comfortable. It took me around 45 minutes to assemble. It has made playing auto racing videos so much more realistic. The only flaw that I have found so far is the steering wheel tends to shimmee down the mounting shaft when I race road courses because I am doing more shifting and probably tugging a little harder on the wheel. I alleviated this problem with a little duct tape on the mounting shaft to make it a bit thicker and now the wheel holds firm. I would definitely recommend this seat if you are into auto racing games. It makes the game so much more realistic.

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Final Fantasy XIII

Final Fantasy XIII - Playstation 3
Customer Ratings: 4 stars
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So much has already been written about this game that reviewing it at this point seems unnecessary. However, as an exercise in hindsight, especially with Final Fantasy XIII-2 a month away as of this writing, I hope you will refer to this review if you want the opinion of someone who has played through it twice and read just about every piece of criticism there is about this game. Whether you just want a new experience or are curious about the game because it's cheap now, please read on.

Let's get this out of the way first: the first 25 hours of the game are linear and story-driven. You'll be walking through alot of hallways and corridors and the story, told through the perspectives of each party member and via flashbacks, is one that will either hook you or lose you completely. This linearity is often cited as the biggest failing of the game, and it is if you want an immediately open-world experience. The developers took a huge risk in front-loading the game with exposition, and you'll either love it or hate it. How this linearity affects the gameplay and battle system is that you'll feel on-rails for this first portion of the game, as each party is pre-determined, as is how you level the party. The battle system is pretty complicated, so the game rolls each element out to you piece by piece. Let's get two things straight about the first 25 hours: just clicking auto-battle will not work past Chapter 3, and anyone who tells you otherwise didn't play the game enough to make an accurate critique of it, and it gets pretty hard towards Chapter 4 on through Chapter 10 (the Sazh/Vanille chapters, where you control two "specialists" in a party with no real power, can be tough, and some of the bosses are just about impossible if you can't figure out what to do). There is minimal grinding in these first hours, but you will have to basically fight every enemy put in front of you. There is very little money as well, and you don't really have to do any inventory management beyond equipping the best you currently have (mostly HP enhancers). In fact, it is advised that you hold on to absolutely everything you get and sell nothing except the items that have no use besides being traded for gil.

So basically, everything you've heard about the first part of the game is true, but whether or not that's really a bad thing depends on how much you hate linearity and the feeling that you're being "guided" by the game, as well as how much you get into the story. Again, this was a gamble by the developers, and the negative reaction to this and the subsequent changes in the sequel show that they've learned that modern gamers, for the most part, don't enjoy feeling like they're having their hands held. What I will say is that, since the plot is basically about fugitives on the run and trying to escape, this highlights the linearity even more than other games like Gears of War and Dead Space, that are just as linear but somehow aren't as "in your face" about it as Final Fantasy XIII.

So after you get to Chapter 11, to what might be your surprise, the entire game opens up in this epic, vast, beautiful, and daunting way. You choose your party, get to level them as you see fit, and set about leveling up in this absolutely gorgeous, lush, verdant environment. This is where you truly learn all the ins and outs of the battle system and how the game works. Again, I know it sounds ludicrous that a game takes 25 hours before you finally get to PLAY it, but if you're an RPG fan, you will LOVE how the game opens up at this point and joyously spend hours upon hours leveling your characters and learning the battle system.

So that's how the experience of actually playing the game is. One last note is that, if you want to get to Chapter 11 but just don't give a crap about the story, you can skip every cutscene, and doing so gets you to Gran Pulse in about 18 hours.

Now, the whole game looks great, arguably the BEST-LOOKING CONSOLE GAME OF THIS ENTIRE GENERATION, but it's when you first get to Gran Pulse that you really understand just how beautiful Final Fantasy XIII is. Take the pre-rendered cutscenes from the last generation, say Final Fantasy XII, enhance them to HD resolution, and you have what this game looks like IN-GAME.

Musically, the game is also just about perfect, with only some unfortunate bossa nova/jazzy stuff to lower the score. One other thing: this game has possibly the greatest RPG battle theme of all time. After countless hours I still love hearing it every single time.

To complete the presentation critique, the voice acting is almost uniformly superb. Yes, even Vanille, whose unfortunate stigma is more a case of cultural differences than a lack of quality in the acting (some things just don't translate well from Japanese to English, and chirpy, happy-go-lucky girls is one of them). It simply must be said that Ali Hillis' performance as Lightning is one of the most iconic in this generation of gaming, right up there with Nolah North as Nathan Drake in the Uncharted series and Jennifer Hale as FemShep in the Mass Effect series. She makes Lightning one of the iconic, unforgettable Final Fantasy characters of all time, bar none.

I feel it's especially important to devote more time discussing the battle system. The ATB/Paradigm Shift system is a menu-based, turn-based take on real-time action elements. This game is about speed, something you're graded on after each fight, and about understanding each role and choosing the right paradigms. The combat is fast and very strategic, as you will NEVER be able to simply overpower enemies after the first few chapters. Everything is about staggering enemies, which opens them up for more damage, and this is accomplished by attacking with melee strikes, chaining with magic, de-buffing, and even luring them with your tanks/damage sponges (called "Sentinels"). Each party member has three roles initially and each role eventually opens up for all members, though some roles are just better than others in terms of what skills they learn and how effective they are. Also note that the game is over when the party leader dies, which can frustrate you if you're not used to that.

Combat can get really hectic, hard, and frustrating for anyone expecting a regular turn-based system where 80% of the combat is attacking and healing. You cannot succeed in Final Fantasy XIII without doing some serious homework on what each role does, experimenting with paradigms, learning each enemy's weaknesses, and utilizing ALL ROLES (damage by itself is never going to win). As far as speed and strategy goes, this system is probably the ultimate evolution of a turn-based system before Final Fantasy Versus XIII comes and probably takes the core series irrevocably down the path of real-time action systems forever. As mentioned, there are real-time action game principles that you have to respond to onscreen, such as being able to interrupt an attacking enemy mid-animation if the timing is right, or being interrupted yourself and having to re-adjust. The battle system is essentially a traditional turn-based system on overdrive, and you can think of it as one "turn" in this game equates to several traditional turns. If you take the time to learn the system and love RPGs, you will LOVE this system because, once you master it, it just feels great to earn five star ratings and beat enemies in a fraction of the time it used to take you. It's also unbelievably cool to look at, which is a given since the developers specifically wanted to re-create the battle aesthetic from Final Fantasy VII: Advent Children Complete [Blu-ray]. It must be said that, by any and all measure, the game does a poor job of explaining in detail what all the roles do and what you need to win. The basic instructions you're given are simply nowhere near enough to succeed, and it's up to you to experiment and see what everything does. A great example of this is that nowhere in the game's vast datalog/glossary of terms did I find definitions of what each buff/de-buff does, so if you forgot about Shield, Faith, Fog, etc, you're going to have to figure it all out yourself. Thankfully, you are not punished at all for dying, as you re-spawn at the same location after each defeat with no consequence, ready to re-shuffle your party and paradigm deck and go from dying to defeating the same enemy in two minutes.

There is one HUGE downside to all of this, and if this is an issue for you rest assured I'm doing you a favor by urging you not to buy this game: you never have time to directly choose any specific action. Your job is essentially to manage health bars, stagger bars, buff/de-buff statuses, and enemy actions, and shift paradigms when necessary. You have to set up moves in advance essentially, knowing the next three paradigms you will use before you even get there. You really don't have the time to choose anything but the auto function each turn no matter what role you're in as party leader. What this means is that, as the player, you are more or less tasked with developing strategies and plans of attack than any actual sense of "control." Even in non-action games, there is still a connection when you choose "attack" from a menu and watch the character perform the action right in front of you. That direct connection between player and character is just not there in Final Fantasy XIII, and if that sounds like it's an issue for you, trust me when I say you will hate this game.

In conclusion, the big talk these days for gamers is that Japanese games, and specifically JRPGS, are dead. Square Enix took a huge gamble in Final Fantasy XIII to stave off extinction, and it's obvious that the reaction has been mixed. This game is, if anything, choked full of perhaps TOO MANY ideas, changes, evolutions, and aspirations. They tried to revolutionize and save a genre that is dying, and how successful they were depends on your personal tastes as a gamer. I hope I've given you the relevant information, so please comment and I will respond.

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Final Fantasy XIII Doesn't Live Up To Its Legacy

Warning: This will be lengthy, detailed review (Spoiler Free).

Who Am I:

Avid RPG fan that grew up with the Final Fantasy (FF) series, dating back to FF2 (US). I've completed the game in just under 45+ hrs. I have no interest in doing the side quests read below for more info on that.

The Final Fantasy series has been near and dear to my heart for a long time. Very few RPGs can match the universe that this series has built in each establishment. So with each new Final Fantasy installment, criticism will be at an all-time high because the game has the highest of expectations and standards in regards to a RPG. Each FF game should drive the RPG market and show the shortcomings of the other RPGs. Unfortunately, FF13 has taken a huge step back in regards to the series and its attempt to evolve the RPG universe.

Let's get started with the review.

Linearity:

I know this word has been stamped, engraved into FF13 reviews. But most reviews have it correct when they speak of FF13's linearity. The one thing I will expand on is how this affects the entire game overall and not just the gameplay aspect. First, let me go over the level design.

The entire game is mission based. So once you complete a mission, you are done with that area with no return later. You can go back to very few areas during the last mission. Every mission is the same which makes FF13 feel very repetitive. Like others have said, you pretty much go down a tunnel, fight some creatures, fight boss, cut-scene, rinse and repeat. This is where FF13's RPG feel pretty much goes down the drain. There is absolutely no exploration, no world map, no towns, and no mini-games.

Yes the world 'opens' up after Chapter 11. But don't be fooled by reviews which state it is 'open.' It's just a big area with creatures in which you are allowed to do side quests. Side quests are summed up as Get quest, kill monster, get reward, complete mission. While I have no problem with that particular formula, the problem I have is that you can't even do most of the missions because your party is limited on how strong it can get. When you finish the game, you are finally allowed to gain extra levels in order to do the side quests. But what is the point besides achievements/trophies? I use the example of FF3/FF7/FF10 where you are allowed to max out your level, get the best items, then when you feel like it, go beat the game. I read a review where they said it felt like an after-thought, I couldn't agree more.

Due to the linearity of the game, the story and characters suffer tremendously which hurts the game overall and not just the gameplay aspect.

Story, Characters:

This is the bread and butter of the FF series. With each installment, we (fans) expect an epic story with incredible characters that we get emotionally attached to. This is probably where I felt most 'robbed' when playing FF13. The story is the cookie-cutter save the world with little to no twists. While I understand many of the FF series have the same story, FF13 did a poor job of execution of telling it. It's simply too drawn out and gets boring at times. A lot of this has to do with the linearity of the missions. With it being level based and no exploration, you never have a chance to become immersed into the world and get emotionally drawn into what the characters are fighting for.

The six characters all have their unique personalities but you never really get a chance to develop any attachment to them. While the game does attempt to give you background stories for each character, it simply just falls short. This is the first Final Fantasy I have played where there really is no main character. Lightning, whom is on the cover, is probably one of least developed characters in the game. At several points in the game, you would think Vanille is the main character with the amount of story focus on her. I don't know how FF2, FF3, and FF7 did it but they had the formula right when it came down to character development.

Battle System:

The battle system has been revamped from previous installations. The turn-based combat is gone and now battles flow in real-time. This can make battles fun at times because you need quick reaction but also frustrating because you can't take a moment to decide what attack(s) to execute. There is an 'auto-battle' button that essentially plays the battle for you by selecting the best moves to use in any given situation. Also, you now also only control one lead character in battle, and your teammates are controlled by AI scripts. If the lead character dies, then it's game over for the whole party. I found this very annoying because your AI healer (whose commands cannot be customized) will heal another party member with lower health and you'll get hit the by the boss and die. Thankfully you can retry after each battle with no death penalty but it makes it very frustrating when this happens near end of a boss battle which you spend 10-15 minutes on.

Characters have 'roles' during the battles. It is essentially the job-system. For those who are unfamiliar, jobs are essentially broken down to: Medic, Attacker, Spell-Caster, Tank, Debuffer, Buffer. You can shift roles during the battle by executing pre-made 'paradigms.' You will find yourself on many battles switching back and forth from attacker-attacker-attacker to healer-healer-attacker. While the battle system is quick and intense, it is also tedious.

Summons (called Eidolons) for the most part are useless in the game. While they played a crucial part in other FF installments, they essentially are pointless in FF13 battles. There are only six summons (one for each character) and only the lead character can use their summon (typically once) during each battle. If you are expecting summons to do tremendous damage, well you will be disappointed. The only reason to summon is if your health is low and you know the boss is about to kill you, you can summon and your whole party will be at full health (and resurrected) after the summon has executed its attack. The best part of a summon is its animation and the fact you can skip the animation after seeing it once.

Graphics/Music:

This will be short. The game is very beautiful and crisp. The cut-scenes are top-notch. The problem is that you start to notice where all the attention went into and what other areas suffered because of this.

Music also has been a very high spot of the FF series. FF13's music director, Masashi Hamauzu, simply did not do a good job with this installment. Nobuo Uematsu has been the original composer for most of the FF series but this was the first one he wasn't involved in and you can tell the difference. While the music wasn't terrible, it wasn't anything memorable. Also, the most unusual part is that no where in the game is the traditional FF crystal theme music.

Final Thoughts:

Final Fantasy 13 was more of a chore to get through for me. While I did enjoy some moments of the game, mainly near the end, it was very lackluster overall. During no time in the game did I feel like this was a Final Fantasy (except the chocobos). I felt as if the Director was trying to make his own niche and sway from the formula. Well in my opinion it was a failed experiment. RPGs need exploration and deep story telling to be successful. This is why you always see games such as FF3(6) and FF7 on top of the list. There is a reason why those games, to this day, are considered masterpieces. You don't sway from masterpieces, you build off of them. Anyway, I know I left out some things such as equipment and upgrading but honestly I just wanted to focus on the main categories when reviewing a game of this magnitude.

Feel free to leave comments.

Overall Rating: 5/10

Buy Final Fantasy XIII Now

I have completed the main story arc, and am now working on Marks. Here's my (4.5-Star) review:

-As many preliminary reviewers have stated, this iteration of the Final Fantasy series is quite noticeably linear in nature in its first half. Compared to the previous FF installments, which allow you to explore a vast open world from the outset and take on various optional side-quests, FFXIII gives you neither for the first 18-20 hours of the game. Things open up after that point, but your options are still very limited compared to earlier FF games. There is also little opportunity to "level grind" (although the term doesn't explicitly apply here, more on that later) until you reach this point. You are given a proverbial "ceiling", a temporary limit to which your party members can be strengthened and developed, and for better or worse, you have to make the most of what's available to you to overcome the next challenging boss battle. Also, NPC interaction is highly limited, almost to the point of non-existence. Luckily, the story development balances all this out very nicely. It's like one big, long, winding corridor full of hurtles to jump, though the game manages to become more and more fun to play as you progress. And damned if it isn't the most visually appealing corridor I've ever seen.

-Which brings us to the graphics. Square Enix has historically made painstaking efforts to keep its Final Fantasy games on the very cutting edge of the graphics scene, and FFXIII is no exception. The characters--even token NPCs--are all meticulously rendered and animated, each doing justice to the art of the series' premiere character artist, Tetsuya Nomura. Their facial subtext is unprecedented in the series, making for very convincing performances. The way they move in battle is consistently a treat to watch, particularly in Lightning's case, as she vaults and flips about, slashing up baddies and tossing fireballs around the arena. Despite participating in chaotic battles with as many as 10 enemies on-screen, I've noticed absolutely no lag or slowdown in the framerate. The environments are positively SPECTACULAR in both their scope, lighting, and design. It's enough to make you cry, knowing that you're chained to a single path and unable to freely explore these awe-inspiring vistas, but don't worry, you'll get more freedom to roam in the latter half of the game. The prerendered cutscenes are even more beautiful, in my opinion surpassing the taut action and visual appeal of even the Final Fantasy VII: Advent Children Complete [Blu-ray] feature film. They occur fairly often, and they're an absolute joy to watch.

-About battles: the new battle system is a great departure from what FF vets might be used to. There are up to three party members fighting on your side, and you directly control the actions of the leader only. The other two members provide AI support based on their role in your party's currently active Paradigm (a battle plan that assigns specific roles to each party member, and can be changed on-the-fly at any time). Timing these Paradigm Shifts is the name of the game, otherwise you'll get pummeled in short order.

Gone are the days when you'd have to manage your party's HP and MP between battles; HP is automatically refilled for all party members (even KO'd ones) after every battle, and MP is non-existent.

Magic spells take the form of elemental techniques that are seamlessly integrated with physical attacks and other special techniques, in long hitstrings that cost only ATB Meter stocks. The focus is not only to survive and win battles, but to finish them quickly and decisively. It pays to have your strategy thought through before challenging the next group of enemies. Judiciously switching Paradigms in mid-battle is indespensible to victory, and necessary to receive a 5-star rank at the end of the battle, and ultimately more valuable spoils.

Summons take the form of Eidolons, who join you as AI-controlled battle buddies when called upon. You can also press Square to enter the Eidolon's "Gestalt Mode", wherein it transforms into some sort of vehicle that the summoning character rides on/in, unlocking new attack options and enabling you to execute the Eidolon's ultimate technique on command. Only the party's currently assigned Leader may summon an Eidolon.

"Limit Breaks" (as they are more popularly known) can be unlocked for each character once they've reached Chrystarium Level 4. They do not cost TP, and there are no special prerequisites for executing them; fire away to your heart's content. As with Eidolons, only the Party Leader can execute his/her Limit Break.

It takes some getting used to, but the game offers plenty of tutorials to explain how to make the most of the options available to you. Personally, I find this new battle system to be a lot of fun.

-Character levels as you know them are gone as well. Your party members' stats are boosted through the expenditure of Crystogen Points (CP) in the Chrystarium Development system (very similar to the Sphere Grid system of FFX). As you advance through the Chrystarium, you gain new techniques and spells, and increase the levels of each character's available Roles.

What does level up are your weapons and accessories. Spoils you earn in victory can be spent to allocate Experience Points to your equipped gear, raising their stat bonuses and special attributes, and even transforming them into other, more powerful items. I guess this is your incentive to shoot for that 5-star battle score.

-Camera movement feels a bit sluggish, but smooth. It gives the battles a cinematic feel, but when you're running around the map, it can be a pain. I like to sneak up on enemies so that I can get the initiative when the battle starts, but the slow-turning camera has robbed me of this opportunity more than a few times (though it's not a game-breaker).

-BOTTOM LINE: It's definitely worth checking out, but I recommend you rent this one first, even if you're a Final Fantasy veteran. FFXIII has its own unique style and flow; you either love it or you hate it. The story is deep, mysterious and compelling, and the characters each have very interesting, multi-dimensional personalities. If you can stick it out, you'll be handsomely rewarded with gameplay that just gets more and more exciting as you progress.

Read Best Reviews of Final Fantasy XIII Here

It's really fascinating to see how many supposed hardcore fans of the series got their knickers in a twist about this game. Final Fantasy games have been evolving for years, and Final Fantasy XIII corrects many of the mistakes Square-Enix made in FFXII.

FFXII had no character development, or story, it had too much of everything; a battle system cluttered with pointless macros, constant running around doing pointless side quests that gave little to no reward most of the time, and probably the worst soundtrack in the history of Final Fantasy.

Now, FFXIII pretty much corrected all of those things. The battle system is smooth, enjoyable, fast and creative. There are side quests and mini games, but they're not annoying, nor do they get in the way of the actual story. The soundtrack is amazing, it's very reminiscent of FFX's blend of techno and instrumental. The vocal tracks, which are a constant throughout the game not just the cut scenes, are absolutely gorgeous. Probably the best thing about this title is that the characters actually change during the story. The only other FF that had this much character interaction was FFX, but the voice acting in FFXIII is much better, and thank god that the main character for this title is a woman, not a whiny teenage boy like every other modern FF game. The party banter that goes on during fights is a nice addition, it's awesome to hear someone respond to getting a heal when they're critically injured.

The biggest complaint about this game seems to be that it's linear. Well, every FF is. You didn't make any choices in FFVII, or VIII, or IX, or X or any other FF game. The good guys always win, the bad guys always lose, the world is saved, sometimes there's a sacrifice that's made for it, but in the end, every FF game is linear. It's true that with character development and environmental interaction the game could really improve. They should have made the Crystarium a bit more diverse, instead of making it a grind to get all of the crystals for all your roles. Then again, it's not that bad either, since it saves you from wasting half the game getting the wrong abilities. I remember how confusing and completely terrible the character progression in FFX was. I always ended up making the wrong turns and spending a lot of time trying to correct it.

With that said, FFXIII really is quite friendly to new players. Not having to start over completely when you die, having the option to restart encounters when you mess up, having a mostly linear ability progression, and having an auto-battle system that isn't completely fail will help new players get into RPGs. My wife, who has never played an RPG in her life absolutely loves this game. I tried to get her interested in other games, but she never cared. Teaching her about strategy and paradigm shifting while watching her play is actually one of the best gaming experiences I've had.

Like every other FF game, you have to grind for items and crystal points to make your characters awesome. I really don't see that as a chore, it's something that's part of just about every RPG. It's nowhere near as bad as FFVII where you spend 70 hours leveling up your damn materia.

My last point is regarding graphics. I honestly have never played an RPG that looked this good. The transition between cut-scenes and actual gameplay is barely noticeable. The FFXIII world is gorgeous, and the art department really went out of their way to make it looks alive and realistic. The monsters and bosses have meticulous detail, the characters, including the NPCs, have amazing facial expressions and the clothing and hair look realistic, which isn't easily accomplished.

I love this game, I loved playing through it twice, I enjoyed the experience and I hope future Final Fantasy games can take all the positive and wonderful things for this title and make it even better. To me it's a huge improvement over the last FF title, and I look forward to future FF games since Square-Enix really impressed me with this one.

Want Final Fantasy XIII Discount?

Before I start talking about FF13, I'd like to take a moment to look back on its predecessor. For those of you who remember, FF12 had a lot of high expectations, promise, and hype. It had been the longest wait since the last numbered single-player Final Fantasy (FFX in 2001 and FF12 in 2006). During the first few weeks, many people played it, and many people (professional reviewers and "normal" players alike) gave it plenty of praise.

And then we collectively hit the 20 hour mark and watched the game fall off a cliff. We watched as interesting plot threads dissolved into nothingness. We watched as dungeons started stretching on endlessly at a snail's pace. We watched, with horror I might add, as we collectively realized that, with the Gambits, FF12 essentially played itself.

I was one of those people. I had written an early review of FF12 just a week after the game came out, about 20 hours in. And I had given the game endless praise. 9.5 out of 10 I said. 40 hours later, I realized that I had made a huge mistake. Consider this my formal recantation of my FF12 review. (Not to be confused with the informal recantations I'd been giving in the last four years.)

To make up for that, I promised myself I wouldn't give FF13 a review until after I had finished the game, for fear of making the same mistake, for fear of playing the game for 20 hours and giving it endless praise only to watch the game fall apart afterwards and force me to eat my words again.

So that's what I've been doing these last 3 weeks. Playing FF13 for the right to review it. And now let's see where it takes us...

SOUNDTRACK

Let's start with the easy stuff. I agree with the Uematsu fanboys on this one. Final Fantasy music just hasn't been good since Uematsu became less involved. And FF13 is no exception. It's almost like the composer of FF13 (Masashi Hamauzu for those who care) was afraid of making his music actually good, afraid to make it anything more than ambient background noise for fear of people actually noticing that, yes, there is in fact music in this game. (To be fair, it's a problem that plagues most modern video games.)

There are two tests for video game music. The first test is if a piece makes you want to pause the game and just listen to the music for a moment. FF13 fails in this regard. Most of the pieces are just not very memorable, and very few of them stand out. Sure, there are a few gems. But a few gems in an otherwise bland and flavorless soundtrack does not make for a good video game soundtrack.

The second test, of course, is if a few years from now, listening to the soundtrack will make me reminisce about the game and make me want to play it again. Unfortunately, I don't have a time machine, and my promise for not reviewing the game until I finish doesn't apply to waiting a few years for nostalgia to kick in. (That, and this only works if I have fond memories of the game to begin with.)

GRAPHICS

If you were to tell me FF13 has good graphics, I would probably believe you. If you were to tell me FF13 has bad graphics, I would probably believe you too. To be fair, I haven't bothered looking at FF13 screenshots side-by-side with FF12's, so I don't know how much better it actually is. If it weren't for HD technology, I don't know if these eyes could even tell the difference.

What I do know is that when you play the game with its real-time rendered graphics and you hit a cutscene and see what pre-rendered graphics can do, the difference is jarring. Are FF13's graphics good? Sure. But they're obviously not good enough to make Square not load the disc with pre-rendered cutscenes.

STORYLINE

FF13 started off fantastically. Right from the beginning, the game puts you in the middle of the action and very quickly sets up a handful of promising character-based plot threads. The game quickly introduces you to the main characters, and then sets up the main plot thread that pulls the whole game along. And at the end of all that, you say "Wow, that was a great opening sequence!" And the game was only just beginning! (Footnote: This is a reference to my experiences with another J-RPG (which shall not be named), where I said, "Wow, that was a great opening sequence! Wait, that's the end of disc 1 already?")

And then the game falls apart. I have to give FF13 credit here. It took FF12 a good 20 hours to fall apart. FF13 managed to fall apart in only 3.

The problem is that FF13's storyline is incredibly slow. No, that's not the right word. "Slow" implies that the plot is actually going somewhere. FF13's plot went nowhere. The problem is that, after the great opening sequence, NOTHING HAPPENS. After the opening sequence, I crawled through hours of dungeons, fought dozens of battles, and sat through pointlessly boring cutscenes waiting for something to happen.

But wait, you say, that's anticipation! The game is generating anticipation of the story. That's a good thing!

No, anticipation is when you're wondering what's going to happen next. FF13's story is when I'm wondering if anything's going to happen at all.

Some of you will be quick to point out that much of FF13's story is told through flashbacks, and it's the flashbacks that I should be paying attention to for the story. Except (with a few very rare exceptions) a story cannot be told *entirely* in flashbacks. It just doesn't work. Flashbacks are retrospective in nature, and events in flashbacks feel more like backstory and setup for the "present" thread rather than like something that's actually happening. In FF13, the flashbacks end up hurting the story rather than helping it. Rather than enhance the story with interesting background information or a parallel plot thread, the flashbacks make a slow, uneventful story even slower and less eventful.

It wasn't until the 20 hour mark when something finally happened. I remember this because when you're playing a game where nothing happens, you remember when something finally happens. Unfortunately, my joy was short-lived. A few minutes later, the game brings you back to hours of nothingness.

Sure, from then on stuff started to happen. But it didn't help. The events in the story (if it can be called that) don't pull you along, but rather come out of nowhere and go nowhere. Rather than being driven, the story wanders. Literally wanders. Over 90% of the story is your party wandering around with no real purpose.

And all those character-based plot threads that were that were set up in the opening sequence? None of them are developed in any way, and most of them are unceremoniously dropped on the floor. The one character-based thread that is finally revisited was then immediately ended with a young boy crying to his nearest mother-figure. Literally. It's almost as though the writers just wanted to end that particular plot thread because they felt it would distract us from the main plot thread. But it's like Chehkov said. If you hang a gun on the wall in the first act, then by the end of the third act the gun needs to be fired. If the writers had no intention of developing and properly concluding those character-based plot threads, why include them at all?

In fact, I daresay FF13 has the worst storyline ever of any FF game I've played. Even FF1, whose storyline consisted entirely of a series of loosely connected quests, had a better story than FF13. Mainly because a series of loosely connected quests is *something*. Even FFTA, whose story is hated by pretty much every Final Fantasy fan in existence, had a better story than FF13. Because in FFTA stuff happens. In FF13, NOTHING HAPPENS. You know how they say Seinfeld is a show about nothing? No, Seinfeld is about something. FF13 is about NOTHING AT ALL. And unless that particular something is like stabbing yourself in the face, as far as stories go, something is always better than nothing.

And what's up with the names? Characters named Lightning, Snow, and Hope? Regions named Cocoon and Pulse? Crystarium? And what the hell kind of names are fal'Cie and l'Cie?

GAMEPLAY COMBAT

Some people say FF13 has a new combat system that's more action-oriented. It's not. It's just a minor variation on ATB. Hell, they still call them ATB Gauges. Yes, it is a lot more fast-paced than the ATB of your SNES/Super Famicom and PS1 days. But FFX-2 was even faster-paced, and FFX-2 was straight up ATB. To be fair, in FFX-2 you had to control three party members, but in FF13, you only control one. If they made you control all three party members, FF13's combat may have turned into an exercise in insanity.

Speaking of which, in FF13 you only control the party leader. The other two members of your active party are controlled by an AI script. Except that 99% of the time, the correct thing to do with the party leader is to select Auto-Battle and let the AI pick the moves. So really, the AI ends up doing everything. Remember FF12? Remember how people complained that the Gambits basically put the game on auto-pilot and was very non-interactive? Yeah, as it turns out, since you can't customize the AI, FF13 is even more automated. (At least it hides it well.)

The game designers did try to add an extra dimension to the game with Roles and Paradigms. Except that Roles are just character classes, and Paradigms are just the Roles your party is currently using. Nothing new here. Sure, you can change Paradigms mid-battle (called a "Paradigm Shift", apparently), but changing character classes is as old as the original NES FF3, and changing character classes mid-battle is as old as FFX-2. So really, Paradigm Shifts are nothing new either.

But I've always said that innovation is overrated, that good execution trumps good concept. So rather than debating whether Roles and Paradigms are innovative (they aren't), let's talk about what they add to the gameplay. Before Paradigm Shifts, if you need to attack, you press attack over and over again. If you need to heal, you cast heal over and over again. In FF13 with Paradigm Shifts, if you need to attack, you instead switch to the offensive Paradigm and press Auto-Battle over and over again and watch as the AI picks offensive skills for you. If you need to heal, you switch to the healing Paradigm and press Auto-Battle over and over again and watch as the AI picks healing spells and heals your party for you. Hmmm... I'm trying to see the difference here. (Other than the superficial difference.)

And then there's the Chain Gauge. Basically as you attack an enemy, you increase the Chain Gauge. When it's full, the enemy becomes Staggered and takes much more damage than before. I imagine they designed this also to add an extra dimension to the combat. Except that it didn't. Actually, it did the opposite. Rather than making battles more varied and more interesting, it made them all play the same. Every boss fight pretty much requires the same strategy. You focus-fire on them until they become Staggered, at which point their defenses drop and you can actually damage them. Compare to Chrono Trigger and FFX for examples of boss fights that have a variety of strategies *without* resorting to a gimmick like the Chain Gauge.

Fortunately (or unfortunately), FF13's combat is the least offensive part of its gameplay. It's just more of the same. Straight up J-RPG combat has become stagnant, and it's really difficult to change things up without venturing into Action RPG or Strategy RPG territory. (I can name exactly zero games that have managed to pull this off successfully.)

GAMEPLAY CHARACTER GROWTH

Whoever invented the Sphere Grid in FFX must have thought they came up with the best thing since sliced chocobo. ("Sliced chocobo"... that sounds so awful and morbid.) After all, FF12's License Board is just a variant on Sphere Grid, and similarly, FF13's Crystarium is also just a variant on Sphere Grid. Who can blame them? Linear stat growth is just so cliche now.

FF13's Crystarium is essentially instead of one Sphere Grid, each character has multiple Sphere Grids, one for each Role they have. This means you can either focus on one Role and specialize in it, or you can spread your Crystal Points around and level up each Role evenly and become a jack-of-all-trades. Basically, character customizability and multiple strategies.

Or at least that's what the game promised.

In actuality, the Crystarium is very limited. As you fight battles, one of the Roles on a character will fill up, and you'll be forced, whether you like it or not, to start spending Crystal Points on a different Role. (Or you could just save up those points, but as it turns out, it doesn't really matter.) Apparently, the game is tuned just so that right when you fill up all of your Crystariums, you get to a boss fight, and beating that boss expands your Crystarium. So unless you're skipping battles all the time, what actually happens is that you'll end up leveling up all your Roles evenly (and fully) anyway, just because of the way the game is structured.

Not only that, but the combat with its Paradigm Shifts make you *want to* level up in every available Role. A character who can only apply buffs or a character who can only heal is too inflexible to survive in combat. In order to get through battles without tearing your hair out, you'll need to use multiple Roles per character. And so, single Role characters simply do not work. (Although there's probably already a single Role challenge out there already.)

At about the 30 hour mark, the Crystarium opens up dramatically, and all Roles become available to all characters. So now, you would expect that the promise of choosing your Roles and customizing your characters to be fulfilled. Except as it turns out, non-starting Roles are so prohibitively expensive that, until near the end of the game, it's much cheaper to keep on leveling up your starting Roles. Not only that, but your characters are generally so far behind with their non-starting Roles that, ignoring highly specialized strategies, it's not worth leveling up non-starting Roles anyway.

So there you have it. FF13's Crystarium promised customizable characters and failed to deliver on that promise. Even FF12's License board, for all the ridicule it endured, was more customizable than this. FF13's Crystarium only provides the illusion of choice, making you go through the motions of directing the characters' growth, only to have them end up going down the paths the game pre-determined for them.

GAMEPLAY OVERALL

J-RPGs are linear. That is a given. Anyone who knows anything about J-RPGs knows that they are linear. Complaining about a J-RPG being linear is like complaining that a cupcake is smaller than a regular cake. (Cue relevant Penny Arcade comic.)

That said, FF13 is incredibly linear even by J-RPG standards. FF13 is so linear, it makes FFX look like Oblivion by comparison.

You know how people say in J-RPGs, you're essentially walking a straight line from beginning to end? Usually, they mean it metaphorically. But in FF13, you're literally walking a straight line from beginning to end.

The game consists entirely of dungeon crawling. No exploration. No side quests. No towns to interact with (not in the traditional RPG sense of "town", anyway). It's just dungeon crawling. And the dungeons themselves are linear. They are straight line paths from beginning to end, the only branches being obvious alcoves with items for you to grab. Those don't count as branches anyway.

To be fair, this gets better at around the 30 hour mark. You get to a region that you can actually explore. You get some side quests to do.

Alas, the region is full of monsters that are way too powerful for you to handle until the end of the game. (And because of the way the Crystarium is structured, you *can't* become powerful enough to handle them until the end of the game.) And all of the side quests are monster hunts, which this particular gamer finds particularly boring. And still no towns.

But my biggest gripe is that the dungeons are just too long and drawn out. In general, I don't have a problem with long dungeons. But having long dungeons at the expense of an already slow story, making me crawl through a seemingly endless dungeon when I'm already waiting for something to happen, is just asking for complete and utter boredom. And it takes *hours* to crawl through these dungeons. There's no good reason for a dungeon crawl to take that long.

It's a common problem among modern games. Game designers try drag out their games to take as long as possible, focusing on hour counts instead of actual entertainment. (It doesn't help that many vocal game critics cite low hour counts as a flaw for some games.) And since FF13's game designers realized they didn't have enough story to fill out a 60 hour game, they compensated by making the dungeons drag on forever.

Older games don't seem to have this problem. If FF13 had been made in 1991, it would have been less than 20 hours long and *still* would have had all the same content. And I wouldn't have complained.

CONCLUSION

FF13 bored me to tears. About halfway through, I started looking forward to the end of the game, hoping beyond hope that the game would be over soon. Not because I wanted to know how the story ended but because I wanted FF13 to finally be over so I could do something I actually enjoyed. (Like write a review that thoroughly trashes every aspect of FF13.)

Only my promise to finish the game kept me going. Because really, none of you FF fanboys would accept my review of FF13 as a bad game unless I had actually finished the game.

That, and I didn't want to break my streak of having finished every numbered single-player Final Fantasy game. (It was the same reason I went back and finished FF8.)

Let me make this perfectly clear: FF13 is a bad game. And I don't just mean "bad for a FF game". I mean BAD. The music is bland, the combat is uninteresting, the character growth system is a failure, the story is too slow, and the dungeons are too long. (And my spoon is too big.) The game is terrible in pretty much every way by any reasonable standard for games in general.

Still, FF13 was merely boring. It could be worse. At least they didn't make me actively hate the game. At least they didn't make it a grindfest. At least they didn't make the computer opponent cheat. (Oh wait, the final boss cheats, what with him having a skill that can randomly and instantly kill your entire party without warning.)

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