Tech Analysis: Final Fantasy XIII:
http://www.eurogamer.net/articles/te...y-xiii-article
Ook al is het een Tech Analysis, het volgende stukje vond ik nog het meest opvallend:
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"Final Fantasy XIII has 13 chapters in all, and 12 of them are quite linear in nature: progress from point A to point B, exploring dead ends and off-shoots on the map in order to find new treasures. Early on in the game especially, there is more than a little sense that the game structure feels somewhat backward: going from cut-scene to cut-scene, with little in the way of puzzling, but plenty of combat.
There is a sense that enemy encounters increase in density simply to get in the way rather than present any kind of new gameplay challenge. Combat can be avoided in many cases, but Square has been wily in making it the key to powering up weaponry and equipment as opposed to boosting your characters.
Exploration elements (specifically the series towns) are cut down to a minimum: there is talk in the Final Fantasy XIII Scenario Ultimania "mook" (a kind of Japanese reference bible talking about the game's production) that creating convincing HD towns was simply too much work, so the developmental focus was shifted elsewhere.
So while there are three cities within FFXIII, gameplay within them doesn't take the form Final Fantasy veterans will recognise: there's no ability to talk with NPCs, for example. Only Chapter 11 offers the kind of exploration and side-quest elements you would expect from a top-tier JPRG."
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Dus geen NPCs om tegen te praten en in tegenstelling tot wat de eerste reacties ons lieten geloven is 95% van het spel gewoon lineair met minimale exploratie. Zonde, zonde, zonde. Gelukkig is de tech goed en staat Square Enix met FF altijd voor kwaliteit garant. Maar toch vind ik het erg jammer.
Laatst bewerkt: 6 feb 2010