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DLC Review: Lightning and Master Sergeant Amodar Battle

Note: This material was provided by Square-Enix for review purposes. 

“Come forth, brave protector of Valhalla- incarnation of Etro’s champion!” ~ Arbiter of Time

It was a little off-putting that Lightning, the main protagonist in Final Fantasy XIII, was not a playable character in the sequel, Final Fantasy XIII-2. She’s in the opening scene, you hear her voice throughout the game and she’s even on the box-art and title screen. Her younger sister, Serah, does a decent job at filling the role of a main protagonist, but Lightning has been one of the best designed characters through-and-through that I have seen in a Final Fantasy game in quite some time. Well, Square-Enix has remedied this situation with it’s first piece of DLC; the Lightning and Master Sergeant Amodar coliseum battle.

Costing a mere $2.99 US on the Playstation Store, you’ll unlock a new area with the battle coliseum as soon as the Historia Crux is loaded up. Once the battle is selected, a short cut-scene between Lightning and your party is shown. I did this battle after completing the game, and had a very strong party. While not challenging at this point, one can appreciate the battle itself for the tactics you can use. Amodar shows up after a brief “mini-battle”, which is when the real fun begins.

 

Lightning and Amodar switch up classes in the same manner your own team does, with a few varieties. I make use of Saboteurs in the beginning of battle, so if they switched and had Lightning in a Medic role, all my work to cause ailments on them had little payoff. So even though the battle was not a challenge, different scenarios made it a little more fresh each time you fight the duo.

“Why would I fight them more than once,” you ask? Both Lightning and Master Sergeant Amodar can be recruited and used in your party. The percentage for capture is very limited, mind you, so even though I five-starred all dozen or so fights against them, I only received Lightning in my last battle. Lightning only makes use of the Ravager role and Amodar is a strict Commando role. As I said, I only got Lightning, but once leveled up, she was comparable to the Ravager I usually used, though her Feral Link attack didn’t seem as powerful. I can’t say much about Amodar.

The rewards are decent for such a quick match. 2,000 CP, and 3,000 Gil (that varies on skills; I have a Gilfinder ability that ups the gil received) for a 4 minute match is pretty nice, and the fact it requires a few Paradigm shifts for excitement is a bonus.

Bargain DLC on a regular basis is a great way to add bits of content to a game, and Square-Enix is setting a fine example on how to add post-launch content to an RPG. Another coliseum battle is planned for next month, and a whole chunk of story is also slated for the future. But for now, if you’re looking for a small- but-quality addition to Final Fantasy XIII-2, this is a very worthy purchase.

Pros:

  • value-priced; it’s hard to beat $3
  • Lightning now plays a small role in your party if you want

Cons:

  • capture rate is incredibly low, even if you five-star the fight
  • first coliseum DLC could have been free to new purchases

Score: 4/5

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Review: Final Fantasy XIII-2

Note: This review is based off of gameplay on the Playstation 3 console. It is also available on the XBOX 360. Square-Enix provided this game to Vagary.tv for review purposes.

Releasing a sequel to a game with such polar-opposite reactions as Final Fantasy XIII is a bold move, but Square-Enix proceeded to do it anyways. It’s really a rare thing when you see a sequel to a Final Fantasy game. But the fans that enjoyed Final Fantasy XIII and the world contained in it, rejoiced.

Final Fantasy XIII-2 picks up a few years after the events of Final Fantasy XIII. In a drastic shift in the party model, you only control two characters throughout this journey, Serah and Noel. Serah is trying to find her sister, Lightning, who strangely disappeared after the grand reunion at the end of XIII. Noel’s story is more complicated, but in short , he was sent from the future by Lightning (from a place outside of time) to help Serah. In controlling just these two characters, it really strengthened the focus on their stories instead of trying to tie together half a dozen random individuals in typical JRPG fashion. There’s nothing wrong with that, mind you, but this really allowed for a more streamlined experience without the comments in the back of your head about “oh yes, fate at work again.”

Finding Lightning is the routine “starting goal”, but things grow in scale as you learn more and more about what is going on. I don’t like to hand out spoilers to games rich in story, but outside of one instance later on in the game (the obligatory “have to collect x amount of things” plot point), the story flowed well and kept me playing. It flowed so well, in fact, that I didn’t even want to bother with a majority of the side-missions. Outside of wandering around the more-open area on Pulse (which is much smaller compared to XIII’s version), I only did the small quests that were along the way.

Once finishing the main story, the option to go back and do “paradox endings” adds length to the rather short story-arch in XIII-2. These ultimately change the ending of the game altogether. My only problem with these paradox endings is that there is no real indication (that I could find, anyhow) on what exactly could trigger these events. To be honest, I used a guide to figure out what would trigger a few, and went and did them. Some hints would have been great, because I truly enjoyed these alternate endings and would have preferred to be coaxed along towards them instead of resorting to a guide.

Time travel plays a large part in XIII-2, with different eras and areas of Cocoon and Pulse unlocking as you make your way through the story. So think of each time period as a small sandbox, with its own item shop, individuals to talk to and get quests from, hidden items, monsters, etc. Square-Enix has removed the “point-to-point” nature of XIII by switching to this system, but you are still confined to a certain path in each area so in reality, the game is still rather linear. In order to access these areas, you must unlock them by going through a time gate. This requires a specific artifact or a generic “master key-type” wild artifact. Wild artifacts are usually hidden well, or received from side-missions. Story related artefacts can’t be missed.

While combat remains similar to its predecessor, XIII-2 has overhauled the Paradigm Shift system. As I said earlier, you control Serah and Noel. Your third party member is now a tamed monster, and you have slots to bring three types into battle. These three slots affect your Paradigm Deck choices. Each monster has a specific role and can be leveled up with certain items (usually gained after battles in decent quantities). You have no control over the monster AI, so if you are using them for buffers and ailments, you have to hope they are using the things you want them to use. Granted, the AI is smart when it comes to attacks in XIII-2, but aggravating when I wanted them to cast Brave, and they chose Imperil instead!

That said, the addition of monsters being in your third slot for battle makes things so much more dynamic. Each monster also has its own attack, known as a Feral Link ability. A gauge slowly fills up at the bottom of the screen, and when you chose to use it, you have to input certain commands (it differs per monster) to establish how powerful it will be. The possibilities for team setups are staggering, and I bet you could ask ten people what group they used at the end and it would be wholly different.

Now, approaching combat has returned to its “random battle” roots. In XIII, you confronted the free-roaming enemies in the open. Square-Enix has made things feel a little more classic by the enemy appearing randomly (and frequently, might I add), and the “Mog Clock” appears. The clock starts in the green position, giving you a chance for a preemptive attack. Once the clock reaches yellow, they start attacking you and you lose your Haste and chain-boost bonus’ (you can still hit them first and get the bonus, mind you, they are just more aggressive). Once the clock hits red, no matter how far away, you are locked into battle and no longer get a “retry” option. You do have the chance to flee, but the clock ticks down at different rates for different enemies. Some are completely unavoidable. It’s a functioning system that caters to long-time fans of the series.

The Crystarium (your path of progression in the FFXIII series) has also been overhauled. It now resembles the shape of your character’s weapon, and once you trace the complete path, you level up the Crystarium. This gives you a choice of opening a new role (you only start with two), adding to your Accessory limit, adding another ATB bar (giving you more options for powerful moves), or boosts to your role ability. You can select between the roles you have unlocked to level up, which grants you stat bonus’ or moves accordingly. The amount of abilities seems reduced as well. No more Haste or Regen, for one. And certain Final Fantasty-standard abilities are also missing, such as Mug for example. The updated Crystarium works for what it is intended to work for, but once I hit the 30-hour mark, I was done getting new abilities and it was simply a matter of boosting my stats.

Monsters work in a similar manner, but cap out much sooner. Depending on their level cap and grade (there are five grades, each needing a different quality of item to level up), some can be maxed out very soon while others can take the course of the game to max out. Another neat feature about monsters, though, is that they can be infused into another monster to pass on their abilities and stat increases. The stat increases are things unlocked in the Crystarium such as “+44% Poison Resistance”. Since each monster has its own, usually small, move pool, passing one to another can be very beneficial in the long run, though each monster can only have so many moves. Again, this whole new system adds a wildly-huge difference to the combat system in general.

The last change to battles of note are the Cinematic Action sections. These are just what they sound like: quick-time events. During certain boss fights, you’ll be prompted to hit “x” button or direction on the analog stick during an epic cut-scene. Now, why we couldn’t just watch the cut-scene with the awesome finishing move is beyond me. I never understood the fascination developers had with quick-time events. They detract from what is going on by forcing the player pay attention to button prompts.

I do have a serious complaint with the musical score at the end (though, admittedly, I enjoyed it up until that point). Without giving too many details, it simply doesn’t fit. Music is supposed to heighten moments, and it should be fitting for the mood. The final cutscene and its music just don’t match up correctly, and nearly ruins everything the scene is trying to invoke.

If you enjoyed aspects of Final Fantasy XIII, the sequel is definitely worth a shot. What Square-Enix overhauls and changes in the sequel make it feel fresh enough for people that put 60-100 hours into the first game. They also included a primer to get people caught up with what happened in case they either forgot or didn’t finish the story to its completion in XIII. While not a drastic change in the series from the previous installment, it’s a great extension to the Final Fantasy XIII universe.

Pros:

  • good continuation in the story from Final Fantasy XIII
  • the monster system allows for a more dynamic party approach
  • great post-game material to play after beating the main story

Cons:

  • the narrative isn’t as strong as its predecessor
  • more limited skill sets for main two characters
  • much shorter main story than XIII

Score: 4/5

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Release Radar- 15 Games in Q1 2012 You Should Know About

The days of the “Fall gaming season” are over. Yes we still get a massive influx of great games in time for the holiday, but it’s been apparent for a few years now that great games can still release during other times of the year and still succeed. This is a good thing for gamers, because it gives us things to look forward to all year-round. So with “Winter gaming season” upon us, a few staff members and I wanted to briefly highlight some of the games we are looking forward to coming out in the next few months. Keep in mind, while these are our top picks, there are still plenty of other great games accompanying them on the calender. Also note, dates can change at any given time. We hope you enjoy!

 

Final Fantasy XIII-2
Developer: Square-Enix & Tri-Ace
Publisher: Square-Enix
Projected Release: January 2012
When Final Fantasy XIII was released to the masses, most fans of the series cried foul. In an effort to extend the story (and no doubt redeem themselves), Square-Enix has listened to the complaints and is giving us something they don’t do often; a sequel. There are far too many changes to XIII-2 for me to list here, but a revamped level-up system, a more open world, a tweaked battle system and time travel are just a few to look forward to. Fans of the game, and even those that didn’t like XIII, should keep open minds and give it a try.

I can’t wait to see how Square-Enix handles this game, and it is easily my most anticipated title personally. I loved XIII. It was one of my favorite games of this generation, and I am very excited to see how the story continues for Lightning and company.

- Don Parsons

NeverDead
Developer: Rebellion
Publisher: Konami
Release Date: January 2012

With the exception of Bayonetta, the character action genre has been feeling extremely tired recently. Rebellion’s NeverDead hopes to breath some life into it. On the surface, NeverDead looks to be nothing special, just another character action game with a moody hero. But NeverDead has a secret weapon in the form of its gameplay mechanic (gimmick), where players can be completely dismembered and continue to fight on. It is an interesting gameplay choice and with the proper aesthetic, NeverDead could be an early surprise of 2012.

- Chris Scott

Resident Evil: Revelations
Developer: Capcom
Publisher: Capcom
Release Date: February 2012


The notion that Resident Evil has lost its way is at this point so widely held giving up on the series for good is understandable. However, that might turn out to be a mistake in the near future. Enter Resident Evil: Revelations, a touted return to the slower pace, denser atmosphere and lower focus on action of Resi’s past. Luckily, while the atmospheric elements of classic Resident Evil are resurrected, the infuriating controls and clunky gameplay is left in the grave, as the game uses a tweaked version of the RE4/5 template that allows free camera movement, strafing while shooting and other such modernities. Revelations sports cooperative game modes, wide location variety, a seemingly twist-tastic plot, and most noticeably of all, graphics just inches away from current-gen console-quality. Brush up on your herb-mixing skills and combine SHOTGUN AMMO with SHOTGUN in February exclusively for the Nintendo 3DS.

- Magnus Risebro

Syndicate
Developer: Starbreeze Studios
Publisher: Electronic Arts
Release Date: February 2012

Remakes are all the rage, we had quite a few HD remakes we wanted to include in our list even, however complete re-imaginings of a franchise are always a tricky prospect. Electronic Arts is hoping that the name Syndicate still holds some amount of weight in the gaming world and that Starbreeze Studios can capitalize on that and give EA an early year hit. What is most interesting about Syndicate though is that the original game was a strategy game and this rework is a first person shooter. Fans of the original are already in an uproar over the change of focus and that alone warrants some added focus on the title, additionally however Starbreeze has developed some of the most interesting FPS games of the past few years and seeing what they can do inside the world of Syndicate is truly the most interesting thing about it all.

- Chris Scott

SSX
Developer: EA Canada
Publisher: Electronic Arts
Release Date: February 2012

At one point in time SSX was one of the biggest franchises on the market but this generation has not been kind to the extreme sports genre, with even the mighty Tony Hawk struggling to maintain a hold in the highly competitive marketplace. Thus this new SSX has a lot of questions surrounding it. Amongst them, can it capture the magic of the original games and do so in a high definition world? But maybe most importantly, can it revitalize a struggling genre that was once a dominant force in the industry. So far everything looks great and provided they can implement a simple to use, yet complicated to master trick system, SSX could be the breath of life this genre needs.

- Chris Scott

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Final Fantasy XIV Subscriptions Start in January 2012, Discounts until Verision 2.0

Square Enix announced their subscription plans for Final Fantasy XIV. Announced earlier this year, they revealed plans to revamp the game from new server code, to adding a new graphics engine, and changing just about everything about the game to accumulate into what they called version 2.0.

Announced at the same time as the revamp, they planned to start collecting subscription fees for the game later on in the year.

In a blog post today, they revealed their plans to start collecting subscriptions on January 6, 2012. The subscription fees for the game will $9.99 a month and that will include 30 days of service, $20.97 for 90 days of service, and $32.94 for 180 days of service.

All of this includes one character slot and two retainers. They will still be offering discounts to those who still pay a subscription to Final Fantasy XI.


Source: FFXIV Lodestone

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Final Fantasy XIII-2 Collector’s Edition

Square Enix released details about the collector’s edition for Final Fantasy XIII-2 for North America.

Enclosed in the box you will find artwork by Yoshitaka Amano, a 4-disc official soundtrack, and a collection of concept artwork. As per usual, there will be extra goodies included depending on the outlet you purchase the game from.

Store Bonuses

GameStop®
Receive an exclusive in–game item by preordering at GameStop e/retailers
– Alternate costume for Serah, visible throughout the game

Amazon®
Omega Boss Battle
– Unique coliseum battle against boss enemy “Omega,” who joins the player’s party afterward

Best Buy®
Collectible Hardcover Book
– FINAL FANTASY XIII –Episode i– novella, an original story that ties together the events of FINAL FANTASY XIII and FINAL FANTASY XIII–2

Final Fantasy XIII-2 will be released on January 31, 2012 for the Xbox 360 and PS3.


Source: Square Enix Press Release

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Final Fantasy XIV Reboot in 2013, Free Service Coming to an End

Ever since the launch of Final Fantasy XIV, the game has been in a state of repair and remained free-to-play while, Square Enix worked to create a product that they themselves and the playerbase deemed was satisfactory. Today, President of Square, Enix Yoichi Wada and Final Fantasy XIV Producer, Naoki Yoshida announced their plans for the ailing MMO. They are currently developing a new version of the game while they continue to update the current version. The new version dubbed ’2.0′ will release in tandem with the PlayStation 3 version late 2012.

“One year has passed since the game’s release, and despite the disappointment surrounding its launch, we have received a wealth of support from you, the players. Your encouraging words and continued loyalty have been a source of immeasurable inspiration to everyone involved with FINAL FANTASY XIV’s development.

In the ten months since the FINAL FANTASY XIV team’s restructuring, we have put forth the utmost effort into not only improving the game’s existing features, but also creating a concrete plan to outline the game’s new direction. Today, I am pleased to announce we can confidently present that plan to our customers. We fully realize this is but a single step towards our ultimate goal, and that to meet the high standards set in the plan, more time is required. In the meantime, however, we will not waver in our commitment to bringing players exciting and engaging content, even as the game moves through its evolution.”

President and CEO of Square Enix, Yoichi Wada

The new version will see an upgraded graphics engine, new maps and area layouts, renewed user interfaces designed for the keyboard and mouse or a gamepad. They are creating a new server system to increase speed and performance. Adding player housing, in-game delivery and mail systems, adding new classes, an achievement system, raids, instances, primal battles, the list goes on and on.

Current players will not have to start over, all of the existing game will port over, but when the changes are made, they will have the option of recreating their characters’ race, sex, gender and facial features as the graphics engine will change everything significantly.

All of this will be included in the PlayStation 3 version that will go into beta late 2012.

Unfortunately, they need the funds to realize this new vision and with the current condition of the game, the company feels comfortably transitioning back into their subscription model. The free-to-play era will end between late November and early December. They haven’t announced the subscription cost, but promised to release them at a later date.

We can also expect a new trailer for the game at E3 2012. If it all goes according to plan, we can expect to see the new Final Fantasy XIV around January of 2013. For those of you interested they’ve also released a few PDF documents that go into detail about the upcoming changes to the game.


Source: Final Fantasy XIV Lodestone

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PSN Review: Elevator Action Deluxe

Square-Enix buying Taito was a great thing. Why? Because now we can enjoy classics like Space Invaders and Elevator Action in the comfort of our living room. Not only that, but these games have a modern twist to satisfy both old-school gamers who played the originals and newcomers who haven’t heard of either series before. In the case of Elevator Action, the word “Deluxe” was tagged onto the title to give us a PSN-exclusive that is worth of any gamers’ hard earned $10.

From the moment you launch yourself into the single player story mode and rappel into the top of a tower, to that daring escape five levels later, Elevator Action Deluxe brings you intense action mixed with stealthy strategy as you try to steal secret documents  before time runs out. Each tower is split into five levels, which get progressively difficult. Your character is equipped with a pistol, but various tools can be found scattered around the level behind doors. My personal favorite is the bomb, but body armor and assault rifles prove to be just as useful.

The documents you seek are hidden behind red doors. Blue doors can be used to hide, and the single most gratifying moment in the game is when an unsuspecting guard walks by and you bust out of the door, in turn knocking them out. I swear, I giggled more in this game than I probably do in a months time. Playing the stealth card is pretty easy in the beginning, but in later levels, I just didn’t have the patience or skill to muster through the levels without playing the action hero role.

Enemy difficulty increases from regular guards, to red-suited guards that trigger alarms, and even military guards that use assault rifles that fire in burst shots. Not only does difficulty in the form of enemies go up, but simple layouts become sprawling mazes with switches, gates, and more. And you have a small amount of time to figure out the quickest and safest way from point A to point B, picking up your coveted documents on the way.

After you finish a level, you are graded on your performance and given a medal (bronze, silver or gold). You can die as many times as you need to (do you like that?), but starting back at the beginning or checkpoint will cost you valuable time and points. And for those leaderboard gurus, Elevator Action Deluxe should make you happy with its leaderboard feature, making it feel just like the arcade again (minus the awesome 3-initial name stamps).

Besides the progressively difficult single player game, Elevator Action Deluxe added some co-operative and competitive multiplayer values to the equation. Sadly, this doesn’t include online multiplayer. Why, I have no real idea, but while I love me some couch co-op, I also have other friends around the country that I would love to play this online with. There you have it, my single complaint to the game.

Co-op story is actually kind of a pain, but if you don’t take it seriously, it’s downright hilarious. Me and my partner in crime found out the hard way that, when you shoot each other in the back of the head (or face, in my case), the one that gets hit takes damage. Realistic, yes, but we eventually had to come up with a game plan. One person would duck and shoot, while the one behind would shoot standing up. A perk to having a partner is one person could go into a door to get a document while the other saved the elevator so there was no wait time. Co-op features the same levels as single player but with a friend. Or friends.

Competitive multiplayer with two people was very fun, but also got old a little quicker, especially when both people are pretty decent strategists. However, this mode was also the funniest with another person, simply because of the failed kill attempts from both people (which usually end in suicide). You have a mode where eight documents appear, and the person with the highest score at the end wins. Exiting first when the exit opens will grab you points, and each document you got will net you points. The most difficult mode was the single document grab. If you have the document and you die, not only do you respawn at the top, but the document also returns to its spot at the bottom. This was a little easier on bigger maps and I’m sure it’d be a blast with four people.

Lastly, you have deathmatch. You have so many minutes to wrack up as many points and kills as possible. Some of the maps have computer AI, which was more fun. Again, with just two people, the game is a lot of fun, but I’m sure with more, it would be a much better experience.

28 years later, and after many ports, Elevator Action comes back with a vengeance and it means business.  Like many other retro-revivals this year, Elevator Action Deluxe deserves to be noticed, and deserves to be played. With a wide array of play modes, and even some grind-worthy trophies, this $10 PSN-exclusive belongs on your harddrive.

Pros: awesome arcade action, sweet couch co-op, funny moments of killing, giggle-worthy stealth action

Cons: no online multiplayer

Score: 4/5

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Bravely Default to Feature a Job System Similar to Final Fantasy V

Bravely Default: Flying Fairy is a new RPG IP being developed for the Nintendo 3DS by Square Enix.  Producer Tomoya Asano, who also produced Final Fantasy III and IV on the Nintendo DS, granted Inside Games, a Japanese gaming site, a short interview about the game, providing a bit insight about the game.

In that interview, Asano described Bravely Default as a “standard RPG”, complete with random encounters and turn-based battles.  He also noted that the job system would be similar to Final Fantasy V.

For those of you unfamiliar with the system, you unlocked various classes as you progressed through the game and at any given time outside of battle you could switch them.  The kicker, however, was that you had to level up those classes individually to unlock new skills for that class.

Bravely Default: Flying Fairy is still on track to release sometime in 2012 in Japan, with no word yet on a North American or European localization.


Source: Siliconera

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Final Fantasy XIII-2 to Release Internationally Early 2012

It’s official, Final Fantasy XIII-2 will release in North America on January 31st and February 3rd in Europe.

Also, as with a few big named titles, Final Fantasy XIII-2 will have its own PS3 console bundle. Dubbed the Lightning Ver.2, the console will have a custom paint job with Lightning sporting her metal suit attire on top of the console with a pink lettering.

As of right now this bundle is only avaliable in Japan and will retail for 37,960 yen(~$495).

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Square Enix Prepping for the Future of Final Fantasy XIII

With the imminent release of Final Fantasy XIII-2 in Japan and a worldwide release in 2012, Square Enix is already planning ahead with by registering the domain name for Final Fantasy XIII-3. Although that doesn’t mean anything, if FFXIII-2 sales well and people want more, They might continue the story further.

They did say that the world they developed for FFXIII contained a lot more story then they could fit in the original game when they initially discussed FFXIII-2.

To the readers, if you enjoy FFXIII-2 when it releases, would you be up for more of it, in sequel of the sequel or would you be ready for the next story in the series with FFXV?