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Death Penalty |
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Member Since: 2007-06-09 | |
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SaffireWeapon | Comment 1: 2011-09-01 00:29 |
Quite frankly I still don't know what L'Cie, Fal'Cie and Cie'th mean, and I've played through XIII twice, the story still doesn't make sense and it probably never will. If I'm playing XIII-2 it will most certainly not be because of the story and characters, I will play it because of the graphics and gameplay, I did enjoy the fast paced team control battle system. | |
Death Penalty | Comment 2: 2011-09-01 01:32 |
Quote (SaffireWeapon @ 31st August 2011 20:29) Quite frankly I still don't know what L'Cie, Fal'Cie and Cie'th mean, and I've played through XIII twice, the story still doesn't make sense and it probably never will. If I'm playing XIII-2 it will most certainly not be because of the story and characters, I will play it because of the graphics and gameplay, I did enjoy the fast paced team control battle system. It certainly seemed to me that in FFXIII you had to work hard to learn the details of the story. It seemed that the plot material they did have in place was simply unsupported for most of the game; you would get to see a flashback of one of the days leading up to the events of the game, but then it would go entirely unmentioned by the characters. Thus, it seemed like there were two seperate spheres; a plot sphere and a character sphere. The player got bursts of plot and bursts of character, but the characters simply didn't reinforce the plot elements. I think this is in part because of the format SE sought, ie gradually using flashbacks to fill in the backstory. This is a swell idea and all, but the problem was simply that these flashbacks were too isolated; there was minimal referencing them in the present. Another big reason, I think, was that SE seemed to be working harder than ever before to create a realistic, well-developed cast of characters. Don't get me wrong, I think they succeeded here. The problem, I think, was that SE focused on developing the characters based on the internal conflicts and ties between them moreso than the events in the world around them. We got a lot of personality, in otherwords, but we didn't get a lot of unified purpose. A lot of the plot events seemed shallow, and a lot of the party decisions seemed without base. For the record: Fal'Cie are the god-like entities that decide the course of Cocoon and Pulse. L'Cie are the chosen messengers of the god-like Fal'Cie, and the human L'Cie are appointed to carry out the various wills of the Fal'Cie. The Cie'th are the failures. If an L'Cie human fails to succeed in his/her task (which is called a Focus), as selected by the Fal'Cie, then that human L'Cie is transformed into a monstrous Cie'th, which attack the party at several times in the game. | |
Blinge Odonata | Comment 3: 2011-09-01 21:21 |
Quote (SaffireWeapon @ 1st September 2011 00:29) Quite frankly I still don't know what L'Cie, Fal'Cie and Cie'th mean, and I've played through XIII twice Loss of respect ensues. | |
Smash Genesis | Comment 4: 2011-09-02 15:57 |
This is shaping up to be a day-one purchase for my. I had a blast with FFXIII, no matter how stupid it was (think Horrible Bosses: Stupid but still a blast) and hey, maybe I won't have to purchase it - I'm going to Comic-Con New York, and there, I'll play Word to Your Moogle. But yeah, if the dialogue in that new trailer is anything to go on, I will cry. | |
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