Sunday, March 28, 2010

Final Fantasy XIII: Chapter Twelve

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Hating on Final Fantasy XIII is my new favourite hobby. That’s because Final Fantasy XIII is awash with nonsensical gibberish and exceedingly long cutscenes that do nothing to further the plot.
Case in point: The big baddie in Final Fantasy XIII’s master plan is to destroy the world of Cocoon in order to resurrect some ancient god. His complicated plan to achieve this goal is to turn his worst enemies into living weapons. Yes, he gave his enemies super-powers, then told them to go and blow up their home: the place where all their stuff is. They of course attack him instead, but he behaves as if this is all part of his plan. The entire time while they’re becoming more powerful: he’s trying to kill them. Like straight up murder them before they can do what he wants them to do.

The fact he’s a triple-agent/magic space-alien monster doesn’t help make his plans any less confusing. He wants to destroy Cocoon, but he’s it’s leader. He’s gone to great lengths to protect his identity as a giant monster, then he drops his disguise and kills his lieutenant, who’s helping him with his evil plan. As president, he was also responsible for seeking out and killing his own kind, who are also helping him with his evil plan. He also secretly controls a faction that’s trying to kill him. When the leader of this faction goes rogue and dies, he brings him back to life and gives him his old job as president.
The guy’s fucking bi-polar as hell.
At the beginning of Chapter Twelve, there’s a long cutscene where the gang drops in on a flying motorcycle race after they crash their ship for the sixth time. They proceed to fucking wreck the race and start messing people up. Now bear in mind: they’re trying to save the world, but they decide to just start killing people at random. The whole scene looks cool, but it makes no logistical sense with no semblance of story.
I’ve also apparently made it through the best part of the game: which is this semi-open world filled with mini-quests which equate to: Go here, kill this. Plus you’re given these very clear map markers showing you where to go, so there’s no sense of mystery, or exploration, really.

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