Desu Desu Desu, or how I Learned to Stop Worrying and Love Yoshitaka Amano.


When the majority of brooding gamers are spending most of their time complaining that they “Can’t hold dem feels” and absurdly worship posters of their new waifu, you tend to forget there are more important things to devote the eye of the perspicacious too. One of those things is the newest installment in, arguably, the greatest role-playing franchise of all time.

Final Fantasy XIII-2 is nearly upon the Western world, and thinking back on it’s Mothership release, it’s easy to feel that Enix have a lot to reconcile with the fanbase. Criticisms ranged from the lack of RPG elements, such as towns and the ability to re-visit areas in a more open-world fashion, to the fact the player’s experience was as rigid and straight as the average Anon’s phallus when they see Rin Tezuka.

Well, after maps were released for the area modules comprising the new game world, I think it’s safe to say Enix registered your complaints, loyal fans.

Tree of Seraphim? Final Fantasy is an Angelic as it gets.

Pictured Here; Actual comparison of game paths.

God-tier map design, or more needless complexity than the controls for Beatmania?
It’s obvious that the developers are moving away from the FF formula of past. The most noticeable aspect in this area is the introduction of Dialogue Trees and Multiple Endings.

It’s most likely people paid as much attention to Yoichi Wada’s statement about taken Western Approaches to RPGs as they do to my constant sarcasm and Katawa Shoujo jokes, but that doesn’t make it any less existent. Some time ago, the Enix CEO admitted he had considered the possibility of laying off hundred of Japanese employees and exporting development of future titles to other countries – All because he fancies the current climate of Western RPGs.

It’s become apparent through various sources that the studio have been working with overseas influences to help recompense for the weaknesses of XIII. Toriyama, the director for the project, and Kitase, the producer, revealed in interviews with various Japanese game media that they especially took in opinions from other countries, after having exported some of the testing overseas, to help refine the Western edge that Enix’s CEO aimed for. Taking all this into consideration, it may just be spiteful conjecture, but I’m not shelling out money for a JRPG title to end up playing another Bioware game.

The prospect of rolling in the hay with an Asari suddenly became more favourable.

Topping it off is a plot that is seemingly able to develop in multiple ways. Jumping from world to world and time plane to time plane, exploring various instances of Pulse and Cocoon, the story could be extrapolated in almost a non-linear fashion as a marathon of Haruhi after injecting the mescaline directly into your testicles. The games conclusion is reliant upon the  choices made when jumping world to world, with what seem like drastic consequences.

Even with a return to the Random Encounter battle system of old, the changes can be chalked up and the record shows just how much it deviates from the formula that most Final Fantasy fans have come to appreciate. First week sales of XII-2 barely made it to half the count of it’s predecessor for Japan’s first day haul, and if these statistics are anything to speculate on, the fandom may be met with an unexpected disappointment. Or all the fun of watching Haruhi after falling through the portal to the world of Anime girls. The fruits of Enix’s labour will be seen in due time.

(Unless you know moonspeak, in which case, fuck you and your early release.)

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8 Responses to Desu Desu Desu, or how I Learned to Stop Worrying and Love Yoshitaka Amano.

  1. BeamSplashX says:

    I can’t shake the feeling that they very badly want to make an action-RPG but they’re using all they’ve got to fight against actually doing so.

    That and the QTEs during battles look ridiculous. Throwing in the damage numbers during what is practically a cutscene does not make it seem more like actual interaction.

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