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GamesRadar E3 2011 Special Award: Best Response To Fan Feedback

Features
By GamesRadar Staff published 21 June 2011

Final Fantasy XIII-2's return to tradition shows that Square-Enix takes fan feedback to heart

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Final Fantasy XIII’s totally tubular linearity was a divisive design choice - many fans felt its narrow corridors and lack of exploration took it too far away from some of the key defining characteristics of its genre. The demo we saw of XIII-2 at E3 clearly demonstrated that Square-Enix has heard those complaints loud and clear, and is crafting the sequel to be more inclusive of traditionalists, while still maintaining the strengths of the original.

Instead of focusing on the story or new characters, our demo dove right in to show the features added to XIII-2 that were most conspicuously absent in FFXIII. The first area we saw was something that Final Fantasy fans most vocally missed - a traditional RPG-style town. The demo emphasized the complexity of the town’s layout, with various alleys and areas to explore, hidden treasure to find, and even chatty NPCs you can engage with to provide the flavor dialogue that RPG fans love so much. As you wander around town, we’re told you’ll also trigger various seamless, semi-cinematic events that will make your surroundings seem more alive and engaging. All these qualities come together to give an overall more dynamic feel compared to the beautiful but static environments in most of FFXIII.


Above: We enjoyed the convenience of the online-style shops in FFXIII - will these be replaced with traditional town shops in XIII-2? We’re hoping for both options

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  • Clair Obscur: Expedition 33 lead Gustave faces a gommage Clair Obscur: Expedition 33 devs' next game will focus on "what we think is cool" rather than trying to please everyone

Square-Enix is known for its mastery of the fully-animated cutscene, but in our demo we were told that the developer is now striving to interweave that cinematic quality throughout all aspects of the game, blurring the line between gameplay and cutscene, which, if true, seems like a positive progressive step for the genre in general. It’s the kind of modern approach that has the potential to please people who feel the JRPG genre is too stagnant with outdated design (whether that’s a fair assessment is a whole other discussion) without alienating fans of the traditional RPG gameplay flow.

The brief glimpse we got of Serah’s bustling hometown in the demo looked promising - almost too good to be true. But regardless of Final Fantasy XIII-2’s final outcome, we left Square-Enix’s booth with the definite feeling that the minds behind XIII-2 really do want to strike a balance between trying something new and respecting the wishes of the franchise’s traditionally-minded fanbase.

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Instead of focusing on the story or new characters, our demo dove right in to show the features added to XIII-2 that were most conspicuously absent in FFXIII. The first area we saw was something that Final Fantasy fans most vocally missed - a traditional RPG-style town. The demo emphasized the complexity of the town’s layout, with various alleys and areas to explore, hidden treasure to find, and even chatty NPCs you can engage with to provide the flavor dialogue that RPG fans love so much. As you wander around town, we’re told you’ll also trigger various seamless, semi-cinematic events that will make your surroundings seem more alive and engaging. All these qualities come together to give an overall more dynamic feel compared to the beautiful but static environments in most of FFXIII.


Above: We enjoyed the convenience of the online-style shops in FFXIII - will these be replaced with traditional town shops in XIII-2? We’re hoping for both options

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

Square-Enix is known for its mastery of the fully-animated cutscene, but in our demo we were told that the developer is now striving to interweave that cinematic quality throughout all aspects of the game, blurring the line between gameplay and cutscene, which, if true, seems like a positive progressive step for the genre in general. It’s the kind of modern approach that has the potential to please people who feel the JRPG genre is too stagnant with outdated design (whether that’s a fair assessment is a whole other discussion) without alienating fans of the traditional RPG gameplay flow.

The brief glimpse we got of Serah’s bustling hometown in the demo looked promising - almost too good to be true. But regardless of Final Fantasy XIII-2’s final outcome, we left Square-Enix’s booth with the definite feeling that the minds behind XIII-2 really do want to strike a balance between trying something new and respecting the wishes of the franchise’s traditionally-minded fanbase.



MONDAY:
Most graphics | Coolest character reinvention
Best response to fan feedback
TUESDAY:
Best trailer | Most satisfying gore | Guiltiest pleasure
Most shameless rip-off
WEDNESDAY:
Best new game we know nothing about
Worst first impression | Best game for masochists
THURSDAY:
Most likely to consume our lives | Artsiest-fartsiest
Most tasteless
FRIDAY:
Might not actually suck | Proof that 2D isn't dead | BEST OF SHOW
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GamesRadar Staff
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GamesRadar+ was first founded in 1999, and since then has been dedicated to delivering video game-related news, reviews, previews, features, and more. Since late 2014, the website has been the online home of Total Film, SFX, Edge, and PLAY magazines, with comics site Newsarama joining the fold in 2020. Our aim as the global GamesRadar Staff team is to take you closer to the games, movies, TV shows, and comics that you love. We want to upgrade your downtime, and help you make the most of your time, money, and skills. We always aim to entertain, inform, and inspire through our mix of content - which includes news, reviews, features, tips, buying guides, and videos.

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