Hot and Cold: A Guide to Sazh and Snow

Sometime earlier this year, during playthrough one billion and one of Final Fantasy XIII, I realized that I really ought to consider writing a walkthrough of the game, since, having played through the game an almost indecent amount of times, I could give a lot of good guidance that would help new players. Then I realized that sounded like a lot of work, and really I would rather just do a character guide, explaining which characters work well together and which weapons to use, etc.

Final Fantasy XIII is all about synergy. Instead of focusing on which individual moves you’re going to use to win a battle, the trick to fighting in FFXIII is to have a party whose paradigm roles, weapons, accessories and abilities are going to compliment one another in order for them to win. In Final Fantasy XIII you don’t so much take on the role of the individual fighters as much as that of a strategist who delivers orders about HOW your characters should fight, rather than explicitly WHAT they should do. This is probably the central thing that throws off new players, and results in a lot of hatred for the game, along with the most cited grievance, the game’s incredible linearity.

Final Fantasy XIII is not quite as linear as it’s critics would have you believe, because they aren’t really looking at the game in context. I am something of a Final Fantasy XIII apologist because I think that if only a few important tweaks had been made to the game, it would have come out much better. People complain about meandering down endless corridors, but they aren’t realizing that exploring wide open areas isn’t really the POINT in Final Fantasy XIII. The point of the game is to experience the story, and the areas you move through are a vehicle for the story. Even the battles themselves are incredibly cinematic, the characters seem to be doing a lot of the battling on their own while the camera sweeps around them, and you as the player can’t spend that much time worrying about which actions your party leader is taking because you need to make sure you have a Medic to take care of any low-HP wimps on your team (if I’m just pulling a name out of thin air, let’s say, oh I dunno, Hope), or keeping an eye on your enemies chain gauge and making sure that you have a Commando or Saboteur to stabilize it so you don’t lose all your hard work in chaining.

At any rate, each character has versatility, and each character can be put to more than one use. Some characters, like Lightning, are so versatile that they end up in a sort of jack-of-all-trades, master-of-none category (although luckily this can be corrected with stat boosting items; I usually have my Lightning set up to be just as strong or stronger than heavy hitters like Fang), while others ought to be used for their intended purpose, like Fang, who is so built for physical attacks that the only reason she’s any good as a Ravager is that the majority of her attacks will be elemental strikes instead of spells. Hope can be a decent saboteur but he’ll never work as a Commando (and yes, I’ve tried. Long story short, you can give him all the attack power in the world but that won’t make his slow boomerang strikes and inability to Launch any less of a hindrance).

Basically my point is that there’s always a way to make every party work, somehow. What I originally intended to was to write up a full “character guide,” identifying each character’s strengths and weaknesses, and my recommendations for how to use them. I got as far as Sazh and Snow, but never really finished, and right now I’m in a tactical RPG phase so FFXIII has had some time to recuperate from my relentless playthroughs. So, it is with this in mind that I present to you my character guides for my favorite and least favorite Final Fantasy XIII party members, Sazh and Snow.

Okay, so Lightning is really my favorite, but Sazh is a pretty close second. As for Snow, I still find him incredibly annoying, and it baffles me that a lot of players complained about finding Vanille and Hope annoying, when Snow is so incredibly obnoxious. At any rate, I have warmed up to him a LITTLE after finally trying to use him in my party a few times, and seeing how his obnoxious hero thing softened up throughout the series.

 

Sazh Katzroy

Party Role: All-Rounder
Stats: High HP, average STR and MAG
Paradigm Roles: Commando, Ravager, Synergist (offensive)
Special Ability: Cold Blooded (Chain Booster)

Sazh is the oddball character in the party. Vanille and Hope are mages, Fang and Snow are physical attackers, and Lightning and Sazh serve as all-rounders, but he doesn’t pack the same firepower as Lightning. Like Lightning, his stats are evenly dispersed between attack and magic, and he has access to both the Ravager and Commando roles pretty early on. Unlike Lightning though, he is one of the slowest attackers in the game. His attack animations for magic and physical attacks are both fairly slow, and his attacks are unlike anyone else’s because he attacks with a rain of bullets, each one doing smaller amounts of damage.  You’ll notice early on that Sazh’s weapons have about half the potential attack or magic power as other characters, and even though the explanation might seem obvious, it actually took me a while to notice why: it’s because Sazh has two guns. So, his weapon might only increase a particular stat by 100 points, but in battle it’s really increased by 200 points, because he attacks with both guns.

Even though he has a few drawbacks, Sazh should not be underestimated. Because of his unusual attack setup, Sazh is sometimes able to deal more damage cumulatively during an rain of bullets than a character like Lightning would with a single slash. He also has an incredibly useful Blitz ability that unleashes a hail of bullets across a wide range of targets. His starting element is fire, but like all the other characters he quickly learns other elemental abilities like water and lightning. His unique full ATB ability is called Cold Blooded, and it’s something of a cross between Lightning’s Army of One and Hope’s Last Resort. Sazh unleashes a flurry of magical explosions and gunshots, which are not really all that strong on their own, however, they’re not meant to be. The purpose of Cold Blooded, like Army of One, is to boost the chain gauge of an already staggered enemy. And not only does it do this well, it does this OUTSTANDINGLY well. Sazh has the highest chain boost potential of any character in the game. This effect is really brought to a head if you combine Cold Blooded with his weapon Antares Deluxes that increase Chain Bonus Boost, and upon upgrade grant Chain Bonus Boost II. Together, a single use of Cold Blooded can bring certain enemies’ chain gauge almost all the way up to 999% once they’re staggered.

For some reason, Sazh has the most HP in the entire game, even more than Snow, whose role in both battle and the story is to literally be a giant damage shield. You won’t notice Sazh’s high HP early on, but later in the game he outclasses everyone in HP. Interestingly, he’ll also be one of the first characters to completely finish the Crystarium. One of his weapons attempts to take advantage of his high HP by trading off great stats for the “paper tiger” and “silk tiger” abilities, but honestly even with his incredibly high HP, that paper tiger ability is so debilitating that you need to equip Sazh with HP accessories to offset it, and when choosing a weapon it’s important to consider whether or not you’ll have to waste any open accessory slots offsetting a weapon’s downsides. In my experience it’s usually better to settle for a weapon with average stats and a good effect, or good stats but no special effect, than to choose a weapon with great stats but a debilitating effect like Silk Tiger, Stifled Magic or Stagger Lock.

Final Fantasy XIII Drinking Game: Take a drink every time Sazh shouts “Vaniiiiiiille!”

Sazh can hold own as a Commando, particularly when he’s the party leader and you have the freedom to employ his Blitz ability at will for maximum enemy coverage and several extra hits. Sazh is also capable as a Ravager, but as an all-rounder he isn’t actually designed to excel in either role, but to boost an enemy’s chain gauge into oblivion so that a heavy hitter like Fang or Snow can deal the most damage. As with any character though, you can turn him into a heavy physical or magical hitter with a combination of weapon choice and accessories.

Sazh’s third role is Synergist, and he’s far and away the most useful Synergist for most of the game. Hope’s Synergist abilities focus on casting protective buffs and guarding against elements, whereas Sazh gains access to offensive buffs like Bravery, Faith and Vigilance almost immediately, and in my experience these buffs are just more useful than defensive buffs most of the time. Be advised that his AI and auto-battle script prioritizes using Vigilance before buffs like Bravery of Faith, so if you need one of those quickly you’ll have to do it manually. Hope’s significance as a Synergist shouldn’t be downplayed, but defensive buffs are most useful during boss fights, and offensive buffs tend to be better suited to random enemy encounters, which obviously you’re going to have way more of.

As a Sentinel, Sazh is one of the three characters who use the “guard” abilities rather than “evade” abilities. I see why they did this for symmetry amongst the characters (three using guards and three using evades), but it seems to me that it would have made more sense. I can’t say too much about it because I rarely use Sentinels at all and even more rarely have ever used Sazh in the role. As a Saboteur, he learns mostly the same abilities as Vanille in mostly the same order, focusing more on the standard abilities like Deprotect and Impreil than area-of-affect abilities like Deprotectga and Imperilga. As a Medic, he is capable of learning Curasa, which not all characters can do, and can heal well enough, but not until you’ve traveled a very long way through his Crystarium path. For the most part, if you’re playing through the game for the first time and unlock his Medic role shortly after arriving on Gran Pulse, he’ll only have access to the cure spell.

Most of the party’s eidolons function the same. Brynhildr will heal you if you’re damaged, stabilize the enemy’s chain gauge with physical attacks and boost it with magic (mainly fire elemental). In Gestalt Mode Brynhildr turns into a car, which has some pretty good spinning area-of-effect attacks, plus one really cool ability that grinds sparks into an enemy’s face and can be used repeatedly back-to-back for excellent chain gauge boosting. And in case your wondering, it’s pronounced “Broon-heel-door.” And also in case you were wondering, she’s female. The more modern version of the name is Brunhilda.

Like Lightning, Sazh has the potential to be a strong physical or magical fighter, or to excel at neither but provide support in both. Unlike Lightning, he doesn’t have access to the Medic role, so his usefulness in a party is somewhat diminished. If you’re planning on using Lightning in your central party, be careful if you choose to include Sazh. You absolutely cannot function without having at least one of the two, Hope or Vanille, in a party. This means that if you choose to use Lightning, a mage, and Sazh, you’re down one powerhouse Commando, so you’ll need to either turn Lightning into one (which is pretty easy to do with a weapon like Gladius and a few Power Wristbands), or try and turn Sazh into one. Unfortunately, Sazh is just really difficult to include in your party right when you gain the ability to switch members because of how balanced he is. Even if you don’t like Lightning (in which case the door is that way) and don’t want to use her, you can’t really replace her with Sazh because doesn’t have the Medic role, and relying purely on Hope or Vanille to heal your party can prove to be very dangerous.

Really, Sazh is best suited to advanced players who have their final party destinations set in their mind and know how to offset his flaws. If you’re a beginner, it’s better to stick to Lightning as your all-rounder. Whether you choose to play offensive or defensive if a consideration too: if you prefer to be defensive, you’ll want to use Hope for protective buffs and healing, if you prefer to go on the offensive, spending the time in battle to buff your party with Sazh can provide an advantage.

Personally, I love the Sazh-man. He’s the game’s most well-constructed character with the most emotionally compelling storyline, his voice actor did something few are able to do, which is to channel Eddie Murphy without being an embarassing ham, and he has that adorable chocobo hanging around him (choco-boco-LEE-NAAA!). He is very tricky to include on a party, but if you’re willing to put in the effort, he pays off as a great all-rounder with access to the best chain gauge boosting potential in the game. Just don’t make the mistake I made and think you can just throw together a party of Lightning, Sazh and Fang because they’re your favorite characters right after you get to Gran Pulse. You NEED a capable Medic. Never forget this.

Snow Villiers
Party Role: Physical Attacker
Stats: High HP, high STR, average MAG
Paradigm Roles: Commando, Ravager, Sentinel
Special Ability: Sovereign Fist (Massive Damage)

Oh, Snow. The big lug. I hate this character so much, on so many levels, and for such a wide variety of reasons. For one thing, he’s a thoughtless, arrogant, chummy douchebag whose unnering optimism and positivity is both inappropriate and uncomfortable, and for another it’s difficult to make sense of just what the hell to do with him in battle. He’s the only character apart from Lightning to start out his career as a l’Cie with both Commando and Ravager unlocked, but he isn’t an all-rounder, and mostly should only be used as a supporting Ravager, never as your main magical damage-dealer or chain booster.

Snow’s role in both the story and battle is to stand there and take damage. He’s a walking and talking Sentinel if there ever was one. FF13 Drinking Game: take a drink every time Snow falls from an incredible height and doesn’t die. Warning: you will be drunk quickly. He takes so many hits and so many falls that it’s a wonder he doesn’t die of internal bleeding halfway through the game. He wears that ugly tan trenchcoat and covers his hair with that ridiculous bandana, and his punching attacks just don’t FEEL as nice as anyone else’s. With Lightning you get that satisgying slash, with Fang you get the pummeling noise, but Snow just punches people, and for some reason it feels out of place to me. Luckily, Lightning hates Snow as much as I do for most of the game, so she punches him in the face several times, and every time she does, an angel gets it’s wings.

FF13 Drinking Game: Take a drink every time Snow shouts out “Serah!” or says “We can SAVE Coccoon!” Again, you’ll be drunk well before chapter 3.

But now that I’ve diatribed enough about how much I dislike Snow, let’s get into his actual usefulness as a character.

Snow’s individual storyline is actually really weird, and he spends most of the game away from the rest of the party. Even when he rejoins the main team, he stays behind as an extra character that the game  doesn’t allow you to swap into your party until you gain that ability on the Palamecia. He’s on his own for a chapter of the game, and is the first character to unlock an Eidolon, though not the first Eidolon you’re allowed to use. When he does resurface his only ally is Hope, and the two of them make an incredibly awkward team with only average damage-dealing or chain-boosting ability.

Mostly, he falls short in the roles he’s expected to play: as a Commando, he has great damage dealing potential but is severely outclassed by Fang, whose slightest touch can obliterate small planetoids. As a Ravager, he can work well if you give him a weapon with high magic but then you’re missing out on his much better Commando abilities, including his ultimate ability Sovereign Fist, which we’ll get to in a moment. As a Sentinel he does very well, having the highest HP for most of the game before Sazh unexpectedly beats him at the Crystarium finish line.

In his secondary roles, he mostly learns big area-of-effect abilities. His Synergist path is complete with abilities like Bravera and Faithra, and his Saboteur path has Deprotectga and Deshellga. As with most other characters he’s a competent Medic later on, but shouldn’t be relied on as one.

Soverign Fist works exactly the same as Fang’s Highwind ability, excepting that Fang is far superior in every way. Basically you wait until the enemy’s chain gauge is really high, or they’re about to lose their Stagger entirely, and then use Sovereign Fist for one big powerful wallop. Use it carefully though, because it resets the enemy’s chain gauge. This means you’ll miss out on any character using Scourge or Smite, but Sovereign Fist will most likely be stronger anyway.

I have played Final Fantasy XIII more times than I can actually count, and have almost never included Snow in my party, even in passing. I tried it once, but not for very long. I know I’m hard on him, but he really isn’t that bad. If you put in the effort he can be an incredibly capable physical attacker, I just really don’t like this guy. Every time he says something corny and cracks a smile I just keep hoping Lightning will deck him for me one more time. Let it be known that even though the sound of his voice makes me roll my eyes, I actually like his voice actor. It isn’t the actor’s fault, he portrayed Snow the way he is: a cringey parody of the hero archetype. He thinks he’s a hero, but he consistently fails at everything heroic he tries to do, and is so fond of throwing himself in harms way or offering to take someone else’s punishment that you start getting the feeling that being a Sentinel really turns him on. He also has a habit of saying EXACTLY the wrong thing at the wrong time. Like bragging to Hope, whose mother died saving Snow, about how he’s going to have a big happy family one day, about how he’s going to save everyone, and accidentally using her name in a sentence. I get it Hope, I hate him too.

And if his abduction by the cavalry is any indication, the army really is more than a match for NORA.

Side note: am I the only one who thinks that his character design is a weird amalgam of Seifer’s two designs from Final Fantasy VIII and Kingdom Hearts? Just take Seifer’s central outfit from Final Fantasy VIII and add his bandana from Kingdom Hearts and bam, you’ve got snow. Except Seifer knew when to quit.

He’s, uh… he’s a terrible… uh, character… I uh, I hate him… I’m not… I’m, uh, not attracted to him… Nope… Definitely not. What?

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Things That Should Have Happened In Final Fantasy XIII

Final Fantasy XIII is a good game with a lot of flaws. Mostly, the only thing people talk about are it’s flaws. I still think it holds up as a fun experience and a well-made game. It’s a milestone in the visual capabilities of the series, but the muddy storytelling of director Motomu Toriyama is somewhat notorious for being completely incomprehensible. Whenever one plot-hole appears, Toriyama just distracts you from it by pulling out a new plot-hole, until finally you finish Lightning Returns and think, “Well I guess all those plotholes are filled now that the universe has been reborn. Oh well.” This is not excellent storytelling.

As such, here are some ideas that have brewed in my mind for a while, which I think would have vastly improved Final Fantasy XIII. Personally, I sometimes like to pretend that XIII-2 and Lightning Returns never happened, because the game itself does not set the story up for a sequel, and very little of what happens in the game is really referenced later in the series. XIII-2 and Lightning Returns revolve mostly around Etro and Yuel, but deal very little with the actual journey of the l’Cie in Final Fantasy XIII.

So on that note, I’m mostly going to be dealing with things I would have liked to have seen changed in the original game, though I will make some reference to how my changes my fit the sequels. This also means that I’m not going to spend too much time wondering about why in the world the developers chose to refer to an area in XIII-2 as “Archylte Steppe ???” This seems to imply that the time period in which this happens is either before the fall of Cocoon or after the whole timeline has been fixed, but dialogue from the hunters indicates that it happens after the fall of Cocoon, and that the people who bear the same tribal tattoos as Fang are not in fact from the same tribe as hunters but just Cocoon citizens who reacclamated to life on Pulse. I’m also not going to spend too much time grinding my teeth at the fact that XIII-2 spends a lot of it’s time redeveloping areas from the first game, but completely leaves out many of them like Eden, the Arks, most of Gran Pulse, Nautilus, Lake Bresha, the second half of the Sunleth Waterscape, the Gapra Whitehood, and so on and so forth. But as you can tell, I have my issues with XIII-2 as well, which for the record most people believe to be superior to Final Fantasy XIII, but personally I think that it trades addressing everything Final Fantasy XIII got wrong for sacrificing all the things that it got right.

Anyway.

In Defense of Jihl Nabaat

Jihl Nabaat is a criminally underutilized character in Final Fantasy XIII. Her treatment in the story is baffling: we go through the process of setting her up as a character, even including her in the flashback sequences, set her up as a perfect antagonist to Sazh and build up resentment toward her, and then even include the perfect moment to fight her, and… she’s killed off. No fanfare, nothing. No one even mentions that she’s dead. Barthandelus throws a Ruin spell at her and she’s gone, just like that.

Now, you might say that the fact that she is so important and is disposed of with such little interest by Barthandelus is precisely the point being made about how fal’Cie view humans as nothing more than tools. It does make an interesting parallel with Jihl, who herself sees other people as tools to further her own ends. But this is still bad storytelling. Barthandelus is the most cliche and uninteresting villain in the Final Fantasy series, and that’s in a series that includes such one-dimensional characters as Exdeath and Necron. Not only is he visually unappealing (I’ve seen him hilariously referred to as “the space pope”), but his dialogue and personality are incredibly one-dimensional and cliche. Also, his motives make no sense, but then, that’s a much larger problem within Final Fantasy XIII’s story.

Most of Final Fantasy XIII’s story can be boiled down to: “the fal’Cie want the main characters to destroy Cocoon by killing Orphan, so the main characters rage against their fate and defy their masters by… destroying Orphan and dropping Cocoon out of the sky exactly like they were told.” Even more confusing is why the fal’Cie bother to fight the l’Cie and try to kill them at every turn: Barthandelus is working tirelessly to make the l’Cie choose to kill Orphan and thereby destroy Cocoon, so why is he also directing the entirety of the Sanctum’s resources at murdering them? You could say it’s a test of their power, but then, why does he also personally attack them several times? Why did he bother fusing with Orphan? What exactly IS Orphan anyway?

But I digress. Jihl.

Jihl is an interesting character because of how comically evil she is. She’s sadistic and seems to take immense pleasure is causing pain to others, and yet at the same time we can clearly see that she isn’t all bad. Her first introduction is a brief scene of her smiling at Sazh during the fireworks flashback. Even when she’s actively trying to kill Sazh, she always states her reasons clearly, and even sometimes makes compelling arguments. She honors Dajh’s sacrifice and says she’s going to have his crystal made into a memorial in Eden, without ever revealing the fact that his father was a l’Cie, so that Dajh can be remembered with reverence by the citizens of Cocoon. The thing that actually makes her interesting is how intelligent and well-spoken she is, and how she seems to be capable of surprising compassion for someone who so enjoys toying with people. She talks down to Sazh about Pulse l’Cie being “undesirables,” but she also treats him with some amount of respect, choosing to allow him the chance to get revenge on Vanille rather than having her soldiers shoot them. Even when she strikes Sazh and knocks him out, she doesn’t do this until he becomes uncontrollable with rage.

Really the thing that confuses me the most about the treatment of Jihl’s character is that it doesn’t make any sense from a storytelling perspective. They went through all this trouble to set Jihl up as a primary antagonist, she’s even in a fully animated FMV sequence, and then they kill her with no fanfare. In fact, it honestly feels like they purposely cut out a boss fight with Jihl for some reason. Right before Barthandelus kills her, Jihl leaps down onto the platform in front of the l’Cie and draws her weapon, and the party gets ready for a fight. There could have easily been a sub boss fight here with Jihl, and then the next scene of Barthandelus killing her could have gone on the same.

But this isn’t my biggest wish for Jihl. I think Jihl should have been the game’s main antagonist. Throughout the game we’re treated to metaphors about tools, about people being used by others to further their own ends. Barthandelus is the puppetmaster behind the actions of Lightning and her friends, but I think that the murder between Jihl and Barthandelus should have happened in reverse: I think that Jihl should have been the one to suddenly and inexplicably murder Barthandelus, before removing her glasses and reminding the party that “For every task, there’s a perfect tool.”

I wish that Jihl had turned out to be Orphan in disguise. We know from Barthandelus that fal’Cie have the ability to disguise themselves as humans, and we know that Orphan is ultimately the central power behind Cocoon. If Orphan is really the one at the center of this plan to use Cocoon to summon the Maker, why wouldn’t Orphan choose to disguise itself as a human and walk among them, monitoring the actions of Barthandelus by pretending to be his servant? How great would it be if Lightning and her allies stormed into Eden and Barthandelus appeared on the steps before them in the area where you fight the Adamantoise, and rambled on about how they’re nothing but puppets doing his bidding, and then from behind him came a blast and standing over his body, with her rod in hand, was Jihl, who reveals that she’s been using everyone from the beginning. The game even SETS THIS UP. She talks about using people as tools, doesn’t she? What better way for her to do that?

Jihl could transform into Orphan for the final boss fight, and the rest of the game could play out exactly as it did. If this idea seems too weird to you, let her be Eden instead. Eden is just another fal’Cie like Barthandelus who would have all the same reasons to keep a close eye on him, and the final confrontation could easily switch out Jihl for Barthandelus. After transforming into her fal’Cie form and being defeated, she could fuse with Orphan and become the final boss, the same way Barthandelus did. I mean, the weirdest thing about Barthandelus being the central antagonist is that we don’t know anything about him until he reveals himself on the Palamecia, meanwhile we’ve had the whole game to get to know Jihl.

I won’t delve too much further into this, but Final Fantasy XIII actually has a big problem with not utilizing it’s characters. Raines, Rygdia, Jihl, and Amodar all go mostly unnoticed, despite having thought and care put into their development.

Vanille’s Deepest Secret

Throughout most of Final Fantasy XIII, Vanille’s defining characteristic, apart from her optimistic bubbly personality, is that she’s a liar. She prances around smelling the flowers in an attempt to hide the dark secrets she possesses. Vanille is the fulcrum on which the entire story of Final Fantasy XIII revolves: she chose not to fulfill her focus and become Ragnarok, leaving Fang to do it on her own, resulting in Fang not being strong enough to do anything more than breach Cocoon’s shell. They should have both become C’ieth, but as she so often does in this universe, Etro felt pity for the two of them and intervened, allowing them to enter crystal statis anyway and placing them within the Pulse Vestige with Anima, to be kept safe until they reawakened.

There’s a lot about this story that just doesn’t add up. We’re never given much of a glimpse into what Vanille and Fang’s life was like on Pulse. We only get a few mentions of what life was like in Oerba, and the leftover photographs and housewares inside Vanille and Fang’s house, or her robot friend Bakhti (also known to me as The Cash Machine). There is one brief moment which shows Vanille living on Pulse, and it’s during the opening credits movie, but even then Cocoon still has a hole in it’s shell, so it’s possible that this scene is depicting Vanille on Pulse after returning with Lightning and the gang. Also, Etro becomes an important figure later in the Lightning Saga, but during Final Fantasy XIII she’s mostly left enigmatic, known only as “The Goddess,” and she seems to have a penchant for intruding on history at inopportune moments, resulting in more death or the corruption of the timeline. Why did Etro choose to intervene when she did? If Etro presumably knew that Fang couldn’t breach Cocoon on her own, why did she wait until after she’d tried and failed to intervene and put Vanille and Fang into crystal sleep? Also, we’re told that Fang slept in crystal for five hundred years alongside Vanille, but we never see Fang in crystal form, when Vanille awakens Fang is already asleep on the platform beneath her.

How exactly does this whole Focus thing work? We never learn which fal’Cie it was that gave Vanille and Fang their focus to destroy Cocoon, or why exactly that was the focus they were given. If the C’ieth stones are any indications, the majority of fal’Cie only made l’Cie to do trivial things like destroying particularly nasty monsters or C’ieth who refused to die. And, if Vanille and Fang failed in their Focus, why didn’t they turn into C’ieth? I know the answer is that Etro intervened, but how does that work exactly? Does the fal’Cie who gave the l’Cie a focus get to decide whether or not their thrall turns to crystal or into a C’ieth, and does the authority of one fal’Cie usurp the authority of another? Did they actually become C’ieth and then Etro intervened to turn them human again and put them in Crystal? Who woke them up? Why did they awaken from their crystal sleep when they did? What happens when the fal’Cie who makes you into a l’Cie dies? We know that Anima died right before making Lightning and her allies into l’Cie, but that didn’t stop their focus. If a l’Cie who completes their focus going into crystal stasis, who gets to wake them up and give them a new Focus if the old fal’Cie master dies?

Really, this is a rabbit hole of questions that can go on and on forever. Concerned with clear storytelling, Motomu Toriyama is not.

But again, I digress.

I think that it would be an interesting twist is Vanille herself is the Goddess of Death, Etro. We know that fal’Cie can take on human form, and surely a goddess would have that power. Now, there are holes in this idea: we know Etro is stuck in the unseen realm and can’t return because she was banished there by Bhunivelze, but still, there are a lot of things that would make more sense about Vanille if it turned out she herself was Etro. Vanille is the only party member with the ability to cast the Death spell, and though that does have some connections to her character, it is odd that of all the characters it would be Vanille with this devastating ability that works on almost every single enemy in the game, including the final boss. Vanille is seen making a sign with her fingers and offering prayers to the heavens many times, what if this were the sign of the Goddess? What if she were actually trying to work some kind of magic when she did that?

And why is Vanille narrating the story? From a development perspective, there are explanations: Vanille was initially conceived as the central character and was going to be the game’s primary protagonist, but after showing off Lightning in a promotional video and receiving positive feedback from fans, Lightning was made the central protagonist of the game. For the record I think this was a good move. But Vanille is narrating the entire story of the game, seemingly from within her crystal sleep in the pillar holding Cocoon. She and Fang even speak directly to Lightning and the others at the end after they’re freed from crystal. If Etro is the one who intervened and freed them from crystal, why couldn’t it have been Vanille who did it? Also, what exactly is the significance of becoming Ragnarok? It’s repeatedly stated that ONE of the l’Cie must become Ragnorok, but both times Fang attempts to do it on her own, she isn’t strong enough. Is this an ability they all inherently know? Vanille and Fang do it effortlessly in the end and it’s presumably because they’ve been down this road before and know what they’re doing, but is this is a power that can be used any time? As usual, not much is explained.

Vanille being Etro would continue to make sense as the series progressed. Vanille is somehow capable of seeing into Serah’s dream world and calling her out of it, and Serah’s dream world is within the Unseen Realm, Etro’s domain. During Lightning Returns, Vanille inexplicably has the ability to speak to the souls of the dead and guide them to the new world. No one ever even attempts to explain why she has this ability. Again, I know this pokes holes in the central plot of the three games, but still, I think it would have been a much more interesting twist to have Vanille turn out to be Etro herself, intervening physically as well as magically in the events of the world to try and stop the death of innocent people.

Vanille lies so frequently that she even comments she can’t remember which events are truth or lies anymore. She outright lies to Hope and tells him that he promised to come and see Gran Pulse with her. I actually like the idea that maybe if Vanille were Etro, she could see alternate timelines, and in one of those, Hope did promise to come and see Gran Pulse with her. Either way, Vanille spends much of her time lying to others, even if she does it with good intentions. If Vanille is such a capable liar, couldn’t she be lying about her identity too?

A Titanic Superboss

I’m not the only Final Fantasy XIII fan to be baffled by the development choice NOT to make Titan the game’s superboss. Instead the superbosses are the final C’ieth stone mission and the Long Gui. Titan is a very prominent figure on Gran Pulse: he’s always seen walking around just beyond the mountains, no matter where you are on the plains. There’s a series of C’ieth stone missions revolving around running a gauntlet for his amusement and showing off your strength to him. He creates mist that causes power C’ieth to appear, and he even speaks briefly to the party. We also know that he’s a fal’Cie, and the characters in Final Fantasy XIII never met a fal’Cie they didn’t want to kill. It just seems obvious that Titan would be the game’s optional superboss. It even seems to imply that he would be, considering several of the C’ieth stone missions are done specifically at his behest, or in his area of the world. It would make sense that fighting him is the ultimate prize for completing these missions.

But alas, nothing. And even stranger is the fact that never appears in the Lightning Saga. Atomos actually reappears in Lightning Returns, sleeping in the Dead Dunes. This conflicts with the widespread notion in Nova Chrysallia that Pandemonium is the only living fal’Cie, because Atomos is clearly still alive and hasn’t become a crystal, but nonetheless, there he is. If Atomos survived, why didn’t Titan? Especially when massive juggernatus like Atlas seem to mirror his design. Surely he’d have been involved somewhere within the side-story of these huge creatures? Is the Atlas included in the second game a re-skinned version of a planned Titan superboss that never made the final cut?

Really, every time I see him on the Archylte Steppe, it’s like the game is just rubbing my face in the fact that he isn’t available to challenge.

Where The Hell Is Everybody?

Everyone, including Vanille and Fang who are natives and presumably understand a lot of it’s history, wonder where the hell all the people on Gran Pulse disappeared to. It’s brought up a few times with confusion, and then never addressed again. We know that the War of Transgression took a huge toll on both Pulse and Cocoon, but Gran Pulse is literally the entire planet, and there doesn’t seem to be one surviving human anywhere. We even see the ruins of Paddra, which indicate that it was a very modern, technologically advanced city, because it’s ruins include cars and traffic lights. The world is filled with C’ieth stones, and it’s never addressed whether or not these C’ieth stones are the remains of the humans who lived on Pulse after the war.

Did the war take such a massive toll on human life that only a few survived, and then those few all eventually became C’ieth? Why is there not a single l’Cie on Pulse who fulfilled their focus and turned to crystal? We never learn the answers to these things. Even weirder is the fact that in Final Fantasy XIII-2, Hope and the Academy set up shop in the ruins of Paddra and launch an investigation into it’s history, but they only bother researching it’s ANCIENT history, learning about the Seeress who led the city. They never bother trying to learn what it actually was that leveled the city and left ruins behind.

Three games and still the plot-holes left in Final Fantasy XIII are never addressed, we’re just given new plot-holes to contemplate.

Let’s Go Back!

It is standard in any RPG that once you reach a certain point in the game, you have the ability to revisit previous locations and unlock new secrets. Now sure, most of the previous locations in Final Fantasy XIII are straight corridors, but even so, I wouldn’t mind going down those corridors again if they contained new challenges, opportunities and treasure. One of the most glaring problems with Final Fantasy XIII is the lack of opportunities to make money, well why not have some C’ieth stone missions scattered throughout the areas you’ve already passed through? It wouldn’t be very difficult to just replace the PSICOM soldiers with some of the monsters from Pulse and throw in some C’ieth along the way. I know, it wouldn’t make much sense that there were C’ieth all over the place on Cocoon, but it the fal’Cie had no problem turning the Cavalry into Sacrifices, surely they could be persuaded to do it elsewhere on Cocoon. It would also be a great way to earn more money. In Final Fantasy XIII, literally your only source of income at the end of the game is to farm Sacrifices for Perfume or farm Adamantoise and their kids for Gold Nuggets and Platinum Ingots. Even if you LIKE fighting an endless parade of Adamantoise, this is still lazy development. As usual with Final Fantasy XIII, they don’t utilize their resources.  Even if stomping back through the Vile Peaks and fighting new monsters wouldn’t be incredibly fun, it would at least be more fun than fighting the same monsters on the Archylte Steppe over and over again to grind for Crystarium Points while you prepare for C’ieth stone missions. Slap some Perfumes or Incentive Chips onto the monsters in previous locations and put them on a higher level and bam, you’re ready to roll.

And there you have it. These questions have been rolling around in my head for a long time, and there are always more. But for some reason, despite all the glaring flaws in Final Fantasy XIII, I keep coming back to it. Some detractors would call that “a dog returning to it’s vomit,” I call it being in a codependent and possibly abusive relationship with Square Enix.

Final Fantasy

I’ve loved video games my whole life.

The first game system I ever received was a Nintendo Entertainment System. I must have been three or four years old at the time. The first video game I ever remember seeing was Super Mario Bros. I remember watching my parents play it once in the living room together, with my mom not doing very well and asking my dad questions about how to play it. Funnily enough I don’t have a specific memory of playing the game, although I must have at the time. I do remember my earliest memory of playing a game, and it was Mega Man II, also for NES (although at the time we all just called it the system “Nintendo”). I remember sitting in my mom’s room, with the game hooked up to a television on her dresser, and watching the opening scene of a camera panning up a building to Mega Man standing with his helmet off on top of the building.

I remember how difficult Mega Man was. I could never get further than one or two levels in, and once I actually managed to make it all the way through to the final level and couldn’t beat it. I remember playing the original Super Mario Bros, and an old lady who babysat me tried to teach me the trick to getting 99 lives with a turtle shell. The second video game system I got was a Sega Genesis. In the early 90’s, everyone picked a side in what became known as the “console wars”: either you were a Nintendo person, or a Sega person. It’s not that you necessarily only liked the games from one system or the other, everyone loved all the games, it’s just that the systems were so expensive that no one’s parents could afford to buy them both. To have both was a big deal. I only happened to have both by luck, because my cousin, whose name is Andy (and who will reappear soon in this story), was getting rid of his Sega Genesis and sold it to my mom. I’m not sure for how much but for some reason my memory tells me 50 bucks. I have no clue if that’s true or not.

My first Sega game was Sonic the Hedgehog 2, along with Taz-Mania, a game about the Loony Tunes character Taz the Tasmanian Devil. Fun fact: I was surprised to learn Tasmania is an actual place later on in school, I always assumed it was a made-up place from Looney Tunes. Anyhow, a lot of people fondly remember the first Sonic the Hedgehog, and it’s opening level Green Hill, with nostalgia, but for me it was the second game. I actually never even played the first game until years later in elementary school, and was kind of aggravated by the lack of a spin dash ability.

I loved Sonic 2. I played it constantly. Eventually my cousins who were around the same age as me wanted a video game system, so my mom came up with a rule that I could only have one of my two game systems at a time, and if I wanted one, my cousins got to use the other. I still think that was a stupid rule, particularly because I always chose my Sega Genesis, and eventually my Nintendo just became their de facto possession, and they lost it.

Not that I’m still bitter about it or anything.

But it was mine.

Just saying.

Anyhow, like I was saying I loved Sonic 2. I loved the levels and the characters of Sonic and Tails, and during school I used to draw pictures of Sonic running around on the back of my school papers. I don’t know if schools still do this but at the end of the year the teacher would give our parents a folder filled with all of our work from that year, which make pretty great keepsakes. My mom still has many of my Sonic the Hedgehog drawings, which I was constantly getting in trouble for doodling.

The thing that I loved most about Sonic, though, was the music. Chemical Plant and Mystic Cave Zone especially. My aforementioned cousin Andy (the one who sold my mom the Genesis, not his two sisters who always got to keep one of my game systems) always knew more about video games than I did, was always a more skilled player than I was, and always had something interesting to show me. I used to watch him play in awe, and I was very entertained just watching. He revealed to me that there were cheat codes to Sonic 2, which he had memorized, and he would sometimes put them in and show me Super Sonic, who could jump incredibly high and fly through levels at triple the speed of Sonic. I was amazed by Super Sonic, by his shiny yellow hair and his ability to float in the air as stars rippled past him, and by the way he would cross his arms and stand on his tiptoes, looking regal and powerful, when you stood on the edge of a clif. I also loved the Super Sonic music that played, and I would go to the sound test menu and turn on the Super Sonic music, then turn the volume way up on the television, and run around the house as Sonic, jumping on the furniture and making up stories about Sonic’s adventures.

Incidentally, Andy refused to tell me the cheat code and never did, I learned them when I got older and found them online. He did input them for me and let me play as Super Sonic sometimes, but he seemed to enjoy not telling me and keeping the information a secret from me. Once, after I begged him incessantly, he finally wrote the cheats down on the back of an envelope, and it turned out they were completely fake and not the real cheat.

Not that I’m still bitter about it or anything.

But really, he should have just told me the damn cheat codes.

Andy was to be a pivotal player in my love of video games. He always had the newest systems and the newest games, and he would always let me play them, though usually I had to spend most of the time I visited watching him play, but even still, I was fine with that. I never really got to play much of the Super Nintendo, I had an aunt and uncle who had one along with Super Mario World, and on a few occassions I would visit and get to play, but I never had a Super Nintendo of my own. I still loved playing Super Mario World for the limited time I could, though. Anyhow, Andy eventually got a Sega Saturn, which I was entirely interested in due to it’s complete lack of Sonic the Hedgehog games, though I did watch him play Panzer Dragoon, and was pretty stunned by the graphics.

It’s funny now to look back at older video games and think of how stunning the graphics were to people at the time. But good game designers have tried different ways of creating beautiful games, and some of them have stood the test of time. For instance, I still think Super Mario World looks incredible, but unlike many other games it isn’t because of superior graphics as much as it is superior art design. The characters and environments are drawn in a style similar to cartoon animation, which means that they hold up over time. The opposite of this would be games like Doom or Goldeneye, who tried to go for a very realistic aesthetic, and as such look like paper mache pasted onto polygons now. I think that games that use an animated style, or any style that resembles animated art rather than realistic art, hold up over time.

I had only ever heard of Zelda as a game for the Gameboy, a device which I found fascinating. Gameboys were the first real handheld video game systems, apart from little handheld poker or Yahtzee games with little light up screens that had the game built in to the system. The first Gameboys were massive and heavy, with tiny little screens that were always green, and the games were black and white except for the fact that the screen was green, so they were more black and green than anything else. There was also a slew of accessories, my favorite of which was a huge clip-on magnifying glass that went over the screen and made everything look bigger, along with “worm lights,” which were glorified reading-lights that plugged in and lit up your screen in the dark (back-lit screens, surprisingly, would not arrive until much later). I had an aunt (Andy’s mom) who apparently loved Zelda and though she never let me play it I’d seen her playing it on her Gameboy (the game, by the way, was The Legend of Zelda: Link’s Awakening). I later saw the original Zelda for Nintendo but never found it terribly interesting, and always died very quickly, along with having no clue where to go.

Andy had a Nintendo 64 and I saw him play a lot of great games: Wave Race was the first one I saw, followed by Mario 64 and Banjo-Kazooie, and then shooters like Goldeneye, Perfect Dark, Forsaken, and many others. In those days video stores still existed, and in video stores there was a video game section where you could rent games. I both watched and played a lot of Nintendo 64 games through Andy, who would let me play his consoles while he was busy with something else when I visited him.

Andy eventually moved in with me and my mom when he was sixteen and I was about seven years old. He’d had a falling out with his mom, and in my family throwing your children out is a somewhat common occurence, so my mom took him in. I fell in love with Andy. He was the older brother I’d always wanted. I actually had an older brother but he’d been adopted before I was born by a relative who lived somewhat far away and didn’t allow us much contact, so Andy became my older brother. I totally worshipped him. I followed him wherever he went, I listened to his music and sang along with him, I watched movies with him, I read his video game magazines and played his games when he was busy, I watched eagerly as he played and asked questions which he patiently answered (being an adult now and having played video games next to kids who are around the age of seven, and listening to the endless barrage of questions, I understand just how patient he was with me, which is kind of surprising because I remember him not having too much patience).

Andy’s influence was a really big part of my life at that age. Because I didn’t listen to anyone but him. I wasn’t a bad or disobedient kid, it’s just that I did what Andy said, when he said it, and I did it happily. I loved his approval, and I did not question or argue with him. My mom probably used this to her advantage a few times and had Andy order me to do something that I wouldn’t do when she asked. Andy also began to go through a phase that a lot of white guys in the 90’s went through of adopting a lot of mannerisms and speech patterns of black culture. In the south, they have a word for this, which is “wigger,” a very crass portmanteu of the words “white” and, well you can guess the other one. He started listening to a lot of rap music (although he also listened to a good bit of alternative 90’s rock, provided it was a male artist, so I heard a lot of Third Eye Blind, Sublime and Sugar Ray in those days), and went through a very long Insane Clown Posse phase. To his credit, he never became the kind of cult-like devoted “juggalo” follower the band is known for having, he just enjoyed getting high and listening to their music and laughing at the absurdity of it.

My world changed in a profound way one day when I came home from school. I walked into the living room to find Andy just starting up a game. I was surprised to see it wasn’t a Nintendo 64 game, it was actually a Playstation that he was playing. I do remember seeing people with Playstations around that time, and I remember seeing games like Crash Bandicoot and some of the wrestling games that had a huge surge of popularity in the 90’s (along with professional wrestling itself, which was more or less a glorified soap opera with people throwing each other around and bouncing off of ropes), but I don’t know if it was before or after this moment.

This moment was important. This moment is imprinted on my memory. It’s the moment that everything in my life came into focus. It’s the moment that I became a writer, a musician, and an artist. I didn’t know all of that yet, but this is the moment that it started.

The game was called Final Fantasy VII (Andy had to explain to me what roman numerals were, and that the symbol meant “seven”). It was the start of the game, and Cloud Strife had just hopped off of the train and stood with his back to the camera. His blocky, pixelated form didn’t look silly to anyone at the time, in fact the graphics were great. The first thing I noticed was his spikey blonde hair. Now, I hadn’t watched Dragonball Z at the time, and didn’t know anything about Super Saiyans, but I remembered thinking that I recognized the game he was playing and said “Hey I know that guy! Who is it?” but I’d never heard of Cloud. Looking back, I must have thought it was Super Saiyan Goku, although paradoxically I don’t remember seeing the episode of Dragonball Z in which Goku goes Super Saiyan until a bit later, and I THINK that I was watching the show as new episodes came out.

At any rate, I was intrigued by the spikey blonde haired character, and sat down to watch Andy play. I had never seen a roleplaying game before, and I was confused about the fact that instead of actually moving around and slashing the sword with the buttons on the controller, Andy was selecting commands from a menu, and then the characters would go forward and do what he told them. Even though it was new, I enjoyed it, and I enjoyed watching a green aura swirl around Cloud as he did his magic incantation pose and throw lightning bolts or blocks of ice at enemies.

Final Fantasy VII quickly became everything to me. I think that what did it was the music. The music was so beautiful, so intensely beautiful, so world-changingly beautiful. I’d never heard anything like it. The song that always stands out the most in my mind is called Anxious Heart. It plays several times in the game, but it’s the area music for the Train Graveyard. I remember watching Andy play this area, and my mom was chatting with someone who was in the room, and actually made a comment about how these new video games had this cool incredible music. I’ve never forgotten her saying that. It was true, the music was incredible.

My favorite was the battle theme. I heard it constantly because there are endless amounts of battles in the game. I remember one morning when I woke up, and I heard that battle song as I woke up, and I instantly became filled with excitement and ran into the living room, jumping up onto the couch beside Andy to watch the action. I would stand in the living room floor and watching the battles, singing the battle music in “dum dum dum”s and mimicking the actions, standing in battle position and moving like I was slashing a sword, doing the character’s victory poses.

I loved Final Fantasy VII in a way I had never loved anything before. I was completely enraptured, watching this game. I was fascinated by everything, by the characters, by the battles, by the monsters the characters fought and summoned, by the villain Sephiroth, who was cool and soft-spoken and terrifying, by the artwork in the game’s manual which I tried to copy in my sketchbook and draw pictures of. I even drew little figures of Cloud and Sephiroth in battle, holding their swords, and I cut them out of the book and made the two little flat drawings fight one another.

Andy bought an unofficial strategy guide which I used to gleefully look through, looking at the pictures from the game and the incredible illustrations of items and materia, which I thought looked so beautiful and real. And even to this day, I think that the pre-rendered backgrounds of Final Fantasy VII are beautiful. Some of them hold up better than others, but the decision to put the game on pre-rendered backgrounds filled with lush forests, barren snowscapes, and brilliant skylines was a great one, and it’s caused Final Fantasy VII’s environment to age significantly better than, say, Tomb Raider, which looks like a pixelated polygonal mess now.

Andy beat the game, and then some. He did all the sidequests, he spent a long time breeding and racing chocobos. One day he was racing chocobos all day, and during that day he made us lunch, a huge pot filled with barbecue sauce, spices, and cut up hot dogs, which was so incredibly hot and spicy that I had to drain an entire glass of Sun Drop with every bite. It was a bright day, there was a sliding-glass door in the living room, and everything was perfect and bright and happy. I was so happy watching Andy play Final Fantasy VII. Everything in my life just came into focus when he was playing that game.

He wouldn’t let me play the game on my own because he was afraid I would overwrite his save file. I know he restarted the game many times, and I remember one time he restarted the game and gave the characters funny names, which he and his best friend, our next-door neighbor, found amusing to no end. It was kind of funny to see the characters all calling Cloud “Asshole,” Barret “Dr. Dre,” and Tifa “Bitch.” I mean, it was juvenile, but we were literally juveniles. Me much more so than them.

I remember one night I was watching television and I heard the opening music of Final Fantasy VII in the other room, and immediately bolted into the living room to watch Andy play. My older brother did actually come to visit once, and while Andy was away we played his Playstation (which I was EXPRESSLY forbidden to do when he wasn’t home, and I was PARTICULARLY not supposed to play Final Fantasy VII because I might scratch up the game disc or mess his Playstation up in some way). My brother and I played through the opening section in Mako Reactor No. 1, although I think I did most of the playing, and I was pleasantly surprised to find that not only was I doing well, I actually beat the guard scorpion, the game’s first boss. Andy found out about this and got really angry, because from that point on, his disc 1 would always lock up at the FMV scene where the bridge breaks on Mt. Nibel in Cloud’s Nibelheim flashback. He blamed this on me mishandling the disc.

It didn’t really matter that I rarely got to play though, because I loved watching Andy play so much. He did manage to do everything there was to do in the game: bred a golden chocobo, got the master materia, and beat both Emerald and Ruby Weapon (Ruby Weapon was a long process of trial and error, and I happened to be out of the room when it happened but I remember Andy’s exuberant jubilation).

There are so many parts of that game that recall certain memories. I loved the music of Cosmo Canyon, I remember watching Andy battle these clowns that draw cards from a deck that have different effects, I remember the first time I saw Andy fight the final boss, Safer Sephiroth, and was stunned to hear that there was actual choral singing, in the music. I was stunned: people were really talking, IN A VIDEO GAME! There were actual voices.

I could probably go on for much longer about watching Andy play Final Fantasy VII. Suffice it to say, it became everything to me. When I was alone, I played pretend games of FF7 with myself, being Cloud or Sephiroth, turning sticks in the yard into swords and standing in place until my “attack” or “magic” command was selected from an imaginary menu, and then I would rush forward and slash my sword, then jump back into place to wait for my next turn. I also played the opponents usually too. I know it’s a common sight to see a little boy holding a stick and pretending it’s a sword, jumping around and swinging the stick through the air shouting like he’s fighting monsters, but it must have been a strange sight to see a little boy standing in place, assuming a battle pose, waiting for a command that came from himself, then rushing forward to slash and jumping back into place to wait for the next command.

Andy was playing Final Fantasy VII, fighting the red dragon in the Temple of the Ancients, on the day that my mom called me into the kitchen and, along with her aunt who was there, told me that I was going to be staying at a mental health center in the hospital for a psychiatric evaluation that my therapist had recommended, and that she couldn’t come with me and I’d have to sleep there and be away from my family. I was terrified buy they gave me a teddy bear, and I made everyone hug the teddy bear several times, so that if I got lonely, I could ask my teddy bear for a hug from Andy, or from Mommy, or from one of my cousins, and he would relay the hug to me.

It’s sad, I know. The experience at the mental health center (which was actually just a floor of the hospital) was horrifying, but it’s another story for another time. When I came back, I was anxious to see what I’d missed in Final Fantasy VII.

This is how it started. Final Fantasy became important to me, and changed my life. It made me creative. It inspired everything I did from that moment on. I wanted to create my own fantasy stories, I loved magic and swords, I wanted to make my own stories like Final Fantasy, I wanted to be a video game designer and work for Squaresoft, the company that made Final Fantasy. I read all the video game magazines and loved anything mentioning Final Fantasy. I resented Final Fantasy VIII when it was released because it wasn’t a direct sequel to VII, and how could anything be better than VII? I did eventually come to love every entry in the series, though.

Years later, I started learning to play piano because I wanted to be able to play music from video games. The music from Final Fantasy VII, from Sonic the Hedgehog, from Kingdom Hearts. Kingdom Hearts is it’s own story. I went absolutely nuts when I found out Cloud was in the game, and he had a voice. I could HEAR Cloud’s voice. My brother played a mean prank on me once, by pretending that he was actually Cloud, that he’d traveled to another world, and that he could morph between my brother and Cloud. I completely, legitimately believed him. I was heartbroken when he revealed to me that it was a lie, and cried my eyes out. Incidentally, he also pretended to morph into several other Final Fantasy VII characters. It’s a pretty funny story. Apart from me being heartbroken, anyway.

I printed out the sheet music to the Final Fantasy VII battle theme and put it in front of my chorus teacher, asking if he could play it on piano. He did. It was the first time I’d heard Final Fantasy music played on a real instrument, not coming through the speakers of a television, and not in the form of those wonderful MIDI sounds that I loved so much, but here on a real instrument. It was a different sound, but it was magic. I was hooked from that moment. I had to learn to play this song.

And really, that’s how it all started. I started trying to write my first novel when I was twelve, and it was a story heavily influenced by Final Fantasy. I started learning to play piano because I wanted to play music from video games. To this day, I’m still playing Final Fantasy, and I’ve never stopped playing the games from the 90’s either (although admittedly I rarely play Final Fantasy VII anymore, it’s a bit boring to me now and I don’t find the battle system as fun or engaging as others in the series).

My story with video games continues from here, but I’ll stop there for now. There were other games that had a big impact on me, other games that helped me create beautiful memories, and there are plenty more memories associated with Final Fantasy VII and it’s profound effect on me. When I started experiencing depression and became reclusive and afraid, I hid inside the world of Final Fantasy VII. At one point I even believed Cloud was real, and I begged that he would come and rescue me from this world and take me to his. Final Fantasy gave me a safe place, a place that made sense to me, a place where the things I loved were, where I was special and cared about and had magical abilities, and could do the things I wanted.

I never stopped believing in that world. I don’t believe it’s real anymore, but when I was a teenager I had an ardent wish. There’s an area in Final Fantasy VII, an area outside Nibelheim, where the green land drops off in a cliff and the ocean stretches out. I know that in the game, it looks like a bunch of polygons and textures. But it didn’t look that way to me. It looked like real green grass on a real rocky surface, overlooking a real, beautiful sparkling blue ocean, lit by the sun, with the Main Theme of Final Fantasy VII playing in the background behind it.

And one day, when I was fourteen, standing outside in the cold morning and waiting for my bus to come and take me to school, I hoped that Heaven would be that place. That when I died, I’d go to a personal Heaven, where I could finally live in the world of Final Fantasy VII. Even now, the memory of that wish still lives in my heart, though now I’m ostensibly an atheist so I don’t know if I believe in anything after death, or in real transcendance anymore. But it didn’t matter then. All that mattered was that I loved this world, and that I found beauty and joy and happiness and safety and security there.

Final Fantasy VII gave me hope, and it still does. During a difficult childhood, it gave me something that made sense, something to love. And the thing is, it’s not like I just started developing a fondness for it out of a need to cope (although I completely believe that’s probably what happened), it’s that I fell in love with it INSTANTLY. I was hooked from that first day. I was spellbound by the characters, by the places, by the music.

And I’ve never stopped loving Final Fantasy, or fantasy itself. And right now, a fantasy story lives in my heart, a story with my own characters and my own places, all of whom borrow concepts and ideas from Final Fantasy, but which are mine. I don’t have to be ashamed to take from Final Fantasy because all art draws from all other art. I try not to outright copy the series, but in my mind I always see a future critic of my novel that hasn’t even been written, saying that it’s a blatant copy of Final Fantasy. But I know that my vision, even if it borrows heavily from Final Fantasy, is unique, and that it will become clearer the more I write, the more I try, and the more I explore. As time has gone on I’ve drawn inspiration from many more sources than just Final Fantasy, and I will continue to do so.

But Final Fantasy will always be special to me. It will always be that safe place, that place of numbers and menus and RPG mechanics that gave me something to focus on when I was feeling scared as a teenager and gave my time structure, that place of beautiful music and scenery and adventure that captivated me as a child and made me want to explore the fantasy realms in my mind, the place that I started writing fanfiction about as a teenager, creating my own stories with these characters, borrowing them and placing them in a world where I coexisted, creating my stories out of thin air as I danced barefoot through the wet grass in the morning, slashing a stick through the air, and adventuring with Cloud and the other Final Fantasy characters.

Why I Like Final Fantasy XIII

Final Fantasy XIII

Final Fantasy XIII is undoubtedly the black sheep of the Final Fantasy series. And when I say black sheep, I mean that the majority of people, both casual fans and hardcore followers of the series alike, really hate it. And I mean they REALLY hate it.

Final Fantasy XIII is a departure in so many ways from the history of the series. There are times when the fact that it’s a Final Fantasy game is indiscernible. It was directed by a series newcomer, Motomu Toriyama, instead of series favorites Hironobu Sakaguchi and character designer Testuya Nomura. Legendary composer Nobuo Uematsu, who created nearly all of the music for the first eleven Final Fantasy installments, was no longer working with Final Fantasy at the time, and the music was handled by Uematsu collaborator Masashi Hamauzu, who had previously helped with some of the music on Final Fantasy X (his work is usually characterized by stacatto piano and violins, atop lush string arrangements, as opposed to Uematsu whose work feels a bit more like pop rock music in orchestral form). The story took on similar themes as previous installments: a group of ordinary characters fighting extraordinarily powerful forces they shouldn’t by any right be able to handle, characters who harness magic and summon powerful creatures, and as always, the ever present religious allegory and the final battle against god (no really, the final battle in most, if not all Final Fantasy games, is against either the god of that universe, a symbolic god, a literal god, or a character who has become a god or seeks to do so).

Battle concept from the E3 2007 trailer

Battle concept from the E3 2007 trailer

Final Fantasy XIII had a lot going for it before release: fans were excited about the new protagonist, Lightning, who was shown off in an E3 concept trailer that showed an early version of the battle system in which battle was entirely active, though still featured menus and magic commands like previous games. Initially, the story was going to be focused on Vanille, but after the positive response to Lightning, the developers switched focus to her. I think that was a good choice because Lightning is a fantastic character. I do often find myself a little aggravated when she is referred to as “the female Cloud Strife.” Despite the opening scenario bearing a lot of similarity to Cloud and Barret’s battle agaisnt the Guard Scorpion, and the fact that she’s an ex-soldier with a moody personality, I don’t actually see much resemblance between the two. Cloud was, in general, a pretty positive character, who actually had a lot of compassion for people’s problems, despite constantly shrugging his shoulders and flipping his hair. Lightning is steely-faced and determined, not at all emotionless but refusing to give in to her fear. Cloud stopped every few minutes to fall to his knees and spazz out with his hands shaking to hold his head still, whereas Lightning almost never loses her drive to push forward.

At any rate, fans liked Lightning and the developers went with it.

The story was written by director Motomu Toriyama, and suppoedly he’s notorious for creating plots that make very little sense. The story of Final Fantasy XIII is so convoluted and bogged down in it’s own terminology that even a dedicated fan who’s played the game several times finds they didn’t really have any clue what was happening on the first play through. Characters communicate with one another, but they seem to always be side-stepping what they’re actually talking about, and no one really gives any clear idea of what’s happening, aside from constantly repeating a few choice phrases (those phrases being, “We’re Pulse l’Cie, enemies of Cocoon,” “If we don’t fulfill our Focus, we’ll become C’ieth,” “Pulse is hell on earth,” “We’re puppets of the fal’Cie,” and “Serah wanted us to save Cocoon”).

Backstory is provided in sporadic chunks that don’t seem to form any clear narrative, and the premise of the final boss fight makes little sense at all. Basically, the villain WANTS the main characters to kill him, because if he dies, Cocoon will be destroyed and he will win. So their response is… to try and kill him. The party shouts about how they refuse to do what he asks, all while doing what he asks. Even weirder is that he fights BACK. His goal is to be killed, yet he attempts to defend himself. It’s a very strange thing. Lightning gives a speech about how they refuse to be bound by their fate, how they refuse to be puppets and do what they’re told, but then she does exactly what they’re told and kills the fal’Cie, with seemingly no idea of how to handle the consequences of what to do when Cocoon falls out of the sky.

The ending also doesn’t make a whole lot of sense. Throughout the story it’s explained that l’Cie who fulfill their focus become crystal for eternity, unless they’re awakened from crystal stasis by a fal’Cie who gives them a new focus. At the end of the game they fulfill their focus, which was to become Ragnorok and knock Cocoon out of the sky (despite the fact that they did save it), and they turn to crystal because… they did what they were told? Even weirder, it’s never explained how someone can be saved from crystal stasis unless called upon by a fal’Cie, but in the end the entire party turns to crystal and then, with the exception of the characters who held up Cocoon, they’re released fromc crystal with their brands gone, and receive no explanation. This will be half-heartedly explained in the sequels, but Final Fantasy XIII is a self-contained story, and doesn’t mention how this could be possible.

Then there’s Fabula Nova Crystalis.

You see, Final Fantasy XII takes place in a sub-series within the Final Fantasy series called Fabula Nova Crystalis. This is kind of like the Ivalice Alliance from earlier in the series, except that Final Fantasy Tactics wasn’t created with the intention of making a sub-series. Basically, Fabula Nova Crystalis games share the same lore about the creation of their universe, but… not much else. They contain similar themes, they contain fal’Cie, but apart from that they don’t seem to have much to do with one another. The gods serve different functions in different games within the subseries. For instance, the goddess Etro has a different function in Final Fantasy XIII, Final Fantasy Type-0, and Final Fantasy Versus XIII (we’ll come back to that in a moment). They don’t all actually happen in the same universe, they happen in different VERSIONS of the same universe. So Final Fantasy XIII and it’s direct sequels are a sub-series (The Lightning Saga) within another sub-series (Fabula Nova Crystalis), within a larger series (Final Fantasy).

Even as a dedicated fan of the series, I’ll admit it’s all very contrived and pretentious.

Then of course, we have Tetsuya Nomura.

Nomura is the character designer for Final Fantasy. He works alongside Yoshitaka Amano who does almost all of the concept illustrations (you might recognize his style from the Final Fantasy logo illustrations, the art of Vampire Hunter D, or his collaboration with Neil Gaiman on a Sandman spinoff). Amano’s style is very unique, his characters tend to have angular pale faces with dark-colored lips and flowing garments that look like watercolor even when they’re pencil sketches. Nomura’s style is a bit more reminiscent of anime. His style has actually become something of an RPG trope.

Crisis Core

It’s become pretty common that if there’s an RPG, the main character will have some or all of the following characteristics: a tall, thin but slightly muscular male, with spikey or otherwise outrageous hair, usually blonde. His facial features will be somewhat androgynous, and regardless of his age he’ll look like he’s seventeen. He’ll probably be wearing a constant scowl and gazing longingly into the horizon, or moping in the rain. He’ll be carrying some kind of enormous weapon like a sword that looks like it’s a chunk of metal ripped from the side of a skyscraper, or something eqaully obstuse like a techno-sword or transforming gun. He’ll be wearing outlandish clothes, usually covered in belts that don’t serve much purpose, accesorized so much that you wonder how he can walk around without jangling like a set of house keys, he’ll probably have a pauldron on his left shoulder and the left side of his outfit will be far more decorated than the right side. He’ll also be wearing either combat boots or large sneakers, and if he’s done in the style of animated character, he’ll probably have giant hands and feet and a thin, lanky body.

Oh and also sometimes angel wings. Don’t ask me why.

If you recognize this archetype, you have Tetsuya Nomura to thank. I don’t mean to imply that he created Bishounen or the style of Doujinshi characters, but his influence on the video game world is pretty undeniable. Nomura was involved in the development of Final Fantasy XIII but only as far as character design, after that he stepped away and didn’t want to have anything else to do with it. In fact, he was so opposed to the game, that he started working on his own game, which he titled Final Fantasy Versus XIII, because it was created in direct opposition to Final Fantasy XIII.

Final Fantasy Versus XIII was a bad name, but it stuck, and for years, fans had only scraps of information and a few brief concept trailers relating to the game. No one really knew what it was like, who these characters were, what kind of game it would be. Information was so slim that after nearly a decade, fans began to wonder if it hadn’t been cancelled altogether. Then it was announced that Final Fantasy Versus XIII would be rebranded as Final Fantasy XV, and fans collectively lost their shit with excitement, especially those who felt put upon by the radical departure of Final Fantasy XIII.

Final Fantasy XIII wasn’t just different in it’s scenario design, it played unlike any in the series so far. One of the big complaints fans had for Final Fantasy X was it’s linearity, the fact that players mostly walked a (very pretty) straight line from end of the game to the other, and that any time the world opened up, it was really only the illusion of space. When an ariship was provided for exploration, it only allowed players to warp to previous locations in the game, since there hadn’t been an overworld since Final Fantasy IX. Final Fantasy XII attempted to remedy this problem by opening the game up so much that traversing the world map meant slogging through several screens of wide open land. Both of these approaches worked in some ways and failed in others. In Final Fantasy X, the focus remained on the story, while traveling the straight path allowed some time for random battles and character customization. The wide open areas of Final Fantasy XII meant a larger opportunity to grind for experience, money and items, but a longer wait for the next story segment.

Final Fantasy XIII decided to adapt the Final Fantasy X strategy and keep things linear. Very linear.

Very, VERY linear.

No really, the number one complaint about this game is that it’s virtually on rails. And the people who made that complaint are absolutely correct. It really is. The areas are breathtakingly beautiful, but most of the time the paths you travel are tight hallways or catwalks, overlooking a gorgeous landscape that you can’t explore. Many of the paths serve only as set pieces to highlight the beautiful surroundings, which you cannot experience up close. Rather than random battles, enemies prowl around in real time, but approaching them moves the game to a battle screen. This method has been used in plenty of RPG’s before and it works, but it’s ultimately up to the player to decide whether they prefer slogging through endless random battles or choosing which battles to partake in. I admit that if the developers had chosen to use random battles, the linear pathways would probably have been unbearable for me, and the huge surroundings would be barren and lifeless.

Battle

Battles themselves turn the RPG formula on it’s head. You still have the option of choosing commands from a menu, but it’s really only the illusion of choice. Most of the time you’ll be using an “auto-battle” function. Now, I know it seems ridiculous to even include an “auto-battle” option, but there is a reason for it. Final Fantasy XIII’s battles are not actually about choosing which individual abilities to use on which character, they’re actually about choosing which CHARACTERS are performing which KINDS of actions. Characters are given six roles: Commando, Ravager, Medic, Saboteur, Synergist, and Sentinel. What these ultimately equate to are: Tank, Offensive Mage, Healer, Debuff Mage, Protective Mage, and Damage Magnet. Different characters have different combinations of access to these roles, so constantly changing your style to fit the situation is a necessity. You then focus all your effort on one enemy at a time, attacking them and building up a Chain Gauge, which when filled entirely, will send the enemy into an incredibly weak “staggered” status, which allows your characters to do double, triple or more damage, launch foes into the air, hit them with debuffs they were previously resistant to, or in the case of some behemoth superbosses, knock them on their side so you can pound away at them or heal yourself.

Different roles have different staggering capabilities. Commandos basically don’t affect that chain gauge at all, and during my first play through of the game I somehow managed to completely miss this, often throwing three tanks at a single enemy and wondering why they just weren’t doing enough damage. Ravagers are the best at building chain gauges, but if you attack with only ravagers, the gauge will rapidly drop down to zero, so you need a Commando or a debuffing Saboteur to stabilize it so that it drops much slower. The entire battle system is built around monitoring your opponents chain gauge, buffing yourself and debuffing them, and keeping yourself healed while you wait for them to hit their stagger point and then go in for the kill.

Healing items basically don’t exist. You are given two healing items the entire game, a simple Potion, and an incredibly rare full-healing Elixir (there are something like five obtainable Elixirs in the entire game). The Potion is obsolete even by the third chapter or so, it only heals a set number of HP, and there are never any upgraded Potions available at any point during the game. It’s like they’re only there to taunt you. You absolutely HAVE to have a Medic in your party, healing you almost constantly, or you will go down quickly. This makes party customization (when it becomes available extremely late in the game) very difficult, because there are only two apt Medics in the entire game, Hope and Vanille, and they happen to be the characters with the lowest HP, particularly Hope, you will have to spend a good amount of your time either healing or bringing back to life with Phoenix Downs (luckily those are still pretty useful, if expensive).

Even though each character has a unique set of three roles available to them (ability to unlock other roles becomes accessible later, but the amount of experience required makes it nearly impossible, and even still, not all characters can excel in every role), there are essentially three presets: tank, mage, and all-rounder, and you are given two of each. In order to succeed, you basically need to have one of each kind in your party if you want to win. For example, the two all-rounders are Lightning and Sazh, the two mages/healers are Hope and Vanille, and the two tanks are Fang and Snow. This means that it’s almost impossible to have a successful party setup WITHOUT Hope or Vanille, and attempting to use both Sazh and Fang at the same time means you have to subtract Lightning, or if you want multiple tanks in your party your other character can’t be an all-rounder, they need to be a healer. This isn’t about Paradigm roles, it’s the way the characters are designed.

I personally like characters to have limited designs (for example: Vivi is the only black mage in Final Fantasy IX, and cannot be turned into a tank no matter how hard you try, whereas Zidane is a physical attacker and can’t learn magic whatsoever), it’s definitely preferable to the blank slates of Final Fantasy VII, where each character is an interchangeable carbon copy of one another and the ability to overpower characters with Materia makes the characters themselves inherently pointless with no noticeable stat differences. However, the battles are set up in such a way that you simply CANNOT survive without having an adept healer, so Lightning isn’t good enough, and if you unlock the Paradigm roles for them, neither are Sazh, Fang or Snow. Only Vanille and Hope can be counted on to reliably heal the party, so this means you HAVE to use one of the two of them at all times. I don’t mind these characters, in fact Vanille is one of my favorites, but you can see how this becomes limiting quickly. This preset character type also means that the only way to viably use Sazh in your party is to replace Lightning, in which case you have an all-rounder that can’t heal, or replace your tank, in which case you have to repurpose your all-rounder in a tank.

Odin

Characters level up through “CP,” or Crystogen Points, which you use to increase their stats and abilities in the Crystarium, which is more less a very limited version of Final Fantasy X’s sphere grid. The Crystarium actually caps at a certain point in each of the game’s thirteen chapters, and you don’t actually unlock the entirety of the Crystarium until after the game is completed. Grinding for crystogen points can be incredibly monotonous, particularly if you don’t have the Growth Egg accessory which doubles CP and is very difficult to acquire when it becomes first available. Though each character is eventually granted access to every role in the Crystarium, each Crystarium is different for each character, and no matter how much you grind, certain characters will never be able to excel at certain roles or obtain certain abilities. For instance, the healing ability Curaja is available to only two characters in the game, the dedicated healers Hope and Vanille. So, no matter how hard you try to make Sazh a capable healer, he will never have access to that spell, basically making your efforts to turn him into your parties dedicated healer useless unless your incredibly overpowered. Lightning and Hope both have unique versions of the Sentinel role which allow them to sidestep enemy attacks rather than take them with the damage mitigated, but you don’t really get the chance to use Lightning in this role until after the game’s completed and you’ve already got plenty of other capable Sentinels, and Hope manages to be a damage magnet with the lowest HP in the game even when he isn’t a Sentinel, so making him one would require incredibly careful repurposing of your other party members.

Because of how limited the characters are, it’s incredibly difficult to choose a weapon. The weapon in system in Final Fantasy XIII is probably my favorite aspect of customization, despite how flawed it is. No weapon in the game is truly bad, they’re all just suited to different purposes, and each one has a catch. If the weapon has incredibly high strength growth, it’s probably at the expense of magic growth, and if it excels in both, it will probably come with the Stagger Lock property which prevents that specific character from being able to stagger enemies. Some weapons have great secondary bonus effects like improved healing or extension of buffs/debuffs/stagger time, but this usually comes at a cost of hugely cutting the weapons stats, to the point that you can’t rely on that weapon to increase your stats at all and you have to use accessories, of which you have a limited amount of slots.

Because you can’t really tell what the stat growth for each weapon is like upon receiving them, you’re basically forced to use a guide to tell which weapon will have the stats you need for the role you’re intending to use that character in, and if you make a wrong choice you can waste a LOT of resources leveling up a weapon that doesn’t suit your purposes, with no way to get back all that money you spent on it. And money is an incredibly limited resource in Final Fantasy XIII. LITERALLY the only way to get money is to sell items that you find in the field, usually weapons you aren’t using. This is frustrating if you’re attempting to get the Treasure Hunter achievement/trophy, which requires you to possess every single item in the game, and it’s upgraded form, at one time or another. Either you sell the equipment now and buy it back later to upgrade it for the achievement, or you give up on the achievement altogether. Ultimately it’s an achievement not truly worth breaking your back over, you don’t get any other in-game reward apart from the achievement itself, but for die-hards who want to unlock everything, it’s very frustrating.

So, put all of this together and you can see where the criticism comes from. Final Fantasy XIII is a game with a contrived plot, which takes place over several linear chapters where you travel on rails from point A to point B, fighting battles in which you’re forced to keep everyone in their boxes without much chance for customization, given incredibly little money or resources to upgrade your equipment or buy new items, a character growth system which provides only the illusion of customization (every character will cap out with the exact same stats every time you play the game) and level caps for each chapter, and a system in which truly excelling at battles isn’t permitted until after the game has been completed.

So… why do I like it so much?

archylte_steppe_-_central_expanse

It’s hard to tell. I once had a friend who accused me of being in an abusive relationship with Lightning, that I had convinced myself the game was fun and stayed with it even though it was doing absolutely nothing for me. And I’ve actually wondered that a few times too. I see the games flaws, I’m not ignorant of them. I’ve sunk SO many hours into this game, replaying from the beginning many times, that I recognize these problems probably more than casual gamers who gave up on Final Fantasy XIII (and I have met a lot of people who said they gave up and never finished the game).

But there’s something very charming about it. The story is mostly nonsense, but it’s fun nonsense, and there are some worthwhile concepts being explored, even in Final Fantasy XIII’s obtuse way. The characters are fun, Lightning herself is an awesome heroin, Fang and Vanille provide the first example of an LGBT relationship in the Final Fantasy series, even if it’s entirely subtext. Snow annoys the hell out of me, but at least I get to see Lightning punch him and Hope call him out on being such a chummy douchebag. Sazh is one of the most well-rounded characters in Final Fantasy, humorous and emotional at once, with perhaps the most believable motivations in the game. The flashbacks are odious, and the game drags at several points, but there’s something about Final Fantasy XIII that makes me want to put in some headphones and listen to podcasts or an audiobook while I while away forty hours trying new things that I didn’t before. I’ve replayed the game many times, and I’ve been impressed by the versatility of the characters if you know what you’re doing and put it to good use. It’s possible to make Lightning a better tank than Fang, to have Sazh excel in either damage dealing or magic (he happens to have the best weapon/ability combination for building chain gauges in the game), to use Snow… at all.

No really, I would estimate that I’ve probably put a combined… three hundred to four hundred hours of my life into this game, and I only recently on this very last playthrough ever used Snow at all, for anything. Previously I had only used him as my human shield while Death-spamming the Ochu that gives you the Growth Egg. Fun fact about that, by the way: it usually takes me hours to get Death to work on it, this past attempt it worked on my FIRST try. Sorry, I just needed to share that.

Final Fantasy XIII, for all it’s limiting narrow linearity, actually has a fair amount of versatility. If you go into it wanting it to be Final Fantasy X, you’re going to be disappointing. But if you accept it for what it is: a deeply flawed but still fun game, with stunning visuals, a mostly excellent score (even if it is repetitive), and an immersive world, even a silly immersive world, then you can have fun with it. After my first time conquering the game, I thought maybe I’d be done with it, but found that I had much more fun in the post-game than I did during the story. The world DOES eventually open up, even if it opens up to the Archylte Steppe, a huge (gorgeous) sandbox filled with wolves and Adamantoise, and several hours worth of monster hunts.

Final Fantasy XIII will never be the open-ended, super customization adventure that most RPG’s attempt to be. But it wasn’t actually trying to be. It was trying to create a method of playing so streamlined that it felt like an interactive movie, where battles happen in the illusion of real time, the characters traversing narrow catwalks are actually experiencing this real journey on foot, and the story takes precedence over everything. It is riddled with flaws, and I wish that there could be a re-release of the game that just fixed a few choice issues: lack of customization in the Crystarium, lack of money, and better access to weapon customization materials. It isn’t the linearity that bothers me as a player, it’s the lack of ability to make each playthrough different from the last. It’s possible, but the differences are subtle.

I genuinely don’t know why I learned to love this game, but I did. I see it’s flaws, and I enjoy it anyway. It is not as immediately fun to pick up as past Final Fantasies, but for some reason, when I want to binge on an RPG and mindlessly level up a character for hours while I’m listening to audiobooks, I tend to choose Final Fantasy XII.

This post was initially meant as an overview of why I like the entire Final Fantasy XIII sub-series, but it accidentally turned into a review of the game, which is fine because I attempted to review it once and made a huge mess. So, maybe sometime I’ll come back for “Why I Kind of Like Final Fantasy XIII-2” or “Why I Mostly Like Lightning Returns.”