The Good
- Monster collection is fun and addictive
- Multiple heartfelt moments combine story and gameplay in effective ways
- Caius is a fantastic villain
- Impressive, varied visual design.
The Bad
- The best characters were sidelined in favor of less interesting ones
- Multiple sequences bog down the pace
- Main story is relatively easy and short.
That isn't to say Final Fantasy XIII-2 is as epic an adventure as you may have expected. The story isn't long as far as Japanese role-playing games go--maybe 25 hours for a standard playthrough. There are reasons to linger or return if you're the completionist type, but the length is a consideration for series fans hoping for a Final Fantasy-sized adventure. If those 25 hours were jam-packed with challenging action and dramatic cutscenes, perhaps you wouldn't notice the story's brevity. Alas, a lengthy fetch quest makes the game drag considerably, as does a protracted platforming sequence that causes the pace to chug as you near the conclusion, right when you'd expect the tempo to take off. The cinematics and battles both burst with occasional thrills, but it's as if developer Square Enix decided that unnecessary padding was the proper solution to the problem of Final Fantasy XIII's overly linear progression.
If that sounds like a lot of negativity, don't worry: Final Fantasy XIII-2 may not be the super-great RPG you might have wanted in a series known for reinventing itself at every turn, but it's still a very good one. You could say the same thing about lead character Serah: She's a good, not great, leading lady. She doesn't have the steely strength of Lightning, though she isn't as annoyingly dainty as Final Fantasy XIII's Vanille, either (though she does have her overtly girlish moments as she twitters with the affected chirps and sighs of the prototypical Japanese RPG heroine). But she's a perfectly serviceable "every girl" who teaches school in her village on the world of Pulse, just a few years after the bitter victory that concluded the previous game.
It's a pity that the game's two most engaging characters--Lightning and Caius--have considerably less screen time than Final Fantasy XIII-2's protagonists. Caius is a compelling villain, in part because his villainy isn't the typical in-your-face, menacing, power-hungry gnashing of teeth. It's sorrow that drives him, and as the source of this sorrow becomes clearer, your empathy grows. His emotions are distinctly, authentically human, and he isn't inherently evil; thus, he is a much more interesting villain than the usual frothing maniac. Caius gets his chance to chew the scenery a number of times, though where male characters are concerned, your focus is generally on Final Fantasy XIII-2's other lead: Noel. Noel's from the future--a future in which Cocoon has collided with Pulse many years before. He arrives in Valhalla where he witnesses the clash of the two titans, but he escapes to the past (and to Serah's side) at Lightning's behest. His hopes are somewhat loftier than Serah's. She wants to find her sibling; he has an entire future to change.
On the other hand, the game's second half features an extended sequence that combines gameplay and narrative in powerful ways. To fully describe them would risk spoiling what makes them so intriguing. But consider this circumstance: you wander through desolation, citizens of another time appear as semitransparent figures. You can normally phase transparent objects into your own time, thanks to the moogle that hovers and whirls at your side (useful when you find a treasure sphere, shimmering and bobbing somewhere nearby). When you phase in one of these human figures, he falls to the ground dead, crying out to his goddess. It's shocking and heartbreaking, yet not a major plot point; it just happens as the result of experimenting with a routine game mechanic. This may seem a mere detail--a subtlety you could overlook. But it's this kind of touch that gives the game's latter hours so much heart and heft.
Of course, Final Fantasy XIII-2 is more than a semicoherent time-traveling tale threaded through a hodgepodge of beautiful settings. It's a full-fledged role-playing game that builds upon its predecessor in sensible ways. Does that make it ultimately a better game than the previous one? Not necessarily. It certainly addresses the issue of linearity that irked so many of XIII's players, though. Rather than follow a narrow path toward your eventual goal, XIII-2 offers room to breathe. Many areas--too many--are still collections of constricted paths. But in regions like the aforementioned Archlyte Steppe, you can venture off on your own and uncover the secrets waiting for you. (Caution: touching a cactus may not have the expected effect!) Citizens may offer you tasks, though these are few and usually amount to no more than "find me some missing items" or "kill a big monster." If you're so inclined, you can also head to Serendipity--a casino that exists outside of the normal constraints of time and space. Play the slots. Enter your chocobo in some races. Such side activities are good for the occasional diversion, but they're not so urgent or addictive that you would lose hours to them.
Freer exploration aside, Final Fantasy XIII-2's moment-to-moment gameplay is remarkably similar to its originator's. Moving about the world causes monsters to spawn, and you can run away from them, but you'll usually wish to attack. As before, party members have combat roles associated with them (ravager = offensive magic; synergist = defensive buffing). As you level up, you earn new roles to take on, so Noel and Serah aren't limited to a single role. From there, you create combinations of roles called paradigms. When battle commences, you enter the battle arena, an action bar called the ATB gauge fills, and you queue up actions for your party leader. (Other party members perform their actions automatically.) When the gauge is full, you unleash your skills, whether that means healing your ailing friend or casting lightning bolts at marauding ghouls. And should you need to, you can switch to a different paradigm during battle.
Nevertheless, combat is fun, even when it's on the easy side. This is due in part to all of the flash and sparkle. Fire and ice light up the battlefield as you fight a goblin chieftain in the murky plains. Noel slices up ghasts, leaping through the air like a circus acrobat that has forgotten the laws of gravity. And the battle music eggs you on with its skipping beats and busy melodies. When you do encounter a creature that tests your wits, your fingers and brain stay busy, moving back and forth the paradigms that best keep your teammates alive while edging some heaving monster closer to its breaking point.
Collecting, using, and improving monsters is the game's most interesting and enjoyable mechanic. There's the whole rewarding Pokemon-esque "catch-'em-all" vibe to it. Grabbing more monsters for your roster is addictive, in part because it's fun to see what they bring to battle. The wolfish snarl of a silver lobo makes that monster a powerful battlefield presence; the thing looks like it could bite off a limb and leave a bloody stump behind, just for giving it a dirty look. For some comedy, try capturing the gigantuar, if only because its awkward poses and garish green color make it look so hilariously clumsy during a battle to the death. Monsters level up separately from Serah and Noel. Each possesses its own crystarium; that is, its own leveling-up matrix. And while you spend crystogen points (read: experience points) to improve your human party members, monsters require specific items that you must buy or earn as battle spoils.
In keeping with the game's "more freedom, more quickly" approach, your main party's crystariums offer more flexibility than before. You earn new roles and level them up quickly, so Noel and Serah can fulfill the roles you imagine for them, and you can choose the monsters that best pick up any slack. Progression is a pleasure. You earn points so fast that waiting a few hours to apply them means zipping through the crystarium with glee, washed along by the smooth chimes of its audio cues while watching your levels rise higher and higher. By the time the story ends, you might fully level three different roles for each character and be well on your way to topping off a fourth.























