While we haven't quite finished our Final Fantasy XIII demo write-up (but it's coming!), I'm sure you've already heard that it's great. But a demo is a demo, and Square Enix in particular is pretty good at only giving a limited view of what will be the final version. You have to know coming in that you're missing quite a bit of the total picture.
Japanese fans that have already exhausted the possibilities of this demo are now wondering what will change in the retail version, so much so that a fan on 2ch has created a full list of changes and improvements, pulled from reliable Japanese gaming news sources, like Dengeki and Famitsu.
Important, non-story related things like frame rate drops and missing NPC dialogue will be fixed, according to the list. Naturally. But the demo is even missing things like the famous after-battle fanfare, which will be in the final version.
Hit the jump for the full list.
- Battle difficulty will be greatly increased. In fact, Toriyama expects XIII to be "the most difficult FF ever".
- In the demo, party members are CPU controlled. In the final, you'll be able to issue them directives.
- Continuing your "Chain" in the demo isn't very important in the demo, but will vital in the final.
- The classic FF victory fanfare isn't present in the demo, but will be in the final.
- Victory poses may be incorporated into the final; the matter is currently under consideration.
- If the first hit of a chain kills an enemy in the demo, your character continues attacking air for the duration of the combo. This will be remedied in the final.
- Snow is barehanded in the demo, but will have weapons available to him in the final.
- Encounters occur solely from the front in the demo, but various encounter styles will be present in the final.
- The final will have a level system.
- The demo only allows you to control one character, but the final will have a new system for managing other party members in battle.
- The final will have command shortcuts.
- Selecting your target in the demo can be a bit of a chore; the final will have a more streamlined targeting mechanism.
- The final will have an "item" command in battle.
- NPC dialogue will be subtitled in the final. In the demo, there is only voice.
- Sazh's rather bizarre battle animation will be altered to be less strange, and more "jolly".
- The Time Gauge maxes out at 3 in the demo, but you'll be able to add more segments in the final through a new character growth system.
- Summons will be present in the final. The mysterious "TP Bonus" that appears after battles in the demo relates to them.
- Finally, the occasional frame rate drops in the demo will be fixed, according to Toriyama.
[Via
1UP]
Dale North is Destructoid's Editor-In-Chief, a founding editor, and specialist in Japanese gaming. An accomplished musician, Dale was reporting from Japan during the earthquakes of 2011. Luckily, he got the fuck out alive and is home in America now with his wife and beloved corgi, Einstein. Dale is also a co-founder of Destructoid's sister anime site
Japanator. Likes Corgis, Sega Saturn, PSP, iPhone, Photographic tools.
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The last difficult one was FF4, so I'm up for a challenge, as long as it isn't a broken one.
Square-Enix: Please prove me wrong, I want to have fun with Final Fantasy again.
** DUH DUH DUH DONNN DONNN DUH DU-DUHHH*
(fanfare!)
Jolly? Well, at least it's interesting that they put out what WILL be different. Technically a demo is supposed to be a taste of a finalized product, but the "this demo is a work in progress" disclaimer screens don't always cut it for a game this big, so having a list of what will likely be changed is good for hype.
Also, the encountering is a straight up rip off from Persona, that's a good thing.
Looks great to me.
Bullshit, Final Fantasy XI was fucking insane with the Pandenmonium boss taking a whole entire party 18 hours or so to defeat!
Now FFX, that was just SAD how easy that game was for me. I didn't even grind a lot, but it was way too easy. Now if it's going to be a challenge like FF4 than I am more than ready. As long as like Projectexodus says, they aren't cheap and just add in tons of level grinding and call it "difficulty."
I assume that the environments will be a lot bigger than in the demo. Massive areas like FFXII aren't necessary, as that was a pain for some people (not me xD ) but just...something that's a bit more enjoyable. Not like Lost Odyssey where the level design forces you to go a very specific way and is dull, and very dull to grind in. Even the environments in FFX were a little more linear, but were just big enough to be enjoyable. And that was a PS2 game, not a now-gen one so SE has no excuse to make environments that could potentially take a lot of time to explore should the player wish to.