You
know, it’s kind of funny that the ill-received Final Fantasy XIII would end up
being the best game of its own bizarre sub-series.
And
with that incredibly leading statement out of the way, allow me to clarify-
Lightning Returns: Final Fantasy XIII, while still not a great game, is by no
means a terrible one. In fact, it’s a solid- if slightly inconsistent-
open-world RPG with a fun character progression system and deep, engrossing
combat mechanics. Unfortunately for Lightning Returns, it is also meant to
serve as the concluding chapter to what has been dubbed the ‘Lightning Saga’,
consisting of the original FFXIII and its bizarre sequel, Final Fantasy XIII-2.
The gameplay and setting of Lightning Returns are far removed from either of
the earlier games, and like XIII-2 would have been better served as a
stand-alone title with a completely new cast of characters.
The
eponymous heroine of Final Fantasy XIII, Lightning, has ‘returned’ as a
Moses-like figure tasked with saving human souls from an impending apocalypse.
By guiding these souls from the dying world and into the next, the god
Bhunivelze will resurrect her sister Serah. As the conclusion to a trilogy,
Lightning Returns falls flat on its face- there are a number of returning
characters who subsequently ignore their previously established arcs and behave
like totally different people for the thinnest of justifications, further
underlining the idea that this plot could have been better served as a
stand-alone project. As an expansion of XIII’s surprisingly well-thought out
lore and setting, Lightning Returns also fails because the world of Nova
Crystalia may as well have nothing to do with Cocoon or Pulse from the previous
games. Rather than feeling like I was
reunited with a beloved cast, I felt like I was watching a terrible fan-made film,
and the self-seriousness and melodrama of the dialogue and narrative don’t help
matters much.
So
Lightning Returns is a poor narrative experience, but as a game? To paraphrase my
earlier impressions, “is a’ight.” The game eschews the Crystarium level-up grid
and Command Synergy Battle System (Paradigm Shifting) from XIII and XIII-2 in
favor of a brand-new set of mechanics that seem to draw inspiration from both
Final Fantasy XIII and an earlier infamous Final Fantasy sequel, X-2. Lightning’s
primary method of character progression lies in the Schemata system, which is
essentially a more-customizable version of X-2’s Dresspheres that function
similar to Paradigms in combat. Lightning can essentially switch between three
classes in battle, indicated by equipped Schemata, each with their own equipped
gear and combat abilities. The combat is easily the highlight of Lightning
Returns, and it’s these mechanics that keep the experience from sinking
completely.
The
real problem with the game’s design lies with its structure and overall pacing.
The four zones in Lightning Returns are quite large and open and emphasize
optional quests, in stark contrast to the heavily story-focused XIII. Time
flows continuously in Lightning Returns, with an in-game timer reminiscent of
Majora’s Mask that represents how much time the world has left until doomsday.
Theoretically, this puts pressure on the player to avoid a potential failure
state, balancing whether to focus their efforts on the main story missions or
to pursue a sidequest (which are the only way to gain permanent stat bonuses
and rewards- Lightning doesn’t level up or gain experience from combat). In
practice, however, this isn’t the case. Since the player doesn’t level up from
combat, there is rarely any incentive to engage in combat unless one is hunting
for materials or gil. I’d imagine that this is why the developers introduced
Eradia, a semi-renewable resource that is replenished by winning battles.
Eradia can be spent on a number of functions, but the most useful is
Chronostasis, which only costs a single Eradia Point and stops the clock for a
few minutes. Since several enemies give multiple EP upon defeat, it’s all too
easy to abuse Chronostasis in order to buy extra time for oneself, completely
defeating the purpose of the doomsday clock. When I finished all of the main
story quests, I still had six days left until the final boss, not counting the
additional day and optional dungeon that opens up if a certain number of quests
are completed. It just feels like this aspect of the game wasn’t playtested or
planned out before its implementation, and the main quest loses any sense of
urgency as a result, even on the default difficulty which imposes some
additional restrictions on the player (health doesn’t regenerate and escaping
from battles costs an hour of time).
Presentation-wise,
Lightning Returns is serviceable, although a noticeable step down from the original
game, which was visually stunning. The Crystal Tools engine has shown it’s
numerous flaws in the past, and the number of nagging technical problems
present in Lightning Returns, while they don’t egregiously hamper the
experience, are too numerous to be ignored. Character models have taken a
noticeable hit, even compared to the visually stunted XIII-2, there are some
ugly textures, and slowdown present in busy areas. It doesn’t help that the art
direction is relatively drab this time around, which is disappointing
considering how vibrant XIII was. The music consists of a mix of returning
tracks from XIII and XIII-2 and original music, and the score is probably the
best part of the presentation, although none of the new tracks stood out to me
in particular. Considering that technically impressive games have become a mark
of pride for Square Enix, the poor presentation of Lightning Returns may be an
even worse offense than its soporific narrative.
I
don’t think I’m the only one breathing a sigh of relief now that the Lightning
Saga has reached its apparent conclusion and Final Fantasy as a series can move
on at last. While it is certainly playable and occasionally enjoyable, Lightning
Returns is the worst of a series that followed a downward trajectory, a
conclusion to a sequel that nobody wanted or asked for. I enjoyed Final Fantasy
XIII for what it was, but I have no desire to revisit either of these so-called
sequels.
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