Now that we've worked our way through the box art controversy , what say we talk about what really matters? I.e., the game ?
More info and details have come to light concerning the gameplay of Final Fantasy XIII and once again, we emerge from this brief learning process more excited than ever. As summarized over at Kotowari , the world of FFXIII will be both deep and innovative in its own little way. Weapons can be customized, each character uses a certain class of weapon, you'll need raw material for the aforementioned customization, and a weapon "levels up" over time. Once it reaches a certain level, it becomes a "Key Item;" essentially, it will then be a piece of material needed for an even better weapon. At least, that's how I'm understanding the weapon breakdown. Another interesting tidbit comes in the Accessories section; it seems there will only be three base stats for each character (Attack Power, Magic Power, and HP…although doesn't there need to be MP?), and the rest of your character's abilities will be dictated by the accessories they wear. Yeah, I've seen something like this before.
Lastly, you've got the extra missions, which has you tackling a certain monster roaming about the dangerous plains. One example shown is that tremendously large Cactuar (ah, cactuars), although early on, many targets will be mostly common monsters. To me, all of this sounds like yet another fresh take on a Final Fantasy gameplay mechanic and yet…it still seems like vintage FF. How do they do that?
Related Game(s): Final Fantasy XIII