This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs have to offer.


I’m going to sum up all of the cliches about Final Fantasy XIII in one sentence: “The battle system is pretty good, but the story is laughable.” Gamasutra’s Christian Nutt even went so far as to compare the direction of the series to the Star Wars prequels. I wish I could disagree.

For all that though, I’m willing to stick out Final Fantasy XIII-2‘s jaunt through time and space, banal anime archetypes and all. Whenever one of the cutscenes pop up, I just go and check my email. Either that, or I pick up a book. It’s mostly the battles that keep me going. I’m also a big fan of putting hats on monsters, and Final Fantasy XIII-2 has that in spades.

The dirty secret is that I’ve always been more fascinated by RPG battle systems than the story within the game. In many ways, a character’s mechanical growth is a story in and of itself. When the game begins, your character is a scrub with a wooden sword and a few potions. By the end, they can call down comets from the heavens and instigate supernovas. That’s what I call a character arc.

Continue reading Do Japanese RPGs need good stories?

JoystiqDo Japanese RPGs need good stories? originally appeared on Joystiq on Wed, 15 Feb 2012 15:29:00 EST. Please see our terms for use of feeds.

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