A DIFÍCIL CRIAÇÃO DE FINAL FANTASY XIII E O IMPACTO NO JOGO FINAL
Final Fantasy 13 was revealed to the world at E3 2006 as part of the Fabula Nova Crystallis series, of which it would be the main title. The other two would be Final Fantasy Versus 13 and Final Fantasy Agito 13. The game's central idea was a fantasy set in a future world with characters fighting against their own destiny. The Final Fantasy 13 project was led by Yoshinori Kitase shortly after the international release of Final Fantasy X-2. Naturally, the idea was for it to conclude the Final Fantasy journey on PlayStation 2, which began with Final Fantasy 10, as Final Fantasy 12 had been in development since 2000 and was scheduled for release in 2004. The development of Final Fantasy XIII was difficult and suffered from a lack of communication between the different areas of the development team. Final Fantasy XIII had the largest development team of any Final Fantasy created to date, with some of the work also being done jointly with the Final Fantasy XV team (then titled Final Fantasy Versus XIII). All of these factors were reflected in the game's polarized reception upon its release. Director Motomu Toriyama said he regretted that Final Fantasy XIII was criticized, primarily for its linear game design, and explained that there were several reasons for this. With limited development time and resources, the team made the game linear to maximize the gameplay experience and provide the same kind of gameplay for all players. The goal was to provide the most enjoyable gameplay experience. This approach gave players time to familiarize themselves with the battle system and the world, but it left players feeling like most of the game was one long tutorial. Toriyama believes this was a major flaw in the game. But was this the only reason the game received such criticism? Let's analyze some of the game's points. The version I'll be reviewing is based on Steam. #FinalFantasyXIII #RPGGames #FinalFantasy

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