Final Fantasy Xiii-2 Omega Dlc
This downloadable content features FINAL FANTASY XIII-2 spoilers. Completing the main game is recommended before playing. Get ready for a new episode in Valhalla! Omega - Final Fantasy XIII-2: Omega is a downloadable boss, available as part of the 'Fight in Style' DLC received as a preorder bonus. Upon defeat, an.
.: September 25, 2015 Mode(s) Final Fantasy XIII-2 ( ファイナルファンタジーXIII-2, Fainaru Fantajī Sātīn Tsū) is a developed and published by for the and. Released in 2011 in Japan and 2012 in North America and, it is a direct sequel to the 2009 role-playing game and is part of the subseries.
A port to was released on in December 2014 followed by iOS and Android in September 2015. XIII-2 includes modified features from the previous game, including fast-paced and a customizable 'Paradigm' system to control which abilities are used by the characters, and adds a new system that allows monsters to be captured and used in battle.
It features a heavy time travel element, allowing the player to jump between different times at the same location or different places at the same time., the protagonist of the original game, has disappeared into an unknown world. Her younger sister, a returning character, and a young man named, journey through time in an attempt to find Lightning. Development of Final Fantasy XIII-2 began around March and April 2010 and lasted about one and a half years. The game was unveiled at the Square Enix 1st Production Department Premier in January 2011. Many of the key designers remained in their roles from the previous game, and developer was hired to help with the game's design, art, and programming.
The development team wanted to exceed Final Fantasy XIII in every aspect while making the story's tone mysterious and darker than the previous game. The game builds upon the Paradigm Shift battle system used in Final Fantasy XIII and includes a less linear overall design.
Final Fantasy XIII-2 received highly positive reviews from Japanese critics and generally positive reviews from Western video game journalists. Though praised for its gameplay, lack of linearity, and graphics, the game's story was criticized as weak and confusing. During the first week of sales in Japan, the game sold 524,000 units, becoming the fifth-best selling game of 2011 in Japan, and sold 3.1 million copies worldwide by January 2013. It was released digitally for PlayStation 3 and Xbox 360 in June 2013 along with a Japan-only re-release including. A sequel, was released in November 2013 in Japan and February 2014 in North America, Europe and Australia. In September 2014, Square Enix announced the Final Fantasy XIII series has been widely successful and has shipped over 11 million copies worldwide.
Contents. Gameplay General navigation The player directly controls the on-screen character through a perspective to interact with people, objects, and enemies throughout the game, just as in Final Fantasy XIII. The player can also turn the camera around the characters, providing a 360° view.
Final Fantasy XIII-2, which includes normal and easy modes, has a world rendered to scale relative to the characters; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the on foot or by, large flightless birds that appear regularly in the Final Fantasy series. The game world is divided into multiple regions and time periods; the player can visit a region in multiple time periods and multiple regions at the same time period. For example, the region of Oerba can be reached in the years 200 and 400 AF, while the Sunleth Waterscape and Augusta Tower regions can be visited in the year 300 AF. Some regions, because of plot points within the game, have alternate versions of themselves; for example, two versions of the Academia region in the same year can be accessed once the plot has made the second version available. Connecting these regions is the Historia Crux, which the player can access at will.
The game's regions are represented as a branching path instead of being accessed linearly. New regions can be unlocked via plot points or by acquiring optional special items and the player may transfer between unlocked regions at any point. When accessing a previously visited region, the player appears in the location of their last visit.
Upon acquiring items called seals, the player can revert regions to their previous statuses to play through them again; regions can be unsealed again at any time. Unlike in the predecessor, the game is automatically when players enter the Historia Crux, as well as at key moments in the plot. The player may also manually save at any time. Instead of accessing stores at save points like in XIII, the player can purchase items from a character named Chocolina, who is found throughout the game.
An in-game data log provides a and incidental information about the world of Final Fantasy XIII-2. When talking to characters, the game sometimes begins the Live Trigger system, in which the player chooses their response from several options; these dialogue options are generally not repeatable. The game also occasionally features temporal rifts, in which the player must complete a puzzle to close the rift and continue the game. Combat system. The Final Fantasy XIII-2 battle system, with the 'Paradigm Shift' option, the Active Time Battle (ATB) bar filling beneath it with four slots and two actions queued, and the three active characters' health and roles displayed. The enemy's name and damage percentage are shown in the upper right corner.
Combat is almost identical to the previous game's version of the series' (ATB) system, called the Command Synergy Battle system. Under this system, the player selects an action from the, such as Attack, Abilities, or Item. Each action requires a specific number of slots on the ATB bar, which continually refills at a constant rate to a set maximum number of slots. The kinds of attack actions available are close-range melee attacks or ranged magical attacks, but there are also other magical actions that evoke healing or shielding abilities.
The ATB bar can be increased in size throughout the game from three slots to six. The player may select less than the maximum number of possible actions or may stop the filling of the ATB bar and perform as many actions as can be done with the current ATB amount. The player may select an autobattle command, which fills the ATB slots with actions chosen automatically. Actions cannot be performed outside of combat, and the characters' is fully restored after each fight. Players have the option of restarting a battle while in the middle of a fight. During some skirmishes, players are put through called Cinematic Actions that allows them to deal higher damage to foes and end certain battles.
Monsters do not freely roam the map like in to XIII, but instead, they as in the earlier Final Fantasy games. For a limited time after monsters appear, the player may attack them to gain a combat bonus; after this window expires, the monsters attack the player to begin a regular battle, and if too much time passes before combat begins, the player cannot restart the fight during combat. When the battle begins, the screen transitions from the regular map to a separate battle screen as in XIII.
Three characters are used in combat—the two main characters and a monster. Monsters must be captured from battles before they can be used, and there are around 150 different monster types available to be collected. Captured monsters act just like the main characters, but can also perform a 'feral link' attack that increases the chance of capturing another monster. Either of the two main characters can be selected as the one that the player has direct control over at any point; the other character and the monster are then controlled by the game's.
Each enemy has a meter, called a Chain Gauge, consisting of a percentage that increases from a base level of 100 when the enemy is struck by attacks. Different attacks have different effects; some raise the chain by a larger amount while others give the player longer before the Chain Gauge resets to 100 percent. The amount of damage performed by an attack is multiplied by the chain percentage before it is applied to the enemy. When the chain counter reaches a preset amount, different for each enemy, the enemy becomes Staggered.
In this mode, the enemy has lowered defense and is easily interrupted, and some may even be launched into the air, preventing them from attacking and stopping their ATB gauges from replenishing. The Paradigm system allows the player to program six different roles, which the characters can assume to perform certain formations in battle in response to specific conditions. The roles consist of Commando, which uses non-elemental attacks to stabilize the Chain Gauge; Ravager, which uses elemental attacks to fill the Chain Gauge; Medic, a -type role which can heal the party; Saboteur, which can weaken enemies; Synergist, which can strengthen allies; and Sentinel, which has protective abilities.
The two main characters can initially assume three roles, but they can learn others at the player's choosing as the game progresses. The player can select which roles the controlled character and the AI characters use while outside or during battle, which is the only way that the player can control the AI characters during a fight. The player can only choose from specific sets of paradigms that the player has set up before the battle. Monsters only have one role; different ones are used when the player switches paradigms.
The player selects up to three monsters they wish to use in paradigms outside of battle. Unlike in Final Fantasy XIII, the player cannot summon the, as the giant creatures were only available to the protagonists of that game. Crystarium The Crystarium is a leveling and growth system, making a return from Final Fantasy XIII in an altered form. The system consists of constellation-style representations of the character's weapons and tamed monsters, made up of small and large crystal nodes, which can be accessed from the start of the game.
There is one Crystarium system available for each monster and Paradigm role. Crystogen points gained in battle can be used to expand the Crystarium, unlocking bonuses to health, magic, or strength, or provide the characters with new abilities and slots for battle accessories. For the monsters, the bonuses are unlocked with items dropped by defeated enemies. Synopsis Setting The story of Final Fantasy XIII-2 follows on from that of Final Fantasy XIII, but as is typical for the series, it is unrelated to all other previous games. In XIII, one of the fal'Cie—a god-like race—transformed a team of six people, the primary characters of the game, into l'Cie (servants of the fal'Cie with magical powers and a 'Focus'—an assigned task to be completed within a time limit), in the hope that they would initiate the end of the world. The six were intended to cause the large, inhabited floating sphere named Cocoon to fall into the world below, named Gran Pulse, killing all of the humans of Cocoon.
At the finale of the game, two of the l'Cie transformed into a crystal pillar to support Cocoon, preventing the catastrophe. XIII-2 begins three years after the end of XIII.
Owing to the fall of Cocoon at the end of XIII and the collapse of its government (the Sanctum), at the start of XIII-2, most of Cocoon's inhabitants have moved down onto Gran Pulse, and some have learned magical abilities. Over the course of the game, a scientific body called the Academy becomes a new government. While the game starts off in the year 3 AF ('AF' being a new timescale set up after the fall of Cocoon), the story of XIII-2 jumps around several different time periods, and even parallel versions of different places, accessed via the Historia Crux. While most of the game takes place on Gran Pulse and inside Cocoon, there are two other major locations. One is the Void Beyond, a limbo between time periods.
The other location is Valhalla, the capital of the goddess Etro. This place is a realm at the end of time where the goddess keeps a dark energy called Chaos from escaping and destroying the timeline. Characters.
Director at the 2010 Development of Final Fantasy XIII-2 began around March and April 2010 and lasted about one and a half years. It was carried out by 's 1st Production Department, a collective name for the teams in charge of the, and series. Many of the key personnel from Final Fantasy XIII remained in their roles: was director, producer, character designer and art director. The troubled development of Final Fantasy XIII that had been caused by the simultaneous creation of the company-wide engine gave reason to rethink the production process for high-budget games at Square Enix. For Final Fantasy XIII-2, the team consulted the European subsidiary to more closely adapt a Western approach to game development. As a consequence, monthly schedules and project were introduced to better monitor the staff members' progress.
Furthermore, unlike its predecessor, Final Fantasy XIII-2 was not entirely developed in-house; Japanese studio was contracted to help out with aspects of the game design, art and programming. This was done to keep the number of internal staff members on the game lower. The contributions of external developers were planned and clearly divided beforehand to achieve a more structured team organization. Concept videos and frequent test playing during production helped constantly engage the staff and keep to the original vision of the game. Despite its strong sales, Final Fantasy XIII had been criticized on several fronts. Complaints included that the game had been too linear, had not allowed enough interaction with, and had not featured enough and puzzles.
The developers intended to address these criticisms with the sequel by adding the Historia Crux system, numerous sidequests from non-player characters, and the casino minigame area. Environments were made more explorable and the artists were given more freedom to include their own ideas in the game's locations, in order to rectify the shortcomings of the more artificial seeming settings in Final Fantasy XIII. Although the developers were explicitly responding to the criticism, they saw the changes and additions as making the sequel in line with what players had hoped Final Fantasy XIII would be, rather than backing away from the changes that game had brought to the series. For the structure of side quests and some other aspects such as the abundance of chocobos and the more open environment, the team drew inspiration from 's.
The game also included multiple endings, which Toriyama referred to as a first for the series. Writing Toriyama originally envisioned the plot not as a direct sequel to Final Fantasy XIII but instead as taking place 900 years after. However, while creating the backstory for the events in between both eras, it was decided to have the game revolve around time traveling. Toriyama expressed his wish to 'create a story where Lightning ends up truly happy one day' as he considered her emotional state at the end of Final Fantasy XIII doubtful. He also wanted to 'see Serah take an active part' because her crystal stasis over the course of the predecessor's story did not allow for such a role. Lead scenario writer thought about how the narrative could be continued in a sequel. Emi Nagashima, also known by her pen name Jun Eishima, had written novellas for Final Fantasy XIII and was consulted early on in development to help come up with the plot for Final Fantasy XIII-2.
The narrative was divided into smaller 'pieces of drama' similar to a rather than one overarching story piece. This was reflected by the game's working title Final Fantasy XIII: Season 2 when the project was first proposed within the company. Unlike, which had a more cheerful and humorous feel than, the staff members wanted the overall tone of Final Fantasy XIII-2 to be serious as well as darker and more mysterious than its predecessor. The original scenario had called for Serah to travel alone with Mog. However, Kitase felt that their dialogue was 'quite girly, almost camp and a bit over the top' and resulted in a tonal shift that was too similar to the one from X to X-2. Noel was added to the story to counter this. Watanabe considered scriptwriting for the game's two-character party difficult.
With the lack of varied personality traits provided by an ensemble cast, he had to ensure that conversations between Serah and Noel would not be repetitive or unrealistic. Unfamiliar concepts and terms in Final Fantasy XIII, such as 'l'Cie' and 'fal'Cie', were deemed too difficult to understand and hence avoided in the sequel. A story link to via the location Valhalla was planned but later discarded. Art design Based on the much darker tone of Final Fantasy XIII-2 compared to its predecessor, Kamikokuryo decided on as the main theme for the graphics. The works of and were used as visual references and helped Kamikokuryo strike a balance between and fantasy-like surrealism.
Unlike Final Fantasy XIII, the game had a much tighter schedule allowing for little. Kamikokuryo hence used photographs instead of self-drawn pictures to explain his setting ideas to the other staff members. For example, a photograph of ruined buildings in the Cuban capital inspired the look of Valhalla. Character design duties were split up: Nomura designed the faces of the new and returning main characters while their clothing was done by other artists.
Kamikokuryo drew the final version of Lightning based on a silhouette sketch and suggestions by Nomura. Took charge of Serah's, Noel's and Caius' costumes, while Hideo Minaba worked on Yeul, Alyssa and the adult version of Hope in the same capacity.
Mog was designed by Toshitaka Matsuda after he had received a request for a cute and -like Moogle character. Composer in 2012 The music of Final Fantasy XIII-2 was composed by, and Mitsuto Suzuki. Coordinated the three artists to ensure their styles meshed well. Hamauzu, who was the sole composer for the, wrote roughly a quarter of the game's tracks, as did Suzuki, while Mizuta wrote nearly half. Prior to this game, Mizuta had worked on the, and Suzuki had been a sound director for several games and served as an arranger for XIII. The game's director, Motomu Toriyama, wanted the game's soundtrack to have more variety than that of the music in Final Fantasy XIII, as well as feature more styles.
As a result, the game had three composers rather than just Hamauzu. Toriyama also wished for the music to have 'a more edgy sound' and more vocal pieces, so that it would sound 'unlike the typical Final Fantasy title'. The music incorporates a wide variety of styles, from orchestral and electronic to rap, hip-hop, jazz funk, and metal. Since the release of the game, Square Enix has published the 2011 four-disc soundtrack album, Final Fantasy XIII-2 Original Soundtrack, as well as an album of arrangements and alternate versions of tracks from the game, Final Fantasy XIII Original Soundtrack PLUS, in 2012. The theme song for the game, 'Yakusoku no Basho' ( 約束の場所, The Promised Place), was released by singer as a single in 2011, and the English version of the song, sung by and included in the non-Japanese versions of the game, was included on her 2012 album.
Reviews of the soundtrack album were positive, with critics praising both the variety of styles and quality of the pieces. Several critics noted Mizuta's work as possibly his finest to date. Reviewers were mixed in their opinions of the arranged album, feeling that several of the pieces were simply inferior versions of the original tracks.
Both of the albums and the single sold well enough to place on the Japanese charts, with the original soundtrack album reaching a peak of #13 and remaining on the charts for eight weeks. Marketing Final Fantasy XIII-2 was first hinted at three months after the January 2010 release of Final Fantasy XIII. Kitase said in an interview 'If we could do a XIII-2, we could direct all our attention to the story and refine what we have already built.' Toriyama stated in the October 2010 companion book that he hoped to continue the story. Two months later, Nomura released a drawing of Lightning along with the words 'She must not be forgotten'.
On January 11, 2011, Square Enix registered the domain name FinalFantasy13-2game.com via a proxy company that it had used to register websites for several other unannounced games. Final Fantasy XIII-2 was officially announced at the Square Enix 1st Production Department Premier in on January 18, 2011.
The teaser trailer showed Lightning, outfitted in armor, drawing her weapon and engaging Caius, who was not yet named. To promote the game's release in Japan, Japanese singer was appointed the leader of a group of thirteen official test players. Downloadable content The game features (DLC) in the form of downloadable outfits, weapons, accessories, scenarios, recruitable monsters and minigames. Although there had been initial plans to release DLC for Final Fantasy XIII, these ideas did not come to fruition. For Final Fantasy XIII-2, the team designed and planned for content, including DLC, that would expand on the game since the beginning of its development. Players who own Final Fantasy XIII save data can unlock an additional wallpaper (PS3) or gamer picture (Xbox 360) for the save file. DLC released after the game contained additional weapons, costumes, and monsters.
Post-release downloads also included ' Final Fantasy XIII Lost Report', which offers a look back at Final Fantasy XIII 's story through the perspective of non-playable characters from the game, and three downloadable scenarios for other characters: 'Perpetual Battlefield', which reveals Snow's fate; 'Heads or Tails', which shows how Sazh came to 500 AF Academia; and 'Requiem of the Goddess', which shows Lightning's struggle against Caius and explains how she became crystallized in the main story's ending. Reception Sales During its first week of release in Japan, Final Fantasy XIII-2 sold 524,000 copies, and the PlayStation 3 version was the highest-selling game for the system. The Xbox 360 version only reached 48th.
Although high, initial sales were notably lower than what they were for the game's predecessor, which sold 1.5 million units in its first week. By the end of the year, the game had sold over 697,000 units, and was the fifth-best selling game of 2011 in Japan. It was just below four, making it the highest-selling home in Japan that year. It finished 2012 with over 840,000 copies sold in Japan. In the United States, the game placed as the second-best selling game of February 2012, just below. In the United Kingdom, Final Fantasy XIII-2 was the best-selling game of February 2012. By January 2013, Final Fantasy XIII-2 had sold 3.1 million copies worldwide, almost half of the 7 million copies its predecessor sold.
It would ship an additional 200,000 to 400,000 copies according to Square Enix press releases. Its Steam release sold over 330,000 copies by early 2016. To October 15, 2017 has sold a total of 3.7 million copies. Reviews Reception Aggregate score Aggregator Score X360: 79/100 (50 reviews) PS3: 79/100 (53 reviews) PC: 75/100 (6 reviews) Review scores Publication Score B 8.0/10 5/10 8/10 40/40 8/10 7.5/10 8/10 Final Fantasy XIII-2 received very favorable reviews by Japanese reviewers, getting perfect scores from the Japanese magazines and. Famitsu editor Ranbu Yoshida said that 'it feels like a very different game from its predecessor' and that 'it's easy to lose yourself in changing and redoing areas you've previously finished.' Assistant editor Norihiro Fujiwara added that 'the setting and presentation is fantastic, and the issues people brought up with the first game—its linearity, its lack of meaty gameplay—are a thing of the past.
You're sucked into the game right from the beginning, and the story's very easy to get into.' The game won the 'Future Division' award at the 2011 Japan Game Awards and later won an 'Award of Excellence' at the 2012 Japan Game Awards. Outside Japan, the game received mostly positive reviews, which primarily focused on the changes in the game from its predecessor. Reviewers generally praised the graphics. The review described the environments as 'entirely captivating' and said that the 'visual and audio design is marvellous', and Kevin VanOrd of praised the graphics as beautiful and visually diverse.
Jeremy Parish of disagreed, however, saying that the art 'represents a step back from the splendor of Final Fantasy XIII'. The music received mixed reviews; Parish said that the music was great, applauding the unique styles, but Simon Parkin of felt that the music 'suffers from a lack of coherent direction', and tracks often failed to match their scenes. Dale North of felt that the soundtrack was 'wonderfully varied and lots of fun' and predicted that 'traditionalist' fans of Final Fantasy music would not like it as much because of the varied new styles. The gameplay was generally praised as well, with many reviewers noting the improvements in areas they saw as problems in the previous game. Parkin praised the game's 'smart, engaging mechanics' and the 'novel structure' of the gameplay. Joe Juba of said that the changes to Final Fantasy XIII 's battle system made it his favorite Final Fantasy battle system, and that the gameplay was 'phenomenal'.
Ryan Clements of felt that the gameplay was an improvement over XIII 's, fixing many of its problems. Parish stated that XIII-2 was an inversion of XIII in that the gameplay took precedence over the story. He described the battle system as 'a joy' and said that the game was 'never not fun'. VanOrd agreed that the combat was fun, though he found it to be too easy. The Edge review, which was harsher on the game than most others, also found it to be too easy, which combined with what they saw as poor subquests and a lack of effort put in some regions made the gameplay uninteresting. The story of the game received poor to mixed reviews.
Parish felt that it was confusing and inessential to the game, while Juba said that it was 'a disaster' which 'screws up at almost every turn', overshadowing the game's good points. Parkin felt that the characters were weak and the story was not engaging, and Clements said that the story was insubstantial, which he found particularly disappointing as most Final Fantasy games focused heavily on their story. VanOrd was less negative towards the characters and story than most others, but still described the characters as good, but not great. He felt the game focused too much on the less interesting characters of Noel and Serah over Lightning and Caius, and said that the story was 'semi-coherent' and missed several emotional notes, particularly in the first half of the game.
Main article: Hints and rumors began circulating about a sequel to Final Fantasy XIII-2 as early as December 2011, when Square Enix registered the Final Fantasy XIII-3 web domain. At the time, the company stated that it was simply a precaution and did not mean there was such a game. After the game was released with a 'To be continued' ending, Square Enix said that the ending was chosen to prompt players to explore the alternative endings and remain ready for the coming DLC levels.
However, after the release of what was stated to be the final piece of DLC, officials at Square Enix announced that they would be releasing future Final Fantasy XIII-related content. In late August 2012, a teaser site was unveiled in preparation for the Final Fantasy 25th Anniversary Event, titled 'A Storm Gathers', promising a 'new direction for the saga of key character Lightning'. At the event, it was announced that the title for this game would be, that it would be released in 2013, and that it would serve as the ending to the story of the main Final Fantasy XIII character, Lightning. Ivan, Tom (November 11, 2014). From the original on November 11, 2014. Retrieved November 11, 2014.
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Final Fantasy XIII-2.,. Fragment – Pulse's Resolution: When the people of Cocoon first came down to the surface of Gran Pulse, magic filled the earth.
Among the people, there were those who awakened to this power. Now normal humans can spin enchantments and spells—if they know how. (January 31, 2012).
Final Fantasy XIII-2.,. Datalog – Catastrophe: Three years ago, mankind stared into the face of extinction when Cocoon almost crashed onto the surface of Pulse.
A new age began from that day forth, with each subsequent year marked by the letters AF, or 'After the Fall.' . (January 31, 2012).
Final Fantasy XIII-2.,. Datalog – Historia Crux: The Historia Crux is the crossroads between the Time Gates. It is a separate dimension connecting one age to the next. (January 31, 2012).
Final Fantasy XIII-2.,. Datalog – Etro's Gate: The instant Etro's Gate opened, a world-devouring darkness slipped through from Valhalla.
The goddess turned back the river of time and that terrible darkness – the Unseen chaos – was sealed away. If the goddess is destroyed, the chaos of the Unseen Realm would be unleashed, and the mortal realm devoured by Valhalla. (January 31, 2012). Final Fantasy XIII-2.,. Datalog – Eyes of Etro: The 'Eyes of Etro' is another name given to Yeul's power to see changes in the timeline. Every time a seeress has a vision, a part of her life force is drained away.
(January 31, 2012). Final Fantasy XIII-2.,. Datalog – Mog: Mog is a small, mysterious creature covered in white fur.
Lightning came across Mog in Valhalla, and asked the strange little being to act as Serah's protector and good luck charm. (January 31, 2012). Final Fantasy XIII-2.,. Serah:Was that my sister? / Hope: Yes, I think so. We need to conduct further analysis to be certain.
(January 31, 2012). Final Fantasy XIII-2.,. Alyssa: I'm sorry, but in the new future that you wish to build, I no longer exist. (January 31, 2012). Final Fantasy XIII-2.,. Datalog – The Heart of Chaos: The Heart of Chaos is the goddess Etro's own heart, given to Caius.
Only if another potential Guardian defeats him and takes this power can Caius truly be killed. If the new Guardian has enough strength of will, he can release the Heart's power and put an end to immortal destiny. (January 31, 2012). Final Fantasy XIII-2.,. Caius: With each distortion of the future, the life of the seeress was cut short. So I will dam the river of time and tear down the foundations of history. Only then will Yeul's suffering come to an end.
(January 31, 2012). Final Fantasy XIII-2.,. Noel: Yeul died when she was only fifteen. Seeing the timeline exacts a terrible tole on the body.
And Serah.you can see the timeline too. / Serah: You mean.I'm about to die? / Noel: You're okay right now.
The more we change the future, the more history changes. And the more you see, the sooner the visions will destroy you. (January 31, 2012). Final Fantasy XIII-2.,. Caius: The Heart of Chaos beats in my chest, a manifestation of Etro. Should this heart stop beating, the goddess will die once again.
(January 31, 2012). Final Fantasy XIII-2.,. Hope: But why? You were safe, everything was fine.
/ Noel The future changed. The seeress is forced to see it all. / Hope: You mean Serah.she saw this vision? And it killed her. (January 31, 2012). Final Fantasy XIII-2.,. Caius: They have seen all of history, all of its possibilities.
They have seen all the endings, but they must know the Goddess Etro is already dead. Her end is final: no man, woman or god can bring her back now. Yeul, let us begin. We are freed from our eternal curse. Embrace the new world. (in Japanese). September 11, 2011.
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Final Fantasy Xiii-2 Omega
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The DLC for FFXIII-2 he landscape of the modern console video game has changed so much in the last ten years, with the revenue stream of games also changing. It used to be the box price that represented the sole income for game publishers, but the introduction of Downloadable Content (DLC) changed the basic equation. That addition to gaming has some controversy associated with it, particularly when a game developer includes DLC content in the main release and then sells the DLC in the form of codes that unlock the content already on the game disc, a development that has been met with hostility by many gamers who do not feel that it is a fair way to sell added game content, but most gamers agree that expanding games via DLC is still a good thing.
In the case of Final Fantasy XIII-2 the types of DLC available spans the entire spectrum, with the traditional expansion content, plus new special weapons, armor and outfits, accessories, and added battles for the arena. As of press time the following DLC has been released for the game (some of which was originally released as pre-order bonus content): Arriving at Serendipity AF???
Gate - Coliseum Battles DLC - - A Study in Elegant Death (240 MSP / $2.99) - DLC that makes Jihl Nabaat appear within the Coliseum to fight (available after Episode 2). She can be recruited into Serah and Noel's party once beaten.
Bringer of the End (240 MSP / $2.99) - Face the dreaded Omega in the Coliseum! Use the crystals of defeated foes to summon them as allies in battle.
Clash on the Big Bridge (320 MSP / $3.99) - DLC that makes Gilgamesh of Final Fantasy V appear within the Coliseum to fight. Operation XIII-2 (240 MSP / $2.99) - Face Lightning and Lieutenant Amodar in the Coliseum! Use the crystals of defeated foes to summon them as allies in battle. The Coliseum appears in the Historia Crux (available from Episode 2 onwards). Take Me to Your Leader (160 MSP / $1.99) - DLC that makes PuPu of Final Fantasy VIII appear within the Coliseum to fight. Uninvited Invertebrate (320 MSP / $3.99) - DLC that makes Ultros of Final Fantasy VI appear in the Coliseum. Costume DLC - - Beachwear (240 MSP / $2.99) - The perfect costume for soaking up the sun and hanging out with friends on the shores of New Bodhum.
Black Mage Attire (240 MSP / $2.99) - A Black Mage outfit for Noel. Blade Attire (240 MSP / $2.99) - A battle attire in gold and crimson which wraps you in the leather of some strong beasts. Only for the chosen warriors. Ezio Auditore (240 MSP / $2.99) - DLC outfit for Noel based on the garments of Ezio Auditore from Assassin's Creed: Revelations. N7 Armor - Noel (240 SP / $2.99) - DLC outfit for Noel based on Commander Shepard from Mass Effect 3. N7 Armor - Serah (240 MSP / $2.99) - DLC outfit for Serah based on Commander Shepard from Mass Effect 3.
Spacetime Guardian (240 MSP / $2.99) - This garb is said to be a gift of the goddess to those who fight to correct the anomalies of time. Style and Steel (Free) - One of two outfits designed by AKB48's Yuko Oshima voted on by fans. Summoner's Garb (240 MSP / $2.99) - This ethnic costume from another world is born from the consciousness of time-traveling Serah and the soul of the summoner from a parallel universe. White Mage Attire (240 MSP / $2.99) - A White Mage outfit for Serah. Yori Dori Midori 16 Costume Pack (240 MSP / $2.99) - Set of outfits for Mog. Includes White Mage, Cat, Teddy Bear, Pirate, and Panda style costumes.
Meeting the Owner of the Casino at Serendipity - Scenarios DLC - - Lightning: Requiem of the Goddess (400 MSP / $4.99) - Expansion content featuring Lightning as a playable character. The scenario tells of her struggle against Caius Ballad and the battle system in it is slightly different from that of the Final Fantasy XIII-2 main game. Clearing the chapter will unlock Lightning in Valkyrie armor as a partner character. Sazh: Heads or Tails?
(400 MSP / $4.99) - An expansion that features a playable Sazh and a parallel adventure to the main storyline that, when the story is completed, additionally allows Sazh to be added to the regular party in paradigm pack as a captured monster (Role: Synergist, Feral Link: Cold Blood); the expansion includes two new Casino Games: Chronobind and Serendipity Poker. Snow: Eternal Arena (320 MSP / $3.99) - Expansion content featuring two recruitable opponents in coliseum at the Void Beyond: Snow Villiers (Role: Commando) and Valfodr (Role: Ravager), and a whole new episode of Snow's quest. Weapon DLC - - Azrael (80 MSP) - Named after the angel of souls, and said to hold the power to alter fate. Increases chain bonuses. Catastrophe Blade (80 MSP /.99 cents) - This weapon allows the wielder to unleash a rapid flurry of blows. Increases ATB gauge recharge rate.
Genji Bow (80 MSP /.99 cents) - A weapon symbolizing the honor of a distinguished line of warriors. Increases ATB gauge recharge rate. Muramasa (80 MSP /.99 cents) - A weapon of fey power feared as the blade that will strike down time's master.
Boosts chain bonus. Seraphic Wing (80 MSP /.99 cents) - This angelic weapon restores the wielder's HP as it damages an enemy. Note: MSP = Microsoft Points for XBLA / dollar amounts indicate the price of the DLC for the PS3 via PSN. Rumor has it that additional DLC content will be offered over the course of the year, including new Casino games, and additional battles for the in-game arena.