Welcome to the Presentation page. Here, the main appearance of the game will be explained.
The main player character is designed at the very beginning of the game. Parameters for design include: hair colour, skin colour, body build (between slender, muscular and stocky for base, and a more in-depth field for each parameter). Also, there is hair design (i.e. if you hair is long or short) and base appearance (this is the Freelancer's appearance, so don't mess up here) and eye colour.
While every weapon appears different, certain weapons can be chained onto the player and will appear differently depending on how long the weapon has been in the player's possession or how many times it has been used. If the weapon hasn't been used for a long time, it will be rusty and laden with cobwebs. Weapons are either drawn out from the player's holster or summoned (depending on what weapon it is). The more the player is damaged and the more times the weapon is used, the more it will begin to tear and become more broken.
When you are wearing armour, the current armour that you are wearing will be shown in the overworld map. It will even show in battle cutscenes and normal cutscenes. A problem may occur that you will like the hair that you have set for your player, and as such, every helmet has the innate ability Magic Helm, so you benefit from the stats of the helmet and (if you want to) still be able to see the hair of the player! As you take more damage, the armour starts to tear away and many scars are emblazoned on the player as he/she is hit more and more - fortunately any healing spell will remedy the armour's appearance.
In futuristic cities, the overworld and inhabitants appear to be very advanced and look modern - in fact, this is referenced when the four heroes look out of place, and obtain new clothes to make sure that they blend in. Characters and the overworld appear as if Tetsuya Nomura drew them, and many abilities look more technical and appear far more sophisticated.
In almost every non-futuristic city, the overworld and inhabitants have an ancient appearance, with more influences in the 17th to early-20th century's style of dressing, as well as drawing heavy influence from the many works of Yoshitaka Amano. Most characters appear as if Amano drew them and the overworld appears as if Amano drew it. Many abilities look more abstract and are more colourful.
In a handful of cities, the overworld and inhabitants combine the Modern and Feudal apperance, and most of the area appears black and white (a noir world), with some forms of colour that can be seen. Influences from games such as Arkham City and the Castlevania series take effect and characters appear more disheveled, yet extremely modern (almost as much as the Modern world). There are far more real-world influences here than in the Modern world, which is utopian-like.
Towards the end of the game, there will be an opportunity to change the art style of the entire world into your favourite art style, thanks to a painter with a powerful brush. This is optional, though.
Nearly every cutscene is shown in real time. You are able to move your character like you would when outside the cutscene, but when you are prompted (an analog stick sign will be shown to indicate movement). However, you are unable to attack (unless prompted - for example, an opponent will attack you) and you can only move a certain distance. Cutscenes that link into bosses are zoomed in a bit more than in actual gameplay, showing the boss/enemy and the playable character before fighting.
If you skip a cutscene, a "unique" scene will play out. The player character will utter a message that stops the speaker from speaking. If you skip enough cutscenes, your companion will ask you if you know what's going on in the story, and if this is a game to you or not. This scene is a default option, although you can turn this off and skip a cutscene completely, without the unique scene.
There are many dialogue options in the game. While these ultimately have no effect on the ending, these options influence your personality in the game. The choices are made during cutscenes and are mapped to the "face buttons". The following are used:
These choices will also be integrated into gameplay. For example, you are asked to perform a dangerous task. You can approach the enemy in the cutscene and can either press the button to attack the person (or disagree rudely), to agree politely or to disagree politely.
However, moral choices are all up to the player. It is completely possible to not do moral choices (this is an option in the game), although the player character will otherwise be completely silent.
Bella - Deuce - Jason
|Heads of State|
Queen Sarah - Master Laguna - Lord Lyon
|Other non-playable characters|
Cid - Jane - Nicole - Vanessa
Airship Studio - Classic Town - Magicvale - Retro Village - Thief Hamlet
Deist - Jotunheim - Mt. Austere - Mystiker Village - Neo Mysidia - Valhalen
Eblan - Nautilus - Nibelheim - Wutai
Abyssea - Gothika - Porre - Replito
|Duster - Pandemonium - Selenia - The Ninth Circle|