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Final Fantasy XIII-2 Gameplay

Final Fantasy XIII-2 addresses the complaints of the linear structure of Final Fantasy XIII. As such FFXIII-2 focuses on player-driven gameplay with a more open world that players can explore widely. Players can trigger events as they find them providing multiple ways to tackle game scenarios. Players therefore become the instigator rather than a spectator adding to the replay value of the title. Non-surprising therefore that the game has been revealed to contain multiple endings.

Another new gameplay element is the "Live Trigger" system. When conversing with NPCs, the player will be presented with dialogue trees enabling the player to control the responses in a conversation, sometimes when it comes to accepting side missions. The game's endings however will not be affected by variation in "Live Trigger" dialogue, another system will control such.


Mog Clock


The Mog clock adds another level of depth to the gameplay. Unlike Final Fantasy XIII monsters no longer roam the map instead they randomly appear on the field when the player gets close. As the monsters appear on screen a dial, the "Mog Clock" appears in the middle of the bottom half of the screen and a red ring surrounds the player's character with a radius of about 3 meters.


The introduction of this Mog Clock feature grants the player various bonuses or penalties, depending on the time it takes them to enter a battle with the enemy. If the player engages the enemy when the Mog Clock is in the green zone, it results in a preemptive strike and other bonuses.



If the player were to engage the enemy when the Mog Clock hits the red zone they would be rewarded with a penalty.

The Unstable rifts are new puzzle-like dungeon sequences added to Final Fantasy XIII-2. The player guides the character through the platforms, they'll have to grab crystals with floor tiles disappearing behind them along the path. Solving the puzzles are sure to bring about various effects. For example solving the puzzle in the Rift in the Demo shown at E3 2011 weakens the boss Paradox Alpha. (Atlas).


Moogle Throw



As you gain the moogles trust, you will be able to perform an action called the Moogle Throw. You will discover treasure chests that are out of reach. In order to obtain the item that is in inside, you must throw the moogle within it's range. Work with the moogle to search every inch of the field to obtain hidden items.
* The moogle does not like to be thrown and will show signs of disapproval.

Use the L1/LB button to grab the moogle, and aim with the stick. Ignore the moogle as it flails around, trying to escape your grasp.


Use the R1/RB button to throw the moogle. When aimed correctly, the moogle will be in range of the hidden items and will help you obtain them.


Moogle Hunt



The moogle can help you find items that are hidden or phased out, make sure you find as many as you can as some of the items are crucial for progression.

When exploring the field, the moogle's bobble will start flashing if there are any hidden item in the area. The moogle will then make a beeline towards the hidden item.

Press the R1 or RB button to ask the moogle to search the area. If the item is within a certain range, it will then materialize.

When the item appears, press the circle button (PS3 version) or the B button (Xbox 360 version) to collect your treasure. Try to find all of the hidden treasure in the area.


Historia Crux



Gates and Artefacts:

Special gates appear whenever there is a distortion in time. The gates cannot, however, be activated without the keys, otherwise known as artefacts.

Each gate requires it's own special artefact.

Uncover these keys to open the gates of time and continue your journey.

Things that shouldn't exist:

When different timelines collide, things that shouldn't exist appear in the world. These are referred to as artefacts, some of which can only be acquired with the help of the moogle.


Multiple gates can appear in a single location, and each gate leads to a different world.

Allowing the player to choose the next part of their journey helps to create a non-linear gameplay experience.

Gates of Time:

Find the artefact that opens the gate, and step into the Historia crux, the crossroads of the time continuum.

Historia Crux:


Activating a gate will allow access to the Historia Crux. Everytime a gate is open, the possibility of more paths open up. Existing gates to past locations can also be closed, which resets the adventures played in that location. This allows players to play past adventures over again and redo any mistakes.

The gate matrix in the upper right displays the gates within the Historia Crux. Each gate leads to a different world.


Locations Changer Over Time:

Visiting the same area twice is never boring because the situation, scenery, flora, fauna and weather conditions all change depending on when you visit that location. Some information and items can only be obtained in certain times. Explore as many worlds as possible to heighten your gameplay experience! Untangling the threads of time is essential in exploring the content of the game, and witnessing the full story.



Cinematic Action


The dynamic battles contain interactive event scenes that allow the player to take part in the action. Successful execution of button prompts can unleash powerful attacks or defensive maneuvers that give players a huge advantage against enemy monsters.


The cinematic action feature allows players to take part in the excitement while adding a sense of accomplishment.

Button Prompt Selection:



At times the player will be asked to choose between two commands. The event scenes and the battle will progress according to the chosen selection.

Last Modified: October 10, 2011
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