تابع الفيديو أدناه لترى كيفية تثبيت موقعنا كتطبيق ويب على شاشتك الرئيسية.
ملاحظة: هذه الميزة قد لا تكون متاحة في بعض المتصفحات.

في زر قفز بx-2 😛
"Linear, linear, linear", says Motomu Toriyama. As director of Final Fantasy XIII, it's a word that wasn't even in his vocabulary until a whirlwind press tour that saw critics and fans constantly questioning the new direction for the series. It's a criticism that Toriyama and producer Yoshinori Kitase don't want repeated for the sequel Final Fantasy XIII-2. They've been working on a host of new gameplay mechanics for XIII-2, all intended to move the game from a "story-driven" experience, to a "player-driven" one. We got taste of these changes in our hands-on at E3, where we jumped back into the stunning world of Pulse, and got a glimpse of the new fully-armoured Lightning in action.
خطية خطية خطية... تورياما مخرج فف13 يتكلم ,,, يقول ان هذه الكلمة ماهي في قاموسه اصلا الى ان واجه دوامة من الانتقادات التي وجهت له بخصوص التوجه الجديد في السلسلة
هذا الانتقاد لا تورياما ولا كيتاس يريدون تكراره مع فف13-2
الان هم يعملون على استضافة ميكانيكية لعب جديدة ل فف13-2, وبيحولون اللعبة من -توجيه القصة للاحداث- الى -توجيه اللاعب لاحداث- , وهذا ما تم ملاحظته في تريلر e3 حول بولس ولايتنج المدرعة
Our hands-on began with a short cut scene, introducing us to new character Noel. Dressed in harem pants and wielding a pair of swords, he cut an imposing figure as he jumped across the screen to join his pink-haired companion Serah. A huge hand then rose out of the ground, smashing the surrounding scenery, and letting us know the pair were on the run. That hand was attached to a semi-invisible giant called Atlas, who the pair subsequently faced in battle. Joining them was a Moogle, which transformed into a weapon that Serah could wield.
يتحدثون عن التريلر وتقديم الشخصيات ومعركة الجولم الضخم
Atlas' size meant he barely fit on the screen, dwarfing the heroes who stood at his feet. It was here that we got to grips with the battle system. It remains largely unchanged from that of XIII, making use of a paradigm switching system that let us change the role of our characters during battle. Defensive paradigms let us block and heal, while offensive ones let us unleash a string of strong attacks. Switching between them effectively remains key to winning battles, and it wasn't long before we had worn down Atlas' health bar.
اسلوب القتال سوف يكون مثل الذي في فف13 , التغييرات فيه طفيفة جدا
Before we could finish him off, a cut-scene began, showing a group of large vehicles flying overhead. This showcased a new feature called Live Trigger. Cut scenes now feature quick time events, such as having to hammer the A button repeatedly, or twist the analogue sticks in certain directions. Depending on if you perform the action correctly or not, the cut scene plays out in different ways. While you can't fail as such, the path of the storyline changes giving you multiple paths to play through. On this occasion, we successfully performed the QTE, causing the ships to fire at Atlas and send him back into the ground from which he emerged.
خاصية جديدة في القتال -Live Trigger- تسمح بظهور مقطع سينمائي اثناء القتال يساعد في الفوز بالمعركة عن طريق الضغط على زر محدد او تحريك الانالوج بشكل محدد QTE -مثل دخول السفن الحربية على معركة الجولم الضخم في التريلر-
المقاطع السينمائية في المعركة تختلف , وتعتمد على اتجاهك في القصة الاساسية عند اختيارك الذهاب في اتجاه محدد في القصة
It wasn't the end of Atlas, however, and the rumbling of his movements beneath the ground let us know there was still work to be done. We moved forward to investigate a set of ruins, which were drenched in water from a thunderstorm. The weather effects looked beautiful, with each drop of rain causing reflections of light to bounce around the surrounding rubble and buildings. Like XIII, there are numerous enemies to fight along any given path.
يتحدثون عن المؤثرات والجرافيكس
Walking into them initiated a battle, but with a twist. Before the fight, a clock appeared on screen with a fast-moving ticking hand, which we had to try and stop in a green section of the clock. Doing so gave us an advantage in battle, which in this case was a pre-emptive strike. We were told stopping the clock in a yellow area would result in no advantages to our team, while stopping it in a red area would result in a penalty.
اسلوب جديد قبل اصطدامك بالاعداء لتبدا المعركو هو ظهور ساعة تتحرك بسرعة وتختلف الوانها بين اخضر واصفر واحمر, اذا ضغطت وقت اللون الاخصر تدخل المعركة بادفانتج لك مثل الهجوم المسبق على الاعداء مع عداد الستاجر فل, اما اذا تاخرت واصبح اللون اصفر ستدخل المعركة بشكل طبيعي بلا مزايا لصالحك , اما اذا تاخرت جدا ودخلت بالاحمر سوف تدخل المعركة بنتيجة سلبية مثل تعرضك لمداهمة من الاعداء او هجوم خلفي , يعني الاسبقية ليست في صالحك
After defeating a pair of floppy flan opponents, we received a crystal. In subsequent battles we could use that crystal to summon flan and have it fight on our side, which could prove useful if your team is weakened, or you're down a member.
تجنيد الوحوش: عندما واجهوا وحش flan وهزموه, ستستلم كريستالة بعد المعركة تسمح لك باستدعاء فلان في معركتك القادمة لمساعدتك , وهذه نقطة ايجابية خصوصا اذا كان فريقك ضعيف او احد الاعضاء ميت
Moving further into the ruins we noticed that our character now had the ability to jump, allowing us to reach different areas of the map and discover secret pathways. Our Moogle helped out too, using a special power to help us uncover a stash of hidden treasure.
يتحدثون عن فائدة القفز والموجل وتقديمهم في هذا الحزء
After a brief cut-scene Atlas reappeared, and he didn't look happy. It was here our heroes heard of an ancient controller that could possibly deactivate or control Atlas. We were given the option of trying to find the controller in the ruins, asking our Moogle for advice, or tackling Atlas head-on. We decided to tackle the giant, which proved a costly mistake as his superior level destroyed our entire team with one hit.
عند تعرضهم للجولم العملاق تعرضوا لسؤالين: سؤال موجل نصيحة او مواجهة الجولم, اختاروا المواجهة ومات الفريق بضربة واحدة بسبب فرق اللفل ...
هنا نقدر نفهم فايدة الرجوع الي تكلموا عنها في الاماكن عشان تكون ملفل وتكسر راس الجولم :razz::
Loading the previous checkpoint, we decided the more sensible option might be to try and find the ancient controller within the temple. We were told that it is possible to defeat Atlas without finding the controller, but it would have required a team with much higher levels. After making our way through a grimy tunnel we discovered the controller, but before we could activate it, Atlas' giant hand appeared, pulling us into a vortex. This took us to an area called The Void Beyond, a space-like area filled with a number of red platforms. To leave the area we had to solve some simple puzzles using the platforms, collecting crystals scattered across them. Each time we stepped on a platform, it disappeared shortly after, so we had to figure out the best way to collect all the crystals without falling into the deep abyss of space below us. These small puzzle sections are littered throughout the game, which Square Enix told us were intended to break up the action.
After collecting all the crystals we were transported back to the real world, where we could activate the controller. This caused Atlas to change colour, and suddenly start behaving strangely. Moving back out of the ruins to the surface we faced him once more. This time, his attacks were significantly weaker and his health bar had been halved. He was also much easier to stagger, letting us unleash a barrage of attacks and eventually take him down.
يتحدثون عن محاولة اخرى لمواجهة الجولم, ولكن هذه المرة استمعوا لنصيحة الموجل وذهبوا للبحث عن رافعة في مكان ما, لكن الجولم اكتشفهم وقام بعمل دوامة وسحبهم داخل عالم البزل الي شفناه بالتريلر حق تجميع الكريستالات قبل ما تختفي الارضية تحته ويعيد من اول, بعد انهاء البازل عادوا للعالم الحقيقي عند الرافعة الذين يبحثون عنها وعندما حركوها ظهر لهم الجولم مجددا ليدخلوا في قتال معه, لكن هذه المرة يبدوا الجولم اضعف في الضربات, والان اصبحت الفرصة مواتية لهزيمة الجولم كما شاهدنا في التريلر ... يبدو ان الرافعة كانت مصدر قوة الجولم قبل تحريكها :laugh::
While that was the end of our hands-on, Square Enix showed us another section of the game, this time featuring XIII's heroine Lightning. The level opened with Lightning falling from the sky and landing on Odin, all while being chased by a very angry looking Bahamut.
يبدوا هناك مقطعين في الديمو لدى سكوير... بعد الانتهاء من نويل وسيرا, اظهرت سكوير مقطع اخر من اللعبة خاص بلايتننج بافتتاحية سقوطها مباشرة من السماء على ظهر اودين, بينما هم ملاحقون من باهاموت الغاضب جدا لول
As Bahamut launched energy projectiles and vicious looking swipes at the fleeing Lightning, the camera swept across the scene, showcasing the beautiful ruins of a city in the stormy background. Lightning continued to fight off Bahamut from atop Odin, with her new suit of armour protecting her from attacks. We noticed that Lightning's health, attack power, and level were much higher than those of the characters we saw earlier. Square Enix told us that she starts the game at a much higher level than the others--a concession to the fact that her heroic deeds saved the world in the last game, and as such she is already extremely powerful.
اثناء المواجهة العنيفة بين لايتننج وباهاموت, نستطيع رؤية الخلفيات في المنطقة وروعتها..
لاحظنا ان لايتننج قوية جدا باللفل والطاقة والضربات بشكل اكبر بكثير م باقي الشخصيات السابقة...
تعلق سكوير على هذه النقطة بان لايتننج تبدا اللعبة بلفل عالي جدا عن باقي الشخصيات , وذلك لتتساير مع القصة بحكم ان لايتننج هي من انقذت العالم سابقا في فف13 , ولذلك هي قوية بشكل لا يوصف 😡
Our time with Lightning was even briefer than that of our hands-on, and so the demo ended there. The numerous changes to the game were a lot to take in, in particular the QTEs, which are no doubt going to be a divisive new feature for fans. Giving the player more choice is a nice idea, though, and the multiple paths, plots, and puzzle sections all go some way towards making the game feel less restrictive than its predecessor. We were also promised that speaking to NPCs in towns would present multiple options for dialogue, allowing players to discover hidden side quests and secret items. More minigames were promised too, though sadly Toriyama and Kitase weren't giving anything away at this stage. Whether all the new features will banish linear criticisms remains to be seen, but with a release date of early next year on Xbox 360 and PlayStation 3, we'll be sure to get a further look at Final Fantasy XIII-2 before its release
يتحدثون بشكل اجمالي عن ما تم ذكره سابقا من تحسينات في اللعبة وانها اصبحت اكثر انفتاحية للاعب وليس مجبرا للتوجه في اتجاه واحد , وعن ال QTE والبازلز ويعدون بالكثير من الميني جيمز لاحقا ...
وبالنسبة لمحادثات الشخصيات في المناطق NPC اصبحوا يملكون عندة خيارات في المحادثة قد تساعد في معرفة تفاصيل شيء ما سواء معلومات او طرق وكنوز سرية
تورياما وكيتاس اكتفوا بهذا القدر من المعلومات, ولم يتعمقوا حول ما اذا كانت هذه الاضافات سوف تمسح انتقادات الخطية السابقة في فف13 او لا ...
مقابلة فاميتسوRegarding the line in the trailer about Lightning's death
Kitase said that he can't talk about this mysterious line about FFXIII's main character Lightning. He suggested that fans read the Episode i novella and imagine from there. Toriyama said that Lightning is the story's backbone, and dead or alive she'll appear in the game and you'll take control of her.
On why there are monsters in your battle party
One of the changes observed in the battle system is that monsters can now be part of your party. This is to allow for more strategic roll gameplay, said Toriyama. Each monster has specific rolls, and by grouping monsters together in different ways, players can create a more personalized experience. Kitase said that the the Paradigm Shift system gives the game the image of battling while switching your decks in a card game.
On the response from overseas press
Toriyama said players appear to be happy that gameplay areas from the original have changed. Kitase noted that in the current version, they're showing off the explorative elements and greater feeling of freedom. However, there are a lot of other elements that they currently cannot speak about.
On repeat play
Toriyama said that the game will have more yarikomi elements (I keep forgetting how to translate that damn word -- it's all the extra crap you can do in a game beyond the main quest). You'll be able to play the game multiple times. Famitsu asked if this means there will be a New Game + style feature, where you restart the game with your character fully buffed up from the previous playthrough. Toriyama responded that they hope to offer a different form of repeat play from this.
On multiple endings
FFXIII-2 will have multiple endings, a first for the series said Toriyama. Famitsu.com's interviewer was extremely shocked by this statement. One of the reasons for including a multi ending system, explained Toriyama, is that when it comes to the world view and serious story development, FFXIII-2 is similar to FFXIII, so they felt that they should show new elements in the gameplay area. He contrasted the changes to the switch from FFX to FFX-2, where the world view and battle system changed considerably.
On Multiple Bahamuts
An E3 trailer showed Lightning in a battle scene where she was riding her Odin summon and fighting against a Bahamut, Chaos Bahamut. Famitsu.com noted that Fang's summon is also Bahamut. Are these two Bahamuts different? Yes, responded Toriyama. The Chaos Bahamut is a slightly different existence from a summon.
On Serah's Summons
The Serah character does not have summons during battle, said Toriyama, but in its place she can have monsters join her party.
On the demo's location
Toriyama wouldn't identify the location of the demo area, but he did say that it's an important area in the game's story.
On the poster image in Famtisu's article
The poster image in Famitsu.com's article (shown below), which shows Serah and Lightning, was created by art director Isamu Kamikokuryou as part of a request for something different from FFXIII, owing to FFXIII-2 having a darker and more mysterious world. The theme Kamikokuryou used for the image is "surrealism." The image shown in the article will be a symbolic image for FFXIII-2, said Toriyama.
ويبدوا من الكلان ان نويل له استدعاء ... اذا هو اخذ المفروض سيرا تاخذ كمان !!!!
^
نفس الشيء اللي فكرت فيه. قالوا ايش قالوا ان فف13 تقدّم "ولأول مرة" اسلوب النهايات المُتعددة. نسو فف10-2 لما تخلص اللعبة اي كلام تحصل نهاية تختلف عن لما تخلص اللعبة 100% ؟؟
ليش ما تكون نهايات متعددة و في نفس الوقت تكون سوليد و هذا الشي في الاخير يعتمد على اتقان الكاتب للتعدد و مدى اختلافها عن بعضاوه صح ذكرتني عمر ، نهاية 10-2 تعتمد على المدى الي بتخلص فيه اللعبة ، لكن اذا النهاية هنا تعتمد على اختياراتك أثناء اللعب فنعم هذي بتكون سابقة في تاريخ السلسلة ، و مش السابقة الي تخليني سعيد بصراحة !
خلي النهايات المتعددة لدراجون ايج و هذي الألعاب ، و أعطونا لعبة بقصة solid و نهاية واحدة في المستقبل .