Thursday, November 28, 2013

Intro to the Final Fantasy XIII-2 Script

Basically, this a transcription of all dialogue from the Final Fantasy XIII-2 game - including NPC dialogue, datalog entries, etc. This is for all the avid game design students, fanfiction writers, Final Fantasy enthusiasts, and any other weirdos like me who may want a complete reference to the universe of Final Fantasy XIII-2 available for whatever reason. :)

Obviously, there are LOTS of spoilers. ABUNDANT spoilers. Spoilers e'erywhar.

Please note that this is NOT a walkthrough/strategy guide. This means, for starters:

  • I will show the dialogue for all Live Trigger responses, but I am not going to indicate which ones are "Funny Answers", or what Live Trigger rewards can be expected for the answers.
  • I will also transcribe alternate dialogue depending on how you perform Cinematic Actions as necessary (ex. if you're successful with this Cinematic Action, you get this response; if you're not successful, you get that response). I will NOT give any exhaustive descriptions of the Cinematic Actions and how to complete them successfully.
  • Not all "You acquired such-and-such item" notifications will be transcribed; in fact, a great number of them won't be - only the ones that are pertinent to the scene in which the item is found. (Like Lightning's knife in the first episode in New Bodhum.)
There are many different kinds of dialogue to be encountered in the script and I have color-coded and formatted them all so you can tell them apart easily. Here is the key:
Dialogue with a blue background is part of an FMV or cutscene. It will also indicate one-time conversations with NPCs.
Dialogue with an orange background are Live Triggers or Cinematic Actions and the possible responses and outcomes.
Smaller dialogue will indicate what I call "NPC chatter". These are snippets of auto-talk you'll hear from area NPCs as you pass them by. This chatter appears as white text in the bottom corner on-screen as you play the game.
The dark golden dialogue is one-time auto-talk, usually from main characters. It appears on-screen as yellow text in the bottom corner, with the speaker's image beside it.
Dialogue without any background in plain text are conversations with NPCs.
In italics with a purple background are the brief descriptions that appear at each of the gates in the Historia Crux.
Fragment Quest Prompts are written on dark gray backgrounds.

Datalog entries will be hidden by default, like so:

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