Ff13 Do You See Bismark Again?
And so, yeah, I've been reviewing the monsters in Terminal Fantasy 13 as I play through the game, and finally we've entered chapter 11, the actual fun part of the game with an open-world and everything. I reviewed part of the bestiary that shows up there in the start open-globe area in Gran Pulse. Because I sort of go back and forth in trying to exercise side-quests, explore and do the primary story, the enemies are a bit jumbled upward so I just did a list and sorted through a huge clamper of the enemies afterwards.
Man, it'due south so weird doing one of these FFXIII monster reviews without a set 'yep, chapter half dozen enemies, ho hum, chapter 7 enemies after that', huh? Non that I'yard complaining, this is so much more fun to play the game and talk about! All of this comes from mostly affiliate xi, a.thousand.a. where the game finally starts to become a fair chunk of open-world-ness. And chapter 11's overworld is a delight to explore, I'm but baffled why they couldn't do this treatment for some of the other amazing-looking environments in the previous segments (fifty-fifty in a more express manner). That'southward one of the biggest flaws of FFXIII that everyone kept alarm me about, though, I suppose.
This segment will cover most of chapter xi'south "story path", all the common enemies in the overworld (cause I haven't done all of the side-quests) and chapter 12. Nosotros'll cease this series with the non very long chapter 13 and a chip of an addendum on like the hunt-a-big-version-of-this-monster segment for the sidequests.
Svarog & Amphisbaena
We're going in an 'annihilation goes' sort of order here -- I'll endeavor to group enemies together by how early you tin can meet them. Two enemies grouped in the wyvern family show upwardly in different areas, with the Svarog existence establish in the Yaschas Mastiff and the Amphisbaena (who prominently shows up in the opening credits!) being found all over the Archylte Steppes as well as effectually one of the bodily honest-to-goodness fantasy dungeons our crew enters. In that location's actually not much here, they're simply recoloured versions of the organic Wyvern enemy. At to the lowest degree these two really make apply of their gigantic abdomen rima oris in an attack chosen the 'feeding stoop'. Okay! Non much to say here, as giant airborne enemies they certainly fill a great niche in the overworld!
Svarog borrows its name from the Slavic god of blacksmithing, while the Amphisbaena borrows its proper noun with a 2-headed snake born from Medusa's blood from Greek mythology. (Nosotros covered a lot of the common enemies in the previous part, merely they are very common enemies from chapter 11: Goblin, Alraune, Flan, Dire Flan, Alraune, Gorgonopsid, Navidon, King Behemoth, Rangda, Leyak, Triffid).
Goblin Chieftain, Munchkin & Munchkin Maestro
We covered the regular Goblin in the previous section, but ane thing I missed is that they really have the ability to transform into a mightier class, the Goblin Chieftain -- something I've never actually seen since my team blows through the goblins and then fast. Goblin Chieftains do show up naturally, and they're... they're all the same the same weird Goblin design, merely with extra spikes on their society-artillery, their heads and their wheels. I love despite the baroque await of these donut-goblins, they still have a bizarre 'skater boy' theme to them, especially with the Goblin Chieftain'southward bizarre sunglasses. Basically, any given group of goblins can just accept a unmarried Chieftain, and if you kill the existing Chieftain one of the other generic gobbos turn into the Chieftain. Weird, simply sort of makes sense.
A variant (that's not much tougher than the Goblin) is the Munchkin, which is a lot more colourful, has explicit anatomy that resemble goggles and headphones, and instead of clubs, I think the arms are supposed to be maracas? It'southward a lot more bizarre-looking than the Goblin, and I nevertheless have no fucking idea what'southward going on here. The Munchkin can turn into their own 'super mode', the Munchkin Maestro ("Munchkin Star" in the original Japanese), which somehow has a hovering halo and two giant shields fastened to the arms. The overall await of these guys are so utterly bizarre and surreal and I'1000 genuinely non sure what'southward going on here. Memorable for sure, though!
Adamanchelid, Adamantoise & Adamantortoise
I nearly got killed by these enough times to know that they're probably withal untouchable for me at the point of the game I'm in. Three variations of these monstrous 'Oretoises' exist, with them going from Adamanchelid to Adamantoise to Adamantortoise in terms of size and strength. And they sure are pretty cool parts of the vista, in add-on to random animals running effectually in the grassslands, you've got these behemothic things lumbering in the groundwork. The massive, column-like anxiety evidently bring to listen elephants, as well every bit sauropodal dinosaurs. I do actually like just how reptilian they look, also, although from their name, they are conspicuously based more on tortoises. I estimate information technology's one of those 'earth tortoise' things? Their faces with the cute thin snout and the wobbly neck does bring to mind a reptile for sure!
In that location'due south a flake of their beefcake that looks somewhat artificial, kind of, similar the very metallic-looking trounce... which I can handwave as merely looking metal. Those weird ring-similar protrusions near their ankles, though, is not something I can see evolving in a natural beast. That said, Gran Pulse too has those goblins and gremlins evolve, so who can say? I do like the tusks, too. A detail that'due south far more elephantine than reptilian, but I approve -- the Oretoises certainly wait so much more than badass and unique with the stronger versions having tusks. Very cool beast, and might very well be ane of my favourite weirdo-animals in this game. It's that face up, actually. The larger ones have separate stats for their legs, because y'all demand to really damage them to stagger them. A bunch of these (as well as a lot of the 'don't fuck with these') enemies show up in affiliate 12's story, making it an interesting showcase of "well, did you level grind?"
I don't know what it'southward called, simply some gigantic stone giant golem affair that just looms over the mountains in the distance tin only causally pick these up and drop the dinosaur-sized creature into its gullet. I'm pretty sure that might be a dominate fight afterwards on in the game.
Adroa & Verdelet
Okay, I thought the Rangda and Leyak were the merely 'Spooks' to show up in Gran Pulse, but populating different segments of the area are these guys, who use the grinning cyclopean devil-themed Imp model. I practise like that, the Rangda and Adroa models do look significantly different enough for them to co-exist in the aforementioned identify without feeling besides redundant. These guys are... they are pretty annoying, and one of the side-quests has you lot fight like a cluster of vii of them. Both Adroa and Verdelet are pretty annoying, and they can and volition summon previous 'aristocracy' enemies like the Uridimmu. Adroa borrows its name from the creator-god of the Lugbara people, while Verdelet is a named demon 'master of ceremonies' from the 1800'southwardDictionarie Infernal.
Rakshasa, Kaiser Behemoth & Pulsework Champion
At some betoken later on I decided to run around and practise a bunch of sidequests, and hither are a agglomeration of 'named' enemies. The Rakshasa if a repainted version of the Yaksha (we'll see that beneath), and is named later the giant-sized demons from Hindu and Buddhist mythology. The Kaiser Behemoth is a slightly-weaker version of the King Behemoth. The Pulsework Champion is exactly the same as Pulsework Gladiator (besides, nosotros'll see that beneath), merely silver. I'm including them here for completion's sake, merely there'southward nothing for me to say hither -- unlike the other echo enemies these only prove up in side-missions, then I'm going to grouping them here.
Hoplite & Boxed Phalanx
Eventually, later on some exploration, if you finally decide to go on with the story, you enter the Mah'habara Subterra, a serial of underground tunnels carved up by the fal'Cie Atomos (literally just a behemothic spinning ball; so not all fal'Cie look like baroque godlike architecture). Then we go some other excuse for more robots! Both of these are classified under "Combat Engineers", and... they sure are interesting. The Hoplites are just honestly pretty generic-looking robots, with a flat console for a 'face' (is that two :c faces drawn on information technology?) and with mesomorphic, fingerless robot artillery. They await somewhat more furnished than the Pulsework Soldiers, just are otherwise unmemorable...
Until y'all meet their bosses, the Boxed Phalanx. Its design is hilarious, isn't information technology? Weird accordion artillery, huge valve handles for arms... and that aroused face! But wait at that comical aroused face! And and so you lot try to fight 1, and woe betide y'all if you discover one of these things in a position where you can't pre-empt them and stagger them early, because they are powerful motherfuckers. The Phalanx itself is pretty durable, but with a single move they tin can do a 'software upgrade' on any nearby Hoplite and severely vitrify them. Basically it becomes a scrap of a race to take downward the Phalanx while surviving the jacked-up Hoplites (oh, the Phalanx can hands summon more if you get rid of the ones information technology comes with). I actually similar the choice of names given hither, existence based on ancient Roman cooperative military techniques. Very, very annoying, and I absolutely adore that they expect only so goofy.
Cryohedron, Rust Pudding & Pulse Centurion
Gonna breeze through these three very quickly. The Cryohedron ("Barrage" in Japanese) is the latest in the Flop family, although this 1 has a sad confront instead of a manic-smiling one, and, obviously, is ice-themed. The Rust Pudding is yet some other Flan repaint, although pretty nastily made up of rust. Rusted, melted metal, and then? We don't get quite plenty rust-themed monsters. This i looks nasty, and I appreciate the texturing done on the lower parts of this creature.
The Pulse Centurion is actually a off-white chip more different than its 2 predecessors -- they actually practise a remarkable job, when you put all the Pulsework soldiers side-by-side, of making each one look different. Pulse Centurion has a completely different four-eyed head, a weird collar with spiny syringes, and a huge spiky guild-mitt. It's even so basically the same 'stagger information technology, then information technology'll transform and show its weak point' enemy, though.
Juggernaut
I don't have much to say virtually Juggy hither either, it'south a black and non-rusty version of... Dreadnought? We fought a dominate like this in the junkyard area, anyway. In the Subterra area, these are basically another fix of 'don't fuck with this' enemy that's saved for when you leveled up a whole ton, though. The Juggernaut is pretty much untouchable, only they also evidence upward as sub-bosses in Chapter 12 when all things become to hell and all these terrifying Gran Pulse monsters show upwardly on Eden.
Hecatoncheir
Our final Eidolon is... non Ifrit? With all the foreshadowing in Nautilus, I genuinely thought that Vanille was going to get Ifrit, some other recognizable long-runningLast Fantasy summon. Instead, Vanille gets... Hecatoncheir, based on the hundred-handed Titans of Greek mythology of the same name. And, uh... information technology certain is a weird looking motherfucker! The boss fight is another trivial one, similar to Alexander, and I really go the feeling that both Alexander and Hecatoncheir'due south fight, pacing-wise, would probably exist much better-served happening much earlier in the story when Vanille and Hope actually did respectively take huge emotional moments.
Oh well. Hecatoncheir'southward regular human fashion is pretty neat, and I absolutely love the interpretation of the 'hundred hands' every bit being 2 giant rotating wheels with easily sprouting out of it like tentacles, each of them jointed similar a robot. Lots of hands sprout out from his chest and dorsum, likewise, and they don't quite go overboard with this, which I similar. The 'gestalt manner' is perhaps the most surprising, with Hecatoncheir's massive amounts of hands turning into... four sets of gatling guns that point everywhere? And he's got craven feet, and Vanille rides this giant walking cannon-craven around? That's absolutely glorious. Near of Hecaton'southward attacks involve shooting bullets and energy beams, only some animations will remind you that those gatling gun barrels are fabricated up of jointed arms. Actually low-central might be my favourite Eidolon only based on how utterly weird this is.
Ceratosaur & Ceratoraptor
Later on exiting the cloak-and-dagger tunnels populated with junkyard robots, our heroes briefly go through a minor, fountain-covered lake called the Sulyya Springs, domain of the whale-like fal'Cie Bismarck. It's a short area, comparatively to everything else in chapter 11. In that location were like, maybe seven, eight fights tops? But boy oh boy, information technology took me way besides long to actually go through all of them. I probably should've level-grinded, merely these motherfuckers basically make full the spot in my caput as 'unremarkable enemy that is then obnoxious in the game that they became memorable'.
So yeah, they're another batch of 'Terraquatics', those weird fish-frog-lizard things. Oh, look, their dorsal fin has a huge horn in front of it, and then it's called ceratosaur ("horned lizard", the proper name of a existent-life dinosaur with a single olfactory organ-horn). I hateful, this is a lizard in a way, correct? And the stronger version is called Ceratoraptor, because dinosaurs. They're cute, they don't look too impressive... except they testify up in gigantic swarms alongside the Orobons (beneath) and you are basically stuck handling the Orobon's relentless attack chains besides every bit the Ceratoraptor'southward ability to constantly summon backup. I don't desire to become likewise much into particular about gameplay mechanics, and maybe this is a case of 'should've level grinded, lol' but suffice to say I loathe these things from the bottom of my heart.
Sahagin & Orobon
The get-go of a new category of enemy called the 'Sahagin' (clearly a reference to D&D'due south fish-people, the Sahuagin) is the titular Sahagin, as well as the Orobon. And it's actually a pretty absurd fish-man! Most fish-people I've seen in fantasy either go for a fully humanoid build but have regular humanoid arms that simply terminate in finned fingers. Or having a torso of a huge fish but even so having gangly lizard limbs stick out of it (like WoW's Murlocs or D&D'south Kuo-toa). I don't think I've really ever seen a fish-human design like the Orobon hither. The upper trunk is just half a fish, with some altered features (notably the positioning of the optics) to brand information technology expect uncanny... but the lower part of the torso is also still a fish's body! It's like they just bent the fish halfway through to make the confront look forrad, so to speak.
Best of all, though, is the fact that the limbs are giant fish fins, a feature that I'm surprised I've never actually seen before in a 'fish-human' monster. The animations make this guy waddle on land relatively assuredly, and I really like these guys' designs. In-game, they attack hard, fast and can vitrify themselves -- but are hands stunned and juggled... if you have the run a risk to practise so and aren't harassed by two other Orobons and half dozen Ceratosauruses. The Orobon borrows its proper name from a medieval creature that has the body of a fish and the head of a monk. The Sahagin is actually a creature that I met a bit subsequently, and looks a lot nicer than its stronger cousin, with a completely different fish-caput and more tropical-fish-looking fins.
Mánagarmr
I was ready to just shove this with the Megistotherian upwardly to a higher place and call it yet another Pantheron/Gorgonopsid repaint... but the Mánagarmr (named after Garmr, the behemothic wolf from Nordic mythology) is different plenty that it fifty-fifty receives its own art piece. The Mánagarmr patrol the side by side part of the game, a behemothic monster-filled tower called Taejin's Belfry, prowling the lands around it and inside the belfry. And sure, they clearly move similarly and reuse the skeleton assets of the other 'panther' enemies in the game, simply I absolutely love only how grisly this thing looks. At that place is like a second prepare of nasty-looking fangs that grow out from above and below its jaws, something that nosotros've seen before in this game with some of the robo-Behemoths... only it looks just then much more grisly and unnerving in an organic hound-panther creature, yes?
And that's not counting the rest of the Mánagarmr's pattern. A row of spine-like spikes running down his back, a giant bract for a tail, and best of all... those bizarre protrusions from the front legs. Obviously meant to resemble the bones of a bat or pterosaur'due south wing, I'm not sure what's going on hither since they don't seem to exist functional to the Mánagarmr in whatever way -- those things don't expect precipitous plenty to be used as blades (and the Mánagarmr have way too much sharp things anyway) and most certainly don't spread out to become wings. Is information technology simply just a weird evolutionary dead-cease characteristic, or is the Mánagarmr slowly evolving into something that can wing? Interesting!
Pulsework Gladiator, Yakshini & Yaksha
Taejin'southward Belfry is the domain of a bizarre flying-tiki-serpent fal'Cie called Dahaka, and actually functions more similarly to a traditional fantasy dungeon, with lilliputian things you lot must do to unlock the side by side stage of the dungeon. In practise it ends up being more of a miniboss gauntlet, merely some regular enemies -- similar the Pulsework Gladiators hither -- also bear witness up. Again, it's withal another 1 of the Pulsework soldiers, only moreso than the others, this one looks so much different! It looks purple, golden, with runic carvings and a behemothic decorated arm. Plus, information technology'south got a pretty interesting caput with that huge weird donut. Pretty neat and distinct variation for sure, and while in practice information technology staggers and dies similarly to its brethren, I capeesh the corporeality of work put into making this one feel more like some sort of magical golem instead of a steampunk clanker.
Yakshini and Yaksha, are, of course, our new versions of the 'Daemons', the Succubus/Incubus duo. These ones actually wait pretty different, with a pretty fancy pattern on their sleeves (which are more than explicitly hollow in these two variants) only their heads aren't even bird-like anymore! It's simply this creepy skull expiry-mask thing, and they've got a huge head full of some Kanjurou-from-One-Piece style pilus. Yakshas and their female counterparts Yakshinis are from Hindu and Buddhist mythology, being ordinarily-chivalrous nature spirits that are caretakers of natural treasures hidden in the earth.
Taejin's Tower is a miniboss gauntlet, and the political party has to kill a bunch of these giant enemies in succession. The first is Gelatitan, a giant Flan-type enemy... whose body has a very well-done and disgusting texture that makes it look similar it'south made entirely out of octopus tentacles. Just await at those octopus-tentacle pectorals, that'south nasty. It's hard to see hither in the small picture, but suffice to say that when fighting this guy in-game, information technology's easy to meet that Gelatitan also has an octopus's creepy eyeballs.
The Ambling Bellows ("Spartan" in the Japanese version) and its minions, the Cryptos, is basically a buffed-up version of the Boxed Phalanx up to a higher place, with different colours. I like the red Cryptos, and I practice like that the Hoplite and Cryptos practise look like they're painted like construction vehicles, but these are repaints in the most literal sense and I don't have much to say hither.
Gurangatch, Mushussu & Tyrant
Besides, our adjacent Taejin'southward Tower miniboss, Gurangatch (the name is taken from a mythical eel that can bore through stone and create rivers from Aboriginal Australian myths), is literally simply the regular Armadillion model with slightly different colours. Granted, this one is repainted from Scalebeast, which we haven't seen before (both the PSICOM variants and Navidon take dissimilar heads and scales), simply it's still just kind of there.
Mushussu (named afterward a chimera-like creature from Babylonian myths) is a repaint of the Barbed Specter, ane of my favourite enemy models in the game, and information technology'southward been fifty-fifty longer since nosotros saw 1 of those... but information technology's also just a repaint-every bit-a-boss, y'know? Still another miniboss with minimal changes is the Tyrant, which is an elite version of the Berserker. Non much to say here, I similar the blue highlights, but it's nonetheless sort of the same affair.
Varcolaci & Nelapsi
Being a bit out of order here, but at some point in Taejin'due south Tower you start seeing that the tower is filled with Cie'th, which, if you forget, are poor humans who got turned into l'Cie and become transformed into basically these weird zombies. These basically are repaints of the 'Wight' enemy that our political party fights all the way dorsum in chapter 2, but I do similar that they went through a lot of effort to brand the wings look different. Not much to say here, they still looks like creepy winged humans, and basically everything I say nearly the Wight applies hither.
The Varcolaci is the variant that show up in Taejin's Tower, and borrows its proper noun from a werewolf in Romanian mythology. The Nelapsi actually shows up a bit before, in the ruins of a settlement that you can visit early only I missed until relatively late into chapter 11, and is named after a vampire from Slovakian myths.
Vampire & Taxim
This time around we've got repaints of the 'Ghast' enemy, and the Vampire is the i you meet earlier, being, well, a Ghast with a lot more weird growths and spikes. Called "Nosferatu" in the original Japanese, I really can't say much about the Vampire... it doesn't even have any HP draining attack like you think a creature named similar that would. A bit afterwards on afterwards Taejin's Tower, you enter the abased town of Oerba, where it seemed like all its inhabitants, at some point, got turned into Cie'thursday. The Taxim (named subsequently a zombie from Slavic sociology) are basically the same thing as Vampires, only with different colours. In a chip of an interesting enemy distribution, both Taxims and Vampires show up in Oerba. Usually, other than minibosses, all variants of the same enemy blazon have the aforementioned name.
Chonchon & Penanggalan
It's kind of surreal seeing an enemy with a very similar name to yours. And even moreso when I find that "Chonchon" is a bizarre mythological creature, a hideous bird from Mapuche mythology that is also the favoured forms of evil sorcerers. In Gran Pulse, though, Chonchons are weird mini-Wights! Or, well, mini-Varcolaci, if we're using the proper terminology for the type of creature that show up. On a glance they merely look similar angry moths or bats, but a pair of flapping wings with a huge fanged head-oral cavity... but and then y'all accept a closer expect at the Varcolaci/Wight model, and y'all realize that that's not a sideways mouth, but that'south just how the heads of these flying Cie'thursday have mutated. At some indicate, the Chonchon was a whole person and... somehow only the head remains? And it grows wings?
The Penanggalan is part of the miniboss rush in the tower, being basically a bigger Chonchon and borrowing its name from ane of my favourite mythological creatures, a Malaysian ghost-vampire animate being that manifests as a floating caput with abaft entrails.
Vetala
Ooookay. Classified as an 'unusual Cie'th', the Vetala get-go shows upward as yet another member of the miniboss squadron of Taejin's Tower, but unlike any of the others we've never seen the 'mutual' version of this one. Just look at this motherfucker. Where the Chonchon is a flying caput, and we'll become a single arm below... I don't think I've actually ever seen an enemy that's merely a torso. And that's what the Vetala is. It's just a torso without a head and whatsoever part of the body under the waist, and it's got two Ghast-arms. There's a weird floating thing where the caput and lower torso should exist, only the Vetala'south got two glowing things where its nipples are. Again, it's a huge shame that nosotros don't accept any lore for whatever of these creatures, I actually want to know why some Cie'th look like just humans with a agglomeration of extra crystal growths, while some become freaky floating torsos.
The Vetala become a fleck of a more common enemy in the Oerba region, although virtually creepily some of them just hang out in people's houses. They are also extremely annoying to fight, considering they tin set up damage-absorbing shields like the Armadillions... just different those beasts, the Vetala can re-bandage the shield even when it's staggered. The Vetala borrows its name from a corpse-possessing vampiric spirit from Hindu mythology.
fal'Cie Dahaka
Eight minibosses subsequently, and you finally fight the boss of the tower, the fal'Cie Dahaka (borrowing his proper name from an evil dragon-king in Persian mythology). Dahaka is far from the commencement fal'Cie our party faces, merely he'southward too the first i that your party actually beats and kills without it doing a 'ah, but this is merely a test and I'thou non even trying' like Barthandelus, or the weird... whatever weird destiny-affairAnima was doing before his weird suicide-explosion. Dahaka is also a bit of an asshole, nosotros see him harassing our heroes through their journey across Gran Pulse, flying around and casually killing random Amphisbaenas past passing through them. Dahaka'due south original design is pretty absurd, an interesting have on a being that's substantially an oriental dragon in all only proper noun, this weird segmented ophidian that flies easily through the air. I also similar his weird tribal mask.
Oddly, you never actually face up Dahaka in his original form, because its segments become progressively destroyed equally your heroes restore the function of Taejin's Tower, and its guardians slice off bit by bit of Dahaka's trunk until only the pinnacle one-half remains... and it's all the same pretty huge, and it transforms! Into something that's a bit more mundane for a J-RPG boss, being half of a humanoid with a dragon head. It all the same looks pretty impressive, though, looking truly similar some sort of deity, and during the battle he'll sometimes transform back into the tribal-mask-headed form to unleash some attacks. Fifty-fifty if I significantly prefer original flavour Dahaka, this one wasn't also terrible.
Seeker
One of the few Cie'thursday to not be named after some sort of undead fauna or spirit are these bizarre creatures. Joining the Vetala in the 'unusual Cie'thursday' category, the Seeker here is... hoo boy, it's nasty-looking, huh? It's merely a giant arm conjoined to a huge lump of flesh only crawling around. And there's fifty-fifty like one-half of the remains of a face shoved within that lump of shoulder-flesh! These guys are weak and completely wretched-looking even past Cie'th standards, basically but existing to brand fighting the stronger Vampires a bit harder. Once again, like the Chonchon, this was once a human that got cursed and somehow degenerated into only an arm and a face up. That looks horrible and painful.
Barthandelus, Round Two
The human activity boss of chapter eleven, which takes a pretty long time to run around in (although partly that'south considering I just am happy to explore) is the render of Barthandelus, who is now white. He sort of railroads the heroes dorsum to a plot and a showdown that'll take up the climax of chapter 12 and 13, but he's notwithstanding not dead notwithstanding. This version of him is more or less the same design as his original, just a bit more sophisticated and looking a chip more than Coccoon-mech-y. I tin't get whatsoever skilful screenshots of it, but Bart Part 2 basically has him get-go off like that screenshot in that location, and then he gains shield-faces until he ends upwardly looking similar that concept art. I'm happy that he nevertheless has the nasty Thanatosian Smile gimmick where his central 'face' splits autonomously into six pieces to reveal a wall of light amplification by stimulated emission of radiation cannons beneath. Maybe it'due south because I level-grinded, only Bart Two felt a lot easier than Dahaka or Cid, it just takes a long time for him to go down. Otherwise... not much to say, I kinda expected nosotros'd fight some other fal'Cie or two by this point.
Anavatapta Warmech & Proto-Behemoth
Chapter 12 opens with a huge, glorious cutscene involving Transformer Eidolons and a long, long cutscene, at which signal y'all have to fight 1 of these guys. Information technology'due south an Anavatapta Warmech, basically a fancier, royal-and-silver version of the very first enemy in the game, the Manasvin Warmech. It sure is a repaint (and goes downward as hands every bit its white analogue), I don't have much to say hither. Anavatapta is the lake at the center of the globe in Buddhism.
You meet this one a scrap later on in chapter 12 as a scrap of some other 'elite enemy', but it'due south the Proto-Behemoth, somehow more than powerful than the Alpha, Beta and Lodestar Behemoth despite this ane supposedly being a image version of Coccoon's manufactured Behemoths. This one is basically merely the Lodestar model with fancy red-and-aureate colours, and some wires hanging out.
Corps Defender, Corps Steward, Bulwalker & Adamantheron
Affiliate 12 brings our heroes to Eden, correct as Gran Pulse creatures like the King Behemoth, Amphisbaena and Oborons are teleported into the city of Eden, so your heroes have to fight both the wild creatures as well every bit the soldiers guarding Eden. Which is to say we become a bunch of trooper repaints, these ones being the very boring colour of white and gray. Bulwalker is a repaint of the Uhlan we fought forever ago, and its Japanese name is taken from the Austrian tank SK-105 Kürassier. The Adamantheron is the most powerful version of the Pantheron enemies, and they have a bunch of extra spikes.
Sanctum Archangel, Sanctum Seraph, Sanctum Inquisitrix & Sanctum Celebrant
Far cooler-looking are the Sanctum guards. They all the same fight identically to the PSICOM and Guardian Corps enemies, but at to the lowest degree they have real fancy colours and groovy looking headdresses. The Sanctum Inquisitrix is a repaint of the rarely-seen 'Huntress' model and is just as annoying. Not much to say here, it's been a while since we've seen any of these guys. I kinda similar that some of the almost elite guardians of the 'gods' have names equivalent to angel ranks. I liked that the 'celebrant' is a fucking bazooka man. I would complain that these guys are super-duper ho-hum, just the context of meeting them and the sheer corporeality of variation of enemies in chapter 12 makes them a lot less boring.
Humbaba & Vernal Harvester
Some organic elite Behemoths testify upwardly in chapter 12 when shit hits the fan and all sorts of Pulse monsters arrive on Eden. About are just the 'unbeatable' enemies from earlier in the story like the Adamantoise and the Juggernaut, but we've got some sort-of new ones. The Humbaba is basically the King Behemoth with slightly different colours and a caput design. It'south a recurring monster proper name in Concluding Fantasy and one that apparently oft shares models as a Behemoth repaint; and borrows its proper name from an evil giant from Assyrian mythology. Let me just say that the multiple times you fight two Humbabas at one time are not fun. Affiliate 12 actually does a cracking chore of testing yous even if yous level-grinded, due to enemies similar the Humbaba and the Adamantoises.
The Vernal Harvester is basically a repaint of the Aster Protoflorian... it'south the first fourth dimension I've seen this enemy time re-appear after its appearance as a boss. This one really has Bulbasaur colours! Not a whole ton to say hither, it sure is a repaint.
Cede
A new model at last! I must say that the sheer multifariousness of enemies in affiliate 12 doesn't actually brand the chapter dull the fashion that chapter ix did for me. Each boxing is a fun roll of the dice on whether y'all fight some undead Cie'th, or PSICOM troopers, or a PSICOM robot, or a Pulse robot, or some random beast from Gran Pulse... and and so there are these guys! The "Sacrifice" is a far, far more than weirder looking version of the Ghast/Vampire model, with almost its entire body existence covered with crystal. Unlike the other Cie'ths, these are created specifically as a way to circumvent 1 of the rules we've been fix with -- apparently, if a human gets turned into an fifty'Cie without being given a focus, they but become Cie'ths immediately... which is what some of the fal'Cie terminate upwards turning the PSICOM dudes into. It's kind of pretty nasty-looking how they're virtually crystal-like, but are basically simply the same as whatsoever of the shambling Cie'th in all merely name. Their faces are a lot more prominent, too, poor fuckers.
Also, I don't endeavour to talk too much virtually game mechanics, simply these are a real pain in the barrel to impale due to their huge HP and them just casting debilitating spells.
The Proudclad
One of the recurring random minor bad guys -- or, well, a bad guy since he works for PSICOM -- is Yaag Rosch, who shows upwardly in a sort-of repaint of the Ushumgal Subjugator, one of the cooler-looking PSICOM mechs that haven't shown up at all. It just bypasses the 'giant spider tank' phase of the Ushumgal and goes straight for the more than elaborate flying dragon-mecha thing, though. The Proudclad apparently borrows its name from a completely unlike-looking robot boss fromFinal Fantasy VII, and it's got a fancy angry samurai mask instead of a faceless robotic one. It's a pretty annoying dominate fight with a fair amount of resistances, but otherwise it's sort of a repeated enemy. This model hasn't been used a whole ton and it's been a while since nosotros last saw it, though, so it does feel pretty fresh! And, y'know, the bear on of edifice up a side villain does make the Proudclad feel just that much more memorable as a boss.
You fight the Proudclad a couple of times as it gets upgraded halfway through affiliate 12, and it finally becomes the final boss of the chapter in general, this time swapping back and forth constantly between its spider-tank and flying-samurai-mask-dragon forms. Without going too in-depth virtually game terminology, let'due south just say that the terminal Proudlcad boss is one hell of a bowwow to fight. The Proudclad itself ends up with a pretty absurd cutscene with its pilot, Yaag Rosch, which I did like.
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Next up... the terminal chapter, and all the sidequest enemies that I didn't cover here!
Source: http://blackjackrants.blogspot.com/2020/11/reviewing-monsters-final-fantasy-xiii.html
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