I'm not here to gang up on anyone or argue about "streamlining" or design choices; I just want to chime in on a point I feel needs to be raised when talking about the differences of cinematic presentation throughout the FF series.
The key idea is presentation - it's the centerpiece of every single game ever, all the way back to Pong. Gamer perspective is possibly the most important factor in determining the player's experience. I believe that the innovation of VII (and VIII and IX) is that, while no less "linear" than X (or I-VI), it remains interesting from screen to screen. Each camera angle is painstakingly picked and offers a completely different point-A-to-point-B experience. Whether it be a winding path or a small puzzle, the carefully-directed explorable artwork of VII-IX is what carries those games as cinematic experiences and is exactly what makes them unique and interesting as "cinematic" games (whether or not the player enjoys it is a different story, however).
X, XII, and now XIII, on the other hand, places the gamer in completely different shoes. Occasionally X busted out the PS1-era explorable artwork (don't ask me for examples, because I can't remember specifics) but for the most part it was a behind-the-back experience like a lot of current 3D games. With this player perspective, everything is seen, and surroundings exist as more of a gameplay environment than carefully directed scenes (or screens). The main problem that some seem to have with X is that for everything that can be seen in these environments, not much can be done. Of course, it's not like the explorable artwork of VII-IX were huge interactive playgrounds either, but the cinematic intrigue seems to be missing from the newer entries.
What I feel separates the PS1-era and the PS2/3 era FFs is how Square has defined "cinematic" for each. Cinematic for the PS1 involved explorable artwork and careful screen direction, whereas as the PS2/3 games are "cinematic" because of the frequent story-based cutscenes, which are usually presented completely differently than the gamer-controlled bits (not so in the PS1 games). Enjoyment of either is all based on taste, of course, but I just wanted to perhaps raise a point about what makes each generation of Final Fantasy tick.
(NOTE: XII is also a completely different experience than X and seemingly XIII, but mostly because of level-design choices rather than cinematic, I feel. Enjoyment of either style, again, comes down to taste).