Nail on the head. The linearity criticism is generally a dubious one but in this case it is spot-on. I've noticed a lot of people lately doing some thoughtless retro-tossing of this 'criticism' at the old games and it's just stupid. Linearity in terms of story and area progression is not a flaw - in fact, it was one of Square's resounding strengths back when they put effort into designing a game and its artwork. XIII is an outright straight line with a generic over-the-shoulder camera looking ahead always. With nothing remarkable or engaging about the environments, the only thing one can do is hold up on the analog stick until the end. Awful.
I always found it to be an unforgivable sin when RPGs would lock players out of locations at the end-game. VIII and IX did this and it really soured me. I love post-game exploring or just visiting old locales to take in their vibe. With XIII, there's no reason why players should be locked out of past locations. SE are in charge of the plot; they could have concocted something - anything - to justify some late-game exploring. It definitely would have made for a more interesting game.




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