I would refer you to teleport spheres there. They enable you to jump to anywhere on the sphere grid, thus offering you a choice of where to hit next.
The cystarium is filled with useless nodes that you cannot bypass. The most obvious example of this is the number of strength nodes dotted around around hopes primary roles. Even end game there is very little if any reason you would put hope in a commando role. Completley pointless through and through. Though this is also a problem on the sphere grid, it's much less frequent and far less irritating because it's not nearly as expensive to progress on the sphere grid.
I apreciate and respect your opinion, but seriously? The crystarium just sums this game up perfectly. A straight line with an incoherrent goal.
Backtracking is only a part of the fun which is missing from XIII. Despite disliking blitzball personally, i understand that it serves as a deviation from the plot which is a huge part of final fantasy. The temples offered a change of pace and allowed you to solve puzzles, and despite the majority of dungeons being linear, towns still offered a small level of exploration. XIII is a constant walk-fight-watch cut scene
formula that becomes very tiresome very quickly.
I wont compare the story or characters to X because any story or character will be hit and miss with the player, and quite frankly a lot of final fantasies use recycled characters or plot elements. The most notable in FFXIII isn't in relation to X but actually VII - Cloud = Lightening.





Reply With Quote