And what we'll counter-argue (continuously if need be) is that every single Final Fantasy since VII (at least) has followed the exact same formula. Run down to a certain area, fight a boss, cue FMV.
Maybe XIII doesn't have as many areas off the main road, but neither does any FF. There may be a greater illusion of choice, but that is all it is at the end of the day: an illusion.
And I loved the previous FFs. One example I keep citing is VIII, because of the amount of stuff you can do in the villages and just the vast number of side-quests in it. This is just a different type of experience.
I'm playing IX at the moment and I would not tell you how much I would give to have the XIII battle system at the moment. Yes, I will agree that there should have been an option for greater control when you want it, but when I have to wait half a minute for a battle scene to load (because it has to pan around the environment) then push X repeatedly for a minute, before seeing people jump around, I realise that there was something fundamentally wrong with previous FFs.
So, I think XIII is a step in the right direction. It was very linear and the battle system did not give you enough control when you wanted it (boss & difficult battles). However, I think it is a step in the right direction (albeit too large a step) and future FFs will benefit from this experiment. I am placing great hopes on Versus judging from XIII and the noises coming out of the Versus camp.
Unlike VII where you start off on a train (hehe, I love the little hints to previous FFs in this game) and have people accusing you of being the enemy because you're SOLDIER. And you're blowing up a mako plant.Originally Posted by Rocket Edge
And the datalog was a wonderful addition for people who may take a few days off the game (perhaps because they have work etc) and then can come back and get a quick recap. It is not required to follow the story, if you're paying attention.



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