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However, I will say that the camera is something that might annoy me. I'll keep an eye out for that.
It has to be a balanced game, not everyone who plays the game is going to be a veteran Final Fantasy player or an RPG player at that. Whilst I personally hate long tutorials there's obviously a reason for it looking at the battle system and the other systems, it's not the first game and certainly won't be the last to have a long tutorial.Hand Holding
I don't get why Square Enix felt the need for so much hand holding in Final Fantasy XIII. I get that the battle system is a bit different, and I agree to some extent with how they ease players into it with tutorials and gradual opening of options, but they spent far too long doing so. It was enough so that it might discourage some of the less patient gamers out there. Depending on your play style, it could take a good ten hours before you're playing the game comfortably, without the feeling of training wheels holding you back from going full speed.
That said, there is a lot to take in. I think Square Enix was thinking too much about accessibility and not enough about seasoned gamers.
It's funny how the mazes, hidden paths, explorable worlds weren't mentioned when the game was described as linear isn't it? Whilst there are some parts of the world are certainly linear shown be screenshots it doesn't really bother me. Typical 2ch mind, the first people to criticise the game mislead people to believe it was something it isn't.Early Lack of Freedom
While the whole game isn't locked down to narrow corridors that you can only move forward in, the earliest parts of the game definitely are. In some ways you can see how Square Enix wanted to control the pacing of the story, letting little bits of narrative come out after sections of game play, but some of the early stages were examples of strikingly inelegant ways of easing you in. You can only walk forward in a narrow path so long before you start feeling like a test rat. Thankfully, multiple passageways, mazes, hidden paths and items, and eventually open-to-explore worlds eventually open up. But, just like the hand holding mentioned earlier, the game takes a bit too long to move on.
This isn't a full-on negative point or a deal breaker, and it really does get better. Even when it is locked down, there's an exceptionally polished and well told narrative for you to follow, and it's honestly good enough that it keeps you keeping on.
It's funny how the mazes, hidden paths, explorable worlds weren't mentioned when the game was described as linear isn't it?
wow really? I LOVED X's ending. It was bittersweet, but I enjoyed it. It made perfect sense. If they hadn't ended it the way they did, they would have had to change around the story.