Final Fantasy XIII Review

When you consider the constant tension, fast pace and high reward of the Final Fantasy XIII battle system, it’s easy to see why this game is fun to play. It’s also constantly satisfying, as players can sink collectively earned experience points into the Crystarium system, which is like a very pretty version of the Sphere Grid from Final Fantasy X. Or, for those unfamiliar with the series, it’s basically the way you choose your skills and level up your character. I got a huge sense of satisfaction from manually leveling up each character’s roles in this manner.

Final Fantasy XIII, however, is not without its fair share of problems — problems which keep it from being as great as its legendary predecessors. The well-known mention of “linearity” when it comes to Final Fantasy XIII might be old hat by now, but it is a notable issue. The first 25 to 30 hours of the game are so linear, they might as well be on rails. Dungeons are nothing more than a series of pathways through various environments, with occasional detours hiding a floating treasure chest. This linearity wasn’t particularly bothersome for me because I was enjoying the story and battles along the way, but this will be a huge blow to Final Fantasy veterans.

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