I had never played Parasite Eve and T3B still pissed me off.
Come on now, an environment being beautiful doesn't mean exploration needs to be present. That's like saying Uncharted should have been open roam because I caught a glimpse of some spectacular views. And an entirely different game (xII) being non-linear doesn't imply that another game should be as well. XIII being extremely linear after a predecessor is, at worst, a case of false advertising. I think we should all be used to that by now.
That Square Enix has a reputation of being filthy liars originates with this game, you know. This is the game that broke the promises, and the faith of many a fan. And comparing a Final Fantasy to an Uncharted is again, not a good argument for XIII. Comparing it to Xenoblade, where you can go pretty much everywhere you see, on the other hand, is fair as fair can be.
The asinine nature of FFVII's chocobo side quest aside, its endgame freedom was (just like XIII's limitations) modeled after the game it was intended for. Cloud and crew make it clear that they may very likely die in the final encounter, or that defeating Sephiroth may all be for nothing. It tells the characters to go tie up any loose ends in their lives, and thus the player to engage freely in the world he so enjoyed.
Or that's a load of baloney and VII's endgame, like all endgames in the series, was a continuation of the series standard for the full game. In 1 you can go anywhere you want before the final dungeon. In 2 there's a rampaging tornado and you can go anywhere you want. In 3 you can go wheresoever your heart desires. In 4 you can go to the moon, to the world, and to the underworld without worrying about the fact that Golbez is running amok. In 5 you can go underwater and into the sky and all across the world even though Ex-Death has punched a hole in it. You can explore the world's ruins in VI until you yourself decide when to go and fight Kefka. In VII a meteor will destroy the world in a week and you can go and snowboard for hours. In VIII until you go into the time warp you can do as you damn well please. In IX, same thing. In X, with a demon on the rampage, you can fly where you want. In XII, with Vayne closing in on Rabanastre and planning on crashing into it, you can do every single hunt and forget all about it.
Hell, XIII even tried to do it by letting you go back to Pulse and Eden from Orphan's Cradle. It's obvious they WANTED to let you explore more, they just didn't actually make more or let you explore more. There is no narrative reason for this. There has never been a moment in the series that indicates that the narrative rules over whether or not you can explore the world prior to entering the final dungeon. The argument has no foundation in reality.
Once again, this criticism stems from what your expectations are from tradition, not what's actually beneficial to a standalone game itself.
No, no, and more no. My criticism stems from the fact that the game showed signs that it was going to do this, and then just didn't. XIII very obviously tried to do what other games have done, and did not.
But more than that this "criticism" of my critique is absurd, because this is a
mainline Final Fantasy game. Why shouldn't I expect it to follow the conventions of the series
when it is part of that series? If you want to do something experimental, make a new series. Square used to do that all the time. Nobody expected Front Mission or Star Ocean or Secret of Mana to be like Final Fantasy, on account of it said right there in the title that it wasn't going to be a Final Fantasy. On the other hand, even sub series like Tactics and Crystal Chronicles have been expecting to conserve conventions of the series because they bear its name.
And further still, linearity does not benefit an RPG. It never has. Go back to the PnP days, what kind of dungeon master designs a tube and calls it good? What fun is it if I have zero input into how my character grows? What quest or adventure is this, if the whole reason is for me to reach the next check point and watch the next cut scene, and not to build my party my way and take them in the direction I want to?
I could do that in 1. I could do that in 2. I could do that in 3. I could do that in 5. I could do that in 6. I could do that in 7. I could do that in 8. I could do that in 9. I could do that in 10. I could do that in 11. I could do that in 12. I could do that in any version of 4 released after the SNES era. I could do that in 14. Why, then, should I not be doing it in 13? And how, oh how, does that benefit the game at all?
Linearity is NOT good for an RPG. For some games, like say, platformers, sure, but even then players enjoy secret levels and hidden parts of levels and bonus levels thrown in. I cannot see a good argument for how linearity benefits the genre.
XIII also doesn't play anything like FF4 or what many people choose to compare it to. The system is dynamic and reaction based more than it is stat driven. You have a minimal interface and a trigger finger for reacting to whatever animations you see occur on screen. A soldier is mounting his rocket launcher? Oh shit, better switch to Sentinel. That's the fun of it.
You get attacked, choose attacks from the list, use items and spells to recover, and your attacks are determined by your stats. Whether you stagger or not, determined by stats. How well your sentinel tanks, stats. You can change jobs on the fly, that's true, but I could almost swear that X-2 did something like this as well. So, I don't really agree with you here.
FF4 is a pretty much a blank slate of a turnbased dungeon grinder. It's also a game that could have used a lot work anyway, so anything they add to that game is probably for the better.
But adding to XIII isn't for the better? The developers seem to disagree, given the changes they made to XIII-2.
Perhaps, but I'd join the camp of people who believe he's a capabale director rather than those who believe XIII was a half finished game that was originally meant to be a Skyrim/Chocobo breeding simulator. Not you saying that, but I've seen it thrown around.
But Toriyama is not a competent director. Have you played The Third Birthday or Mind Jack or Front Mission Evolved? He's got the reverse Midas Touch. Everything the man touches turns to dross.
It's not much of an RPG by traditional definition. I wholly understand where people are offended by it.
Why is it a mainline Final Fantasy, then? Why do they sell it as an RPG if it isn't? Why does it have the skeleton and trappings of an RPG if that isn't what it was meant to be?