Read the in-game novel because the narrative doesn't use the medium for which it has been developed very well.
That's the thing that gets me about game design lately sometimes. This is a video game. You have
so many conventions to your disposal in order to allow the player to comprehend your narrative to the fullest extent. You have
everything, from player agency to music to character animations to behaviour in battle (at least they made Lightning start saying "thank you" when she got healed/buffed after chapter 4, but the AI could have been a little finicky prior to establishing everyone's character evolution--that would've been neato considering this is a story-driven video game) to even
less dialogue. Video games do not need to turn into movies in order to convey a useful narrative.
So much can be done without cutscene after cutscene of the player
barely doing a thing from making the player act out the cutscene him/herself, better character animations and more intense facial expressions that influence a cutscene (and even
sprites can do that), music emphasizing the mood in a cutscene without the need for superfluous dialogue, including pertinent backstory details in the game, etc.
That's... kind of why game/movie hybrids haven't struck my fancy last generation (with that said, I have a few folks getting me to at least play Uncharted 2). I'm sitting there waiting for the cutscene to end so I can
do something more "constructive". I can probably pinpoint the exact time I started feeling this way and it was that one cutscene in Eternal Sonata where someone was supposed to die but they stayed alive voicing dialogue in this one cutscene that was 200 years long and I had to say, "That's enough. I can't do this."
I've played FF13 twice in two languages, and both times I came out feeling the same way. The blueprint is
there. It just wasn't executed as well as it should have. I think that while it was fair to start
in media res like it did in its vertical slice and thus in the main game, I think it should've wound back to the Thirteen Days to make the prequel novel stuff playable in a sense without the player having limited interaction with the content that was incredibly pertinent to the personal storytelling of the characters. If the player does not have a lot of interaction with that sort of content in a video game, a medium designed for them to have some sort of agency and affect what happens and learn from it, then why would he or she feel so inclined to take a cutscene at face value if they aren't the type of player who does commit to cutscenes? They aren't doing anything. They're experiencing it offhand or just reading about it (if they even
bother to read the in-game journal written by a third-party instead of the characters themselves; I feel
that would have enhanced the need for the player to even bother delving into that portion of the menu).
I ended up appreciating Hope and Serah more because I'd read the novel prior to playing the Japanese version because I understood why they said and did the things they did/said. But at the same time, I feel like some of those sections, while they would
probably be a boring wash, would've had more impact on the player provided they had been in the game. At least, that's how I feel. That's why I had initially, when they implied they were making another FF13 game, wanted a Vanille and Fang backstory instead.
The majority of my first games were NES and SMS platformers or STGs, so whenever a platformer decided to include story in the game by using animations as opposed to dialogue, I welcomed it. I thought it was the coolest thing when I saw FF4 doing that when I was a kid. Many RPGs and platformers emphasized animations to complement their dialogue in the scene direction because that's... all they had. They used everything in the medium they could to tell their story. I even liked the low-health animations that the MMX games used early on because they were nicely-implemented.
Whenever a current game, by design, uses camera pans in a cutscene for emphasis on certain things, voice acting tone, and more dialogue than a 5-page paper can hold, I feel like something's missing. Suddenly, somehow, I empathize less with the characters. I also feel like you
don't need reams of dialogue to tell the player how the character is feeling. Body language is important, and actions speak louder than words.
When I look at games like The Wind Waker or Catherine or Skyward Sword or Sonic Generations or Ghost Trick or Ace Attorney or something like that, I'm so damn thrilled at seeing animations tell a story. Even little idle animations tell me a lot of about a character's disposition because, as I said, body language tells me a lot about you.
I did feel like the cutscene QTEs in FF13-2 were a little jarring simply because they... uh, showed the damage output. I know I'm not in a battle and there isn't necessarily a life bar somewhere, so I don't see why they bothered doing it. Dialogue choices in FF13-2 were okay because
I could make Serah sound like an idiot. At the same time, I was so disappointed with Lightning Returns's cutscene direction outside of the two obvious Yusnaan scenes. Oh well. Next time they might get it.
Basically what I'm getting at is... bro, use the medium. You can do
anything with a video game. You don't need to make it so similar to a movie because the player actually has agency over what characters do.
Maybe I just got hit with a case of Old Lady