The Case for Final Fantasy XIII's Linearity
Many have been crying foul at the linearity of Final Fantasy XIII. And this particular complaint has been bugging me like crazy.
Linearity is far from new in the Final Fantasy series. All that Square Enix did so different with this one was create what is, essentially, a really (really!) long tutorial. Being an experienced FF player, I can't say I needed it, but it was definitely helpful. When the game does open up, a mastery of the battle system is the most needed skill, as the difficulty ramps up insanely thanks to a smattering of enemies at levels far and above what a party at that point in the game can handle. I can near guarantee that someone who's never played a Final Fantasy title could jump on board with this one and be almost as good by the same time. Of course, that fact alone could be enough to have some hardcore FF fans angry. Having just arrived at the point where the game opens up and spent a few hours with it, I can say that this game is far from disappointing.
That said, it's also worth noting that (unless XII had this and I never found out) this is the first Final Fantasy to offer post-credits play. It's there, in fact, that many, many (20-50) extra hours of gameplay are to be had for completionists. Sure, this game may lack the bizarre boss fights for weapons, or extra summons, or other things of that nature. But the lengthy side-quest Hunt system is the best any side-boss fan could want. The linearity may last longer than any previous title, but when has any game really been that open, aside from the fact that you might be able to occupy yourself with some form of side entertainment early on? I don't remember FF X getting to be as open as was worth it until you got the airship, and that was pretty late in the game.
At least when we were playing as Titus, it made sense to stop at a town, pick up some new weapons and armor, maybe play some Blitzball. In XIII, it would be completely nonsensical for the game to be open from the get-go, or even from very early on. The game’s opening ends with all the party characters becoming feared and hated by the entire population of their planet and hunted by the government. It doesn’t exactly make sense that they should just stop in a town, rest at the inn, stock up on weapons, help some little girl find her lost teddy bear, and move on.

Personally, that’s a fact that I’m celebrating. The story basically eliminates the chance for utterly pointless (except for experience and such) side quests. As the completitonist I am, some of the side quests in previous games were infuriatingly boring. In fact, one of my favorite things in the series so far was FF XII’s hunt side-quests, and that has made the transition into XIII. I couldn’t tell you why, but the side-bosses in previous titles and this hunt system has always been the most satisfying side activity in these games.
This isn’t saying that Final Fantasy XIII is a perfect game, though our own reviewer thinks it’s damn close. But I just can’t see the reasoning for so many people crying out against the linearity. Some of the more dedicated, hardcore fans may just not like sweeping change, and there’s no helping that. But the rest of you should be more willing to give this a chance. Experience the linearity for yourself before you decide to pass on this one. I’m glad it’s the choice that I made.
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