Can ANYONE for the love of God elaborate for once?
Because it feels like I was playing a different XIII-2 than the rest of GAF. The one with internal consistency and decent protags.
And I like how you overlooked massive gameplay improvements of the sequel, one of which was getting rid of the hallway.
I'm not gonna debate the characters since you obviously liked them and I didn't. Unless we want to share our philosophies on what makes a good character, that's an issue not worth debating.
As per gameplay: depends on how you look at it. In exchange for more freedom:
-The difficulty was nerfed all to hell. Enemies had 1/4 to 1/3 of their original health; they had a fraction of their original strength stat; and a fraction of their original magic stat. There were times I purposefully mashed X while not looking at the screen to see if I could win... and yes, I always did. XIII discouraged use of the auto battle after Chapter 6 as it became less and less efficient and honestly started choosing the wrong attacks. XIII-2 didn't have that.
-The is little to no balancing between monsters. I maybe used 5% of the monsters I obtained since some were just blatantly better than the others. And no, I shouldn't have to handicap myself. XIII did a much better job making sure all characters had their strengths and weaknesses so that each set up couldn't be said to be handicapping yourself (unless you were an idiot about your paradigms).
-The increased emphasis on speed decreased the emphasis on strategy. Back in XIII, I was constantly changing paradigms just to survive. XIII-2? Commandos and Ravagers all day, every day. The Synergist and Saboteur roles were nerfed
all to hell, so I rarely ever used them. The Medic and Sentinel roles were much less useful as all the enemies did a fraction of the damage and the battles were usually over before I even had to think about using one.
-The leveling system was bunk. If its a choice between being prevented from leveling due to caps but having a balanced game or not having caps and having a broken game, I'll take level caps.
I actively avoided grinding and sidequests during the main story and I was still over leveled. Seriously, it's impossible to
not be over leveled.
-They apparently took the complaints about not being able to backtrack to heart since they now integrated backtracking into several sections of the main story. Or it was blatant padding to an already short story mode. Or both.
-The Feral Link mechanic is a glorified QTE system. One which I made very little use of (maybe I was using it wrong, but I never once had to rely on it to win anything).
-It's fine to add in a bunch of QTE moments throughout, but
actually punish the player if they fail. Seriously: Game Design 101. The only thing that happens if you fail is that Serah and Noel look like a bunch of bumbling idiots and you don't get an a good item.
Big Deal. You can purposefully fail the entire time and nothing bad will happen.
-The dialogue tree implementation was half-assed. The story, except in a few rare cases with the paradox endings, is never affected by the choice of dialogue. Hell, most of the choices are blatantly joke choices and make Serah look like she has a mental defect.
-SCREW ACADEMIA AF 400! Yeah, here's some great game design: Make it impossible to escape from battles and have the player encounter an enemy ever 5 steps! And then make it so that the entire level is a maze so that, more often than not, the player gets lost first time through! Thus turning what should be a straight forward affair into an inescapable 2 to 3 hour grind fest that will leave you severely overpowered and frustrated all the same.
-FUCK ACADEMIA AF 500! Yes Square, it's great you finally let us jump freely. But again, in their infinite wisdom,
they designed an entire set piece around platforming. Just... why?
-Fuck some of the fragment requirements,
especially the Slot Machines.
-The length. Seriously, without all the backtracking, shoddy level design forcing you to waste time, and the return of a constant barrage of cutscenes (I wouldn't mind it if the dialogue was even semi-competent) this game would be 7 to 10 hours long.
Just some of the issues I had with XIII-2's gameplay. And while it wasn't a hallway anymore, it was a glorified maze with disjointed set pieces and reused assets. To me, XIII was the better game. You don't have to agree, but you
did ask for elaboration.