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I hate the analogies between 10 and 13, even as I understand why they're made. I think 10 struck a balance between freedom and linearity that 13 didn't, which went so far as restricting party composition & infuriating level caps. The combat systems are completely different, and I feel like 10's narrative gradually explains the setting far better than 13's. Was there any optional stuff to do in 13 before it gives the player the wheel?