The new battle system is all about flexibility. Since your characters can fulfill 3 roles efficiently at the same time you have to adapt your play style. Items were necessary in the old games because you might just not want to "waste" a spot in your time with a permanent white mage that can do only little damage.
You need healing? Just switch paradigms and put a healer and heal yourself. Are you taking too much damage? Just put a defender in. Do not forget that every role grants your whole team a stat bonus. There are some heavy damage moves from enemies where you are meant to switch to 3 defenders for 3x defense bonus.
The lack of mp also can be justified. The mage is not meant to be a damage dealer like in the former FFs. The mage's job is to shock the enemy so that the melee can do heavy damage. Sometimes you hust have to sacrifice offensive power for a defender.
I somehow missed a proper equipment system to be able to raise the defense sufficiently (no armors...). But instead you are getting the status boni via the paradigm system.
Do not underestimate the weapon system. The various level 2 weapons each have their own nexus abilities if you equip the right accessories and you can get different benefits from them.
The main difference in FF XIII is that you are not the "public hero" who is going to save the world from the evil villain. In this game you are the "public enemy" and you are feared by the people. You just can't run freely to the towns of Cocoon, that just wouldn't make sense story wise. The same goes with the sidequests. You should get the feeling of being constantly under pressure and that you are running out of time. It just wouldn't make any sense storywise if you would waste time with some minigames like Blitzball or Triple Triad or Monster Hunting...
You are meant to beat the game first and then you can "free roam" on Grand Pulse and do the cieth statues missions. Your Crystarium will only be fully unlocked after beating the game.
Thats why I really liked Final Fantasy XIII. Square really cares about delivering a great story. I really liked how the characters had different interpretations on their "dreams" and seemed so unsure about what their actual focus really is. I really felt a deep connection between the story, the characters and the whole world.
Thats the big difference between Final Fantasy XIII and Oblivion in my opinion. FF takes the story serious and you face the consequences of the story development. In Oblivion... I got the impression that the whole game is only consisting of sidequests and the main story is absolutely not important at all. So I would rather say that non-linearity is a problem for me. You just can't tell a great story without a focus on a linear setting... that is my opinion at least.








Nothing wrong with hating anything anyway, you just have to handle it the right way, like you did in that post above, you spoke the truth.



