If I had picked up a monkey's paw after finishing Final Fantasy XIII and wished upon it, hoping to see my gripes and nitpicks with that game fixed, Final Fantasy XIII-2 is the game I would receive. I feel that for each little thing that it does to improve upon its predecessor, there's some other change that either invalidates the improvement or takes away from another aspect of the game. It's a shame, because I think there is the mold here for a very cool game that I could have had a great time with.
I want to try something a little unusual with this review and organize my points in terms of each aspect of the first game that was "fixed" and what the metaphorical monkey's paw replaced it with or did to invalidate it. Apologies if it comes off a bit like a rant in the process, but I think it's a good way of looking at a game that feels very reactionary in the way it aims to tackle, correct, and sometimes overcorrect based on the criticisms that were leveraged towards Final Fantasy XIII.

My main complaint about XIII was regarding how you got a game over whenever your party leader died. This made zero sense, both in-world and as a gameplay mechanic, considering how easily certain enemies can one-shot kill you. XIII-2 fixes this! I was very happy to see that now when the leader dies the game simply swaps you over to your other character, giving you the ability to revive them if you have the proper spell or item on hand. This is a fantastic change which makes battles a lot more fun. Or it would, but the majority of the game is so easy that it's not a change you really notice much anyway outside of the final boss who presents an unprecedented difficulty spike and is thus a bit of an outlier to begin with. This kind of ties into my next point.
This sequel also removes the animation which played the first time you swapped paradigm roles each fight. This animation was an issue because while stylish and flashy, it left your characters vulnerable to enemy attacks as it was playing, meaning it was possible to lose or take significant damage because the animation took too long. Another great change, but also one that is not as significant as it would otherwise be because you can play like 85% of the game with the Ravager/Commando/Medic paradigm and never need to use the swap feature. Most enemies will die before you can ever stagger them due to low defensive stats so there's little reason to use anything else, especially when the game rewards you for quick battles via the ranking system.
Final Fantasy XIII-2 is much less linear than XIII was, which I'm sure is a great thing for many who took issue with the notorious hallway design. It didn't really bother me much when I played it, but the areas in this game do feel a lot more fun to navigate because they are much more open. Scouring the corners of the map will often yield hidden items and fragments, allowing you to strengthen your characters. Yet it suffers from the issue that many open world games do, which is that there is very little to do in these open spaces. The items are basically the only draw to exploration and because this game rolls back enemy encounters to an odd pseudo random encounter format you have to deal with them constantly popping up and interrupting as you hunt for loot. Final Fantasy XII and XIII really had a good thing going with letting you see enemies in the overworld and choose to avoid them.

This game is also a lot less linear when it comes to progressing the story. You can actually tackle some parts out of order should you desire to and even the dialogue has options you can choose to learn more about the world and its characters. Side quests for random NPCs are an actual thing this time around, which is nice as well, though they typically are basic fetch quest type stuff. Nothing too exciting here, but the freedom this game offers is refreshing compared to its predecessor if nothing else.

Thankfully, XIII-2 gives you full access to your combat toolkit within a few hours of starting the game, where it took more like 15-20 for XIII to kick into full gear. As a result the early parts of the game are a lot more fun to play through. This too ends up being a bit of a double edged sword though because once you get around halfway through the game your characters just run out of abilities to learn, save for the class mastery ones. From that point on, the crystarium becomes a place only for converting experience points into stats, which is kind of lame. The crystarium UI is also confusing as hell. Even with a guide in hand it can be annoying to plan out how to grow your characters' stats.
So that covers the good stuff and most of my nitpicks. All the above are changes I view as positive, even if they are often undermined by other less necessary changes. Now for the bad stuff. Which is uh... it's the story. The story is pretty terrible, to be honest. Let's talk about why.

For a sequel, Final Fantasy XIII-2 does very little to build off the first game. Nearly all of the main cast is thrown to the sidelines in favor of Lightning's sister Serah (who did deserve more time on screen in XIII if you ask me) and newcomer Noel, who is definitely not some guy cosplaying Sora from Kingdom Hearts. The worldbuilding I enjoyed from the first game is also essentially all thrown out as we introduce a new goddess Etro who allegedly is the only thing holding the spacetime continuum together.
But oh no! The bad guy Caius wants to kill the goddess, dooming the entire universe in the process, to save his one friend from a cruel cycle of death and rebirth! Serah and Noel have to stop him. How exactly? Fix the timeline he messed up. But before they can do that, they need to confirm that that is actually what they need to do. And then confirm it again. And I guess keep confirming it repeatedly because nearly every narrative climax in the game culminates in the two heroes going "Oh, looks like we need to fix the timeline. Let's do that!" even though it's literally what they set out to do at the beginning of the game.

This is a very thin plot, but it does give an excuse to have our heroes visit some neat locations across spacetime and then revisit them further ahead in the future to see how their actions have affected them. This is admittedly pretty cool but doesn't make for a story that hangs together very well. If you've ever engaged with a piece of media that decides to take on the task of telling a story steeped in time travel but doesn't really know what it's doing, you know the common pitfalls and many are present here.
Final Fantasy XIII-2 is also a story that reeks of contrivances. The writers need Noel to not be up front about his past (though I'm still not sure why exactly other than to drag out the reveal) so of course his memories dun wurk no gud because of um, time travel stuff, I guess? No one else has this issue but you know how it is.

The ending is by far the worst with this stuff. Serah has been "gifted" the ability to see visions of the future just like the many seeresses (all named Yeul) Caius aims to protect. Whenever a Yeul sees a vision, it takes a toll on her body, eventually resulting in them all dying young, usually around the age of 20-25 I think. Serah sees maybe... three? Possibly four visions over the span of a couple years before dying in dramatic fashion from the last one just before the game's end credits. Really? Four? That's all she could handle? Um, ok then.
Also, Caius was a guardian of the goddess, so to speak, before he decided to kill her. This means he has the heart of Etro inside of him. Stabbing the heart apparently kills her. So I'm sorry, why does the plot of this game exist again? In the end he just stabs himself on Noel's blade, killing the goddess as well as himself, so why didn't he just do that from the beginning? Also it seems odd that the goddess would give her most fragile part of her body, her weak point essentially, to the very person who is most likely to be fighting her enemies head on. Seems like poor planning to me, but so does dooming the person you choose to fix the timeline to death by giving her an ability that kills her when she makes changes to the timeline.
Oh and also Lightning gets turned to crystal or something but they decided to not explain why that happened in the main story. It might be explained in DLC content I guess, but I have little interest in digging into that to find out. Hopefully it's explained in the next game.

I want to respect the game for going for a darker ending than most other Final Fantasy games, but it's hard to when so much of it makes so little sense under scrutiny. It has too many contradicting elements, whereas other dark endings in the series (VII and VIII in particular) work because of how vague they are and because they build off of established stakes.
Final Fantasy XIII-2 is worth checking out if you enjoyed the gameplay of XIII, but I feel very let down by the thin plot and failure to build off of the previously established world in a satisfying way. It also leans too far to the easy side of difficulty outside of the challenging final boss if you ask me, even on Normal mode. This makes interacting with the paradigm system unrewarding because choosing a strategy that takes longer to carry out results in poorer rewards for battle. It does fix a lot of the issues I and other people had with XIII though, so credit for listening to feedback.
