The synthesis of eye-popping graphics, fast paced battle and an engaging storyline make this everything a JRPG should be
The game then leads you on in mostly linear fashion, continuing to introduce the battle system and basic game mechanics gradually as you progress. This leaves the player time to catch up on the story, which is revealed mostly through the datalog with each cutscene, introducing you to the people, places and prior events leading up to the point where you come in.
The player takes control of several different characters throughout the beginning of the game, allowing them to become familiar with each character separately, his/her own story, personality, and fighting style. At this point, the battle system and gameplay might seem a bit simplistic and rigid to many loyal JRPG or FF fans, but persevere and with each step the battle becomes more and more interesting and fast paced.
Character VA is excellent - Sazh in particular is really well voiced. Vanille's accent is disconcertingly inconsistent at the beginning, which might throw you off, but works itself out, which suggests that is actually part of her character development that comes clear later on.
At a certain point in the game, the player is able to take more control of the party they control and is able to free roam throughout the world more. Now that you gain control of your party the game feels a lot richer and fuller, and levelling actually feels like it's worthwhile, although it admittedly takes a lot longer.
Battle is semi turn based, real time - both party members and enemies can strike simultaneously, but not until the ATB gauge charges up, allowing for a chain of pre-entered commands to take place. The use of the newly introduced 'paradigms' in battle allows the player to put together a custom party of several different talents; each character has more than one class, and with custom paradigms, classes and therefore, combinations of classes, can be switched up mid-battle to accommodate specific needs. This becomes crucial in larger fights and boss battles where intelligent and quick usage of paradigms can make or break your survival. Unlike in a traditional JRPG where the player focuses more on individual commands, the battle system is such that auto-battle is more practical, and the player takes control over the paradigms; instead focusing on the larger picture instead of micro managing party members.
Levelling up is done via the Crystarium, which is a tier system of sorts, broken up into sections whereby a player can "purchase" skills, HP and other stat upgrades by class, using CP, earned in battles. The progression of the Crystarium is similar to the Sphere system in FFX, but is smoother, more streamlined. The Crystarium opens up level by level via completion of certain criteria, usually boss battles. The last tier opens up via the final boss battle, thereby making max levelling impossible til after the story part of the game is complete.
Side missions are straightforward and have little to do with the storyline - it is mainly a series of monster assassinations with some pretty sweet rewards. Many of these can, and should, be done after the main story is complete, as the party will be stronger and better equipped. There are some very heavy challenges here, and true to FF form, at least one that's much stronger than the final boss.
The music is incredible, a wide range of styles and sounds for each situation, each new area - the type of score that gets into your head and makes you want to leave work and go home to play. It's beautiful, one of the most incredible things about this game.
Overall, FFXIII is a richly beautiful introduction to the Fabula Nova Crystallis world, a touching story of rich and well developed characters, a wonderful combination of new and rich environments with old, nostalgic and familiar elements. The story is over all too quickly though, and will leave you with a bittersweet feeling of wanting more - indeed, exactly what a well told story should do.