
How can you not be hooked by this opening: A divine, futuristic world where warriors in glamorous armor duke it out with oversized beasts. I have physically winced listening to Chocolina screech. Here we have the Vanille of "XIII-2" and, believe it or not, she's actually more ear-grating than Vanille.

Once you understand his motivations, he's quite a sympathetic character. He's not original by any means, but he's not completely evil, either, and that always makes for some interesting development. Opinions are mixed on Caius, the aggressor in "XIII-2." I like him. You can win these creatures from battles and level them up as you do your characters, adding to the feeling of customization. Serah and Noel make up your main battle party, with the third character filled in by one of the monsters you tame in the field.

Many quests require hopping between worlds and eras. You might think this would make gameplay boring, but it actually makes for some attractive side quests. And not just places, but different eras of said places. Remember how exploration in "XIII" was limited to running in a straight line for 90 percent of the game? Well, that's gone in "XIII-2." Square Enix apparently listened to fans because it did away with the glorified one-way escalator and created actual worlds. If you want to max out your stats in the first half of the game, you can, although have fun trying to win all those points against dinky flans. You're also no longer constrained by the story.

You can open more roles faster than in the first game. Instead, the game automatically switches you to the other remaining character, giving you a chance to recover and go back on the offensive. One of the best changes is that you don't lose the battle if your main character is knocked out. You still fight the same way as you did in "XIII," but the paradigm system feels smoother and more user friendly this time around.
