I recently played through Lightning Returns: Final Fantasy XIII and now I'm making a post about it. This game was so much fun... for the first 6 or 7 in-game days. Then I kinda ran out of stuff to do, but still felt like I had to do
something because of the time limit, so I just ran around for many hours trying to kill off every monster in the world
for the sake of a sidequest that it turns out can't be completed on a first playthrough anyway.
But before that? Awesome stuff. If FFXIII-2 being structured more or less like a normal JRPG was in response to criticism of XIII for being too linear, this was the team flexing their mastery of the engine to make an open world game, kind of similar to a SaGa game in structure, with several main story quests that can be completed, or dropped and resumed later, in any order, along with many sidequests, and both types often have opportunities to handle the situations you encounter in different ways and get equally valid results.
And the combat! It's like FFVII Remake's system adapted for a one character game, although of course it's really the other way around. You switch between three Schema that are basically customizable Roles in FFXIII terms, each with its own ATB gauge - the ones you're not using refill faster, encouraging you to switch often - and its own full set of equipment. That includes a constume, which is both for stats and for fashion. Some of those costumes are kind of bad, but on the other hand, some of them are Velvet Bouncer:
And there are some cosplays of classic Final Fantasy jobs that are pretty good:
Oh, you can also edit the colors of the costumes and add accessories:
"I'm on a mission from God."
(apologies for phone pics btw, it turns out you can't just take screenshots on a PS3?)
Anyway, the battle difficulty skews high for the series, as it did in XIII and XIII-2, and the time limit brings back the pressure to play well that XIII had and XIII-2 kind of lacked. In XIII, if you were struggling with a fight, you were probably at or near the level cap for the chapter and there was nowhere to go but forward, so all you could do was learn the fight and play better. In XIII-2, there was usually some other area available where you could level up more or catch better monsters, and then come back to the fight that gave you trouble and win easily without ever choosing to grind. In LR, losing a fight drops you back onto the field with all the resources you spent trying to win returned to you, as in the previous games, but it costs you some time, and while you can always try a different area, traveling there will also take time, so you're really encouraged to try not to die too much or pick fights you can't win, while still giving you options if you're really struggling in a particular spot.
It also has a timed hit system where most skills can be made more effective by pressing the button at the right time, and that includes blocking and dodging skills that can make you almost untouchable like in a Devil May Cry, so it kind of prefigured FFXVI as well as VIIR. And XV with the open world structure, except... Well. Tri-Ace did do some work on this game, after all, and it's an RPG where you play as a woman gathering souls on behalf of a god with questionable intentions to bring them to the next world. With a battle system where all your moves are bound to the four face buttons, and a time limit that creates a sense of urgency without really limiting you that much. It's got a little bit of platforming, even. I mean, I played through every ending of Covenant of the Plume and thought it was all right, I played Exist Archive until it crashed in the middle of a dungeon and I realized I didn't really want to play more of it anyway, and I played the demo of Valkyrie Elysium and didn't get much out of it. For my money, Lightning Returns is the closest we've ever gotten to a real Valkyrie Profile 3.