Non-linear is paradise for the blind. Once you explore every path see every outcome. It becomes annoying waste of time and energy. And you find yourself begging for linearty again.The Square Enix team doesn't even seem to understand what innovation actually entails. It does not mean just adding some random things to existing stuff and hoping it works. When they "innovate", they do the barest minimum.
Variant is the prime example of this. People want "branching paths". What did they do? Oh right, they just added THREE LINEAR CORRIDORS in a single instance, and you can choose which linear corridor you can enter at the start of the dungeon.
BRAVO! That's PEAK branching path/non-linear gameplay!
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