Getting a complete story experience in can take a long time, but the process tends to feel fairly straightforward in most regards. From a linear main story to checklists for side content, there isn't much about that leaves potential for confusion, especially when compared to the less straightforward approach of the original Even after 100%ing a playthrough, however, it's actually impossible to have seen every scene that the game has to offer in one go at the story.
One inherent challenge of making a game as big as is balancing the narrative momentum with something approaching open-world design, where past areas filled with content can be revisited after progressing the plot. Although most side content tends to be minor enough that playing through it makes sense at virtually any point in the story, keeping everything unchanged can lead to immersion-breaking moments that seemingly ping NPCs between locations or ignore consequences of the story. actually has an answer to this problem, even if most people who play the game might never get to realize it.
The sweeping events of can make it easy to forget that most of the world is unaware of what's truly happening, and returning to an early-game location like Kalm is a reminder that not all that much has changed. At the same time, no place is completely sheltered from the shifting tides, and addresses this in a cool way. In the small number of situations where a side quest stops making sense when embarking on it later than intended, the game adjusts characters or dialogue to make it fall into place without changing the core content.
One example of this phenomenon throughout lies in the objectives handed to the party by Kyrie, an impetuous grifter who made her debut in 's Midgar slums. She pops up repeatedly in to beg Cloud's help in dealing with mercenary requests that she's gotten in over her head with, a series of tribulations that ultimately finds its own resolution.
Since Kyrie's forward progress mimics the
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