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In reality FF13:LR feel like DLC for FF13-2, in terms of story content.
It seems to use engine features from FF14 online and contents. Eg gigantic 'empty' world for purpose of time-sink, Procedural NPC, Over reuse of assets, etc
Full-game sells at $60, DLC fetch $20......
FF13:LR is like student exploiting the curve, aiming to pass due to grade adjustment instead of personal merit.
I feel bad for game creators, who see their work only sells when it's less than $10. Adding insult to injury, I easily paid $15-20 for indie games with much less contents, but has proficient execution on good ideas. Sympathy don't sell games.
Like you really have to try and fail at the game in order to not get a perfect ending, without even speed running you can easily have double the time you need to finish the game on a 100% run.
Feel free to ask further if you want to know what features defines rogue-like.
The generous time is for wrong turns. Also for running back to shops to resupply potions.
In rogue-like, perma-death is a key feature. How players adapt and manage limited resource and situation, beyond their control, is the core meta gameplay.
Player repeat runs to earn 'stuff' to upgrade is grinding.
8-) Nothing bad or good, just matter of player preference, aka whether you like doing it or not.