Clicking through reams of dialogue? You don't know suffering!
From my point of view, Labyrinth of Suffering flies by now. You just breeze through whole sections of the labyrinth in walking cutscenes. Back in my day, all those walking scenes you had to kill quest your way through. You know that Morass minidungeon through That Day in Truefett that the story makes you go through like three times? That was nothing! Imagine Labyrinth of Suffering full of those.
Not only that, the story made you follow dead ends that didn't do anything to advance the plot beyond making your player character feel despair. Like from one of the waypoints you were made to go several maps down to a dead end, go back, take another path, hit another dead end, and only let you proceed when you took the third. Then toward the end, you had to solve a randomized labyrinth that took a half hour to get through before you could face the boss. Twice.
When they first made that area, seemed like they really wanted to make the player slog. Now you don't have to live the suffering, you just have long cutscenes.
This wouldn't be such a problem if the Arcane River quests unlocked their Maple Guide destinations at the start of the questline and not the end, like New Leaf City does.