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    Final Fantasy XIII

    Game » consists of 17 releases. Released Mar 09, 2010

    This entry into the Final Fantasy universe is set in the worlds of Pulse and Cocoon. Players take control of multiple characters who are caught in a war between these worlds.

    deactivated-5d000a93730da's Final Fantasy XIII (Steam) (PC) review

    Avatar image for deactivated-5d000a93730da

    Disapointing

    I don't want to talk about this game.....

    Fine.

    This game is linear... really linear, almost literally the entire game is in a hallway. Connected by more hallways. Aside from this point, I don't think that's where the games interesting aspects lie. Hear me out.

    Mechanics :

    The battle system is extremely chaotic at first glance. It's essentially an anime meter management sim. However it sure feels good when you manage those meters well. The battle system is almost completely automated, you have 6 characters and 6 roles they could play. (I'll get into why that doesn't really matter until you're at least 27+ hours in, later)

    Quick summation of each role

    Commando – Builds chains, physical attacks

    Ravager – aids in chain building, stagger meter drains faster than COM, uses magic

    Sentinel – the consummate tank, aggro machine

    Synergist – Provides + stat buffs

    Saboteur – not intuitively named, gives target – stat debuffs

    Medic – support healer, self explanatory

    You take either two or three of these roles depending on where you are at in the narrative. And form Paradigms or strategies (up to six) Essentially you control the leader of the pack while the other party members fulfill their role they have been assigned in the current paradigm. Effectively you as the leader switch paradigms to best fit the situation at hand. With most battles objective to get the enemy stagger meter all the way up, allowing their turns to be interrupted and take more damage. All battles essentially go on like this for the duration of the game. (Building chains essentially is the stagger meter, as if the meter drops to zero you must restart “the chain” to get the enemy staggered once again)

    There are a few exceptions such as the gestalt Eidolon battles. Which have you perform the same sorts of tactics under a timer. THE DOOM TIMER. Spooky. You end the battle by getting the gestalt meter to the top and pushing a button. A sort of manifestation of consciousness as I understand. Which leads me to the other part of battles which is known as TP or technical points. You can summon your Eidolon or do other moves unlocked through the various roles. Which in my experience were only useful in the end game. The Summons however where almost completely useless. A sort of fan service if I may borrow the term.

    The game does open up. Despite its exceedingly boring linearity. In Chapter 9, you gain the ability to select your party and assign them any role. However it seems slightly counter productive to have your characters spec down a completely different path then what you've been doing for the past 20+ hours. In Chapter 11, the infamous open world comes to fruition. Sort of. You're no longer traversing an extremely linear actual hallway. You now have open fields to explore. You do have the option to take side missions but they are just crystal waypoints. There is some loose narrative in that you are fulfilling the focus of a l'cie turned Cei'th but what it really feels like is monster hunting to disguise level grinding. All that being said, they are not all easy fights. I had to adopt new strategies rather quickly to survive.

    The game is fact rather easy until you are suddenly dropped into the wild fields of chapter 11 leading you into ten's possibly triple digits (if you're a completionist) of additional hours of fighting enemy after enemy. Now don't get me wrong, I'm not against level grinding but the degree to which this game makes you do it combined with not letting you choose who or how they will play until this far into it. Well, for lack of a better word. It's just wrong. And its not worth it.

    It's just missing that special something. There isn't any HUB world. No replenishing stock with your favorite vendor and establishing a rapport after a long grind of killing beasts in the forests. Just inanimate kiosks that bring you goods should you ever need to actually purchase something. And that's another issue. Other-worldly precious Gil is almost a total non factor. Complete let down.

    The story is fine. It's nothing to write home about. Lightning is a cool character. I like her better than Liara T'Soni (same voice actor) Although some obvious things drag on a little long

    All in all, the battle system is wasted on a game that is too linear and too long for its own good. This is a missed opportunity.

    Other reviews for Final Fantasy XIII (Steam) (PC)

      Shockingly thin but not without merit 0

      The story jumps between characters, but the focus isn't really on any of them.This review follows my second completed playthrough of Final Fantasy XIII. My first attempt at finishing it came in the time around its release, but I didn’t make it more than a few hours in. I just couldn’t get into it and felt annoyed at how much it restrained my options. My gut reaction at that point was that FFXIII sucked and wasn’t worth playing. A year or so later, I decided to give it another c...

      1 out of 1 found this review helpful.

      Absolute garbage wrapped up in Final Fantasy packaging 0

      Final Fantasy XIII is not a good game. The story is poorly delivered and makes little sense unless you refer to the Datalog. The characters constantly speak in non sequiturs. The first TWENTY hours is a series of hallways mixed with tutorials. Side characters are introduced, only to quickly disappear or reappear after dozens of hours. The CGI cutscenes feel out of place introducing gameplay ideas, settings and environments not found in the actual game. The item upgrade system is barely explained...

      1 out of 1 found this review helpful.

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