Review cover Final Fantasy 13 (PC) (Computer)
User Review

Product Information:

  • Release Date (NA): March 9, 2010
  • Release Date (EU): March 9, 2010
  • Release Date (JP): December 17, 2009
  • Publisher: Square Enix
  • Developer: Square Enix
  • Genres: JRPG
  • Also For: PlayStation 3, Xbox 360

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
The last fantasy no.13, the first! It's a Square Enix game so it's gonna be beautiful. And it certainly is a nice looking game however on PC you can kinda see through the methods they used to make the game look better than what the PS3 and 360 Hardware could achieve.
Introduction

Final Fantasy XIII was always a weird horse for me. I always wondered why the critics liked this game so much but the fans hate it like some sort of disease.
I watched a let's play, of somebody who really enjoyed playing it, twice (while grinding in other RPG's) and I seriously couldn't tell whats wrong with this game.
But then I played it. I regret doing that.

Gameplay

Let's start with the gameplay. In the first 20 or so hours you'll be doing nothing but walking a straight line from point A to point B and figthing a few bosses which got boring after a few hours. After that you reach Chapter 11 and the game suddenly become much more enjoyable.
The prologue of the game, in which you can't level up or even collect exp, is 2 hours long and the levels are literally straight lines. This game is filled with bad and unimaginative level design.
The Battle system however is okay-ish after you get the sentinel role, which is around 15 hours into the game. Until then you aren't expected to do anything outside of switching between damage dealing paradigm's and healing paradigm's.
The Paradigm battle system really lacks depth. You're essentially a coach screaming battle strategies at your team to perform well in combat. The form of attacks are chosen automatically for you so you don't have much to do outside of pressing the confirm button really often and occasionally changing the strategies of your team. There's really not much challenge to it.
There are six roles and six characters. Each character is good at at least three roles. A paradigm consists of three party members using the assigned roles in battle and the paradigm shift allows you to switch roles of your characters which ultimately leads to changing your battle strategy. The Commando role is used to deal heavy physical damage, the Ravager Role is used to deal heavy magic damage, the Sentinel is the tank who aggros enemies and eats all the damage, the Synergist Role is used for buffing your team up, the Saboteur debuffs your enemy team and the Medic heals your team. However the Medic, Ravager and Commando roles feel kinda unimaginative since they have so little active abilities and so many passive abilities that you end up seeing them do the same thing through the whole game. The Ravager doesn't have this problem of ability shortage but he suffers from the typical Square Enix trope of the Spells being very unimaginative. They all look and feel the same and the only thing that changes is the element it represents.
Once you reach chapter 11 you really start getting invested into the combat system and plan better strategies. Some monsters even have very specific weaknesses forcing you to test new strategies, which is great! But the Battle system really feels like it was meant for more casual players. Which I'm totally fine with.
The Crystarium is your means of leveling your characters. It's very similar to the Sphere Grid in FFX but much more limited and streamlined. I found it to be okay but leveling all six classes for all six characters is a really heavy grind. Especially once you beat the game and unlock the final layer of level ups, that you need to fill for the achievements.
They added a weapon modification system but it's completely useless for weapons. Leveling up your weapons for better stats does increase your DPS but it also reduces the maximum time fights are allowed to be long for a good score at the end of the battle. It's easier to get 5 stars by ignoring weapon modification and simply modify the accessory. It's a contra productive game mechanic.
Unfortunately there are no minigames like FFX's Blitzball to at least give you something other to do than walking a hallway for 40 hours. This really could've given the game more fun time and would be great for world building. In some cutscenes you see that in Cocoon, the place FFXIII takes place, Racing is apparently some big entertainment. Not to mention the gang of Snow, one of our six protagonists, is a biker gang so it feels like it would be a golden opportunity to include a bike racing minigame. But they didn't...
And that's something what I kept realizing while playing the game. "They could... but they didn't"
Speaking of Chapter 11, that thing is great. You get a semi open world to explore with 64 side missions to tackle and non hallway-ish level design! 20 hours into the game! That's way too late but I was so grateful that this chapter existed! I could finally forget the stupid plot for a second and do whatever I want to. The Quests aren't anything great since all of them are stupid "Hunt monster X" missions but it was certainly more enjoyable than walking down a hallway for 20 hours.

2015-06-26_00002.png

I really wish this screenshot could represent the whole game.
Presentation

It's a Square Enix game so it's gonna be beautiful. And it certainly is a nice looking game however on PC you can kinda see through the methods they used to make the game look better than what the PS3 and 360 Hardware could achieve.
For example you can notice some CGI-cutscenes that render ingame character models with higher textures and more flashy graphic effects which gives you the illusion of not being able to tell if what you see are the graphics or CGI cutscenes. Some of these cutscenes are pretty long which probably explains why the download for this game is freaking 50 gigabytes. They also used a lot of 2D panorama pictures for their surrounding, which looks blurry when viewed upclose on a PC. Giving you the illusion of not knowing if what you see are the graphics or prerendered 2D image. The Crystal Engine really doesn't look that impressive on PC as it did on Consoles.
But this game still looks beautiful in it's own way. Unfortunately you won't be able to make it prettier since the PC port has no graphics options. But I'll get to that later. The music is pretty great though.

2015-06-22_00006.png

How come Lighting has fans despite Fangs existence? That woman is perfect! Look at her!​

Story

Oh boy the story! It's the biggest mess I've ever seen in a videogame. The game delivers it's story so poorly it hurts watching some of these cutscenes.
In the menu there is this "Datalog" which you would assume is just some lore crap about FF13 that is completely optional. Nope!
You need to read so much to understand whats going on! The ending for example if you didn't read up anything to know whats going on you would assume: "Okay so our protagonist want to save Cocoon, by destroying Orphanus, which leads to Coccons destruction". But after reading it up in the datalog you realize they didn't decide this but rather were tricked to do this.
Our protagonists have too little relax time. We aren't given any reason to like any of our protagonists we are simply expected to like them. The characters get introduced in the middle of the action and after the prologue the plot doesn't allow for any breaks to make a picnic and get to know each other. Until you reach Chapter 11 where you can forget the stupid plot for once and you see some nice character moments. You won't care for the main protagonists until 20 hours into the game! Which leads me to believe that the entire Story structure is extremely flawed and the game suffers heavily from it. This game feels like in development they came up with the story first and then designed a game around it which btw. is a very stupid way to develop games and rarely works well.
Then there are a bunch of side character that get so little screentime that you forget who they are. And some of them could've been easily given more screentime without changing the story... but Square didn't.
The antagonist is super boring. He smells from so many cliche's it hurts my nose when he opens his mouth. He is your stereotypical pope who wants to burn everything to revive a god while using his religious position to not draw any suspicion. Grandia 2 had the exactly same antagonist with the exact same motivations and even that one sucked, but that was 15 years ago and that one at least acted like he was crazy. FFXIII Pope acts like it's just all natural.

2015-06-22_00008.png

Meet the pope, the most boring villain you'll ever see in any videogame ever.​

Lasting Replay

There is no replay at all.
Starting the game from all over again would mean 20 hours of hallways until you reach the good part. After beating the boss for the first time you will unlock new branches in the Crystarium but you'll only be doing that for the 7 achievement that come with it.

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PC Port report

The PC Port is terrible.
PC's that meet the minimum requirements fail to maintain a stable 60FPS. My game ran at a consistent 50FPS even though it shouldn't. Even menu's and CGI cutscenes ran at 50FPS for some stupid reason.
Button remapping isn't a thing so if your controller doesn't support Xinput have fun learning the f*cked up control scheme because the game tries to support DInput but fails heavily. It also completely ignores the X360CE software.
This is the port of the Xbox 360 version of the game so the CGI cutscenes are 720p instead of 1080p like on PS3. Which is a bummer for PC users and really shouldn't be a thing.
There are no graphics options. You can increase shadow resolution, AA and switch to 1080p but for PC that set of options is really lackluster. Not to mention these options are only available in the launcher since this port is so lazy they didn't even bothered to program a "Return to Windows" button.
Also there was one Mission in Chapter 11 that didn't wanted to load a cutscene which caused in me loosing 3 hours of progress.
There are also reports of people not having sound on surround sound systems so take that into consideration.

Verdict

What I Liked ...
  • Good graphics
  • Combat is simple but not too simple
  • Chapter 11 is smexy
  • No Random encounters
What I Didn't Like ...
  • Bad PC port
  • Story very poorly delivered
  • Characters have too little to like them
  • Combat lacks depth
  • 20 hours of hallways until you reach the good part
  • Outside of 1 chapter the game is mediocre
  • Weapon modification is useless
5
Gameplay
You either like it or hate it. It's simple for casual players but lacks depth for more hardcore fans..
7
Presentation
Game looks beatiful even for today's standards but the Crystal Engine is really unimpressive on PC.
6
Lasting Appeal
I really cannot say that I see myself playing this game ever again.
6.2
out of 10

Overall

It's not a bad game just very mediocre. If you want to play this game get it on PS3/360/PS Now because the PC port is far from recommendable. I would still say that this game gets more hate than it deserves. There are many lows in this game but the few highs scattered around the game are really enjoyable.
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I would take this seriously... if it didn't overexplode all the bad parts. Not overplay them, nah, it overexploded 'em.

I'd go into details, but the phrase "haters going to hate" wouldn't describe it to this guy. His review's a lot of insults and exaggerations but little content. He seems to have completely missed or misunderstood the storyline going on. (And that's no pope).

NOTE/EDIT: I am not saying the game's perfect by far, but by roughly... I think it's chapter 2 or 3, there's a number of side paths. While it's mostly one hallway admittably, it's more akin to a 3D version of most NES/SNES games - one giant hallway in most buildings/dungeons with a few side rooms. And when you get outside the place is free and wi- wait a minute why aren't we chewing about FF4 again? Babel's almost entirely one giant bloody hallway (...that for a couple years I had memorized to the step)
 
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I would take this seriously... if it didn't overexplode all the bad parts. Not overplay them, nah, it overexploded 'em.
Trust me I did hold back. I didn't mentioned the Eidolons or how the whole L'cie premise, by not telling people what their focus is, is stupid.
I also wanted to focus on Chapter 11 more because it's in my opinion by far the best chapter but thanks to a bug I lost motivation to keep doing these missions.
I agree that I underplayed the goods of this game but keep in mind I'm still a rookie Reviewer and am still learning how to write better.

I'd go into details, but the phrase "haters going to hate" wouldn't describe it to this guy. His review's a lot of insults and exaggerations but little content. He seems to have completely missed or misunderstood the storyline going on.
I did say that the story makes much more sense if you read the Datalog. The thing is in a videogame you shouldn't have do that to understand what's going on.
I wanted to care about whats going on with Rosh or Raines or even Team Nora. But the game does so little with these characters that I couldn't.
There is a reason why the cast of main characters was this small in FF13-2 and why Neol and Caius had direct relationship with each other and why the supporting characters were mainly characters that were already featured in FF13. They also improved the gameplay by adding blood damage and by making many optional bosses through the Colosseum and DLC.
I will be reviewing FF13-2 at some point but certainly not on PC. By that my writing skills might improve enough for me be more neutral.

NOTE/EDIT: I am not saying the game's perfect by far, but by roughly... I think it's chapter 2 or 3, there's a number of side paths. While it's mostly one hallway admittably, it's more akin to a 3D version of most NES/SNES games - one giant hallway in most buildings/dungeons with a few side rooms. And when you get outside the place is free and wi- wait a minute why aren't we chewing about FF4 again? Babel's almost entirely one giant bloody hallway (...that for a couple years I had memorized to the step)
I don't remember FF4 well so I won't comment on that. But the thing is Hallways aren't bad unless the're done wrong. Look at FFX for example. That game was full with hallways. However the levels had much more stuff to do for the player. Not to mention you could go and play blitzball if you get tired of the story and resume whenever you want. And sure Blitzball was a flawed minigame but there are people who enjoyed it. The thing is that there is so little variety in level design that after 10 hours the game felt like it dragged on for way too long. Then Chapter 11 happened and I was glad I was playing the game. After Chapter 11 I really didn't cared about Chapter 12's level structure and Chapter 13 wasn't a hallway, it was a really good final Chapter from a gameplay perspective.

Keep in mind that the score is only so low because I'm reviewing the PC port. On Consoles I'd probably given it a 7/10.
I'm sorry if I upset you. It was not my intention. I just stated my subjective opinion on the game and did a poor job at it.
 
I had a friend give me try to give me this game for free on the 360. But I couldn't even bring myself to put it in its disc tray and forever have the stain of that game on my profile.
 
I played the first few chapters on my laggy laptop and still enjoyed it, until I got a PS3 :)
I'm not a massive FF man, but this game does seem to give less of a Final Fantasy feel from what I know... too much mech maybe :P
Either way, I resonate well with this game and enjoy it's characters and gameplay, which is all like one long cutscene!
 
D
This game took a while to grow on me, and by the time it did I really liked it, but mostly for its lore/world, I still dislike most of the characters even now, X-2 might have had shoddy characters and a silly time travel plot, but the gameplay was much better.

I'd like to touch on a few points here though.

The form of attacks are chosen automatically for you so you don't have much to do outside of pressing the confirm button really often and occasionally changing the strategies of your team. There's really not much challenge to it.

For the majority of the game I'd agree with this, there are one or 2 story centric bosses that require a little more strategy but thats it for the plot.

The hunts however, those require strategy, several in particular will destroy you even if you've got maxed crystarium, top stats, top weapons and great items, they take quite a lot of strategy and are difficult, but they're optional, so much so that you could finish the game without even knowing they existed.

The Crystarium is your means of leveling your characters. It's very similar to the Sphere Grid in FFX but much more limited and streamlined. I found it to be okay but leveling all six classes for all six characters is a really heavy grind.

The crystarium as a system is pretty solid, quite comparable to the sphere grid, but for such a long time you're forced into certain paths, I think the game would have faired much better if you could chose your own path from early on, people would have quite different gameplay experiences based on what they chose to learn, plus those who like to master EVERYTHING could do and have an easy game, FFX still put barriers up fairly often, but I think it did it in a smarter way than FFXIII, FFX's didn't feel linear even when it was, X did well with the illusion of options, XIII didn't bother lying to you at all, even to make you feel good.

I don't think that having to grind everything for every character is a gripe honestly, think back to any JRPG, in order to learn all the moves and spells required grinding, because its optional, you didn't need to do it, i still did but yeah.

My biggest issue with the system is that characters got points whether they lived, died or even if they weren't in your party, meaning the first few minutes of switching characters you'd just spend jumping about the crystarium levelling everyone up each time.

For example you can notice some CGI-cutscenes that render ingame character models with higher textures and more flashy graphic effects which gives you the illusion of not being able to tell if what you see are the graphics or CGI cutscenes

I understand what you were trying to say here, but I think it needs rewriting, you can't say some of the CGI cutscnes were disguised not to look like CGI cutscenes, it'd be better to say that some of the ingame cutscenes use higher quality models. It doesn't give you the illusion of anything though, even on console its very clear whats pre-rendered and whats not.

Though even this sort of gets my back up, because thats what almost every game does, Tomb Raider, Gears of war, FFX, FFXII, even the later FFXIII games, I can think of few games that don't do this honestly. Why waste memory on details that you just don't see during the gameplay, it'd slow things down and just be pointless. On PC its not so much of an issue but on console the logic was perfectly sound, and is the reason the majority of games do it.

They also used a lot of 2D panorama pictures for their surrounding, which looks blurry when viewed upclose on a PC. Giving you the illusion of not knowing if what you see are the graphics or prerendered 2D image

They certainly did, though I'd say the vast majority of them aren't noticeable, nor can you get upclose to any of them, I'm curious what ones you managed to get super up-close to, and how (if its just normal gameplay or if you toyed with camera settings for example).

I'd say the plot in this game is actually good, but its told terribly, it could be really engaging if organized properly, I think part of the issue is that you're meant to be as confused as the party are, but due to all the terminology, for ages you're more confused than they ever are.

He is your stereotypical pope who wants to burn everything to revive a god while using his religious position to not draw any suspicion.

Except that he's also one of the gods (I'm using this term losely here). Its not about reviving a god at all, its about opening the doorway to the realm the god resides in.

In short he wants to cause so much destruction in 1 moment that the souls of the departed cause a rift to open up as they pass on into the afterlife, this is very similar to Sephiroth in FF7 and Kuja in FF9, except neither of those 2 are gods created by a larger god and abandoned like unwanted children who just want to see their mother again.

Though it was a good review, quite in depth and deserved an indepth response.
 
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My biggest issue with the system is that characters got points whether they lived, died or even if they weren't in your party, meaning the first few minutes of switching characters you'd just spend jumping about the crystarium levelling everyone up each time.
That's a non issue in my opinion. I was more frustrated with the game over when the party leader dies even though 2 other characters are still alive. I believe they fixed that in FFXIII-2


They certainly did, though I'd say the vast majority of them aren't noticeable, nor can you get upclose to any of them, I'm curious what ones you managed to get super up-close to, and how (if its just normal gameplay or if you toyed with camera settings for example).
I was probably unclear about this. I meant that on consoles you're far away from the TV so you won't notice that there are 2D panoramas. On PC you sit like a meter or so away from the Monitor so you can see the blurriness of the 2D Panoramas very easily.

Except that he's also one of the gods (I'm using this term losely here). Its not about reviving a god at all, its about opening the doorway to the realm the god resides in.

In short he wants to cause so much destruction in 1 moment that the souls of the departed cause a rift to open up as they pass on into the afterlife, this is very similar to Sephiroth in FF7 and Kuja in FF9, except neither of those 2 are gods created by a larger god and abandoned like unwanted children who just want to see their mother again.
No, that's the retcon that was made for FFXIII-2 to turn the series into a trillogy. Originally FF13 wasn't meant to be a trillogy but Square got a little budget problem after FF14 sucked so they decided to make 2 cheaper sequels. At least that's what my Square Enix fanatic friend claims. In FFXIII alone Barthandelus plan was to revive the god (or better said the maker) so that he can build a new, better world, or at least that's what he admits his plan is. It's a pretty nice Metaphor for what FFXV is. I don't remember what exactly they retconed but I'll look it up once I do my FFXIII-2 review.
 
D
That's a non issue in my opinion. I was more frustrated with the game over when the party leader dies even though 2 other characters are still alive. I believe they fixed that in FFXIII-2



I was probably unclear about this. I meant that on consoles you're far away from the TV so you won't notice that there are 2D panoramas. On PC you sit like a meter or so away from the Monitor so you can see the blurriness of the 2D Panoramas very easily.


No, that's the retcon that was made for FFXIII-2 to turn the series into a trillogy. Originally FF13 wasn't meant to be a trillogy but Square got a little budget problem after FF14 sucked so they decided to make 2 cheaper sequels. At least that's what my Square Enix fanatic friend claims. In FFXIII alone Barthandelus plan was to revive the god (or better said the maker) so that he can build a new, better world, or at least that's what he admits his plan is. It's a pretty nice Metaphor for what FFXV is. I don't remember what exactly they retconed but I'll look it up once I do my FFXIII-2 review.

You might be correct here. I just remember reading a lot about the worlds lore, and its history (from the datalogs and also from the released novellas etc) If you remember that all the other Fal'cie on Pulse are doing thing because they're searching for Etro (the Maker) it actually makes perfect sense. Ie: The fal'cie that digs a lot is digging around searching for Etro, no longer is it just terraforming like its supposed to.

FFX-2 did retcon the originals ending (which I really disliked it doing) but it didn't change any character motivations or anything, those were still mentioned in XIII itself and in various interviews with developers and so on. I remember getting really into the lore (because the game has fantastic and massivly underutilized lore) and this really stood out to me (and helped the game make a bit more sense honestly). The only retcon FFXIII-2 bough was to the final few seconds of XIIIs ending, nothing more. Anything else is a different timeline and doesn't reflect what happened in FF13 at all.

They're tasked with finding Etros Gate by Lindzei (which is mentioned in FFXIII by vanile in a datalog or something), this is just the games biggest problem, all the motivations are there, all the logic is there, but you're expected to read all the novellas and the short history lesson they provided back in 2011. And also I realized I'm wrong, Etro is actually dead, however she resides in the land of the dead, where the souls go, so I guess it is reviving her by pulling her out of the land of the dead afterall.
 
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I'm playing through XIII-2 on PC at the moment, so I understand the control issues. They don't fix them either. If you want to remap the buttons, you have to download and install "vJoy" which is a virtual joypad, and then download and run "ujr" which is a tool that takes your actual controller inputs and maps them to the virtual joypad. It's working for me pretty well. If you want to know what the button layout is to fix XIII, let me know and I'll post a picture. Also, I'm glad that you aren't going to play XIII-2 on PC. It's horribly ported. I get 9-15 FPS in the overworld and ~20 in battle. My FPS used to be 4-6 until I downloaded a user made patch that fixes something in the game that purposely limits your FPS. Two times the game liked me and I hit like 50 FPS in Oerba and the Steppe. You have to be super far away from NPCs though.
 
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Review cover
Product Information:
  • Release Date (NA): March 9, 2010
  • Release Date (EU): March 9, 2010
  • Release Date (JP): December 17, 2009
  • Publisher: Square Enix
  • Developer: Square Enix
  • Genres: JRPG
  • Also For: PlayStation 3, Xbox 360
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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