Final Fantasy XIII Review

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Several people have weighed in with their thoughts on Final Fantasy XIII. I was one of the first ‘normal citizens’ in the U.S. to finish the game and I’ve finally come to terms with my feelings about it.

Final Fantasy XIII logo

Incredible Beauty

The first thing you’ll be struck by when you pop Final Fantasy 13 into your PS3 (or Xbox 360) is the striking graphics. Square Enix has always been known for incredibly high-quality production, but this game is easily the most beautiful 3D game I have ever seen.

Every tiny asset of the environments has exquisite details modeled into it. There are several times when I stopped playing the game just so I could pan my camera around to inspect the environments. There are several environments with opportunities for really cool potential mechanics that are completely wasted as hallways on a game this linear.

Lightning fights a Behemoth in Final Fantasy XIII

The monsters are also incredibly detailed and the familiar faces of some of them have been overhauled in ways that I absolutely adore. Behemoths and Ochus are specifically my favorites. There are also some huge monsters in this world. The scale of each beast is done very well to suit the epic nature of every battle.

Linear Gameplay

This is the number one complaint that every player has with Final Fantasy XIII. I can’t think of any role-playing game that I’ve ever played that is this linear. I played Final Fantasy X and disliked it because I thought it was linear. XIII couldn’t be more linear if it were a straight frickin’ line.

3 panel comic Final Fantasy XIII A Linear Story. Panel one chibi Lightning cheers standing on a red line. Panel two she climbs upward on the red line. Panel three she falls as the line plunges straight downward toward text: Japanese Sales Charts
After about 2 weeks, the Japanese version of Final Fantasy 13 was returned or sold back to game stores in record numbers. Most attribute this to the linear gameplay.

The first 20 hours of the game are pretty much hallways. The game blocks the path behind you and tries to trick you into thinking there are multiple paths to take, but there aren’t. There is one route and the only thing you’ll get from trying to diverge from it is the occasional treasure container with a Phoenix Down or something equally boring in it. They may as well just take out the exploration mode and make the game operate as a string of battles that occur when you click on a map like Final Fantasy Tactics. It’s not like you’re going to discover some secret amazing thing by running around in this game.

Hunt Missions

There is a point — far into the game — where you have the option to start doing the equivalent of bounty hunting for notorious monsters. Some of these monsters are so easy it’s a joke, but most of them are so difficult that it’s ridiculous and frustrating to keep coming back for multiple attempts. You can keep re-trying these battles as much as you want. You don’t lose because you’re unskilled. You don’t lose because you don’t have the proper strategy. You lose because you don’t have enough HP to withstand the attack this monster does when he’s at 25% health. If your main character dies, it’s game over. Your two buddies that follow you around can’t use Phoenix Down or cast spells to bring you back to life, even though you can do that for either of them. It gets to the point where you can’t choose to control the character you like unless he has a minimum amount of HP. Fun.

This is the very first time you even have the ability to do something you choose to do, and you’re so used to the hallway crawling of the first 20 hours of the game that you hesitate to run off on a tangent when you finally get the option. I did maybe 10 of these 64 missions before getting bored and continuing the story.

I was hoping that around the corner there’d be some awesome event that’d turn the world on its edge and reveal an open world of meaningful side quests and optional characters to recruit. But no. More hallways, no cool new weapons or accessories, and no new options. Every time I hoped for something cool to happen I was disappointed. I was left with a game that looks really nice and may as well play itself.

4 panel comic illustrates similar sounding names. Fal'Cie, l'Cie, Lychee, Nick Lachey

Post-Game

After beating the game you have the option to go back to your game save and do all the things you missed. You also unlock another expansion for your stats and abilities. This seems like a very cool option at first. You can go back and get your ultimate weapons and kill all those really tough monsters that you skipped. I went back looking for depth and I found… some.

If you want to kill the very last marks in the game, be prepared to grind for hours and take several attempts because they are ridiculously difficult. And to be honest, by the time I received the awards they gave me I didn’t care anymore. There was nothing left to fight.

My favorite things about role-playing games are optional missions to develop your characters further in their stories (Locke and Phoenix in FF6), to discover secret weapons and spells (Secret Dungeon in Star Ocean 2), and to change the endings of the story through my actions (Chrono Trigger). I love to customize my characters with full freedom (Final Fantasy Tactics) or develop brilliant strategies that will even the odds against an extremely powerful foe (Final Fantasy Tactics). Even if those aren’t an option, I want characters that I grow to love (Lufia series) and a story that is enjoyable and coherent every step of the way (Dragon Quest series). If I’m absolutely desperate I’ll settle for a fun-as-hell combat system (Kingdom hearts).

None of my favorite things are present in this game.

Fast-Paced Battle System

In a deviation from the normal turn-based Final Fantasy combat method, 13 has a battle system similar to Chrono Cross where the player uses Action Points to decide how many and which actions to use each “turn” that character gets.

Lightning battles soldiers in a flashy scene with a dynamic camera angle.
Since this screenshot was posted, the Battle UI was changed to be easier to use but far less cool-looking.

Large-scale battles with bosses or powerful marks to hunt are quite the treat. Staggering these opponents is often a brutal undertaking with massive rewards. A few of them are downhill runs of straight aggression where you blast your opponent as fast as you can to race him into staggering, but most of them are slow and steady battles where you must strike a balance between offense and defense in efforts of a sustained assault.

Summons are all bark and little bite. They have long animations like they do in any Final Fantasy game, but they do very little damage and their effects are only useful on rare occasions, like farming Adamantoise at the end of the game. It’s actually quite sad because they are very cool to watch when they aren’t pretending to be Transformers.

The battle system is simplistic and limiting in the early game, but it becomes exciting and fun to use once depth is added. The intense battles you encounter doing the highest level side quests can make the system continue to feel limited again however, even after maxing out your characters. It turns out, not giving players control of all their characters is still frustrating.

Lightning fights a huge purple beast with giant horns in a grassy valley.

There’s a lot to do in combat and many battles are very challenging, but the toughest ones will be won or lost based on how much health your characters have, not your skill on the battlefield. All the skills you learned throughout the game will be nullified until you grind for several hours building up your stats. Grinding levels to defeat a tough boss is something that any seasoned veteran of RPGs like myself should come to expect, but grinding in Final Fantasy 13 is an especially repetitive and dreary process.

Once you defeat the final boss, an extra tier of stats and abilities is unlocked for your characters, but you can never return to the final area of the game. That area would be an excellent place to explore and grind, but if you can’t use it when you have the whole set of abilities unlocked, who cares?

Do I Really Care About These People?

A good RPG presents you with characters you can relate to and grow to love or hate over time. You should at least be able to identify with the struggles that they are going through or appreciate the affection that they show for each other.

Lightning, Snow, and Vanille
Snow wearing his lacey tank top, and the annoying-as-hell Vanille

Most of the characters in Final Fantasy XIII feel out of touch. They meet up and stick together for very flimsy reasons. They continue fighting against ridiculous odds with very little motivation — at least not anything that would motivate me. They continue to do things just for the sake of normal RPG decorum —Like how an Eidolon shows up for each and every party member at the most perfect time. It’s very hard to care for these characters.

I did like Snow however. It is mostly because he shows more human emotion than any of the other characters, but it is also because he has the most grounded story among them. Sazh is a pretty easy character to identify with too at times, but I’m not always sure why he’s even there.

Vanille is annoying. Nothing human is really revealed about her and she is constantly cheery when she has nothing but reasons to be unhappy. Fang is a very cool character that could have been given a lot of depth… if they ever talked about her in the story. She has a basic overview for her character, but nowhere near as much as I would’ve liked.

Lightning is just a straight up robot. She grows a bit in the story, but it’s difficult for me to like her beyond how hard she hits when she’s a Commando in my battle team.

Hope undergoes the most growth as a character out of any of them, which might be expected since he seems like the youngest. I’m not exactly sure why he does many of the things he does, especially at pivotal moments in the story where I would expect him to tell the others to go f@$# themselves and leave. Later in the story he just becomes a generic young male character with little evidence of his past hardship.

Nostalgia?

There are several thematic elements that carry through the different Final Fantasy games. They may not share stories, characters, worlds, or even natural laws, but many of these elements still carry through and are — in my opinion — a large reason for their success.

Vivi from Final Fantasy IX
A Final Fantasy without Black Mages is like a cake without flour: It can maybe be fine, but it’s certainly a compromise.

Final Fantasy XIII doesn’t have the Final Fantasy theme music in it. Anywhere. Or if it does I never heard it, which is doubtful since it’s been in my head since childhood. It also has another crappy J-Pop song (like Final Fantasy 10 did) that plays constantly in some form, especially when Vanille is involved. This was a horrible idea for Final Fantasy 10, it was one of the things that pissed me off about Kingdom Hearts games, and it continues to be a painful theme in 13. No pop music. Stick to Nobuo Uematsu scores and maybe let his band (The Black Mages) do a few tracks like they did in Advent Children.

Experience Points are gone, instead replaced by the equivalent of Job Points. I actually liked this system more than normal XP because it gave me the illusion of customization. In reality, I was only choosing which abilities I got before others. There are no trade-offs to be made to take a character in a unique direction. While that sucks, I don’t think the idea of using Job Points instead of XP is at fault. You throw the License Map from FF12 or the Sphere Grid from FFX in there instead and I’m giddy.

It also has no Final Fantasy style Job System. No Black Mages, no Dragoons, no Paladins, nothing. There is no character, equipment, or ability that allow you to Steal. There is no Dual-Wielding. There are no spells from the Final Fantasy universe outside of the standard elemental and healing ones every fantasy game has. No Virus, no Meteor, no Holy and only the final boss can use Ultima.

Final Fantasy Tactics Job System screenshot, showing all the different classes a character can be in that game.

There are a few weapon names that make me happy, but it’s a tissue-thin piece of happiness. Gungnir and Kain’s Lance are some favorites. There is a Cid, which helps too. Chocobos are a big factor in side quests.

There are no Moogles! 😡

There are no crystals, materia, magicite, or other methods of containing magical power in physical form. This is a theme in most Final Fantasies that allowed players to teach skills to party members who would not normally have them. But this is also a strong story element.

What makes this game a Final Fantasy at all?

Lost Odyssey has more Final Fantasy flavor to it than this game does. Perhaps it’s my personal taste at play here, because I happen to prefer the Final Fantasies that’re based more in the Industrial Era style futurism. I never liked their super-clean super-futuristic games like numbers 8 and 10. I loved 4, 6, 7, 9, and 12. To me, a Final Fantasy game has a past/future time period as one of its themes and going too far in either direction destroys what makes it unique. Final Fantasy 11 went too far in the past while 8, 10, and 13 went too far in the future.

Final Fantasy IV battle scene on the floating island
Moving statues around a reshaping the entire world was probably the coolest thing to ever happen in any RPG.

Monsters

The saving grace of the entire game is probably its bestiary. Many of the monsters are familiar, but cranked up several notches to match the style of their current universe. Appearances include Cactuar, Tonberry, Behemoth, Ochu, and Adamantoise among others.

Big Spoiler Incoming

The final boss is exactly who you expected it would be. In most FF games, there is another layer to the evil plot you are seeking to foil or a secondary mission that reveals itself just as you think it’s over. Not so in 13. It just ends, and you’re left thinking “Well… I guess I’ll go try to kill that really huge dude back on the Savannah.” You can probably file this complaint under the Linear Gameplay section earlier, but this is a Final Fantasy staple theme in the plot that is disappointingly absent.

Final Word

Final Fantasy XIII disappointed me. It has several moments of greatness and a lot of great things going for it, but it just isn’t what I want when I pick up a Final Fantasy game (or any RPG for that matter).

To me, playing a role-playing game involves decisions. Decisions to develop your characters as you please. Decisions to take certain actions in the story. Decisions that have consequences later in the game. I want to feel like I’m doing something that matters, not just following a path that was laid out for me. I know there’s no such thing as a truly non-linear game, but I’d rather have more effort placed into fooling me.

Cartoon by Woody Hearn shows a caricature of Fang and a self-insert character of the author talking at her. Holy crap! You're a girl? But... you're so effeminate. (appears sarcastic) Continues: I haven't been this confused by a Final Fantasy character since Yuffie showed me her wang.
I thought Fang was hot… I guess that says something about my taste for strong women.

2025: It’s hilariously ridiculous that soon-to-be-labeled-incels considered Fang masculine, but I suppose it was a precursor to controversy over Aloy from Horizon: Zero Dawn being a mammal.

Final Fantasy XIII is not the worst game ever. It’s not even the worst Final Fantasy. It’s a solid adventure story game masquerading as an RPG as an excuse for having weak action. It’s the gold standard of visual presentation in a video game. It’s also one of the few Square Enix titles that I’ll only play through once and soon to be another dusty jewel case in my closet.

Mass Effect 2 is ten times the RPG that this is, so I will go play through that for the fourth time now.


4/16/2025 Update: Fang

Oerba Yun Fang from Final Fantasy XIII shook something within me that cracked my egg a bit.

Oerba Yun Fang from Final Fantasy XIII wears a subtle smirk as she sits atop a technological structure overlooking a fully synthetic science fiction environment below. She holds an intricate red and black staff with pointed ends and wears an asymmetrical blue skirt over matching shorts and a sash around one shoulder. Dark brown leather boots and a black tank top peek out beneath it. Her hair is styled like a wolf cut.
Between her choppy haircut, tattoos, and love for flowy asymmetrical clothing one can probably see the influence pretty clearly.

A lot of trans folks will tell you that we often felt this confused feeling when we’d view people of the gender we often unknowingly wish we were. Am I attracted to this person? It’s really only been in hindsight that I began to understand how many women I wanted to be rather than be with. Fang falls into the both category, of course, but most don’t overlap.

I tried to date several women I felt this way about and had a lot of trouble understanding why my feelings of attraction in the want to be way didn’t play out the same way as my attraction had in the want to be with ways.