---
product_id: 1380338
title: "Final Fantasy XIII - Playstation 3"
brand: "solutions 2 go"
price: "RM166"
currency: MYR
in_stock: true
reviews_count: 8
category: "Solutions 2 Go"
url: https://www.desertcart.com.my/products/1380338-final-fantasy-xiii-playstation-3
store_origin: MY
region: Malaysia
---

# Seamless transitions Futuristic civilization Dual-world gameplay Final Fantasy XIII - Playstation 3

**Brand:** solutions 2 go
**Price:** RM166
**Availability:** ✅ In Stock

## Summary

> 🎉 Unleash Your Inner Hero in a World Like No Other!

## Quick Answers

- **What is this?** Final Fantasy XIII - Playstation 3 by solutions 2 go
- **How much does it cost?** RM166 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.com.my](https://www.desertcart.com.my/products/1380338-final-fantasy-xiii-playstation-3)

## Best For

- solutions 2 go enthusiasts

## Why This Product

- Trusted solutions 2 go brand quality
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## Key Features

- • **Intuitive Controls:** Enjoy tangible and responsive controls that make every action feel natural and engaging.
- • **Stunning Cinematics:** Witness seamless transitions between real-time gameplay and breathtaking in-game cinematics.
- • **Developed by Legends:** Crafted by Square Enix, a name synonymous with quality and innovation in gaming.
- • **Cutting-Edge Technology:** Experience the latest advancements in gaming technology that elevate your gameplay.
- • **Epic Dual-World Adventure:** Immerse yourself in a breathtaking universe that blends futuristic civilization with chaotic open expanses.

## Overview

Final Fantasy XIII for Playstation 3 invites players to embark on an epic journey through a dual-world universe, featuring advanced technology, intuitive controls, and stunning visuals, all crafted by the renowned developers at Square Enix.

## Description

Final Fantasy XIII is the eagerly anticipated title from Square Enix that takes full advantage of the superior power and technology in Xbox 360, providing tangible, intuitive controls while delivering seamless transitions between real-time gameplay and stunning in-game cinematics. Using the latest in cutting-edge technology, this latest addition to the Final Fantasy series is worthy of the title next generation. Final Fantasy XIII is the eagerly anticipated title from Square Enix that takes full advantage of the superior power and technology in Xbox 360, providing tangible, intuitive controls while delivering seamless transitions between real-time gameplay and stunning in-game cinematics. Using the latest in cutting-edge technology, this latest addition to the Final Fantasy series is worthy of the title next generation.

Review: Underrated - A bit of background on me: I fell in love with the first Final Fantasy back in 1990 when it was released on the NES. I was 9 years old, and the game simply blew my mind. I've played through it at least 30 times subsequently in its various incarnations, and I've played through FFIV at least 20 times. VI was wonderful, and I consider VII and VIII both excellent but perhaps not quite as refined as the previous entries. IX was thoroughly charming, but didn't exactly push the series forward. Every Final Fantasy game released in the PS2 era was a relative disappointment. X had cornball characters and some serious storyline issues, not to mention a childishly simple battle system. On the other hand, X-2 boasted greatly improved combat but was brought down by a spastic play structure and motifs that would only appeal to adolescent girls. XII started strong and gave me great hope for a revival of the series, but the story became increasingly hard to follow, especially during periods when cut scenes could be several hours apart. The open ended gameplay of that title was simply not compatible with the linear narrative style that its developers excel at crafting Enter FFXIII. From the experiences I had with recent titles in the series as well as by the reviews I'd been reading, I was not expecting much. I bought the game out of my sheer loyalty to the early roots of the series. Throughout the first few hours of my initial playthrough, I did find the linearity troubling. The combat struck me as rather simplistic and the screen seemed a little cluttered. Upon hitting chapter 3 however, those feelings quickly eroded. Here, the game begins presenting you with customization options which allow the battles to become progressively more strategic as time goes on. I quickly found myself adapting to the gameplay style, which has a much faster pace than previous entries in the series. I heartily disagree with any reviewer who claims that there is no complexity to be found in the game's battle system--in fact, I seriously doubt that these people even made it to the 3rd chapter. Another interesting thing to note is that, unlike nearly every other rpg, the farther you progress in FFXIII, the more challenging it becomes, which in my book is a tremendous achievement in this genre. This is partially due to a progressively increasing experience cap, which largely eliminates the benefit of grinding through repetitive battles. The gameplay here has been streamlined in many ways. The boring and repetitious actions that I have grown accustomed to spending thousands of hours on since the beginning of my rpg days have been largely removed: No more false sense of freedom, which generally does little more than require one to walk back and forth scanning every inch an area; no more ten minutes of backtracking at a fork in the road because you chose the path leading to the next area instead of the treasure chest; no more having to click through 10 screens of sub menus in order to heal after battle; no more having to micromanage the process of exploiting enemy weaknesses and choosing the right buffs and debuffs. Because of the cumbersome and inefficient nature of these tactics, I find it easier in most rpgs to level up a bit and wack everything to death with melee attacks. Here, you play as a general instead of a solider, where the fun lies in pre-battle planning and the issuance of strategic directives throughout each battle. This is a fresh and richly engaging experience for those of us willing to embrace change. The storyline: I'm hearing a lot of criticism about these characters. What I'd suggest is that those with a problem simply go back to playing American games and stop judging what is completely normal to all forms of Japanese media. These characters, although emotional, are very much human, and the story is actually far better developed and executed than any other Final Fantasy game thus far. Yes, it requires you to make an effort to figure out what is going on in early chapters because of its complex setting and alien terminology--so does almost any cult classic sci fi / fantasy movie (Blade Runner) or book (Dune). For one example of the richness of this story, notice all the subtle nuances of Vanille's reactions to situations in the early chapters. If you are paying attention--and not judging her as a Japanese caricature--you might begin putting together who she is and what her role in the story might be. Finally, the visuals. People seem to be in agreement that the graphics are good, but it's not just the quality of the graphics engine that makes this game so impressive. It is the incredible attention to detail of every single facet of the game world. This is visual art design at its very best. Serious creative effort was put in to every instance of plant life, creature design, and exotic architecture in this beautifully developed world. Also be aware that the game is divided into two distinct segments. The first is an interactive story experience, relatively linear in nature yet one of the best of its kind--even rivalling Metal Gear Solid 4's brilliant story. The second segment begins on Gran Pulse where you will be given your much desired freedom and the opportunity to go through a hunt system--far superior to that of FFXII--where your strategic skills will be pushed to their limit. As I spent more than 50 hours going through these missions and mastering their challenges, I never once found myself bored. Even with a fully maxed out party, there are still mighty challenges to be had, requiring you to think your way through every major confrontation. I also adore the fact that the Final Fantasy series has finally figured out how to allow for customizable characters along with each party member having distinctive and unique attributes. Every other game in the series has gone to one extreme or the other. People can be like an angry mob or like sheep in a flock that all go in the same direction. That is why this game, probably the best in the series, has become so maligned. Japanese story games probably have gone out of style, and fashionability is the only crime that this game commits. If it were released in another time, I'm certain it would have been hailed as a masterpiece. I for one am grateful that this game has contributed to us having a richer variety of gameplay experiences, and I'm perfectly happy with Final Fantasy XIII precisely as it is. Let's hope that XIII-2 doesn't make too many concessions to the critics out there.
Review: Final Fantasy XIII - A New Breed - I recently purchased and mostly finished the game. As an RPG lover, I found it quite enjoyable. The story was not as strong as some previous FF games, but it was still pretty compelling. The voice acting overall was pretty great. Some of the characters are quite one sided and can get annoying at times. I am still waiting for the next FF7 level story. The gameplay of this one I enjoyed, though it diverged a lot from previous FF's. I'm sure there are more comprehensive and in depth reviews of this online so I will somewhat briefly go over some key points. There are no random encounters, you see all the enemies you can fight. Pre-emptive strikes are no longer random and instead are based on whether you can "sneak up" and engage an enemy from behind. The battle system is totally different. You control one character instead of all 3. The computer automatically controls your other party members. Instead of a character being a fighter, mage, or healer, their behavior and abilities are determined by their role (called Paradigm). If you put a character in a Commando role, they will be a fighter. In the Ravager role, they will be a mage. In a Medic role they will heal. The other 3 roles are Synergist (buffs), Sabateur (debuffs), and Sentinel (tank/damage absorber). As you progress through the game, roles are limited by character. By the end of the game, all characters will have all roles available to them. There are no more magic points or mana, instead each ability uses up a certain amount of the battle bar which charges over time. You can switch roles through your "Paradigm Deck" in battle as often as you like at no cost. You can store up to 6 at any time and customize as you see fit. So one might be a combat role of Commando-Ravager-Ravager, and another might be a healing role of Sentinel-Medic-Medic. Controlling one character seems more simplistic than 3 or 4, but this is in my opinion made up for by the pace of battle being changed. Battles are very fast paced and more exciting. You can die much more easily from a random encounter than in a regular RPG. You heal completely after every battle and lose all negative status effects (including death), so you will take proportionally much more damage during battle. The only way to actually "die" is for the character you are controlling to die. Another difference is the Stagger bar and how roles affect it. The Stagger bar is more or less a way to increase damage done to an enemy. It starts at 100% and goes up the more that enemy is attacked, dropping over time. The Ravager role makes the meter go up very fast, while the Commando role makes the meter drop slower. Once the meter gets maxed out (different % number for every enemy) the enemy will be staggered. Sometimes this confers a status effect on it but it always roughly doubles the damage % and starts the meter proceeding down at a steady rate. You can still increase the damage % number by attacking, but you can no longer push the meter up. Once the meter hits the bottom, it goes back to 100%. This is probably a very confusing explanation but it will make sense when you play the game. Pre-emptive strikes put every enemy one hit away from being staggered. The stagger meter essentially becomes the key to killing opponents quickly and sometimes killing them at all. It also requires you to swap roles. I started out thinking that I could dominate the game by keeping my party role as Commando, Ravager, Medic. Since there are no mana points, this gives unlimited magic to the mage and healer. In normal games this would be godlike. But what happens is that one ravager and commando cannot stagger enemies very easily. So you will probably win the battles but they will take FOREVER. Instead you need Com-Rav-Rav or Rav-Rav-Rav to stagger quickly, switching to medic roles if you get hurt badly. After each battle you are rated on how quickly you killed all your opponents and given a star rating. Higher star ratings help give you better chances of getting rare items from enemies. The target time to kill an opponent is determined by the strength of your party. You do have Tech Points which you lose by using special abilities and gain through various methods. These are used also for summons. The summons in this game are just OK. Nothing awed me like past games did. Each character gets one unique summon. You summon them and they fight automatically for a while, then you can go into "Gestalt" mode and control what they do for a while. Gestalt mode is very gimmicky and annoying in my opinion. The only thing I ever really used summons for was when my party was in real danger of dying but not because they kill anything. Only because once a summon is done and gone, your party is all revived, healed and cured of any debuffs. Outside of combat, the gameplay is pretty linear. There are few side quests apart from the Missions near the end of the game which are just "go here, kill this guy" quests. There aren't a lot of hidden or extra places. Most chests are near impossible to miss. Near the very end of the game it opens up but there still isn't a ton of area to explore and interact with. No real puzzles to speak of either, which made me sad. The weapon and item system is really just OK and can be a bit tedious. You level up your items by using parts on them. You will collect various "parts" either organic or metallic. The organic parts give a little experience to your items but give them an experience multiplier. The metallic parts give a large amount of exp but lower the multiplier. So you will be balancing the items you level up with in order to get the most bang for your buck. Lower level items (+50HP bracer) can be upgraded enough to be max level (+1000hp bracer). The weapons upgrade similarly. There are no "ultimate weapons" in this game. The level up system is a dumbed down version of the FFX sphere leveling system. Essentially you use exp from battles to proceed through the Crystarium. Each role has its own branch in the Crystarium. Each new crystal gives you a new ability or stat boost. Stat boosts apply to your character through all roles, while abilities are only available for the role you are using. I say dumbed down because there is no way to modify the crystarium like you could the sphere grid, and the crystarium is extremely linear. There are a few side branches to travel (or skip) but for the most part the stats are laid out on a line. Side notes: Chocobos are back. 9999HP limit is gone. 9999 Damage limit is replaced by 99,999 limit, which can be bypassed with an item giving you a 999,999 limit. There were also a few times early on where the limited party roles made progressing very slow and boring. No danger of death, but no solid way of staggering an opponent. A lot of people I know complained of the linear aspect of this game. This didn't bother me very much initially. I appreciated going through the beginning of the game without feeling like I might be missing a ton of stuff because I didn't walk behind some random wall that would no doubt be blocked off forever after I left the area. However, the endgame was pretty stale. Not a lot of side quests and side games. Not a lot of extra exploration. If they could combine the linear early game with a wide open and expansive late game next time, they'll have a solid formula. The change in the battle system was a positive one in my opinion.

## Features

- Live an epic adventure in a dual-world universe featuring one futuristic civilization and another open-expanse world wrought with havoc.
- Features the latest in cutting-edge technology
- Provides tangible, intuitive controls
- Delivers seamless transitions between real-time gameplay and stunning in-game cinematics
- Developed by Square Enix

## Images

![Final Fantasy XIII - Playstation 3 - Image 1](https://m.media-amazon.com/images/I/61oo-WXd70L.jpg)

## Available Options

This product comes in different **Platform For Display** options.

## Questions & Answers

**Q: new ff disc will not play all other games play fine**
A: FF XIII on a PS3 should work just fine. Check the lens side (bottom) to see if there is dirt/oil or scratches. Then check to make sure the label side (top) is not scratched. Typically the content layer is just under the label. I agree with Jadedragon00, in that it may be a bad disc.

**Q: Is this game English dubbed？**
A: Hello Qin,Yes, the game is English Dubbed and with English Subbtitles.I advice you to buy it, it is a wonderful game.

**Q: this game is in spanish?**
A: It has Spanish Subtitles

**Q: Would this work on a playstation 4**
A: P3 games don't work on the P4

## Customer Reviews

### ⭐⭐⭐⭐⭐ Underrated
*by J***K on January 3, 2011*

A bit of background on me: I fell in love with the first Final Fantasy back in 1990 when it was released on the NES. I was 9 years old, and the game simply blew my mind. I've played through it at least 30 times subsequently in its various incarnations, and I've played through FFIV at least 20 times. VI was wonderful, and I consider VII and VIII both excellent but perhaps not quite as refined as the previous entries. IX was thoroughly charming, but didn't exactly push the series forward. Every Final Fantasy game released in the PS2 era was a relative disappointment. X had cornball characters and some serious storyline issues, not to mention a childishly simple battle system. On the other hand, X-2 boasted greatly improved combat but was brought down by a spastic play structure and motifs that would only appeal to adolescent girls. XII started strong and gave me great hope for a revival of the series, but the story became increasingly hard to follow, especially during periods when cut scenes could be several hours apart. The open ended gameplay of that title was simply not compatible with the linear narrative style that its developers excel at crafting Enter FFXIII. From the experiences I had with recent titles in the series as well as by the reviews I'd been reading, I was not expecting much. I bought the game out of my sheer loyalty to the early roots of the series. Throughout the first few hours of my initial playthrough, I did find the linearity troubling. The combat struck me as rather simplistic and the screen seemed a little cluttered. Upon hitting chapter 3 however, those feelings quickly eroded. Here, the game begins presenting you with customization options which allow the battles to become progressively more strategic as time goes on. I quickly found myself adapting to the gameplay style, which has a much faster pace than previous entries in the series. I heartily disagree with any reviewer who claims that there is no complexity to be found in the game's battle system--in fact, I seriously doubt that these people even made it to the 3rd chapter. Another interesting thing to note is that, unlike nearly every other rpg, the farther you progress in FFXIII, the more challenging it becomes, which in my book is a tremendous achievement in this genre. This is partially due to a progressively increasing experience cap, which largely eliminates the benefit of grinding through repetitive battles. The gameplay here has been streamlined in many ways. The boring and repetitious actions that I have grown accustomed to spending thousands of hours on since the beginning of my rpg days have been largely removed: No more false sense of freedom, which generally does little more than require one to walk back and forth scanning every inch an area; no more ten minutes of backtracking at a fork in the road because you chose the path leading to the next area instead of the treasure chest; no more having to click through 10 screens of sub menus in order to heal after battle; no more having to micromanage the process of exploiting enemy weaknesses and choosing the right buffs and debuffs. Because of the cumbersome and inefficient nature of these tactics, I find it easier in most rpgs to level up a bit and wack everything to death with melee attacks. Here, you play as a general instead of a solider, where the fun lies in pre-battle planning and the issuance of strategic directives throughout each battle. This is a fresh and richly engaging experience for those of us willing to embrace change. The storyline: I'm hearing a lot of criticism about these characters. What I'd suggest is that those with a problem simply go back to playing American games and stop judging what is completely normal to all forms of Japanese media. These characters, although emotional, are very much human, and the story is actually far better developed and executed than any other Final Fantasy game thus far. Yes, it requires you to make an effort to figure out what is going on in early chapters because of its complex setting and alien terminology--so does almost any cult classic sci fi / fantasy movie (Blade Runner) or book (Dune). For one example of the richness of this story, notice all the subtle nuances of Vanille's reactions to situations in the early chapters. If you are paying attention--and not judging her as a Japanese caricature--you might begin putting together who she is and what her role in the story might be. Finally, the visuals. People seem to be in agreement that the graphics are good, but it's not just the quality of the graphics engine that makes this game so impressive. It is the incredible attention to detail of every single facet of the game world. This is visual art design at its very best. Serious creative effort was put in to every instance of plant life, creature design, and exotic architecture in this beautifully developed world. Also be aware that the game is divided into two distinct segments. The first is an interactive story experience, relatively linear in nature yet one of the best of its kind--even rivalling Metal Gear Solid 4's brilliant story. The second segment begins on Gran Pulse where you will be given your much desired freedom and the opportunity to go through a hunt system--far superior to that of FFXII--where your strategic skills will be pushed to their limit. As I spent more than 50 hours going through these missions and mastering their challenges, I never once found myself bored. Even with a fully maxed out party, there are still mighty challenges to be had, requiring you to think your way through every major confrontation. I also adore the fact that the Final Fantasy series has finally figured out how to allow for customizable characters along with each party member having distinctive and unique attributes. Every other game in the series has gone to one extreme or the other. People can be like an angry mob or like sheep in a flock that all go in the same direction. That is why this game, probably the best in the series, has become so maligned. Japanese story games probably have gone out of style, and fashionability is the only crime that this game commits. If it were released in another time, I'm certain it would have been hailed as a masterpiece. I for one am grateful that this game has contributed to us having a richer variety of gameplay experiences, and I'm perfectly happy with Final Fantasy XIII precisely as it is. Let's hope that XIII-2 doesn't make too many concessions to the critics out there.

### ⭐⭐⭐⭐⭐ Final Fantasy XIII - A New Breed
*by J***N on January 21, 2011*

I recently purchased and mostly finished the game. As an RPG lover, I found it quite enjoyable. The story was not as strong as some previous FF games, but it was still pretty compelling. The voice acting overall was pretty great. Some of the characters are quite one sided and can get annoying at times. I am still waiting for the next FF7 level story. The gameplay of this one I enjoyed, though it diverged a lot from previous FF's. I'm sure there are more comprehensive and in depth reviews of this online so I will somewhat briefly go over some key points. There are no random encounters, you see all the enemies you can fight. Pre-emptive strikes are no longer random and instead are based on whether you can "sneak up" and engage an enemy from behind. The battle system is totally different. You control one character instead of all 3. The computer automatically controls your other party members. Instead of a character being a fighter, mage, or healer, their behavior and abilities are determined by their role (called Paradigm). If you put a character in a Commando role, they will be a fighter. In the Ravager role, they will be a mage. In a Medic role they will heal. The other 3 roles are Synergist (buffs), Sabateur (debuffs), and Sentinel (tank/damage absorber). As you progress through the game, roles are limited by character. By the end of the game, all characters will have all roles available to them. There are no more magic points or mana, instead each ability uses up a certain amount of the battle bar which charges over time. You can switch roles through your "Paradigm Deck" in battle as often as you like at no cost. You can store up to 6 at any time and customize as you see fit. So one might be a combat role of Commando-Ravager-Ravager, and another might be a healing role of Sentinel-Medic-Medic. Controlling one character seems more simplistic than 3 or 4, but this is in my opinion made up for by the pace of battle being changed. Battles are very fast paced and more exciting. You can die much more easily from a random encounter than in a regular RPG. You heal completely after every battle and lose all negative status effects (including death), so you will take proportionally much more damage during battle. The only way to actually "die" is for the character you are controlling to die. Another difference is the Stagger bar and how roles affect it. The Stagger bar is more or less a way to increase damage done to an enemy. It starts at 100% and goes up the more that enemy is attacked, dropping over time. The Ravager role makes the meter go up very fast, while the Commando role makes the meter drop slower. Once the meter gets maxed out (different % number for every enemy) the enemy will be staggered. Sometimes this confers a status effect on it but it always roughly doubles the damage % and starts the meter proceeding down at a steady rate. You can still increase the damage % number by attacking, but you can no longer push the meter up. Once the meter hits the bottom, it goes back to 100%. This is probably a very confusing explanation but it will make sense when you play the game. Pre-emptive strikes put every enemy one hit away from being staggered. The stagger meter essentially becomes the key to killing opponents quickly and sometimes killing them at all. It also requires you to swap roles. I started out thinking that I could dominate the game by keeping my party role as Commando, Ravager, Medic. Since there are no mana points, this gives unlimited magic to the mage and healer. In normal games this would be godlike. But what happens is that one ravager and commando cannot stagger enemies very easily. So you will probably win the battles but they will take FOREVER. Instead you need Com-Rav-Rav or Rav-Rav-Rav to stagger quickly, switching to medic roles if you get hurt badly. After each battle you are rated on how quickly you killed all your opponents and given a star rating. Higher star ratings help give you better chances of getting rare items from enemies. The target time to kill an opponent is determined by the strength of your party. You do have Tech Points which you lose by using special abilities and gain through various methods. These are used also for summons. The summons in this game are just OK. Nothing awed me like past games did. Each character gets one unique summon. You summon them and they fight automatically for a while, then you can go into "Gestalt" mode and control what they do for a while. Gestalt mode is very gimmicky and annoying in my opinion. The only thing I ever really used summons for was when my party was in real danger of dying but not because they kill anything. Only because once a summon is done and gone, your party is all revived, healed and cured of any debuffs. Outside of combat, the gameplay is pretty linear. There are few side quests apart from the Missions near the end of the game which are just "go here, kill this guy" quests. There aren't a lot of hidden or extra places. Most chests are near impossible to miss. Near the very end of the game it opens up but there still isn't a ton of area to explore and interact with. No real puzzles to speak of either, which made me sad. The weapon and item system is really just OK and can be a bit tedious. You level up your items by using parts on them. You will collect various "parts" either organic or metallic. The organic parts give a little experience to your items but give them an experience multiplier. The metallic parts give a large amount of exp but lower the multiplier. So you will be balancing the items you level up with in order to get the most bang for your buck. Lower level items (+50HP bracer) can be upgraded enough to be max level (+1000hp bracer). The weapons upgrade similarly. There are no "ultimate weapons" in this game. The level up system is a dumbed down version of the FFX sphere leveling system. Essentially you use exp from battles to proceed through the Crystarium. Each role has its own branch in the Crystarium. Each new crystal gives you a new ability or stat boost. Stat boosts apply to your character through all roles, while abilities are only available for the role you are using. I say dumbed down because there is no way to modify the crystarium like you could the sphere grid, and the crystarium is extremely linear. There are a few side branches to travel (or skip) but for the most part the stats are laid out on a line. Side notes: Chocobos are back. 9999HP limit is gone. 9999 Damage limit is replaced by 99,999 limit, which can be bypassed with an item giving you a 999,999 limit. There were also a few times early on where the limited party roles made progressing very slow and boring. No danger of death, but no solid way of staggering an opponent. A lot of people I know complained of the linear aspect of this game. This didn't bother me very much initially. I appreciated going through the beginning of the game without feeling like I might be missing a ton of stuff because I didn't walk behind some random wall that would no doubt be blocked off forever after I left the area. However, the endgame was pretty stale. Not a lot of side quests and side games. Not a lot of extra exploration. If they could combine the linear early game with a wide open and expansive late game next time, they'll have a solid formula. The change in the battle system was a positive one in my opinion.

### ⭐⭐⭐⭐⭐ Better than I thought, take it for what it is...
*by M***W on October 6, 2010*

So I have read a lot of negativity around this game. I have been a FF gamer since FF7 and have since played all of the major titles. I certainly understand some of the criticism given to this particular installment and it is definitely without it's flaws. But for me, what I try to do with each FF game is to take it for what it is. For me, here's some things I've noticed: Linearity: Okay, as a game series that's typically notorious for it's ability to roam freely and explore, this certainly is not the case with this installment. Now, I could moan and groan and say that I don't get to explore, which at times I missed, but, however, I have found the linearity a breath of fresh air. Simply put, I don't have the time these days to explore, grind, do every side quest and monster hunt. I would have liked a good monster hunt sidequest or two, but I certainly don't feel cheated. Don't get me wrong, I like to explore in RPGs when I have the time but it was kind of nice to see a little more focus on the story (which I will get to in a minute). Gameplay: At first, I thought it was senseless button mashing for about the first ten hours of the game, but things started getting real tricky without the right paradigm. It really made me concentrate on the roles that each player needs to be strong at. The battle system is fun and works well and requires a little bit of strategy without having to micromanage. I like the quickness of battles and like all the little unique changes that this installment has. It'll seem weird at first, but it makes sense as you go and assume more roles and aquire summons. Story: Definitely, for me, the shining part of the game in conjunction with the beautiful artwork/graphics. It' is very story driven. It was confusing at first, but things seem to fall into place as you go. I would have to disagree with the bandwagon thought that the story is weak and could have been written by a five year old. It has its flaws I admit, and I would have liked maybe a little more depth to the characters, but keep in mind the story is more about the group as a whole and not necessarily focused on each character. I would agree that it follows some typical RPG story patterns and is somewhat predictable. However, however, it's a fresh new take that I found engaging. It certainly good. Maybe not the best, but certainly not the worst. All in all. It's kind of like the iPad. If you know what you're getting and acknowledge the flaws, then it is quite remarkable for what it is. It' doesn't follow the traditional path of most RPGs and in a lot of ways differs, but if you give it a chance go into this understanding this, then you will enjoy the game as much as I did.

## Frequently Bought Together

- Final Fantasy XIII - Playstation 3
- Final Fantasy XIII-2 - Playstation 3
- Lightning Returns: Final Fantasy XIII

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