
Final Fantasy XIII is a fantasy RPG in which a band of brave humans struggle against fate in the utopian sky city of Cocoon and the primeval world of Pulse. Follow stylish heroine Lightning's fast paced battles and high adventure in a mysterious new world.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.67/day in the week to Aug 4 → 6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 952 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Go to pcgamingwiki and get the fixes and then it becames perfectly playable. VERY overly-hated ff, not without flaws but the story has become one of my favorites.
[h1] Final Facade XIII [/h1] The game is breathtakingly beautiful even for todays standards. The characters and the story/lore give so much flavor to it, I even have the books that are enjoyable to read... the combat on the other hand is a genuine insult to the Final Fantasy series.
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain*languages with full audio support
Hours played at review time, across 957 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I thought I was just too young when I first played this game so I got it on Steam. No, this game really doesn't feel like Final Fantasy before it and not in a good way. Story is alright but the gameplay gets old fast with so much combat. Grinding is not rewarded in this game either. It becomes a drag and I barely finished it.
파이널판타지13 세계관 용어 남발의 끝판왕을 보여주는 게임. 제대로 된 설명 없이 바로 펄씨니 코쿤이니 세계관의 용어를 남발하여 스토리 이해가 정말 어려운 게임... 오죽하면 펄스의 팔씨의 르씨가 코쿤에서 퍼지와 같은 밈이 있을 정도... 이러한 용어들이 남발하기 때문에 인게임 내의 용어 사전을 보면서 플레이해야하는게 번거롭다. 그런데 스토리를 진행하다보면 대충 용어들이 이렇구나를 알게 되서 굳이 안봐도 되긴 한데... 확실히 세계관을 게임 내에서 직접적으로 소개하지 않다 보니 스토리 몰입이 어려웠다. 그와는 별개로 전투가 생각보다 재미있었는데, 전작의 갬빗시스템을 더 발전시킨 옵티마 시스템이 이번 전투의 핵심이다. 각 캐릭터별로 롤을 설정할 수 있고, 파티원들에 롤에 맞게 옵티마를 설정하여 전투를 하는데 이게 생각보다 전략적이고 ATB 특유의 긴장감을 배가 시켜주어 전투에 있어서는 꽤 재밌었다고 느꼈다. 특히 후반부로 가면서 롤을 바꿔주면서 전투설정을 하는데 손이 생각보다 바쁘게 움직였는데 그 점에서 실시간 전투를 하는 듯한 느낌도 줘서 좋았다고 생각한다. 완벽한 일자형 진행 방식의 게임이고 최후반부에 가서야 반픈월드가 나오긴 하는데, 정말 게임이 완벽한 일자진행이라 이 점에서 자유도가 없다 생각할 수도 있는데, 필자의 경우 아무생각 안하고 스토리라인을 따라갈 수 있어서 오히려 좋았던 거 같다. 마지막 명비 미션은 반픈월드 맵을 계속 걸어댕겨야하는데, 귀찮으니 엔딩 보고 나서 진행하는 것도 괜찮다고 생각한다. 물론 명비 미션 보상으로 좋은 아이템을 주기도 하므로, 진행을 한다면 공략을 보고 어느 미션을 먼저 하는게 좋을 지 보고 진행해도 될 것 같다. 필자는 공략 안보고 깰 수 있는 거 먼저 다 깨고 엔딩을 본 후 나머지 미션들을 달성하였다. 평가가 좋지 않은 게임이지만, 지금 해도 괜찮은 비쥬얼을 가지기도 했고, 솔직히 생각보다 재밌어서 필자는 추천을 남긴다. 오히려 평가가 더 좋은 파판12보다도 파판13이 더 재밌게 느껴졋을 정도이니... 조만간 파판13-2도 달려야겠다. 참고) 지금 플레이하면 오류가 좀 있을 수 있으니, 파판13 관련 패치를 받고 플레이하는 것이 좋다. 구글에 검색하면 관련하여 4GB 패치가 나오는데 이것을 적용하는 것을 추천한다.
It's good. Install FF13fix and 4GB address patch and DXVK and you're golden. Now about the game it's probably my favorite in terms of story/character growth. Only annoying part is having to grind for item upgrades.
Despite not recommending it, if you're simply curious in trying it out you won't regret it. I picked it up because Lightning looks cool. Finally got my hands on this game and took it for a spin. Knowing absolutely nothing going in, it presented itself with many sci-fi spectacles with this Star Wars vibe thing going on. I like it. The design of the vehicles and Eidolons are breathtaking especially ones you'll see later in the game. It does tie in with the worldbuilding along with the story, yet even if I feel the narrative could do a lot better in trying to have us feel or think about, the essence is there anyhow. Themes about believing what you think is best despite all odds. And killing god I guess, y'know typical jrpg stuff. And about the the main cast of characters you get to play as, I appreciate that each main character gets ample screentime. Don't know what else to say than that besides that they eventually get along. It's nice to see after seeing how dysregulated each of them were (save for Sazh and Fang for the most part). Putting all of that aside, this game is linear. In the big 26 I'm more and more grateful for games like these without having to feel burdened by a crapton of things to do... that is until chapter 11. The pacing is whatever for a game that came out from 2009. Can be a slog here and there yet the first 20 hours seemingly go by like a breeze. Chapter 11 changes everything though. Hate to use the term "open world" but you got a wide map to run across doing these missions that are designed to give your characters points to spend on their skill trees. Doesn't help that the games crashes a ♥♥♥♥♥♥♥ there. Ch 11 surprised me and the chunk of time to finally feel prepared to move forward felt like it took forever. If you want to play this game "optimally", look up a guide online in which missions to do before continuing the story. CUZ if you don't EVERY ENEMY YOU'LL FACE WILL BE SPONGEY AF. And it's unbelievably annoying how much damage they dish out too. Expect this moving forward unless you turn down the difficulty to easy. Spare yourself of the challenge, it's not worth fighting a single battle for over 15 minutes. The meat of the game is the unique ATB gameplay. If you like reactive and/or tactical elements in a turn based game, the combat here has a lot to offer. Imo it's alright. I can see the potential in it and would like to see more games explore more into the paradigm mechanic. This mechanic is simply assigning roles to your team that you can change on the fly, so for example 1, if an enemy is staggered you can switch to another paradigm where your team focuses on damage and 2. if your teammates are low on health or a monster is winding up for a big attack you can switch over to tanks and healers. There's a lot more to experiment here and many fights demand careful planning. Pretty much a puzzle in figuring out which character and role is best suited for those fights. I'd say it's akin to Expedition 33 or Blue Reflection games for their reactive/tactical elements. Overall, I had an okay time. I am continuing on this trilogy for Lightning and taking my time with it. My experience did got soured in the remaining chapters of this game with very questionable boss battle designs. Looking at you Proudclad...
Alright, get ready because I have a lot to vent about this game. [b]TL;DR: Terrible game, and you should play it.[/b] [h1]Let's start with the good points:[/h1] + The character design and casting was overall good. Aside from Vanille that can't stop moaning at every step, the party composition is quite good. Each character is unique, recognizable and quite likeable. + The high-level story (and I insist on [i]story[/i], not narration) is alright. It's a classic journey to fight against an apocalyptic destiny, either for the world or your individual well-being. [h1]Now for the long list of issues I have with the game:[/h1] [b]- The PC port is a joke.[/b] Don't even think about playing this without community mods such as FF13Fix, and I highly recommend digging for more mods. Without it, I couldn't even select 1080p, not to mention crashes and instability. Even with fixes I got soft locks, freezes, and fights requiring X to progress simply not registering, forcing me to restart and redo everything. [b]- The level design (or lack of it).[/b] The game is a succession of corridors. I SWEAR it's not an exaggeration. There is almost no branching ever, except in 1 chapter out of 13, but I'll get there. You never engage with your surroundings. You put your brain on auto-run and wait for the next cutscene. [b]- The pacing is copy/pasted from start to finish:[/b] press forward, kill mobs, forward again, cutscene, rinse and repeat until a boss. That's the entire formula. [b]- Character development is a checklist.[/b] They have a starting point, stay there until a "climax" moment, then suddenly become different, and that's it. I'll exclude Hope since he has a more gradual evolution, but once he reaches his climax, he's complete too. You'll notice when they reach that point because they start speaking just for the sake of it, with filler dialogue and clichés. [b]- The narration (not the story) is probably the worst I've ever seen.[/b] If you don't open the codex and read pages of information that is never explained otherwise, you probably won't understand much. Right at the start, Fal'Cie, l'Cie and Cie'th are thrown at you with little explanation. Why going so out of your way to name it like that ? Are they actively trying to confuse players ? Most side characters appear from nowhere, while the protagonists act like they have known each other forever. Most have little development beyond being throwaway characters necessary to move the plot forward. [b]- The battle system has interesting ideas, but is dragged down by so many others.[/b] It feels like an auto-battler, or a mobile game with auto-battle enabled. It's a new take on ATB, but you only control one character at a time, and auto-selection is pretty much all you'll do for 99% of the game. There's little reason to manually input actions because auto-battle is good enough for almost everything. So you sit there spamming A, hoping the monsters die before you do of boredom, because enemies have absurd amounts of HP. Menus are slow and sluggish, hurting the pacing. If the character you control is KOed, Game Over. It's not even a gameplay constraint, since you eventually play every character individually, meaning this was a conscious design decision. [b]- Paradigms are the most promising system. On paper.[/b] You assign roles to characters and create configurations to react to different situations. But the lack of QoL drags it down. Switching paradigms completely refills everyone's ATB gauge (on a 12 seconds cooldown), giving you extra action economy, which is great. Except the first time you shift, you have to sit through a 5+ second cutscene where you lose control and nobody can act, defeating the entire purpose. Multiply that by all the fights and the question becomes less "when should I shift?" and more "is wasting my time on this even worth it for random encounter #356?" So you end up using the same paradigms forever: one to stagger, one to burst, sometimes one to heal, rarely one to tank or buff. And you'd better remember your configurations, because the game won't. Whenever your party changes, all custom paradigms are erased forever. This happens often because the story constantly reshuffles your party. Sometimes cutscenes reset them even when your party hasn't changed, because why not. [b]- The TP system is another good concept on paper.[/b] It's a resource kept between battles for powerful effects, recharged by acting with a full ATB gauge or getting high battle scores. But regeneration is incredibly slow. Worse, if you want your AI companions to know the best actions against a target, you need to scan it, which consumes TP. So your only practical use for TP is scanning, and you barely experience its full potential. [b]- Eidolons[/b] are basically summons. They can transform into vehicles, but only in fights. Why? Probably to try to sell toys, I don't know. [b]- Sol items are yet another missed opportunity.[/b] These out-of-combat items provide strong buffs or allow you to stealth past enemies. You get a few during the first chapters, and then... they completely forgot they existed. You barely loot any for the rest of the game, and they aren't purchasable until post-game. So either you know to grind them early, or you're stuck with a few uses for the next 30 hours. [b]- Progression[/b] is presented as something close to FFX's Sphere Grid or FFXII. Then you notice they put the Level Designer (who had a lot of free time after making a couple hundred straight corridors) in charge of it. It's yet another straightforward path of pre-planned upgrades, because apparently they fear the player making a single decision. On top of that, progression is capped at each chapter. You cannot over-level, you must stay within the rails. The battle ranking system is another problem. You're evaluated on how quickly you clear each fight and getting 5 stars give you extra rewards. Sounds fine, right? Except the target time scales with your party's estimated power, and it scales VERY BADLY. Near endgame, you basically can't get 5 stars anymore, especially with all the downtime mentioned above. So you enter a vicious loop where getting stronger is a punishment: the stronger you get, the less likely you are to get 5 stars, meaning fewer rewards and less progression. [b]YOU ARE LESS EFFICIENT BY GETTING STRONGER.[/b] [b]- Chapter 11[/b] is where they decided to go crazy and make an open world. Now picture kilometers and kilometers of... not so much. You keep the exact same structure, except going from A to B takes 5-10 minutes. You can look for chests, sure, but the main side activity is Stone Missions. You find a point that gives you a target to kill (no, there is no other type of mission), travel for around 10+ minutes to kill it, then do it again. And again. [b]64 times.[/b] Some missions unlock fast travel points, which is MORE than needed, but only specific ones. And of course you can't fast travel at will. You have to find one of those stones, which are quite scarce, to travel to another. [h1]So yeah...[/h1] Overall, this is the worst Final Fantasy game I've ever played, and probably one of the worst games I've played overall. And yet, I see [b]2 big reasons to play it:[/b] [b]1. You get to experience what NOT to do when creating a video game.[/b] It's a brilliant live example of almost everything you should avoid when designing a game. It gives you a case study in how systems that look interesting individually can completely fail to make a good game when they interact. [b]2. You plan to play Final Fantasy XIII-2.[/b] I gave the sequel a fair chance, and I'm glad I did. XIII-2 fixed ALMOST ALL my issues with XIII and is, imo, one of the best Final Fantasy titles. But you need the world's foundations to really appreciate XIII-2. I would almost recommend watching a cutscene compilation on YouTube, but I think knowing where the game started gameplay-wise makes the journey much more enlightening.
it was awesome, it took me about 70 hours to fully understand the combat but that is because i am stupid
Overhated, it has a lot of problems, but people acting like this is the worst thing ever made is just stupid. There’s a lot to like. My only real complaint is that I think the combat is way too slow at times and the paradigm system can get annoying, but the story and characters kept me going.
Final Fantasy XIII is an underrated entry in the franchise. Though panned upon release, it has gradually gained acceptance within the fandom. While the game is certainly flawed, it can stand on its own two feet and make for a mostly enjoyable experience. FF13 was most commonly criticized for being a hallway simulator with no options to do anything else other than the main story for the first 10 chapters - this is an accurate description. But this does not make the game bad by itself, FFX was linear up until the very end and it's one of the most adored entries to the franchise. With that being said, FF13 struggles to balance its linear structure with its encounter design. Although you can see enemies on the field, the path is often so narrow that combat becomes unavoidable. This leads to a core frustration: you often spend 30 minutes fighting through corridors with zero story beats to break up the rhythm. The battle system itself is awesome in isolation, but the game restricts your party composition and builds so heavily that true experimentation only begins in Chapter 11. This artificial limitation amplifies the feeling of restriction. While the worldbuilding and narrative are intriguing, they don't always compensate for the exhausting enemy placement. You will have to push through it to some degree - but once you have reached chapter 11, you will realize it's been worth it. Everything changes in Chapter 11. The game finally sheds its constraints, offering open exploration, side quests, and full control over your paradigms, party compositions and builds. This is where FF13 truly shines. Unfortunately, because the game never explicitly highlights this shift, many players miss the best content and I can't blame them for it - they have been conditioned to expect this from the game for the entire experience that far. However, even the linear parts of the game aren't THAT bad. Even though I just spent two passages saying how frustrating it can be, it can also be very fun. The new forms of the well known summons are cool and unique - it's kind of like Transformers meets Final Fantasy. The summons feel very strong - the boss fights to "recruit" them are all unique and explore the combat system in interesting ways. And even though some of the party members can seem edgy or annoying at first they do develop into likable characters that you want to see overcome their burdens. One thing I cannot omit to mention is the terrible PC port. You absolutely need to look up some mods fixing major bugs and crashes - for one, the game only runs on a 2GB memory which will lead to frequent crashes. Look for a 4GB patcher fanmod to fix this problem and make sure to install "FF13fix" for various bug fixes and performance improvements. Honestly, the game is not playable without these mods and it's embarassing it's being sold in this state. Overall this game would be very good if it wasn't a Final Fantasy game - within the context of the franchise it's just fine. There are a lot of things to enjoy and a lot of things that can be annoying. But in my opinion it's worth giving it a shot if you're generally a Final Fantasy fan. The story is good and the worldbuilding, while not fully explored, is worth diving into, especially since there are two sequels for this game. 7/10
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Where this game's players are, estimated from review languages.
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