
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 2,402 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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Themes across 952 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Final Fantasy that popularised the Stagger system. Final Fantasy XIII is decent and fun yet weird, many nounce this as the "Corridor" where moslty everything is linear and no side content until you reach the 10th chapter then get side quests and walking like a lot of walking, immense walking, walking levels of Death Stranding and beating enemies. Which is mainly due to a lot of building like we got two games that continue the story. Shout out to Cheat engine for having a speed hack. Funny enough you could say it's the spiritual successor to FF Type-0 because it's basically has the same concepts and entities in the story although they are not connected but they share the some concepts, which i really do recommend checking Type-0. Not to spoil anything about the story it is really decent, there's two or three if i am not mistaken stupid details like really stupid but does not affect the story over all. For a PS3/360 graphics are amazing dare i say they are phenomenal and i love the menus like it's rare to talk about a menu that looks good in a video game but i sure do love it. The combat of this 13 is basically if you couldn't control the party members in 7 and they acted on their own. It does sound negative yeah, but not really. the ATB gauge is your command Queue some actions take more than one segment. The party roles/J*bs differ in the beginning but ultimately everyone can have all the Roles, the thing is unlike the past games where you can use the abilities once you aquire them here you have to switch to the dedicated role for the ability that signed to it. The only negative thing about it is when you switch sometimes the camera will switch to each party member showing the switch animation instead of all of them switching at the same moment, it takes time and you hate it the most when you immediately stagger an enemy then switch to beat it ASAP. So yeah Final Fantasy XIII is decent and fun, it has mixed opinions some hate it some like it and i like it. 8 out of 10. A Note : I might actually edit my review and include all of the Trilogy in this one review because why not? And i might not. Who knows.
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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
[h1]戦闘は面白い…それだけ。[/h1] 今更だけど当時は序盤でリタイアしたままだったのでプレイ。以下感想。 [h3]●良い点[/h3] ・戦闘中に戦闘開始前にセットしたロールを切り替え、敵に対して弱体化や味方の強化、敵の弱点を突いてのブレイク狙い等が熱い。これは楽しかった。 ・クリップでの読み物とかなんだかんだ楽しかった…んだけど、これがないと理解しにくい部分多過ぎ。ムービーで描く部分でえ?ここいる?って部分もあったからそういった部分削ってもっと判り易くムービー内での説明できたのでは?と疑問は残ってる。 [h3]●悪い点[/h3] ・UIが最悪。ゲームを実際にプレイしていれば不便だな、と思う部分が多い。例えばセーブアイコンに触れるとセーブ、ショップ、改造という選択肢が表示される。ここでショップで買い物してから改造に進もうとする。普通の快適なゲームならショップを閉じたらそのままセーブ、ショップ、改造の三択に戻るよね?所がどっこい、御洒落さに振ったこのゲームはなんと戻ろうとするとタブが閉じる。しかも数秒操作を受け付けない間を挟んで漸くセーブアイコンにアクセス可能になる。え、普通に遊び難いんだけど?なんで何度も往復するセーブ、ショップ、改造を選ぶだけでアイコンにアクセスし直さなきゃならんのよ。これが地味にストレスとなる。他にも広いフィールドを散策するのに足の速いチョコボに乗りたいのに、セーブアイコンの近くに居ない事が多い。何でよ?普通に呼び出せるようにしたら良いじゃん。また、ワープアイコンがマップの何処に有るものなのか目視出来ない(マップとかが表示されて確認出来ない)。文字で~平原中央と表示される。数も少ない。テストプレイした?昔のゲームと言っても余りにも不親切では…? ・不親切さはストーリーにも表れる。もう有名だから細かくは書かないけど、専門用語多過ぎてその説明をクリップ内の文章に丸投げし過ぎる。序盤から中盤にかけてちょっとストーリーが進むと過去の話で実はこんな流れだったんですよ~とムービーが流れテンポが悪いったらなかった。もう少し判り易いストーリーを組み立てられないの?それ以外は同じ様な事の繰り返し過ぎ。落ち込んで仲間に励まされて…は良いんだけど、それを繰り返し過ぎるよ。登場人物もストーリーの為に、すぐ確認すれば良い事をワザと後回しにして結果事態が悪化する事が多いし、人間味を感じる思考していない。普通この年齢なら報連相しっかりするでしょ、と感じるキャラが多いし、逆にこの年齢でこんなに割り切れないでしょうよ…て人物もいて、終始ストーリーの為にキャラが動かされている感が強く、納得感が薄かった。 ・ゲームシステムの自由度の無さ。上記で戦闘を褒めたけど、それも面白い!と感じられる要素が解禁されるスピードが遅すぎる。中盤以降に漸くRPG本来の、自キャラを強化する楽しさが見えてくるものの、それまでは育成も限定されてコツコツと自キャラを育てる楽しさも薄く、強敵とのギリギリの戦闘を開発側に強いられてしまいストレスとなってしまう。後、召喚獣を従える為の戦闘が本当につまらなかった。あんなチェイン稼ぐ為に殴るだけならそれこそ思いをぶつけるムービーだけにしてその後に活躍出来る戦闘を挟んだ方がよっぽど印象に残ったのでは?オマケに広いフィールドを探索出来るようになるのは終盤も終盤で、後はラスボスの元に行く為にコクーンに乗り込むぜ!って段階だったのにはびっくり。しかも広いと言ってもデカめの平原一個と他は細いダンジョンモドキが数個で、これが発売された当時でももっと広いフィールドを探索出来るゲームは有ったと思うんで当時のレベルで考えてもう~~ん…と感じた。ワープアイコンを起動する為にはミッションを受けねばならず、何度も行き来する事が有るせいで折角楽しい戦闘も面倒くさい作業と感じてしまいやすい部分も有り、不っ親切だな~~~~~~とため息出ちゃう。 [h3]●まとめ[/h3] ・プレイヤーの方を見ずに自分達の良いと思った物だけ詰め込みました、という粗さを感じる作品だった。発売当時も思ったけど、やり直してトロコンした今も、押しつけ感が凄いな~終始置いてかれて画面の中の人達だけ盛り上がるストーリーだったな~と感じました。こういう作品作りをするなら、以前こけてしまったとは言え、ゲームでは無く映像作品として作っていく方が良いのではないかなぁと思った作品でした。
Incluso aunque no pude acabar el juego porque El Piasa (segundo encuentro) absolutamente destruyó mi estabilidad mental y emocional al ver que era imposible vencerle en mi estado actual, me parece un juego de 10, con unos personajes muy buenos y una protagonista difícilmente olvidable. Tengo muchas ganas de continuar la trilogía de Lightning por más que la gente en redes intente hundir este juego. Una experiencia única que se ha vuelto uno de mis juegos favoritos, aunque algunos me tirarían piedras por decir eso.
Discourse of this game is most of the time just a rehashing of old and tired arguments against some points where it falls short which it is fair to do but at the same time these discussions also seem to ignore what it actually does it best in the series: ATB combat system The game shines because of the combination of: - Multiple ATB bars per turn and the many techs that come with it - Full health restoration after battles - No MP cost to spells - "XP" cap in each chapter - "XP" shared party wide The result is a highly addictive combat loop where exploring the world is less about a battle of attrition and resource management like the prior games in the series and more of understanding the combat system and it's nuances, adding to that experience is also how the combat rating system incentivizes perfecting strategies since encounters don't drop gil directly, instead they drop materials that can be sold but to have a higher chance of drop you have to actually be winning battles fast enough to get enough "stars". This is also highlighted by how balanced the game is throughout it's main story line content, the difficulty curve is very well tuned and the game doesn't really allow for the player to actually overpower it for the most part The other side of this coin is that if you don't really vibe with the combat there is basically nothing else in the game for you to do since every bit of progression comes from fighting itself, as someone who generally dislikes mini games in previous FF this was somewhat of a pleasant surprise as most of the times my feelings of being stalled from plot progression for some type of minigame was mostly frustration There is also an upgrade system that uses those dropped materials but sadly this was somewhat of a frustrating thing to play around, it's not good when you actually most of the time need to be looking into online guides to know how the upgrade you are doing affects the gear you are upgrading, this is also what makes the Treasure Hunter achievement quite the boring grind if you care about doing that, for me the weakest part of the game by far Another point that is for some reason controversial in online discussion are the characters, for my tastes this was actually some of the most relatable party members in the series because of how most of them were actually allowed to be normal everyday people put in an absurd situation, this creates friction between the party to an extent that wasn't really explored in the series before (think of Wakka in FF X or Steiner in FF IX but applied to pretty much all the party) Just to give myself a break from "defense mode" in this review I want to touch on the presentation of the game, which is easy to see as it most "agreeable" strength, Square Enix really pushed hard on this being one of the most visually appealing 7th generation console game and it really shows, together with Masashi Hamauzu on the lead for the OST the "vibes" of the game are some of the most engaging and memorable in the series, the menus also scream mid 2000s aesthetic which I love The biggest issue that I had with the game actually didn't have anything to do with it's contents itself, instead it was a result from the steam port, since I use a 1440p monitor I had to use the FF13Fix mod to actually have proper resolution scale, it's also nice that this mod also comes with some other workarounds that should be included in the base port from the start In the end recommending this game is easy for me to do not only because I myself found it to be extremely fun and competent as an RPG it's also really cheap (it even goes on regularly good sales) I also generally recommend people to actually try to experience things for themselves instead of relying on the zeitgeist of the FF fanbase, with such a varied franchise you are bound to like some games that are not well received as much as to dislike some of those fan favorites, just be sure to make those decisions yourself
大絶賛するほどではないですが、ネット上の評判ほど悪いものではないと思いました。 ゲーム性は好きです。
I really wanted to like this game, but the cons outweigh the pros. I heard this game was linear but holy heck I was not expecting it to be so on the nose. Its a literal hallway of back-to-back battles for the ENTIRE game excluding chapter 11 (the "open world" segment). I was holding out on complaining about it until chapter 11 because everywhere online says it gets better once you hit that open world. No, it does not. Once you enter the open world you are basically soft-reset back to level 1, as every enemy now hits like a truck and most encounters aren't possible to survive. The gameplay loop becomes "hunt this target, now hunt this other target, and so on" until you have farmed enough points to meet the scale of the enemies around you. Chapter 11 isn't "the open world" chapter, its really just "the level grinding" chapter. I did enjoy the story, but I felt completely lost and lacking context for the first several chapters because the game doesn't explain key ideas well (if at all) unless you are reading data logs hidden in sub menus that explain these things. As for the combat, its really solid and would only need a few tweaks to be one of the better combat systems, but every encounter can be defeated with the same exact setup. This could be said for most other FF titles but since combat moves at a snail's pace it feels extra monotonous. The paradigm system isn't too bad, but every time a scripted party change happens you lose your customized paradigms, requiring you to redo it once you reobtain your original team.
Arrivé au chapitre 11, le jeu plante non stop. Parfois il plante même pendant le chargement de la sauvegarde du jeu. Même en appliquant des correctifs communautaire, rien à faire. La blague, le jeu devient impossible à terminer car plantage sur plantage. Et bien sur, Steam ne rembourse pas un jeu qui a été joué plus de 2h, vu qu'il en faut bien plus pour arriver à plantage-land.
[h1] Um dos grandes jogos da geração PS3, e muito injustiçado [/h1] [h2] Porque é um jogo injustiçado? [/h2] Final Fantasy XIII é um daqueles jogos que são odiados por fãs que não gostam de novidade e variedade, tendo sua estrutura de campanha tomada como espantalho para declarar que o jogo é ruim. Na realidade, é um dos grandes jogos não só da franquia mas da história dos RPGs, que é super-comentado como horrível por ter uma campanha em maior parte de forma linear. [h2] Mas porque o jogo é bom? [/h2] Bom, para começar, é impossível não citar por cima os visuais incríveis que se mantém lindos até hoje (mesmo o jogo sendo de 2009), a trilha sonora impecável, a história emocionante, o design dos personagens e seu sistema mecânico inovador e interessante. [h3] Gameplay [/h3] A gameplay do jogo talvez seja seu ponto mais forte. De forma geral, a campanha ocorre de forma linear em que você passa por inimigos e escolhe se entra em combate com eles ou não (SEM ENCONTROS ALEATÓRIOS HEHEHE). Fora de combates o jogo é mais curtir os cenários e passar por cutscenes, sendo o ponto forte a história e o combate. O combate funciona por pontos de ação/ATB em seu personagem principal e controle por computador dos personagens secundários. Seu principal tem seus pontos de ação carregado gradualmente, cabendo a você decidir se usará um ataque simples que gasta 1 ponto ou uma mega bomba que gasta 3 pontos (isso foi um exemplo). Assim, durante o combate você vai escolhendo suas habilidades e mudando os "jobs" da party, sendo aí o ponto mais interessante: Ao contrário de outros Final Fantasys que os personagens assumiam jobs e evoluiam nele ao utiliza-lo ou tendo o job associado ao status, em Final Fantasy XIII, todos os personagens passam por todas as "classes" do jogo ao longo das batalhas. Isso porque de forma simplificado, os personagens não tem classes, apenas modos de combate, podendo mudar entre Ravager/Commando/Sentinel/Healer/Synergist/Saboteur durante a batalha, sendo cada modo essencial para o andamento da mesma. É claro, alguns personagens devido seus status naturalmente assumem mais algumas funções (inclusive com outras vindo bloqueadas inicialmente no jogo), mas ao fim do jogo todos utilizarão todas. Isso porque essas funções por si só alteram o funcionamento e status das habilidades do personagem, não fazendo distinção de poder se o personagem tem mais ataque físico ou mágico. Isso significa que o jogo de forma geral, tem um sistema que foca muito mais na sua estratégia de combate do que em maximização de status, formando um dos sistemas mais divertidos e interessantes de Final Fantasy, que te estimula a pensar mais em como você coloca sua party, do que como vc equipa e upa ela. A maior prova disso é que esse é um jogo que é impossível de ser jogado somente spammando Attack e Heal, fazendo isso você morreria até para inimigos simples. Isso ocorre porque, o jogo basicamente funciona com a função Ravager servindo para carregar a barra de stagger do inimigo, enquanto Commando dá golpes de dano bruto. Entretanto golpes de Commando sem a barra de stagger usualmente tem um dano insignificante, sendo necessário que você utilize a classe e outras como Sentinel e Saboteur para que a barra de stagger sofra mais rápido (Parece confuso, mas não é, só é dificil explicar por texto). Resumidamente, as classes combinam para dar buff, debuff, carregar barra de stagger, dar dano, curar e tankar em uma dança contra o inimigo. Além disso, como a composição da party e as formações (modo de combate que cada personagem assume) são definidas antes da batalha, para as boss battles isso faz do jogo um grande xadrez que te faz criar várias estratégias combinando os modos de combate para derrotar o inimigo. [h3] História/Design [/h3] Bom, a história é conhecida por ser confusa com termos difíceis de entender sendo necessário ler os logs. Tudo isso é mentira criada por gente que não presta atenção no jogo, tudo é realmente muito entendível, sendo principalmente focado nos personagens e suas vidas. De verdade, a única parte realmente confusa é a parte do boss final, que deixa algumas perguntas em aberto. Quanto a design, difícil explicar o porque Final Fantasy XIII é tão importante sem mencionar os cenários realmente deslumbrantes e criativos, personagens ao mesmo tempo clichês e animescos mas tão únicos e marcantes (Sim, estou olhando para você Lighting), monstros enormes, summons no mínimo exóticos (sim todos assumem formas de veículo). Tudo é muito lindo, criativo e se sustenta graficamente até hoje. Realmente vale a pena ver fotos e vídeos para entender, ainda mais as cutscenes que são ANIMAIS. [h3] Trilha Sonora [/h3] Tendo jogado já Final Fantasy I, II, VI e X, Chrono Trigger e muitos jogos, ainda digo seguramente que a minha trilha preferida é a de Final Fantasy XIII. Um tema marcante, com vocal lindo e emocionante, que é retomado de forma peculiar por todo o jogo, assumindo texturas e formas exóticas, que fazem com que você reconheça o tema mas não se canse dele, pois sempre assume uma nova forma. Além disso, é impossível citar trilha sonora desse jogo sem citar a música de batalha e os ♥♥♥♥♥♥♥♥♥♥♥♥♥ violinos estrondosos que fazem com que o mais simple combate pareça cena de filme do Zack Snyder. É realmente tudo muito incrível, tanto o tema principal, quanto a música de batalha, quanto a variedade de outras trilhas em gêneros como Nu-Metal, Blues e Jazz. [h3] Pontos Negativos [/h3] Sinceramente, os únicos pontos negativos que percebi no jogo é realmente uma certa demora que tem para o jogo alcançar o mundo aberto (apesar de ser super de acordo com a história) que é um dos pontos altos do jogo. Mas que é compensado pela história divertida. Além disso, somente me incomodou a necessidade de um grinding excessivo para que a platina do jogo seja alcançada. [h1] NOTA FINAL 9/10 [/h1]
评分:8/10。 cg质量很高,通关这一刻的震撼已经无以言表。十几前年的作品,对比现在的游戏从画面、音乐到人设都毫不逊色。这才是最终幻想该有的样子。人物设计相当不错,延续了se一贯的高审美,造型时尚,性格饱满丰富。剧情不算系列上乘。 美中不足是玩法太过老旧和无聊,战斗系统确实很有新意,但是玩久了就很犯困,流程线性播片很多,地图设计也是基本一本道,这样的游戏设计如果剧情平庸就会失去沉浸感。
Game is pretty good when you don't have a ♥♥♥♥♥ in your ear telling you it's bad
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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