
Lightning Returns is the concluding chapter of the Final Fantasy XIII saga and series heroine Lightning's final battle. The grand finale of the trilogy brings a world reborn as well as free character customization and stunning action based battles.
Modeled estimate, not a reported figure. How we estimate →
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): 0.67/day in the week to Aug 4 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 105 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i really want to love this game for a lot of the same reasons i really like 13-2 but it feels so much more like an expansion scope wise and it struggles a lot because of it. Its still very very creative and has great music and is a very unique idea for a sequel but i think it isnt worth it with this game. I could go into it but i dont think the time mechanics are all too well done. Its very obvious they werent here from the ground up and were an idea added in post, from an interview ive seen seemingly was something added to add depth obfiscation to make the world feel bigger then it acutally is. As someone who loves majoras mask and the sonic like quality the timer adds to the game (replays feeling like youve really learnt a lot and the mechanic changing they way you view the game when it isnt something stressful) i feel like its simply a gimmick here, its a stressful theme until you start "fixing" it with the games tool it gives you to but it feels like an exploit. Its just a "oh i figured it out alright" and for the rest of the game it isnt a smart usage or an integral experience its just kinda something that exists. I dont ever feel like im doing cool things with it or the game is pushing me any direction other then anxious about things aside from the whole "cant do every side quest because theres not enough time so theres choices" but it really just doesnt feel like a well thought out gameplay experience. It feels like a smaller scale 13 game, not even sequel (in the vein of verse 13) but they needed an excuse for it to be more unique then it already is on its own. This is a 1 party memeber jrpg. I can only think of Dragon Quest 1 for that and its really cool the way they make lightning feel like a party with just herself and is such a fun way to follow up on dresspheres from X-2. It really carries the gameplay for me. I can really still reccomend it for the uniqueness and the geneuinely unique ideas and presentation this game has, but I cant say it makes me feel like this game is "good" its just a really interesting experience. Also the game has a really really fun style, im in love with the name drops for areas for example I just think all put together its a crazy step down from 13 2 to me, and feels like it ignores that game. Not that that invalidates Lightning returns but its just messy in the ff13-1 way. I think the most obvious showcase is [spoiler] the decision to have Hope be his kid self from 13-1 and have his memory messed with so he can just. "be hope 13-1" and the dialogue with him is more or less the same as Chadley's open world dialogue from Rebirth. [/spoiler] It just doesnt scream confidence or quality and stops him from being an interesting character. Which is important cause hes the only other protagonist and theres really a lot to pick apart with the writing and plot. But thats kinda part of the 13 experience at the end of the day. I think its worth a try if you like 13 but considering i think the dialogue is even worse then 13 1 this game is a hard time to get into if you arent already attached to SOMETHING ff13. Be it the dated interesting take on nostalgic aestetics across the 3 games or the really specific kind of roller coaster feeling the trilogy is. In other words i think if you like or have tried to like either ff13 or ff13-2 this is maybe the funnest game stylistically and really special. But it doesnt hold up imo on its own very well. Im glad it doesnt need patches for this port this time though side note also the game does game over you at the end if you fail to do all the main quests in the areas by the time runs out. And while it isnt hard enough to push you there on paper i think stuff like chronostasis is explained so poorly that i ended up just wanting to restart by day 3 cause i felt like i "messed up" (i played ps3 ver before steam) and unlike majoras mask simply pushing you back and asking you to put urself up to another cycle (really just an area or dungeon again) this game tells you to actually restart. the jrpg. and the new game plus option they give you when you do is really lame imo. It just keeps ur stats but if you need to do sidequests to earn extra days so no matter what if you fail its just. The same sidequests and story progression but on easy mode. Its kind of insulting that theyre willing to waste ur time if you just arent figuring it out and struggle. Its very similar to the timer in pikmin 1 though, where it really wont game over most people but it makes 100% daunting and close. Its just that i dont feel i understand any kind of pace i need in Lightning returns to not worry im "behind" and its just an awful feeling
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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 13: 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.
Genres
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, Japanese*, Korean, Traditional Chinese*languages with full audio support
Hours played at review time, across 105 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
34 hours of my life im not getting back
I gave up playing this. It gives me too much of the same vibe as FF13-2, where most of the game was just fillers to justify inserting the story into a game. It's basically a generic "MMO" like/solo J-RPG where you go around helping random generic NPC by accomplishing quests to acquire rewards, mixed in with a "dress up" game where you unlock outfits for Lightning (from what I could see on the wiki, there are hundreds of them). The only incentive to play this is because it's Final Fantasy 13 themed. If that's good enough for you and you absolutely love Lightning, go ahead. Personally, I got bored within the first hours, because this isn't Final Fantasy 13. Some part of it barely reminded me of Final Fantasy 15, which I actually enjoyed playing even if it strays away from the FF genre. If the only purpose of this game is just a "happily ever after" ending, I think I'm just going to watch a Youtube video and call it a day. --- I barely started playing the game, so I still have plenty more to see. But as a starter, I can say I don't like what I've seen so far. I liked the original Final Fantasy 13, and although I had hope I would like 13-2 too, the entirety of the game felt like a pointless chore to me. For now, I'm afraid the same will be true for this game. On the plus side, it looks nice graphically speaking. But then again, it was Playstation 3 era (what I consider to be good enough). Even if when I first played Final Fantasy 13, I was afraid the cinematics cost them more money to make, than the game itself. For some unknown reasons, the game feels stuttery, even though I have a very beefy computer that can run modern games (2022-2026) at 4K. By default, the fps is supposed to be fixed at 30, but it keeps fluctuating between 27 and 29, which feels way more stuttery than it should. And if I set it to dynamic fps, it seems to fluctuate between 40 and 60, which doesn't make it any better. I've played plenty of 30 fps games which were a lot smoother than this Edit: It looks like all the stutter problem stems from running the game in fullscreen, even at lower resolution, which doesn't make sense. The moment I set it to windowed, all the stutters are gone, and the game feels smooth. Problem is, either you set a lower resolution which results in a smaller window never floating perfectly at the centre of the screen, or you set a higher resolution which doesnt perfectly fill the screen horizontally, but it will most definitely overflow vertically at the bottom. I was also surprised to see these settings as a menu which appears as a bar above the game, rather than an in-game option. Otherwise, this game gives me the same vibe as with FF10-2, FF13-2 and Dirge of Cerberus. They're reusing the characters from past franchise just to cash on it. The dialogs are kind of cheesy, and some characters are repeating some in-universe explanations over, and over, and over, and over again. So far, the writing is closer to your average low quality J-RPG than every of the main Final Fantasy games (like, say, FF4, FF5, FF6, FF7, FF8, FF10, FF12, FF13; I haven't played the 9th so I cannot say). The plot is... Strange, to say the least. It doesn't have any direct connection to what happened in the previous game, even if the game is talking about the events that transpired previously. But like I mentioned previously, they just needed an opportunity to cash on the popularity of the character(s). The combat system is similar yet different from what I remember from the previous games. In FF13, you had to wait for the bars to fill up to perform actions; some of which used one or several sections of the bar. In this one, you have a gauge which fills up, and some actions will consume more or less of it (as quantity, rather than sections). But the difference is you have some amount of control, allowing you to walk around the battle zone, as well as the ability to guard to block an attack (with the possibility to time it for a perfect guard). I'm still too early to determine whether or not it's going to be annoying. But from what I've read online, the "Easy mode" is actually the "Normal" difficulty, and the "Normal mode" is the "Hard" difficulty. So I picked "Normal" to see for myself. On the plus side, from within the in-game options before starting a game, you have the option to enable downloadable contents. This allows you to redeem a bunch of free weapons/armours/outfits with somewhat better stats and abilities than the basic stuff you're given when starting the game. That should make the experience slightly more enjoyable.
Final Fantasy 13: Lightning Returns is part 3 of the Final Fantasy 13 trilogy, and also very different than the previous two in terms of both pc port quality and gameplay. Pros: + Brilliant art direction, color palette, character, and overall design by legendary Tetsuya Nomura + Main characters are hit and miss. There are some beloved, iconic characters, such as Lightning + Combat and gameplay allow for more player agency and involvement over previous recent titles + Decent soundtrack + Menus and sound design are satisfying and pleasant + Most of the visuals hold up very well + Much better pc port than the previous games, and works right out of the box for many, including myself. No troubleshooting or 3rd party patches required. Also offers even more settings than the previous games, all without a separate launcher Cons: - Main characters are still hit and miss. There are still some annoying or cringey characters - The game is on a time limit, and you will get a game over if you do not complete the game within the allotted active time. One of the worst gameplay mechanics imo, and if I had known this was a feature, I wouldn’t have bought the game - The game starts with tedious and boring chores and mechanics, such as talk to a bunch of npcs, find a bunch of numbers on the wall, and a tailing mission, all after the optional combat tutorials. Not a strong start at all - You can only control a specified single character in a party, and it is Game Over if said playable character gets KO’ed and allies still stand; said playable characters cannot be revived - Still missing features, such as volume settings, controller vibration, and inability to quit the game using a controller, unlike older FF titles had. Additionally, you cannot quit this game even with a keyboard, without using Alt+F4, which is embarrassing as far as development goes - Hope is constantly spouting and repeating dialogue to you via comms, very annoying Mixed: ~ Combat and gameplay have changed a lot from the first two FF13 games. It is still mostly strategic hybrid turn-based and real-time, but now leans more real-time. They got rid of auto-attack and paradigms, but now you instead switch between three different loadouts of weapons, gear, clothing, accessories, etc, while constantly actively choosing your attack types. You still manage ATB, but you also now have the ability to block and perfect block. You also manipulate time outside of combat, as well as have a fixed amount of time in the game world. I’d imagine these changes have divided fans, or put off others in general ~ Generally more feminine than other FF titles In conclusion, I’ve given it quite the chance, but after seeing how much it has changed from the first two parts, and what mechanics were added, I can safely say it is not for me, as I am not a fan of such mechanics, especially the time limit. Hey, at least this one is a good port that runs on modern hardware, though. I do recommend this game for FF fans who do not mind such changes and because the port quality has improved so much. However, I personally can’t recommend it via the review rating if you are a newcomer to the series, or don’t like the mechanics described above, for I had found the gameplay boring and unappealing. I would steer clear of this one. Overall Rating: 2 out of 5
This game, as many others have confessed, is very difficult to talk about. I always knew I was going to play this game, as a big overall Final Fantasy fan, and have made reviews regarding my experiences with the previous two 13 games. Basically, I really didn't like them, for many reasons, but not the repeated arguments you find online in old reviews when they came out (too linear, etc.) My reason for playing this, besides the simple curiosity of finishing this series, was to develop my own opinions on this, and having now finished 13-3, I'm genuinely glad I did. I'm not saying that if you don't want to play 13 and 13-2 this is worth playing, and to be clear, overall I do still not recommend this game, but 13-3 is a very interesting game, while the other two simply weren't. It does things in a new way, possibly angering fans of the last two games, but since I wasn't one, I really liked the shakeup overall. First, the story. Some of the reviews here seem to believe that they threw away most of the plot from the previous two games for this installment, and I honestly don't really know what they mean. Yes, there is a large time jump, but it doesn't prevent the plots of the previous two games from mattering (even though I wasn't a fan of the plot in the first game especially.) What I think the big difference here, is that the previous two games were very 'goal' focused games. It's what led them to being so linear, that each story beat pulled the characters along and through the world. However, this game's story is very 'character' specific. Being given the open zones, the main story beats follow up on finding characters from the previous games, and exploring their current hopes and wishes, while reflecting on Lightning's specifically. (I'm NOT saying the previous games had no character moments, just that this one focused much more into them.) Being set up like this, means that you aren't pull around the world as much, which I think led to people believing less happens overall (which is kinda true), but in no way does this negate the impact of the previous stories, and personally, I like more personal character focused stories, so it's a plus in my book. Second, combat. I had major issues with the combat in the previous two games, being that they were so simplistic, and the only useful player expression was timing your paradigm switches, and the hidden mechanic of receiving free ATB bars after switching every 8ish seconds. That entire system is gone. Now, you build three classes yourself, using a garb (armor), accessory, ring, and slotting in any four actions (sometimes less with built in skills with different garbs). It's very similar to the system from FFX-2, and the dress spheres, where the outfits made up the classes. I cannot express how much of an improvement this is. It means you make very clear decisions while building your classes, and the way one player builds their fighting style could be completely different from mine. It isn't perfect, but the effort here is a lot better. In my playthrough though, I did fall into a habit that seemed to work through basically the whole game. Given three of these classes to switch through in combat, I made one all magic (boosting the magic stat as high as possible) with all four elements for targeting weaknesses, specifically for staggering enemies (basically a Ravenger,) another was built was all strength (boosting the strength stat as high as possible) while focusing solely on one big attack to deal damage to staggered enemies (basically a Commando), and the third was a tank, ignoring all offensive stats and building up defenses with occasional debuffs (basically a Sentinel). It was a strategy that just pulled the game wide open, and I almost never really struggled until the very end of the game, but I'll get to that. I still liked it a lot though, especially since I didn't play it the same as the previous two. In fact, I practically never used a Sentinel role in the last games, until I took up the optional super bosses, and here, the customization and being able to guard + debuff in one class meant I never stopped using this playstyle unlike before. Third, leveling. The leveling system from the previous 13 games was simplistic, but fine. I personally have never had issues with a standard level up, and in this game, that does not exist. You only gain stats from completing either main quests, side quests, or prayer quests. I was skeptical of this, and I've seen people complaining about this system, but in the end I didn't mind it. While fighting monsters doesn't earn exp, the items every monster drops usually fits into one of the many side quests in the game, so you're still working toward a better character with each fight, and you also gain EP, useful for pausing the in-game clock and 'buying' yourself more time. In fact, once you find a rhythm for some of the tougher monsters, you can earn a lot of EP very quickly, and completely negate any worry of running out of time, so overall, I didn't like or dislike the system. Fourth, the clock. This is where FF 13-3 gets interesting to me. I never would have even considered a Majora's Mask-like countdown. Personally, I do get the fear of time pressures in games, but I don't go out of my way to avoid games with them. Usually, I find when I do beat games like that, I end up appreciating it in the end, as I feel these mechanics really make me feel my choices. Unfortunately, while I did think this worked at the start of the game, as soon as you're strong enough to defeat large monsters that grant 2 EP when killed, and figure out how to abuse the 1 EP ability Chronostasis, you break this system entirely. I basically beat this entire game during the 4-6 days, spamming that skill repeatedly, as in the back of my mind, I had no idea how much I was completing or how much there was to do. In my single playthrough, I completed 63/66 side quests, (1 I'm sure you can't complete because you have to fail on purpose to find another, and the other two required a level of stats that are simply not possible to obtain in a single playthrough) and all the optional prayer quests as well. It really took the wind out of this game's sails once I finished almost everything you could possibly do, and ended up using the inns to sleep through multiple days towards the end just to reach the ending. I think this might've been a lot better if that skill cost maybe a whole 5 EP, it's so broken, and gaining EP is so easy, it might've been the only way to prevent it's abuse. That being said, the time factor didn't really add much in the end, as my gamer brain refused to not optimize my play, especially since I was worried about running out of time, and perhaps in the end it became a total negative because of it, which I am disappointed by, because when I started, I liked the idea. Fifth, outside-of-game support. While some people report that this game runs fine for them, I did have to find a fix for the framerate to play this game, but it was simple to find and install. That being said, I had to look up a whole lot more in this game than the last two, because I was scared of losing time, and didn't want to blindly search for one of the many things they tell you to blindly find in this game, or locations of monsters to kill. I have no issues with looking up things in games, it's your experience, if you aren't having fun you should, and searching for something I wasn't going to find myself is not what I'd consider fun, so I fell back on that crutch a lot. It spoke to a real problem with a lot of the quests in this game, that their directions leave much to be desired, and while you are out of luck, blindly searching, so overall, it felt tedious to complete some of these quests. Basically, for positives, I liked the direction the story and the gameplay went, but the time mechanic doesn't work and the quests are annoying to do. Thanks for reading!
▷평점 : ★★★★☆ FINAL FANTASY XIII : LIGHTNING RETURNS 2013년에 출시한 RPG. 파판13 시리즈는 총 3부작이 존재하는데, 그 마지막 작품. 게임을 좀 느긋하게 하고 싶은데, 절대 느긋하게 할 수 없는 게임이다. 이런 시스템 때문에 누구에게는 스트레스로 다가올 수 있는 파판13-3 이라고 생각한다. 절대 1회차에 진엔딩을 볼 수 없는 게임이며, 1회차에 엔딩을 보고 싶다면 무조건 공략을 따라야 한다. 그런데 공략을 보더라도, 시간적인 압박이 존재하기 때문에 유저는 플레이 내내 시간 압박에 시달릴 거라 생각한다. 물론 시간을 멈춰주는 스킬이 있기 때문에 이 부분만 잘 활용하면, 게임이 보다 수월해지지만, 그래도 시간 압박이 존재하는 게임인 건 분명하다. 게임의 목적은 마을이 총 4개가 있는데, 마을마다 약 1~2개의 메인퀘스트가 있다. 해당 메인퀘스트를 모두 클리어하고, 마지막 날까지 버티는 것이 목적이다. 물론, 여러 제약 조건이 있기 때문에, 말은 쉬우나 실제 플레이하면 꽤 어려운 난이도로 느껴질 수 있다. ▶스토리 그리고 파판13-2의 마지막 엔딩에서 '죽음과 혼돈의 여신 에트로'가 사망하자, 새로운 생명은 태어나지 않았고, 살아 있는 인간들은 죽지 않는 몸이 되었다. 그렇게 500년이라는 세월이 지나고, 이를 가엾이 여긴 지고신 부니벨제는 새로운 세계를 탄생시키기 위해 '라이트닝'을 되살렸고, 전 인류에게 '종말의 날'을 선포한다. 500년만에 깨어난 라이트닝은 '노아의 방주'처럼 사람들을 구원하기 위해 고군분투하는 이야기를 담고 있다. 그 시간은 단 6일. 하지만, 인간을 구원하면 세계를 최대 13일. 마지막 날까지 포함하면 최대 14일까지 늘릴 수 있다. 더 많은 사람을 구원해 세계의 시간을 늘리고, 시간이 늘어난 만큼 더 많은 사람들을 구원해야 한다. 사실상, 파판13-라이트닝 리턴즈에서는 정말 뜬금없이 이야기가 진행된다. 분명 파판13-2에서 봤던 엔딩에서 이어지지 않고, 중간에 무언가 생략 당한 느낌의 프롤로그인 것은 혼자만의 착각이 아닐 거라 생각한다. 뭐랄까... 책을 1권부터 6권까지 다 읽었는데 다음 화가 없고, 10권이 바로 이어지는 느낌이랄까? 대부분의 플레이어는 아마도 필자와 같은 생각을 하지 않나 생각해 본다. 게임 자체도 스토리성이 있다기보다, 짧은 스토리를 늘리기 위해서, 여러 퀘스트와 노가다 요소를 엮어 놨기 때문에 스토리만 감상하기란 매우 힘들다. 특히 진엔딩의 경우에는 더욱 감상하기가 어렵고, 까다롭다. 그 이유는, 게임 특성상 '시간 제한'이라는 것 때문인데 GP를 써서 시간은 동결시키는 마법이 있긴 하지만, 몬스터를 멸종시켜야 한다는 서브 퀘스트 때문에 중후반 가면 GP모으기가 매우 힘들다. 참고로 필자는 Normal 난이도에서 플레이했는데 이 정도 어려움이면, Hard 난이도로 플레이한 유저는 정말 대단하다고 생각된다. 각설하고, 진엔딩까지 본 필자의 생각으로 말하자면, 핵심 스토리는 매우 짧은데 그 짧은 스토리를 보기 위해서 거쳐야되는 요소들이 너무 많기 때문에 '플레이 타임을 억지로 늘린' 게임이라고 생각된다. ▶게임성 파판 13-1, 파판 13-2를 플레이 했기 때문에, 스토리를 위해서 파판13-3(리턴 라이트닝)을 한 플레이어도 있을 것이다. 그런데 대체로 바뀐 부분이 많기 때문에 오히려 혼동이 올 수 있고, 게임하는 내내 스트레스받으며 플레이할 수 있다. 물론, 이런 시스템적인 부분들이 누군가에게는 좋은 이미지로, 또 누군가에게는 나쁜 이미지로 각인될 수 있을 텐데, 필자의 경우는 나쁜 이미지로 각인되었다. 아래에 설명할 텐데, 대체적으로 [전투 시스템]과 [제한 시간 시스템]은 진짜 최악 중의 최악이라고 생각된다. 아니 정확히, [제한 시간 시스템] 자체만으로 굉장히 피로감을 느낄 수 있다. 어떤 느낌이 들었냐면... 파판 10-2 느낌이 들었다. 파판 10-2에서는 '특정 동선'을 따라가지 않으면 '진엔딩'을 못 보는 시스템이 있었는데... 확실히 파판 13-3(리턴 라이트닝)도, 시간 동선에 맞게 플레이를 효율적으로 해야 됐다. 예를 들어, '빛의 도시 룩세리온'에서 오전 10시부터 오후 3시까지 수락할 수 있는 퀘스트가 없기 때문에 다른 도시로 이동하여 퀘스트를 해야 했고, 또 오후3시 이후에는 다시 '룩세리온'으로 돌아와서 퀘스트를 진행하는... 음.. 그러니까 시간 동선에 맞게, 시간을 굉장히 효율적으로 분배하고 플레이를 해야 한다. 그렇다. 퀘스트도 수락할 수 있는 시간대가 존재한다. 이런 수락할 수 있는 시간대가 있기 때문에 시간을 굉-장-히 효율적으로 분배해서 플레이해야 한다. (그런데 게임을 갓 시작한 유저는 이걸 다 어떻게 아냐고.. 고로, N회차까지 플레이하라는 뜻이다) 참고로 파판 13-3(리턴 라이트닝)은 게임을 켜두고 가만히 있으면 '게임 시간'이 저절로 흘러간다. 그렇게 흘러다가 약 6일차만에 게임이 '베드 엔딩'으로 종료된다. '지고신 부니벨제'가 세계를 초기화 시키기 전에, 많은 사람들을 구원해야 하는 것이 이 게임의 메인 목적인데 [사이드 퀘스트]를 클리어해야지만, 이 제한 시간이 풀려서 최대 13일까지 늘어난다. 그러기에 [사이드 퀘스트][서브 퀘스트]는 필수로 진행해야 한다. 나머지는 아래에 서술할 테니 읽어보도록 하자. ▶전투 시스템 하지만 파판 13-3(리턴 라이트닝)은 전투 시스템이 전면 개편되었다. 전작 리뷰에서도 썼지만, 실시간 액션 게임을 만드려다 실패해서 나온 결과물이라고 생각되는데, 파판13-3(리턴 라이트닝)은 실시간 액션 게임 느낌처럼 살려냈긴 했지만, 사실상 많이 미흡하다고 생각된다. 쉽게 파판13-3(리턴 라이트닝)의 전투 시스템을 설명하면, 파판13-2처럼 적에게 다가가 검을 휘두른다. 그럼 전투 화면으로 전환된다. 전투 화면은 전작처럼 ATB시스템이 아니라, 실시간 공격 게이지가 쌓이면서, 공격/방어/마법을 쓰면 공격 게이지가 감소하는 형태의 전투 스타일이라고 보면 되겠다. 전투를 하면서 3개의 포지션을 설정할 수 있는데, 포지션이란 '착용 장비' 3개를 스왑하는 형태라고 생각하면 이해가 편하다. 그 이유는 이 게임은 무기/방어구/악세서리에 공격할 수 있는 어빌리티 옵션이 붙어있다. 고로, 무기/방어구/악세서리에 '검으로 휘두르기'라는 어빌리티 옵션이 없으면, 검을 착용해도 검으로 공격할 수 없다. 그러기에 1번 슬롯~ 3번 슬롯까지 존재하며, 각각 무기/방어구/악세서리를 적절하게 착용하여, 적을 상대해야 한다. 필자는, 이 시스템이 굉장히 피곤하고 복잡하다고 생각했다. 그 이유는, 당연하겠지만 착용 장비에 따라 무기 공격력 / 물리 방어력 / 마법 방어력 / 방패로 막는 방어력이 각각 다르다. 무슨 뜻이냐면, 보스와 전투 중인데, 보스가 마법 공격을 가하려고 했을 때 '마법 방어력이 높은 슬롯으로 막기를 해야지만' 데미지를 적게 먹는데, 계속 스왑을 하다 까먹었기 때문이다. 정리하면, 파판 13-3(리턴 라이트닝)의 전투 슬롯(포지션) 시스템은, 내가 상대를 공격할 수 있는 어빌리티 옵션도 포함되어 있고, 내가 상대의 공격을 방어할 수 있는 수치 또한 포함되어 있기 때문에 착용 슬롯마다 다를 수밖에 없고 그것을 각 상황에 맞게 적절하게 컨트롤(?)하여 적과의 전투에서 이점(?)을 찾아야 한다. (이게 말은 쉽지, 막상 게임하면 그냥 피곤하다) 물론, 이 전투 시스템이 무조건 안 좋다고 생각하는 것은 아니다. 적이 공격하는 타이밍에 맞게 '방어'를 하는 재미는 충분히 있기 때문에 공격과 방어를 적절히 해야 적을 쉽게 처치할 수 있다. ▶제한 시간 시스템 호불호가 굉장히 쎄게 갈릴 수 있는 시스템이라고 생각한다. 필자 또한 '제한 시간 시스템' 때문에 은근히 스트레스받으면서 게임 플레이를 했다. 해당 시스템이 들어간 스토리는 대략 아래와 같다. '지고신 부니벨제' 그는 세계를 관장하는 만능 신이자, 모든 신의 정점에 선 존재. 그는 세계가 돌이킬 수 없는 상황까지 다가왔다고 생각하고 세계를 파괴하려 했지만, 파판13-2에서 '라이트닝'이 '발할라'에 도달한 것을 보고, 인간은 세계를 다시 바로잡을 수 있다는 가능성을 느꼈다. 그리하여 파판13-2에서 '카이어스'에게 패배, 스스로 크리스털이 된 '라이트닝'을 깨우고, 그에게 [해방자]로 각성시켰다. [해방자]가 된 '라이트닝'은 사람들을 도와 '휘력'을 쌓고 '지고신 부니벨제'가 정한 '종말의 날'로부터 최대한 많은 사람의 영혼을 구원해야 한다. 라는 설정이다. "현실 시간으로 1시간 = 게임에서 1일"로 설정되었기 때문에, 굉장히 시간이 촉박하다. 처음에는 약 6일간의 시간이 주어지며, 사람들을 도와 퀘스트를 클리어하면, 제한 시간이 늘어나 최대 13일까지 연장된다. 최대 13일까지 모든 몬스터를 멸종시키고, 많은 사람을 구원하는 게 이 게임의 목적이다. ▶퀘스트 클리어 보상 퀘스트를 클리어하면, 보상과 함께 능력치가 상승한다. 이 컨셉은 게임 내에서 '휘력'이라고 하는데, '제한 시간'을 늘리려면 많은 퀘스트를 수락하고 클리어할 수밖에 없기 때문에 연동된 보상이라고 생각하는 것이 편하다. ▶조작감 별도의 컨트롤러 없으면, 키보드로 조작해야 하는데 조작감이 되게 구리다. 전작의 경우 키보드와 마우스로 같이 컨트롤 할 수 있었지만, '파판13 - 라이트닝 리턴즈'는 키보드로만 조작할 수 있다. ▶마지막으로.. 파판 13-1부터 쭉 플레이한 유저라면 느끼고 있을 것이다. 파판13이라는 시리즈 자체가 '시간'이라는 것과 밀접한 관계가 있음을. '시간'과 '영원' 그리고 '차원의 균열', '생명' 그 안에 내포되어있는 '삶' 파판13-1에서도 '영원의 굴레'라는 주제로 팔씨가 악당으로 나왔었고, 파판13-2에서도 차원의 균열, 즉 시간의 균열을 다시 되돌리기 위해서 고군분투하는 '카이어스'와 '율' 하지만 '카이어스'는 시간의 수호자이자, 영원불멸의 존재였고, 죽기 위해서 살고 있는 어쩌면 불쌍한 존재로 등장. 그리고 13-3. 라이트닝 리턴즈에서는 팔씨와 그것을 만든 신적인 존재들이 아닌, '인간'들이 영원불멸로 살아가면서 그 안에서 겪는 이야기를 다루고 있다. 이로써 영원불멸이라는 것은 어쩌면 '고통'일 수 있다는 이야기를 말하고 싶은게 아닐까 한다. 옛날이야기에 진시황이 '불로장생의 약'을 찾았다는 이야기가 있다. 과연 '시간'을 뛰어넘어 영원한 삶을 산다면, 그것 또한 행복일까? 인간은 성인이 되고, 사회생활을 하면서 하나둘 사회적 데이터가 늘어나게 된다. 그것이 긍정적이든, 부정적이든 삶에 대한 데이터가 하나둘 쌓이면서, 그 안에서 본인만의 트라우마가 필연적으로 발생하게 된다. 이걸 어떤 사람들은 사회성 또는 사회화라고 부르지만, 어쩌면 이것은 스스로를 억압하는 마음 속 족쇄가 아닐까 싶었다. 어릴 적에는, 천진난만하고 아무 걱정 없이 살았었는데, 사람들은 하나둘 사회생활을 하면서 점점 희망을 잃은 눈빛으로 변하는 것을 자주 보게 되었다. 긍정적인 사람이 부정적으로 변하기도 하고, 부정적인 사람이 긍정적으로 변하기도 하고. 사람과 사람이 살아가는 데 있어서, 누구나 겪는 이야기지만 대부분의 인간은 '긍정적'인 것보다 '부정적'인 것을 더 많이 기억하고, 더 오래 기억하기에 영원불멸로 산다는 것은 이런 '부정적인 감정'들이 하나둘 쌓여서 더 이상 자신이 아니게 될 수 있다는 생각이 들었다. 이 게임을 하면서, 다시금 자신에게 되물어보았다. "영원한 삶을 산다는 것은 어떤 것일까? 어쩌면 어느 시점이 되면 제정신으로 살지 못하는 것이 아닐까?" 그러자 또다른 나 자신이 이렇게 답했다. "인간에게 가장 큰 축복은 망각이라는 것이다" 하지만, 지금까지 살면서 그리고 다양한 사람들을 관찰하면서 느낀 것은, 인간은 긍정적인 것에만 '망각'을 쉽게 한다는 점이었다. 가해자는 자신이 가해한 것에 대해 쉽게 망각하였고, 반대로 피해자는 가해를 당한 것에 대해서 망각하지 못하고 꽤 오랜 시간 기억을 하며, 그 기억이 점점 악화되어 최악의 망상으로 변질된다는 점이었다. 고로, 영원의 시간을 산다는 것은, 긍정적인 데이터가 쌓이기보다 부정적인 데이터가 사라지지 않고 계속 쌓이는 것을 말한다고 본다. 그러기에, 파판13 시리즈는 이렇게 말하고 싶은게 아닐까 싶었다. 파판13-1에서는 '신적인 존재인 팔씨'들이 영원한 삶에 대해 고통을 받았으나, 인간들은 공감하지 못했고. 파판13-2에서는 사랑하는 사람들이 먼저 떠나가고, 혼자서 영원불멸을 살아가는 시간의 수호자 '카이어스'를 인간들은 또 공감을 하지 못했다. 그러기에 파판 13-3에서는 '인간'들을 직접 불멸의 존재로 만듦으로써, 죽음이라는 것이 얼마나 축복인지를 보여주고 싶었던 것 같다. 그냥저냥, 이 기나긴 게임을 하면서 계속 머릿속에 맴돌던 것을 적어보았다. ▶Fin. 당신이 바라 보고 있는 지금, 당신이 지금 모니터를 바라보고 있는 지금. 그 지금을 만들어 준 것은, 라이트닝이 신을 다 무찔렀기 때문이다.. 그러기에 당신이 살고 있는 지금이 탄생했다. -라이트닝- 이라면서, 파판 '크리스털' 시리즈가 막을 내렸다. '크리스털'이란, 영혼들. 또는 신들의 봉인된 수정. 결국 인간은 인간만의 유대로, 인간의 마음으로 살아간다. 그 누구도 구속할 수 없으며, 또 누구도 인간을 도구로서 이용할 수 없다. 인간과 인간의 삶 속에서, 기쁨, 슬픔. 때로는 괴로움도 있을 수 있겠지만, 그것 또한 인간의 삶이며 그런 삶들이 있기에 인간은 앞을 향해 나아갈 수 있다. ▶Fins. 새로운 세계가 창조되고, 환생을 한 라이트닝이 현대의 지구에서 또다시 앞을 향해 나아가려 하고 있다. 이때 사복 차림의 라이트닝은 굉장히 매력적으로 등장한다. 꼭 진엔딩을 보자! ▶새로운 게임+ 게임 엔딩을 보고 나면, [새로운 게임+]를 시작할 수 있다. 이전 플레이 때 획득한 능력치가 누적되고, 대부분의 장비와 아이템을 가지고 시작한다. 이렇게 메인 퀘스트와 사이드 퀘스트, 의뢰를 클리어하고 엔딩을 본 후에, 다시 [새로운 게임+]을 하면 언젠가 진엔딩을 볼 수 있다. 능력치가 누적되기 때문이기도 하고, 사실상 이 게임 자체가 첫판에 진엔딩을 보기 힘들게 설계했다고 생각한다. 또한, 굉장히 강력한 히든 몬스터들이 많기 때문에 이렇게 능력치 누적 작업을 하며, 플레이해야 한다. 이렇게 [새로운 게임+]를 할 때마다 라이트닝 왈 "아앗.. 이 장면 꿈속에서 본 적 있어!" ▷그 외 오브젝트가 잘 설계가 되어있기 때문에, 마을이든 필드든 돌아다니다 보면, 13-1, 13-2에서 나왔던 팔씨라던가, 시해라던가, 지형이라던가를 볼 수 있다. 아무 생각 없이 게임하면, 그냥 지나칠 수 있겠지만, 파판 13-3에서는 스토리의 내용을 좀 더 전달하기 위해서, 맵 오브젝트의 지형지물 자체가 추억이 생길 수 있는 또 하나의 요소로 만들었기 때문에 나름 재미 포인트가 될 수 있다. 뭐랄까.. 마치 10년전 동네를 지나가다가, 옛 그리움에 사무쳐서 "아.. 그 땐 그랬지" 라며 느끼는 것과 동일하달까? 주인공 이름 - 라이트닝 - 부니벨제 - 호프 - 쿠뽀(?) - 그 외, 파판13, 13-2에서 출연했던 등장인물은 모두 NPC급으로 출연하였다.
Quite possibly the worst game in the franchise, and a disapointing follow up to an interesting cliffhanger at the end of XIII-2.
lightning<3
Лучшая из трилогии 13 ,хотя очень не люблю ограничения во времени ,благо легко заморозить это время
Did enjoy parts of this, but mostly I wish this game wouldn't exist. - It does not matter how godly you make her, I just think that Lightning is not a good MC - The whole abstract jumps in the story that all FF13 games make are just wild, illogical and bizarre - Lore is explained well and makes sense - The game is timed, which makes sense in its context. There's enough time if you play with a guide. I can't tell if its enough if you play it without - Due to tthe fact that you can do any quest in any order, there's always Hope sitting in your ear telling you what to do, it can be very annoying - It's too open. It would've greatly improved with just a bit more guidance - It's verbose. It's so, terribly verbose. It's the same verbose-level of FF13 and I hate it - Great music - Great themes, actually - It's at last, the end of FF13. If I have to hear Lightning say Serah ONE MORE TIME I'm gonna scream fr
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