They were my fav duo
*taps mic* FangRai nation where ya at
seen from China

seen from Singapore
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seen from Japan
seen from Romania

seen from United States
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seen from Malaysia
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seen from United States

seen from United States

seen from United Kingdom
seen from Russia

seen from United States
seen from United States
seen from Philippines
seen from Belize

seen from United States
seen from United States
They were my fav duo
*taps mic* FangRai nation where ya at
Lightning figure on the square enix store OoO preorder july 2026
She's beautiful
Today I'm gonna play Lightning Returns: Final Fantasy XIII
Recently finished FF13-2 which had some nice improvements, but I think I'm in the minority for not liking the sequel hook tragedy ending it has. I don't mind sad endings, as FF has had more than one, but I had mixed feelings about the payoff for going through two entire games. I've sort of come to terms with it as I'm starting to see this trilogy has a pattern of fate going on. And now I'm onto the finale.
Immediately into the game I'm thrust into something I felt like I should've known but didn't even see at all. I'm not sure how effective that kind of storytelling is, but fortunately Lightning and Hope explain events of this game's premise quite extensively. I do like the option of being able to proceed through dialogue during cutscenes as I tend to read quick. I'm also seeing a revamp to Lightning's characterization that reminds me quite a bit of FF 7 Rebirth with Cloud, both characters having a sense of humour and exchanging banter despite being very stoic. It's a surprising but welcome change.
Another unexpected thing I encountered was its battle system. Revamped and unlike the previous two games, or even the series itself, I can see why people are divisive over it. I immediately wanted to hate it and just quit the game, but one of the reasons I started this blog is to give systems I don't like another chance and really get a feel for them. My assumption for this is that this was Square's first real decision to move onto the action genre and away from turn-based combat. I do appreciate their constant experimentation for the genre though. In terms of combat, the idea of eliminating numerous menus for navigation that (J)RPGs are known for, with quick inputs to do what you want to do. And to still keep that turn-based aspect, the ATB gauge still remains a thing for this title so that you can't spam your attacks or go full action mode. It gives you some time to think, but it's still not enough. I noticed throughout this trilogy that I often don't feel like I can rest and actually think how to fight off my enemies effectively. One method I can think of is to give enemies ATB gauges too and display them. It retains that turn-based aspect but also gives you time to heal and strategize. It's good that Libra and signs of weakness by building the Stagger is shown as a sign of what's working and what isn't, but having a pulse motion feels quite hard to decipher with all the action happening as well as the health info hovering above the enemies. FF 13's stagger bar has shown the best way to display this type of info. It was large and clear, and it was still effective in FF13-2 if it was thought that it was intrusively large. One thing to note is that this title has removed the Paradigm shift system, and now uses Schemata, which is like playing dress up on crack. I consider this to be my favourite part of the game, simply because I think dress up and customizing abilities and equipment is fun and freeing. You're not limited to specific pieces and you can mix and match, but I haven't mastered this system enough to see if that's effective or not.
I'm not a fan of the limited items you can carry. I've been in a few situations where I needed potions but ran out, or because I've been used to being able to consume as many as I want in the first two games, I forget to stock and therefore cannot take any. It doesn't help that there's a penalty for escaping from battle which is taking away EP which is used for other useful features, but fortunately I'm playing on easy mode, as the lack of penalties are closer to what the previous two games were like.
In terms of the overworld, I have seen a larger improvement in traversing around areas. The platforming is decent in most areas, and I like that I can finally jump off places to get off faster, which I couldn't do in FF 13-2. Areas are more populated, making it more lifelike and immersive. My biggest gripe is about the game's main feature (and, which is a time limit that's connected to the game's lore about the world ending in 13 days. You are able to traverse around until 6 AM in-game time, until you're automatically transported back to a hub. The only usable reason the hub exists is to confirm completion of an area and move to the next (and also giving some kind of life force to a tree for lore reasons), otherwise moving back automatically has not served its purpose for me, other than interrupt me. It also feels a bit tense to constantly have a clock ticking down, and I'm not really a fan of timit limit games at all, in fact I tend to avoid them. But again, I decided to give it another chance. Turns out it's good at helping me keep more focused to my tasks and making more careful decisions rather than me being reckless. There's also a way to slow down time by using Chronostasis, which replenishes by defeating enemies. You can technically spam that and play all you want.
Music this time is a surprising negative for me, the new tracks haven't impressed me so far, and I hear reuses of the previous titles, which has saved me from thinking more negatively about this, even though the same team has composed for this title too.
Character designs are quite interesting this time around when it comes to Lightning due to the dress up feature. I do like Snow's new look compared to 13-2 and it fits the current personality given to him. But like FF13-2, the rest of the old cast are not given new makeovers which is a huge letdown.
I'm still not sure if I'll continue playing this to the end, but I'll try to power through as much as I can.
Terms used exclusively in the game:
ATB (Active Time Battle) - A consumable gauge with divisions that allow you to do actions in battle
Stagger - A gauge that fills up based on effectiveness which allows you to deal more damage
Libra - A feature that checks enemy weaknesses
Paradigm Shift - A system in FF 13 and 13-2 that used roles with specific abilities
Schemata - A customizable system that allows Lightning to be a unique role based on equipment and abilities
EP (Energy Points) - A limited rechargable currency spent on special features, or items
Chronostasis - An ability that allows you to briefly stop time