Review by KWang

"A harsh reminder that video games are no longer about letting the players have fun"

It seems strange, especially when you consider that's why video games were invented in the first place. Instead, they have become only about watching the pretty movie that the directors have made for you. And there is no guarantee that these movies are any good, either. They are about seeing what the developers force you to see, and nothing more. No longer are the players allowed to decide what to do, because every decision that can be made has already been determined for them by other people. Exploring and freely wandering about have now become things of the past. And no game exemplifies these atrocities better than Final Fantasy XIII.

Hardly anyone will disagree that Final Fantasy is probably the most popular series of role-playing games in the world. Final Fantasy XIII is, as the name suggests, the thirteenth main installment in its series. With a development time of about four years and an enormous budget, you basically expect it to be the next thing to blow your mind if you like RPGs. However, what you find instead is that you don't really get to play a role anymore. On the contrary, you are almost as much of a passive observer as someone watching a movie.

Let's begin with where the game starts. Immediately, you are treated to a scene of the sky and a train and you think “Oh, this looks great!” Then the mood suddenly shifts to action, and after a few more minutes of watching the CGI cutscene, you are put in control of your main characters. However, I use the term “control” loosely. Because for the next few hours, you are just moving your character forward along a straight path, fighting generic enemy soldiers. You may not deviate from the path. You may go backward, but there's often really no point other than to pick up the occasional predictably-placed treasure chest. Basically, there is no option other than to move from Point A to Point B. If you open up the map screen, you will see that the map is more or less a straight line, somewhat resembling a paper clip that has been stretched out. This is the path that the developers say you must follow, and it continues like this for almost the whole game.

For the first few hours, you will likely find yourself bored and confused by the story. Words like “Cocoon,” “Pulse,” “Sanctum,” and “Focus” will come at you too quickly for you to understand their significance. This wouldn't be so bad (since those are actually normal words) were they not compounded with nonsensical terms like “l'Cie,” “fal'Cie,” and “Cie'th.” Apparently these words are part of the characters' everyday vocabulary, but to the player who finds these names ridiculous-sounding, their origins are never explained. Fine enough, but these words are also used so frequently in just the very beginning that it becomes difficult to tie them all together. There is a “Datalog,” a record accessible from the menu giving explanations for the various terms and people you hear about, but they are such boring reads that I could not find myself bothered to be breaking up the pace of the game by reading what should have been made clearer in the first place.

The flow of the game is divided by a strictly-defined chapter system. Where one chapter ends, the next one begins, and there is usually no way to return to the previous chapter, or even the previous chapter's location. Even after you beat the game, you can never revisit most of these sites unless you start over. I suppose there are some advantages to this extreme linearity. After all, you really can't get lost. The radar mini-map (which you can turn off) in the upper-right corner of the screen shows you where you need to go, conveniently pointing in the direction with an arrow. When you arrive at your destination, you watch more cutscenes, possibly followed by a boss fight, and the cycle repeats for nearly the entirety of the game. As if this wasn't bad enough already, the wonderful developers at Square Enix have decided to omit towns, standard RPG fare, from the game. There is no world map to be seen, not even a screen displaying all the locations that the player can visit by pointing and clicking. The exploration in FFXIII consists of little more than one long crawl through one straightforward dungeon disguised as diverse environments.

As with any dungeon in an RPG, there are plenty of enemies to fight, but instead of popping up randomly by just walking around, the battles are initiated by the player's character moving close enough to the enemies on the field map. While you're walking around, you can see the enemies before you come into contact with them. This means that you can decide whether you want to fight them or just skip the battle before you move too close to them, similar to Chrono Trigger. You can gain an advantage in the very beginning of a battle by sneaking up behind an enemy and moving into its back. However, if you fail to move surreptitiously enough and the enemy detects you (which happens most of the time), no advantage is gained for either party, and the enemy will give chase after you. They will never run away from you, no matter how much stronger you are than them. They will always try to catch you, unless you run far enough away from them, in which case they will give up and completely forget about you until the next time you attempt to approach them.

Unlike Final Fantasy XII, the battles in this game are not seamless. When you initiate a battle by moving into an enemy, both the player and the enemy are whisked away to a separate battle screen. In other words, battles occur in their own separate world, not on the field map. To make up for this step back from the previous title in the series, at least the battle map usually strongly resembles the field map. However, sometimes you will be walking in a cave with a rock floor, only to go into battle standing on a metal floor. Occasionally, battles commenced in a tiny, cramped environment will actually take place in a wide and open space. These are only minor complaints, but seeing how much effort Square Enix spent on making the graphics look flashy, at least some consistency would have been nice.

FFXIII's battle system is without a doubt the fastest and the most hectic in the series. Strategy is eschewed, and speed plays a stronger role in its stead. Although the battles are fundamentally turn-based like those from the rest of the series, they nevertheless succeed in making FFXIII feel indeed like an action game. Commands are still selected from menus, yet the fighting is astonishingly more intense than anything the series has seen before. But the biggest problem with the battle system is that in the end, it mostly boils down to just pressing the X button. There's not a whole lot of thinking required to do that, and it's quite unusual for a turn-based game of all genres to devolve into simple and mindless button-mashing.

Of course, the strategies go a little deeper than that. In battle, your character has a bar at the bottom of the screen that starts out empty, but continuously fills up automatically and at a constant rate until it is full. While this bar is quite wide and spans across much of the screen, it actually fills up rather fast. While this bar is filling up, the player selects commands for the character to carry out. And when the bar is full, the queued commands are carried out in the order in which they were selected. After all the commands are finished, the bar goes empty and continues filling up again so you can enter commands another time.

This bar actually fills up so fast that if you were to decide what the best course of action would be and selected the commands manually, chances are good that the bar would have filled up completely and stopped by the time you finish inputting all your commands. This would be wasted time, since you want the bar to keep filling up so you can issue more commands. This is where the “Auto-battle” option comes in. This command is at the top of the menu, and the cursor is set to it by default (though you can change this if you really insist on selecting manually). Auto-battle decides what the best thing would be to do for you. By just selecting it, you have an entire queue of commands that are automatically chosen for you and will be unleashed as soon as the bar finishes filling up.

Auto-battle is incredibly efficient at deciding the best course of action. It often selects exactly what the player would have chosen manually. Sometimes, it will make even better choices than a human would have made, because the battles can get so frantic that the panic makes it difficult for the player to make the wisest decisions before the bar fills up all the way. This means that you will very rarely need to select your Abilities manually, since you can just blindly mash X and have the computer decide what to do for you. You cannot simply hold down the X button; the game will not register that as multiple presses. You have to press it every single time, possibly thousands of times per hour, and I guess Square Enix figured that pressing a button over and over again is a more accurate simulation of fighting than merely holding the button.

The Auto-battle option is not the only way in which battles have changed from previous games. In FFXII, the player could freely control and move around the controlled character during battles. It was possible to change the party leader. If the party leader fell in combat, another character could come in and take that place. All of this is gone from FFXIII. You no longer get to move your character around as you please. They will do what you tell them to do, and only move accordingly. You issue commands for your party leader and no one else. The other two characters in battle are completely controlled by the game's AI. If there is a very specific command you wish your allies would follow (like something as simple as reviving a fallen party member), you had better hope the computer agrees with you. If not, too bad! The AI doesn't listen to you; it listens to the developers. And if the party leader dies, it's game over. Your comrades cannot simply bring you back to life, even though you can do the same for them. Once you die, you are taken to the game over screen.

Except the game's not really over at this point. You have the option of retrying the battle from the very beginning. You'd just start right where you left off. In fact, you start back on the field map just before the battle began, so if you decided you didn't like that battle and don't want to go through it again, you can just not do it and try to avoid it the next time. You don't even need to die in order to retry a battle; you can just pause a battle, press Select, and retry from there. Didn't get the pre-emptive strike you wanted? Just retry and suffer no consequences! Battle didn't start out the way you planned? Retry is all you need!

The most absurd cases of this easy retrying involve doing so for a boss battle only because you would not otherwise be able to change your equipment or modify your party. If this menu pops up after you lose a boss battle, why not just allow the player to access it right before the fight begins in the first place? Often the player saves right before a boss battle, but on the occasion that a boss has two separate stages separated by a cutscene, and these two forms require different battle strategies, you'd have to retry the second battle if you wanted to change your party setup. While such a gameplay mechanic could potentially save the player from frustration, it is entirely illogical. It is not even necessary in some places, because save points are abundant in this game. In the early parts of the game, you can save at one save point, move to the next, and only five or six minutes will have passed in real life. The game even presents you with the option to save at several points in the story, despite save points often appearing not long afterward.

During battles, one of the most important things to keep in mind is a state called “Stagger” that applies to the enemies (but not to your characters). Aside from the standard health bar, enemies also have a separate bar for staggering. When enemies are attacked, this bar fills up from left to right. It also continuously decreases, but further attacks bump it back up again. Basically the key is to keep attacking the same enemy so its stagger bar doesn't deplete all the way, until it is full.

Getting this bar full is the key to many battles because often enemies will be much more vulnerable in this staggered state. They may take so much more damage while staggered that the point of attacking them in the first place is more to get them staggered than to whittle down their remaining health. They may lose any resistances they had, and they may be incapable of fighting in this state. Staggering enemies is necessary for many battles that you don't want to take half an hour to finish. It is so important that it often becomes the goal of the battle just to stagger an enemy, and the rest is easy because they're so weak in this state. This becomes extremely repetitive when you encounter a group of enemies that take very little damage unless staggered. Even more repetitive when the area is full of these enemies. In battles, you will just be finding yourself waiting for the stagger gauge to fill up so you can finish the enemy off, and then move on to the next one. What happened to killing enemies normally? Why does attacking an enemy enough suddenly make every single attack it receives become a critical hit?

Not only is the stagger system very flawed, but it's also not quite what you would expect in its visual presentation. Staggered enemies usually don't actually fall to the ground or walk around any differently. They glow orange, and an attack called Launch can send them about fifty feet up into the air, where they are unable to attack back. What's really amusing is that your characters can also jump this same height to continue bashing the enemy, with neither falling back to the ground until the onslaught is completed a few seconds later. How this is able to happen, I do not know; I'm assuming it's one of those things you chalk up to suspension of disbelief in a fantasy game. If it's an explanation you're looking for, you won't get one from the game. Quite often, you'll see one party member up in the air swiping at a staggered enemy while the rest of the team is trying to stagger other enemies in order to also get them up in the air. Not the biggest complaint, but a noteworthy one nevertheless because so much aerial combat is hardly anything one would expect from a Final Fantasy game.

To break up the redundancy of the battle system, Square Enix introduced the new “Paradigm Shift” system. There are six “classes” in the game: Commando for physical attacks, Ravager for attacking with magic, Sentinel for defending and drawing enemies' attention away from the less defensive characters, Synergist for buffing up your party, Saboteur for debuffing the enemies, and Medic for healing. Each character can only be one of these classes at a time, and each character is generally much better at three of these six classes than at the other three. So each character, until the very end of the game, is absolutely useless for half the available classes, and there is typically very little reason to have them take on the role of a class at which they are not proficient.

A paradigm is the set of classes to which your characters belong at any given moment. The game abbreviates them by their first three letters, so an example of a paradigm would be COM/RAV/SEN. You can create any combination of these paradigms, giving a total of 56 possible permutations of three-person paradigms. You can also choose from up to six paradigms on the go at a time, and this is called a paradigm deck. But this paradigm system is horribly unbalanced, because almost every paradigm is absolutely useless and you will never find yourself using them. After all, you can only carry six at a time, so you'd better make the most of your options. On the other hand, there is a handful of paradigms (most notably COM/RAV/RAV, COM/RAV/SEN, and MED/MED/SEN) that you will never replace because they are good enough to carry you throughout the whole game. Any good paradigm deck will always have these three paradigms, so only the remaining three slots are about all the paradigm customization you'll have.

In battle, you may shift paradigms in real-time, so if healing at the moment is a higher priority than attacking, you would shift from COM/RAV/RAV to MED/MED/SEN. But for some reason, the first time you shift paradigms in any battle takes the longest because the developers found it necessary to show you a special animation. During this time, you lose control and the enemies do not relent in pounding your party mercilessly. Because of this game's unusually high emphasis on its own graphical prowess, it might be a good idea sometimes to switch paradigms right at the start of a particularly troublesome battle just for the sake of getting the animation over with.

The idea of paradigm shifts, while original, is in essence remarkably similar to the other linear aspects of the game. If you decide to play the game more than once, you will be walking the same paths in the same direction with no deviation in every single playthrough. You will always employ the same tactics for staggering enemies, since there is no more efficient way to defeat them. And you will always use the same paradigms for every battle in every playthrough, most often switching between attacking and healing whenever the time calls for them. The paradigm system provides a thinly-veiled illusion of customization, but in reality, when is a party of three debuffers ever going to be needed, when a select few much more powerful paradigms are just as available and expected to be used? If the party is all at critical health, it may seem that the obvious choice is to switch to a full party of healers, but you're also going to need someone to defend the healers, so the MED/MED/MED paradigm never sees any use. While it is understandable for the story and cutscenes to be scripted, there is little to no freedom to be found in aspects normally considered to be part of gameplay. Even the battles will be played the same way every time, and only because Square Enix wanted to direct their movie that way and could not care less how you feel about it.

After every battle won, the party's health is restored completely. Any fallen characters are revived and are fully healed as well with absolutely no penalty, so if you are on the verge of winning a battle, there is often no need to revive any party members that had been killed off. This was probably necessary because you cannot use magic abilities like Cure outside of battle. There is no system for magic points in this game. Instead of MP, we get TP, which stands for Technical Points. The player party has up to five of these points at a time. They can be spent on techniques used as commands in battle, like scanning enemies for their weaknesses, summoning “eidolons” to fight for you, and other commands. To restore lost TP, the player wins battles and a gauge is slowly filled up to determine how many of these points you have. The problem with this system is that the only worthwhile technique to use is scanning enemies. Not only can you see their remaining HP this way, but your allies' AI will try doing everything to the enemy until it knows what the enemy is strong or weak against, often wasting valuable turns in the process. Scanning becomes the first thing you do when you see a new enemy or boss, and this will remain the same for all battles. This becomes tedious way before the time you earn a precious trophy for scanning your 100th enemy, since the command must be selected manually, and there is no auto-scan or enemies immune to being scanned.

Summons make a return in this game, at the cost of three TP for one summon. This means that after one summon, most of your TP is gone, and they take quite a while to regain unless you use restorative items. But summons are useless in this game anyway, so there is really no point in using them. Only the party leader can summon, and this command is selected manually. When the summoned eidolon appears, the other party members temporarily leave and the leader fights the enemies with just the eidolon as an ally. The eidolon acts on its own like the other party members, and will automatically heal any damage the party leader has taken. So instead of switching from attacking to healing every once in a while after summoning, all you need to do is attack by mashing x just like you had been doing beforehand. An innovation to the summon system is that the player can now ride the eidolon to attack this way. Unfortunately, this does not keep mashing X from being efficient. And after seeing all the flashy effects of the summon appearing and disappearing, the enemies are often still alive. Sure the eidolon probably did a lot of damage, but it is often not a lot relative to the enemies' health. Unless you grow really desperate, you will never need to use them.

Even in boss battles, they are normally not worth summoning. Boss fights mostly consist of attrition; the boss may have HP in the millions while you are only doing damage in the thousands. What should have been the most exciting fights in the game are nothing more than tedious rounds of attacking and healing, and trying again if you lose. The typical battle will take ten minutes of button-mashing until staggering, and then paradigm shifting every once in a while to heal or switch to classes that can dish out more damage. After battles, a screen pops up telling you how much time you took, along with a target time and a ranking out of five stars. Other than refilling your TP gauge more for finishing battles faster, this does not serve much purpose other than rubbing it in your face if you failed to meet the target time.

After winning a battle, the party does not receive any money. Money is quite hard to obtain in this game, and it is mostly found in treasure chests or by selling items that otherwise also have practical purposes. Money is also spent exclusively on vending machines at save points, since merchants no longer exist. Instead of the standard experience points, the party gains CP, or Crystarium Points. These are awarded equally to every party member, even those who did not take place in the battle. Although they do not cause the party members to “level up,” they can make the characters stronger when they are spent toward stat increases in each of the six classes. As you progress through the game, more CP are necessary for each stat increase, but the stat increases also become greater, so it is in a way similar to leveling up. It can also be seen as further linearity disguised as leveling up, because while you can choose the paths for stat increases that you want to follow to a certain extent, they mostly follow a sequential line that remains the same for every playthrough. Every time you play the game, you will always be at the same location on the Crystarium tree at any given point in the game. Forks in the paths are rare, and you are given minimal freedom just like with the rest of the game.

While the battle system suffers from all these flaws, there is more evidence that the game was clearly rushed or at least not given much thought. The AI, while often reliable, is not infallible. When controlling your party members, it seems to look at raw numbers more than adopting a more holistic view. For example, if one of my party members is defeated, I often cannot count on the AI to revive them. I often need to switch the party leader to a medic and do it myself. If the AI controls a medic, it will not revive a fallen ally unless everyone else is at full or nearly full health. Apparently healing others is a higher priority than reviving party members. They could have at least let the players decide under what conditions the AI should revive party members like in FFXII, but I guess that would have made too much sense. After all, we're moving forward now, and that entails less control and more listening to Square Enix.

Another major issue is your choice of which characters to use in battle. Yes, you do get to choose. But not until you're about a third done with the game. Until then, the story dictates who goes in your active party and who does not. Even the leader is decided for you, and you cannot change this. If the game makes a weak character a leader and this person falls in battle, you are taken to the game over screen even if the clearly stronger character is still alive and was just about to win the battle. The reason I use the word "fall" and not "die" or "knocked out" is that it's not really clear what happens when a character's HP drops to zero. They do not faint or disappear. They just stay crouching on the field, so they're obviously conscious. When you finally do get control of who goes in your party, it doesn't matter, because there is one party that most people will agree is the best (the characters Lightning, Hope, and Fang), and these three are enough to carry you through the whole game. There is no incentive to switch to the other characters because they are not as effective, and they gain the same CP when not participating in battle anyway. This is precisely why it is impossible for some characters to be overleveled and others underleveled, since everybody levels up at the exact same rate.

Outside of battle, the characters all move the same. You'll be controlling the party leader, but regardless of which character is chosen as the leader, all the characters move at the same speed and do not attack on the field map. A battle begins just by touching an enemy. There is no character best for getting around enemies that you wish to avoid. Some battles simply cannot be avoided because the path is so narrow and the enemies so big that they block it off completely unless you defeat them. When they chase after you, you cannot see how far behind you they are by adjusting the camera. For example, moving the character to the right but the camera to the left should focus the view to the character's side and then back, but this does not work in the game for some reason. Another thing the developers felt was unnecessary for the player to see was the numbers indicating how much damage each attack does. Sometimes, these numbers are crowded out by other numbers, making it difficult to see any of them. Even worse, the numbers will sometimes appear off-screen or partially off-screen, so you just don't see them. If you're a big fan of video games being like movies, you may appreciate this because apparently, numbers in battle are too much of a video game thing to appear in FFXIII.

Probably the only thing good about this game is the impressive graphics. I guess it makes sense that considering you are basically watching an interactive movie by playing this game, it might as well look pretty. There are few games out there that look better than this one. The most surprising part of the graphics is how the game hardly ever slows down, no matter how much is going on at a time. Even in a battle against ten enemies and everybody is moving around, you will likely not see a dip in frame rate. I have to admit it's entertaining watching how much havoc my characters can wreak and how creative they can get just by responding to my mashing of a single button. There are several minor graphical quirks though, like enemies very far away suddenly popping up when you move toward them, or textures looking messy when you look at them closely. And at the end of the day, the graphics are still not completely jaw-dropping for anyone who has played FFXII or FFX. There is very little room for improvement now, although that is not this game's fault, because the graphics were already nearly perfected several years ago.

Since Nobuo Uematsu, the original composer of Final Fantasy music, left Square Enix, music in the FF series has never been as good. Uematsu has been replaced by Masashi Hamauzu, the composer for that horrible third-person shooter Dirge of Cerberus. And it sounds just like Dirge of Cerberus's music. The tracks try to sound dramatic, but they are mostly forgetful. Quite a few of them do not even loop properly; they just end and replay from the beginning, including the normal battle theme. Following the battle music is a new victory tune that is far inferior to the classic one from older titles. If the new tunes didn't work, they could have at least relied on remixing the ones that fans have come to expect from a Final Fantasy game, but even those are absent. On an uncompressed Bluray disc, one would expect higher quality music than this. The problems with the music are not solely limited to the quality of the compositions themselves. Specifically, the theme song sung by Leona Lewis for this game, while not necessarily a horrible song in its own right, makes no sense in the context of the game. This is because the song wasn't even recorded for the game; the song was only chosen to promote Lewis. Normally, it would not be fair to criticize a game for only a song, but this is the song used to represent the game. Instead, it's just an advertisement to get you to buy Lewis's album "Echo." And when Square Enix has to resort to such a move, you really have to wonder what they did with all that budget. Neither the melody nor the lyrics of the song seem appropriate given the situation, and in this regard, the song "My Hands" is arguably the worst vocal ending theme the FF series has seen.

Also sadly missing from the game is a notable villain. For much of the beginning of the game, there really is no villain, or at least one that's not abstract. You don't have a name or a face to hate yet. Nobody really comes off as pure evil throughout the whole game. No antagonist is directly responsible for the mass slaughtering of innocent civilians, and nobody has a particularly personal grudge against any villain. Nobody seems so inhumane that I want to rip their guts out. The only villains fulfill nothing more than their generic roles, and as a result are some of the most boring characters in the game.

The other characters are not much better. The character designer for most of the recent FF titles, Tetsuya Nomura, is back for this game. While the characters themselves look okay, their personalities are extremely generic and you've probably seen them many times before from other places. There's a hero who's never happy, a token black man for comic relief, an optimistic guy who thinks he can do anything, a kid who's mad over his mother's death, a young and perky girl, and an Amazon woman. Of course, complementing these main characters are the damsel in distress and a group of friends that you see twice in the game and have no character development. I couldn't tell whether there was any point to them, or there was a quota for the number of different characters that had to be met.

There is also no point in going back and replaying the game. After you finish the game, all you can do is get stronger, and that's about it. To do what, I do not know. You cannot start a new game with all your stats from the old file carried over. Any new game you start is just going to be the same adventure you experienced the first time. Arbitrarily imposing limits on yourself would make some bosses too difficult to beat. As for stuff to do after you beat the game, there are 64 missions that you can take, each involving finding a monster, killing it, and collecting your prize. You can also go chocobo riding and hunt for a grand total of 20 treasures. What is there to do beside that? There isn't anything. You could always grind by killing enemies; there is one particular fight in the game good for farming CP because it just involves mashing X until you win, running away so the enemies can respawn, and then go back and kill them again. If, for any reason, you want to go back to locations you've already visited, you cannot do that on the same file. You can start over, or keep a save file right before that point, and neither option is terribly appealing. FFXII from four years ago (and on far inferior hardware to boot), had much more replay value. This is such a tremendous step backward that I'm tempted to believe this game was just a tech demo created for Square Enix to see how much they could get away with being lazy. If their goal was to market a movie with no substance as a Final Fantasy game without anybody noticing, they have failed hard. If their goal was to make a game without any effort but still have it sell millions of copies, they have succeeded.

If you do decide to go through with playing through this, it will probably last you 50 to 60 hours for the main quest. That figure includes grinding you may have to do if you find yourself unable to beat a boss, but it does not include time spent dying and starting over. It does not include sidequests, mainly because there are none beside hunting monsters. There is trophy support, although there aren't many trophies. A few of them are earned just by playing through the story. There is no replay value, no mini-games, no way to replay chapters, and no way to rewatch cutscenes in a movie viewer. One part of the game looks like an ideal location for hosting several mini-games, but unsurprisingly, it's nothing more than the site of an FMV you will see once in a location you will visit once. Apparently, the cutscenes were important, but not enough to warrant more than one view per playthrough. The game might be worth a rent if you're a big fan of Final Fantasy, but good luck playing 50-60 hours in a single rent. It's definitely not worth buying, so it would probably be best to stay away from it altogether, or at least until its retail price drops to $30. A game that feels this incomplete is by no means worth $60.

If it's an RPG for this generation's consoles that you're looking for, I recommend Valkyria Chronicles, even though that's not really an RPG. Oh well. Let's see what the future has in store for us. Final Fantasy Versus XIII is kind of like a spin-off, but hopefully it's better than FFXIII. I'm not holding my breath, though. FFXIV might be interesting, except it's an MMORPG that will probably drain your wallet with its monthly fees. What about the FFVII remake? Oh, they said they're not working on that right now. And Kingdom Hearts III? No such game has even been announced. If this is what they give us as a main FF title and expect us to like it, I don't see much hope for Square Enix's future.

As Cloud Strife from Final Fantasy VII said, "It's like this train. It can't run anywhere except where its rails take it." Perhaps he was referring to the game in which his future female clone would star.


Reviewer's Score: 3/10 | Originally Posted: 03/26/10, Updated 03/29/10

Game Release: Final Fantasy XIII (US, 03/09/10)


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