Much like Final Fantasy XIII-2 before it, Lightning Returns is a product of Square Enix’s early 2010s financial struggles. An effort to bring in as much money as possible by reusing many assets from Final Fantasy XIII whilst fellow Fabula Nova Crystallis (referred to as FNC for the rest of this review) game Final Fantasy Versus XIII continued languishing in development hell & Final Fantasy XIV (completely unrelated to FNC outside of also being a Final Fantasy game that (in the pre-A Realm Reborn days) also ran on Crystal Tools & reusing some assets from XIII & Type-0 (even as recently as the Endwalker expansion’s first Level 90 dungeon)) was gearing up for its big relaunch as A Realm Reborn.
But by the time Lightning Returns launched, its whole reason for existing had started to fade away. A Realm Reborn would launch globally on both PC & PS3 3 months before Lightning Returns’ Japanese release in November 2013 (& 5 1/2 months before its Western release in February 2014) & would quickly become a huge hit, with XIV cementing itself as World of Warcraft’s main long-term competitor in due course, possibly even surpassing it in 2021 in the wake of a mass exodus from WoW. Versus XIII would be retitled Final Fantasy XV, move to the then next-generation consoles (the PS4 & Xbox One) and have its ties to FNC cut down to thematic & design overlap (the FNC mythology was replaced with a new mythology created specifically for XV). Even the consoles the Final Fantasy XIII trilogy was made for (the PS3 & Xbox 360) were on their way out and would be replaced mere weeks before Lightning Returns’ initial launch (although, to be fair, neither the PS4 nor Xbox One would launch in Japan until after Lightning Returns’ Western release). Combine that with XIII-2 selling significantly less than XIII and increasing fan disdain for the XIII trilogy (officially dubbed the “Lightning Saga”) & Lightning as a character and it’s easy to see how Lightning Returns was always going to be the end of the XIII era of Final Fantasy, whether Lightning & co. were ready for it or not (even before Lightning Returns came in below half of XIII-2’s already underwhelming sales figures).
The interesting thing about Lightning Returns is that, whereas XIII-2 felt like a game built around its accelerated development cycle, Lightning Returns is a game that feels too ambitious for its own good. Whilst XIII-2 reused as much from XIII as possible & used the time-travel premise as an excuse to reskin both old environments from XIII & most of the few new ones multiple times & made minimal changes to the gameplay; Lightning Returns completely overhauls the combat to more closely resemble an Action-RPG, mostly sets itself in new locations & has an ambitious & risky new mechanic that required a lot of balancing work to get right (more on that later).
Perhaps this is a byproduct of Motomu Toriyama, the director of the Lightning Saga, & his… passion… for Lightning (seriously, watch the video above of him during the reveal of this game, this guy’s passion for Lightning borders on waifu territory) and a desire to give her story a happy ending & unforgettable sendoff. Maybe the XIII team as a whole wanted to stretch their legs & try some new things after XIII-2 mostly played things safe on the gameplay front so they could apply the lessons learned to future projects. Funnily enough, much of the team at Business Division 1 that made Lightning Returns would go on to develop Final Fantasy VII Remake & having played both games I can definitely say that FFVII Remake is much more of an evolution of this game’s combat than it is of FFXV’s combat. So you could call Lightning Returns’ combat a dry run for VII Remake (if it weren’t for VII Remake initially being planned to mostly be developed by CyberConnect 2 rather than by Business Division 1 themselves).
Regardless of the reasoning, the aforementioned overambition has a noticeable impact on the game’s graphics. The visuals noticeably take a step back from XIII & XIII-2, with the best-looking assets in the game being either reused from the previous two games or costumes for Lightning (probably due to the Schemata system (more on that in a bit)). The environments, in particular, look pretty bad for a game that was released for the PS3 & 360 in 2013 (for comparison, The Last of Us & Grand Theft Auto V were released for the PS3 (and 360 in GTA’s case) earlier that SAME YEAR and look a lot better than Lightning Returns on the same hardware). The more wide-open Wildlands & Dead Dunes fair the worst, but even the more closed-off, city-like areas of Luxerion & Yusnaan fail to meet the visual highs of XIII & XIII-2. If I had to guess, these hits to graphical fidelity were likely a combination of having to create so many new assets in less than a year and a half that fit in the memory pools of the aging hardware the game was made for & Crystal Tools being pushed to its limits to make this open-ended design happen. To think this trilogy started by raising the bar on this front… It’s also worth mentioning that, much like XIII-2, there are only three pre-rendered cinematics in the entire game (one at the beginning, one at the very end & an unlockable post-credits scene; no extensions of cinematics from previous games this time either, although there are a lot of flashbacks to previous games, which are presumably handled via FMV files).
Going back to the combat, it’s probably the best thing about this entire game to be honest! As mentioned before, Lightning Returns utilizes an action-combat system with some turn-based elements like an ATB bar that’s very similar to Final Fantasy VII Remake in it’s approach to mixing action-combat & ATB/turn-based combat (albeit LR is definitely leaning more toward action-combat than VII Remake). And for this team’s first attempt, there’s a surprisingly high skill ceiling involving timing, learning enemy attack patterns & maximizing the amount of stagger you dish out to an enemy. It’s a real joy to engage with & I’m glad that the dev team has evolved it into the system many people love in VII Remake.
But perhaps the most… unconventional element of combat is how you increase Lightning’s stats. Rather than doing so by gaining XP in combat and/or getting points to use in an upgrade menu, in Lightning Returns the only ways to get more powerful are through quests & the Canvas of Prayers (essentially a “Get X from loot drops in exchange for some power” system). While this is definitely a unique approach & I didn’t hate this (it’s especially great from a ludo-narrative synchronicity standpoint), I’m also glad that this concept hasn’t caught on in other RPGs (and that BD1 didn’t carry this over to VII Remake along with the elements they did import like the Stagger meter & the general approach to mixing ATB/Turn/Menu-based combat with action-combat)...
Anyways, I’ve talked around it enough. Let’s talk about this game’s time limit, by far the single biggest & most divisive change made to Lightning Returns compared to the previous two games & the mechanic everything else about this game revolves around. Lightning only has 13 days to save as many souls as she can before the world ends, and the game imposes this deadline upon players as well. Each in-game day corresponds to around an hour of real-time (2-3 hours on Easy mode), meaning you have 13 hours (+ however much time you spend in cutscenes, conversations & combat, all of which pause the timer) to finish the game (26-39 hours on Easy mode). Oh, and at the start of the game, you only have 7 days and have to unlock the remaining 6 days by completing the main story quest chains. Unless you are playing on Easy mode, it’s unlikely you’ll be able to finish the game on your first attempt. This means you have two options:
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If you really want to complete the game in one playthrough, you’ll likely have to play the game on Easy difficulty. Easy, on top of extending the in-game days by 2-3 times the amount of real-world time, also removes the punishment for losing fights (which on Normal is losing an hour of in-game time), enables health regeneration outside of combat, reduces the amount of damage Lightning takes in combat & the amount of health enemies have, increases the amount of EP you gain from combat (EP, short for Eradia Points, is a resource that can be used to, among other things, freeze time temporarily & activate an Overdrive mode in combat that allows Lightning to ignore her ATB meters for a short time) & decreases the EP cost of most abilities, among other benefits. It does also decrease the amount of Gil (currency) you can gain from each battle, though.
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If you’re OK with taking multiple playthroughs to finish the game, then you can use New Game+. New Game+ carries over Lightning’s stats, non-quest items, most garbs, all adornments & accessories, All EP abilities obtained, all map information & markers (with the exception of icons), Datalog & Beastiary entries and game time from previous playthroughs.
It also unlocks additional features like weapon & shield upgrades, an item which activates Lightning’s Limit Break, the ability to increase the amount of EP & item slots at any given time by replaying main quest chains, an hourglass that allows you to restart New Game+ at any time & even access to Hard difficulty (which makes enemies even stronger & reduces the amount of EP you gain from combat, but improves the potential quality of items you can gain from battle & triple the amount of Gil as well as unlocking access to Hard exclusive garbs & equipment from various merchants).
As for my personal opinion on it, at first, I found the whole idea very daunting. Not surprising given that I’ve scarcely touched games like Majora’s Mask that infamously have one. But eventually, as I played through the game (on Easy), I started to come around on the idea. Plus it turns out that said time limit is actually pretty generous (even on Normal), so it’s likely that an average player will be able to complete the game in one go once they have their head wrapped around the combat.
Fortunately, the PC version of Lightning Returns is the best of the Lightning Saga’s PC ports. There is a healthier amount of graphical options than XIII & XIII-2 & the game is much more stable, less crash-prone and generally works just fine right out of the box. No mod manager is needed. There are some performance issues in certain areas, but never quite as bad as XIII-2 is out of the box (or how bad this game’s performance is on PS3 & 360) & it’s clear that Crystal Tools was not designed for the kind of game Lightning Returns aspires to be.
Finally, let’s talk about the story. Going into this game, my expectations were tempered by the mostly negative reception to the story. But this is where Lightning Returns surprised me most. While the story isn’t perfect and the high degree of non-linearity can lead to things feeling disjointed, the overall story is pretty good, even if the identity of the main villain is pretty obvious after a few hours (said main villain is decent, but is no Caius, let alone up to the gold standard of FF villains that is Emet-Selch from FFXIV; the villain is better than Barthadelus from XIII at least). I’d say the story is at its best when it’s exploring Lightning’s flaws & worst tendencies as a character and at its worst when it devolves into a bunch of fetch quests (looking at you Sazh). I did play with the English voice acting & subtitles though & this game in particular was so heavily altered, butchered and made much more confusing in the localization process that there’s a fan-translation mod in the works (practically unheard of for a game released after the 90s that received an English release close to the original launch and not years down the line (cough cough Trails cough cough). Even the terminology didn’t make it unscathed by localization-induced confusion! So maybe I'd feel differently (for better or worse) if I played in Japanese.
As a finale… It’s a good ending to the Lightning Saga, but it’s no Final Fantasy XIV: Endwalker for sure. Just maybe wait until the fan retranslation mod is out or learn Japanese first before playing this one if you want a faithful experience to the creators’ intent…
Conclusion
Lightning Returns is a very experimental game, an interesting choice for the finale of a trilogy (even if the devs marketed this as a “new experience”, the story is very much written like a trilogy capper), but I suppose a highly experimental & ambitious game that tries out a bunch of new ideas is a very Final Fantasy way to cap off a trilogy. Not all of Lightning Returns’ experiments are successes & even some of the ones that do work are things I wouldn’t want to see in every Final Fantasy game going forward, but I applaud the ambition of this team, especially when, given the context of this game’s creation & their company’s financial troubles, they could have easily phoned it in with a safe & iterative finale. But they didn’t and that’s worthy of praise (even if their ambition did ultimately outstrip the time they had to ship this game).
It’s not a perfect game, at times it’s actually a pretty messy one. But it’s definitely my favourite of the Lightning Saga & I’ll likely do a New Game + run in the not-too-distant future…
Ratings
Creative score (story, gameplay, voice acting, art direction): 8/10
Technical score (graphics, audio, performance)): 6/10 (not bad for the time, but the PC port has some issues out of the box (but is nevertheless better than the first two XIII games) & the visuals are a bit lacking for a PS3 & 360 game released in 2013/2014)
Business Practices score: 6/10 (fine, but there was a shit-ton of costume DLC, all of which have stat boosts due to the Schemata System & consumer outcry over XIII-2’s costumes lacking any (that feels weird to say given the push back against any form of Pay to Win these days), although these costumes are included in the PC port with some exceptions that can be re-added via mods)
Overall score (my thoughts on a game’s overall quality, doesn’t consider the business practices unless they are detrimental to the experience): 8/10