The launcher decides everything else
A PC game is not one product. The same title on Steam, the Epic Games Store, the EA App, Ubisoft Connect, Battle.net and GOG is six separate entitlements with six separate keys, and they do not substitute for each other. Saves, achievements, mod support and multiplayer populations differ between them, sometimes substantially.
That makes the launcher the first thing to settle, before price. A game bought on the launcher where your friends play is worth more than the same game three euros cheaper somewhere your friends are not. And a key for a launcher you do not use is not a saving at all.
GOG is the outlier worth knowing about: its copies are DRM-free, so the installer runs without the store present. If keeping a game playable indefinitely matters to you, that is a real difference rather than a preference.
Editions, and the listings that look like the game
Standard, Deluxe, Gold, Ultimate, Complete and Definitive are different products at different prices, and a listing carrying only the game's name is normally the standard edition. That is usually what people want, but it should be a choice rather than an assumption.
The bigger trap is content that is not the game. Season passes, character packs, currency bundles, soundtracks and pre-order bonus items are all sold as their own listings with titles a few words from the base game. They activate perfectly and give you nothing to play. Where a game price looks improbably low against every other listing for the same title, check whether the thing being sold is the game.
Bundled editions can also contain content you already own, and most launchers will simply not refund the overlap.
Keys, gifts and pre-orders
A key is a code you redeem yourself. A gift is a transfer from another account, and it carries the sender's payment history with it — if the original purchase is reversed, the gift can go too. Where a listing is vague about which it is selling, that vagueness is the answer.
Pre-order keys are sold before the publisher issues the codes, and the seller delivers on or near release day rather than at purchase. That is normal, but it means a pre-order is a promise from the seller, not a code in your account, and the recourse if it is not honoured is a refund rather than a game.
Bonus content attached to a pre-order is often tied to the specific store the pre-order was placed with, so a third-party pre-order key does not always carry the bonus the publisher advertised.
What the price is telling you
Prices across stores for the same edition normally cluster within a few euros. A single listing far below that cluster is not usually a better-negotiated deal — it is a different product, a different region, or a key from a channel the publisher did not intend.
This is exactly what a comparison is for. Looking at every offer at once makes the cluster visible, and the cluster is the honest market price. The outlier is then a question rather than a temptation, and the question has an answer on the listing page if you read the edition and region fields.
Before you buy
Settle the launcher, then the edition, then check the listing is the base game rather than an add-on. Confirm the region matches your account. Check whether you are buying a key or a gift, and whether the title releases in the future.
System requirements are worth a glance while you are there — a key is not refundable because your GPU turned out to be below the minimum, and that is one of the few failure modes entirely within your control before purchase.
Buying for somebody else
A key is the easier present. It arrives as a code you can pass on in a card, it does not require you to know their account name, and they redeem it whenever they like. Nothing about it is tied to you after the handover.
A gift from a launcher is tidier at the moment of giving and messier afterwards: it goes to a specific account, it can usually only be accepted by that account, and it stays linked to your payment. Where the recipient already owns the game, a key can be traded or kept and a gift often cannot.
Two things are worth checking before buying a present: whether they already own it, and which launcher they use. A wishlist answers both, and asking outright beats guessing at a game they will politely never install.
Delivery timing matters too. Codes are usually instant, but a seller can queue an order for manual review, and "instant" is a normal case rather than a guarantee. Buying a birthday present an hour beforehand is the one scenario where paying the platform's own price is clearly worth it.