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Final Fantasy XII review

Blogs > holdthephone
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holdthephone
Profile Blog Joined August 2010
United States523 Posts
Last Edited: 2013-12-20 21:12:41
December 20 2013 21:11 GMT
#1
EDIT: Oh shit! 500th post!

Progress:
Final Fantasy I - Final Fantasy II - Final Fantasy III - Final Fantasy IV - Final Fantasy V - Final Fantasy VI - Final Fantasy VII - Final Fantasy VIII - Final Fantasy IX - Final Fantasy X - Final Fantasy XII - Final Fantasy XIII


In all honesty, with only the first 3 games of the series now remaining, I kind of just want to end this endeavor here. I recently attempted to play the original Final Fantasy, and it's just downright horrid. Unplayable. It's from 1987, for fuck's sake. Like, I can't do it.

So I put in an order for the PSP remasters of FFI and FFII, and will try some version of III, but regardless I'll be going over my deadline of January 1st. I know most only care for FF starting at IV, in which case I'm proud to announce I have now played and reviewed IV through XIII all within the past year (roughly). I super appreciate everyone who has been reading and leaving feedback, and I hope you enjoy this review of Final Fantasy XII:


--


[image loading]


Final Fantasy XII Review
Square Enix, 2007

Final Fantasy XII is graphically ageless. It's perhaps the only case when Square's CGI movie sequences feel unwelcome. Textured hair, immense costume detail and broad landscapes under a washed out lens of warm water color, the in-engine palette is so much more inviting. It seems natural, then, that this installment is the first to adopt a macro management style of play. Instead of the menu flicking of the past, Final Fantasy XII wants you to watch the action unfold, wholly. It does this -- throughout its savannas, woodlands, and mountains with fields populated with roaming enemies -- with a party of 3 A.I. controlled combatants, their behavior yours to program. If planned correctly, the characters will heal and support each other, and dispatch the dangers around them, appropriately and automatically. This leaves you to pan the camera around your own intelligence, and the game's beauty.

[image loading]


On the streets of Rabanastre, you begin as Vaan, a street urchin dealing with rat infestations and making deliveries down the bustling alleys of the city. The world of Ivalice is built with a kind of snazz players of Vagrant Story and Final Fantasy Tactics may find familiar, and Final Fantasy XII is really something you ought to see if you fancy RPG town layouts. In cities such as this capital, the density of NPCs and their individual animations is unprecedented. Shops are fully furnished, bars have cute little creatures hopping onto counters to order drinks, and in the style of the citizens and architecture, a mix of medieval Europe, Mediterranean warmth, and a Star Wars splash of Tatooine grunge can be seen throughout.

Dialogue prompts gently click at your attention as you pass by city goers, nearly everyone with some stream of thought to interact with. A small nation under occupation and the royal family treacherously ousted from power, ambivalence fills the air as Rabanastre awaits its new rulers. However, Vaan is up to his own ideas. A rash infiltration of the royal treasure chambers lands him into a more epic play of events, and into the company of a couple sky pirates with equally misled intentions. They team up, reluctantly, freeing a shamed knight doomed to rot in a dungeon, and bumping into a rogue princess -- long thought dead -- who would lead a resistance against the occupying Empire. Surprisingly, if only because the genre is so keen on making younger character the centre of things, Vaan takes a backseat to these new personalities. In sophisticated, suave, and lovely dialect, the other characters serve to drive the story, not the young layman.

[image loading]


This isn't necessarily a criticism, because the cutscenes are acutely aware of the situation. In many shots, Vaan and his peer Penelo are purposely put off to the side or in the distance, shown teasing, bickering, and playing with one another as the adults discuss matters in the foreground. In a couple instances, Vaan is told flatly to shut up as quickly as he opens his mouth. An attempt to reclaim a princess's birthright along with her family heirlooms of destructive power, a story of vengeance forms with the two youth as its backdrop, representing the innocence that is overlooked by the heroes, often failing to see the futures they hold at stake.

But for all that sensibility, the execution isn't entirely effective. Vaan and Penelo are still forced into the unforgiving machine of character development. They interject at strange moments, their age difference between your other party members creating no chemistry at all. In some of the best scenes, Vaan pops in for a few words and effectively demolishes the intensity of an incredible script between knights, royalty, and wiseman.

Leave them out of things, then, if you wish. A limit to three on screen party members, travelling the multi-field zones of Ivalice can be enjoyed in the company of only your favorite actors. Balthier, the sky pirate, is sure to win over many fans in this regard. Ammo satchels dangling at his sides, a studded vest over loosely fitted long-sleeved cloth, cuffs open, and tapered leather pants over exquisite gladiator heeled boots, he is but one example of Final Fantasy XII's incredible, if other worldly, character design. The handsome pirate paces round packs of enemies, shoulders relaxed and shotgun in hand, and when his action bar fills he'll extend the gun outward and cooly absorb its recoil, a pop and glorious puff a smoke to deliver a smattering of armor piercing damage.

[image loading]


If you fancy the look of a character, that's really all that matters. In fact, the game cheaply incentivizes that you bench half the characters for its entirety, whether because it's too costly to equip everyone with proper gear, or the result of unorganized character progression called the License Board. Every board identical, it's just a matter of how you build them with the points you earn. Regions of the chart pertaining to certain kinds of stat upgrades and equipment unlocks, the idea was likely to have the player create a kind of useful variety of mages, melee, rogues, and ranged archetypes. Many problems reside in that logic, however.

First of all, magic isn't potent until late game, namely because you barely have enough mana to effectively cast valuable protective magic, let alone the offensive kind. Scratch that section off the board. Next, a fun set of skills called Techniks allow you to do all sorts of gimmicks, like do damage modified by the amount of steps you walk to a creature, and are effectively useless. Eventually, players will realize that all the hitpoints, attack damage, and action speed augments (the good stuff) on the board are grouped together. Grab those, and now everyone is quite interchangeable, a safe strategy of powerful, 1-handed swords and shields, accompanied by a light dose of learned healing magic to sustain the journey. This makes the programmable A.I. starkly less enigmatic than it sounds.

Even still, as just a melee mix of swords and spears, the system is fun to work with. The behavior macros you set for characters are called Gambits, an accessible priority list of orders. Put Ashe, the warrior princess, on point and have her set to 'Targets Nearest Visible Enemy' as her #1 priority. If she decides to cast useless spells in the face of danger, chances are you set something wrong, and back to the menus you should go. If an ally drops below 30% health, have Basch, the withered but loyal soldier, preset to cast 'Cure'. With the right Gambits, if someone gets blinded or confused or silenced, your party can automatically react with the proper medicine. The object is to avoid menu interaction wherever possible, letting your Gambits streamline the experience, where clearing plains of wolves and wyvern is best enjoyed uninterrupted. For emergency situations, the combat can be paused and individually commanded, but those who rely on such a thing will absolutely miss the point of Final Fantasy XII.

[image loading]


Some aspects will interrupt you, regardless. Characters acting on live time bars, there is this tiny but infuriating pattern of readying weapons before each enemy. You kill a pack of steel claden unicorns, and even though more can be seen up ahead, weapons must be rearmed for them. It's a constant half second of unsheathing and sheathing weapons before the action timers begin to roll, an insane sounding nitpick but one that you will notice. On top of that, invaluable buff magic that you should try to keep up at all times is set to tediously short timers. Casting 'Haste' to make your actions come out faster is offset by the fact that 'Haste' will have to be recast by each party member, over and over after every few encounters because it simply doesn't last a convenient amount of time. Stop and recast. Fight. Stop and recast. Fight. When smooth, it's easy to get lost in the system and the many opportunities to complete rewarding hunting marks, but when annoyed, the plot's objectives can feel just as burdensome.

Essentially, you're always after some such artifact, traveling awkardly with a party to various dungeons as more interesting political strife takes place elsewhere. Occasionally, however, the two instances do cross paths and give off a wonderful intensity. The Judges you meet are the best of it, imperial officers clad in heavy ceremonial armor, who give your party glimpses of how power corrupts and curiosity poisons even those with the best intentions. Their thick European accents deeply reverberate beneath their beastly helmets, intimidating, but still giving ear to the shakiness of their voice, talking in such a grandiose and poetic script that you'll wonder how this could possibly be a Final Fantasy game. And then Vaan speaks up, and you remember that it very much is.

[image loading]


***
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-12-21 00:46:45
December 21 2013 00:46 GMT
#2
Nice
As all FF's with exploration liberty, I enjoyed this one. Lots of occasions to become too much powerful, and lots of encounters where this power is useful, as in FFX. I enjoyed this one, even tho I finished it only once I think, I played it in full at least 4 times. (in full being doing everything except the final dungeon)
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
December 21 2013 03:03 GMT
#3
I felt this one had the biggest imbalance between dungeons and story. You'd be in a dungeon for an hour, then have 5 minutes of story. I felt utterly disconnected, and never got into it at all. Yes Balthier is pretty cool, but he can't carry the game by himself.
It is what you read when you don't have to that determines what you will be when you can't help it.
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 21 2013 03:08 GMT
#4
I dunno, something about FF12 I really enjoyed. One of my favorites.
blabberrrrr
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
December 21 2013 06:00 GMT
#5
FFXII had my favourite overdrive system of all the games. Quickenings were so much fun.
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
December 21 2013 19:34 GMT
#6
wow seriously if ff12 is 8/10 you must really love final fantasy. to me the combat system is completely unplayable
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
freeshooter
Profile Blog Joined November 2011
United States477 Posts
December 21 2013 22:11 GMT
#7
Never thought of the game the way you do. Instead of always having a combat window up and mashing buttons, you have time to appreciate the combat and the environment. Still not a seller for most people. Combat system was different at best. Its boring to do.... nothing but walk and let the game do every thing for you. 8 out of 10 is stretching it. I'd give it a 6.7 because of the combat system, the weapon system, and skill system alone.
Vic 2.0
Profile Joined March 2014
1 Post
March 21 2014 12:43 GMT
#8
Agree. FF12 was phenomenal. I liked everything about it, from the story to the gameplay, which was the best the series had ever seen, before or since.
Poo
Profile Blog Joined August 2010
Canada536 Posts
March 21 2014 16:46 GMT
#9
On December 22 2013 04:34 Kingsky wrote:
wow seriously if ff12 is 8/10 you must really love final fantasy. to me the combat system is completely unplayable


^ this.

I actually really like FF12, but after getting like 80% through, I just stopped. The combat really ruined the game for me. Everything else was great though to my recollection.
Try hard or don't try at all.
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