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Final Fantasy XII Review 261

The Final Fantasy series is almost twenty years old. When Square developed the first title in the series, the game's name was meant to coincide with designer Hironobu Sakaguchi's retirement. Instead, the game's popularity set the stage for a series that has now reached twelve 'main' titles and more than half a dozen offshoots. Almost everything about the series has changed over the years, except for popularity and a generally high level of quality. Final Fantasy XII has changed almost everything from the series norm, except the quality. The result is a game that very well may be considered the best Japanese RPG in years. It's a smarter, more adult, and absolutely beautiful title; the perfect balm for anyone not taken with The Elder Scrolls IV: Oblivion . Read on for my impressions of the newest and most ambitious chapter of the Fantasy that's never quite Final.
  • Title: Final Fantasy XII
  • Publisher/Developer: Square / Enix
  • System: PS2
If there's a consistent criticism leveled against games in the Final Fantasy series, it's that most of more recent games center around a big-hair protagonist, usually angsting in a very teen-like fashion. The sweeping political story told in Final Fantasy XII combats every negative story stereotype the series has, and brings the tone of the game into a much more 'adult' space than previous titles. We primarily follow the exploits of street-kid Vaan and the motley crew that falls in with him, consisting mostly of fallen royalty and sky pirates. The story itself, though, deals with the rocky political and military issues facing a war-bent empire. The king is dying, his sons are being manipulated by a corrupt senate, and the toll of many years of combat is beginning to tell in the hearts and minds of the empire's citizenry. The best part here is that it makes sense. The story is complicated, to be sure, and you'll definitely find yourself wondering what's going on at some points. Your questions will be answered, though, and not by silly responses like 'the planet is angry', or nonsense like that. Events in the game have real, human emotions and logic driving them, and it's a pleasure to behold.

With a game as lengthy as Final Fantasy XII, a decent story would quickly become boring if you had to slog through the gameplay. In my estimation, though, the originality breathed into the tried-and-true combat system has transformed this series. Taking the best elements of the older turn-based battles and the auto-attacking tendencies of Final Fantasy XI, FFXII offers a welcome new approach to RPG combat. For starters, there are no 'random' attacks in FFXII. Monsters wander around dungeons in all their beautiful graphical glory, and whether to engage an enemy or flee is up to you. It's a welcome change, forgoing the frustration of random encounters dogging your steps on an overworld map.

The real innovation here, though, lies in the 'Gambit system'. Each character has a certain number of Gambit slots. Each Gambit slot can be loaded with a specific command, with an extremely simple programming-like syntax allowing for some surprisingly complicated maneuvers. When loaded up, these Gambits dictate the actions of the characters within the game world. A Gambit could say 'If an Ally's HP is less than 80%, cast cure on them.' As you progress through the game, more esoteric criteria become available. Some allow you to target enemies based on their weaknesses, while others look for allies with detrimental conditions. This combat system can be overridden at any time with the simple push of a button, allowing the precision of a turn-based approach and the speed of the Gambits. Taken as a whole, Gambits allow the player to leave more of the 'nitty gritty' to the rules you've laid out. You don't have to make sure every character is healed up after a battle; they'll take care of that themselves. This frees you up to stay appraised of the whole battlefield, and in general means more fun per moment for the player. If this sounds like things are 'too easy', it should be pointed out that Gambits should either be heavily tweaked or turned off before boss battles. These non-stereotypical fights almost require a return to the series' turn-based roots, so that each character can execute the most efficient set of instructions possible. Gambits allow a wonderful blend of control and gameplay, and definitely aid in making the title the powerhouse that it is.

Other gameplay elements should be familiar to Final Fantasy players, but have received some additional tweaking. Each character can have their abilities focused by gaining new abilities and permissions on 'the license board'. License board points are obtained by defeating monsters, similar to but separate from the traditional experience points. While gaining levels does make a character stronger, it's the application of license points that makes them more versatile. A character focused on casting spells, for example, fills in the spellcasting part of the board with their points. There are board areas for weapons of varying types, armor, spells, simple stat buffs, and unique abilities called 'Technicks'. These last are non-magical moves that can produce a variety of quirky effects. One throws money at enemies to cause damage, while another damages opponents randomly based on what time of the day it is. These abilities, spells, and equipment are trained on the license board, but are unusable until actually purchased. While gil (the game's currency) is obtainable 'straight' from monsters, the most common way of paying the bills is by selling loot. Loot drops from monsters, and exists for no other purpose than to be sold for money. Entertainingly, you can increase your chances of gaining loot by 'Chaining'. Slaying several monsters in a row, all of which are of the same creature type, will allow you to start a loot chain. The more creatures you kill in a row of the same type, the better and more copious amounts of loot you'll receive. I've gotten chains up over 150 creatures, and by engaging in this entertaining activity it becomes easy to get the money you'll so desperately need.

Graphically, Final Fantasy XII may be one of the finest titles ever to grace the PS2. There are, of course, some jaggies and obvious pixilations. Despite that, the unique art style utilized to show off the world of Ivalice is absolutely breathtaking to behold. Character designs are iconic and memorable, while very distinct architectural styles makes it easy to understand where you are and differentiate from where you've been. They don't pull out the stops with well-imagined location concepts either, moving you from rotting tomb to scorching desert to a city floating on an island in the sky. Weather effects change locations you've been to previously, adding additional layers of complexity to an already quite dense graphical palette. Musically, the game stands shoulder-to-shoulder with the works of Nobuo Uematsu, the traditional composer for the series. Despite not being done by the master, Sakimoto's work has the same haunting weight and presence we've come to expect.

Given that the PS2's successor launched commercially in the U.S. today, it's fitting that the last-gen Sony system would see titles such as this be published on the way out the door. Along with titles like Okami and Bully, FFXII is the last gasp of a true winner in the world of videogames. The PS2 won the last generation exactly because of games like this. At the end of the day, it's not marketing or hype that makes a game great; it's solid gameplay, an engaging story, and an attractive presentation. Final Fantasy XII proves that you don't have to be 'next-gen' to be a truly great game. I only hope that the lessons learned in these late-generation titles transfer into the games of the next generation. It's always frustrating relearning things again.

The game elements of Final Fantasy XII, laid out separately, sound solid but fairly routine. Gambits are new, to be sure, but it's all pretty standard stuff. The key here is that it doesn't play like the standard stuff. Moving through the actual game in Japanese RPGs has gotten to be a real chore over the years. Unlike the freedom valued by American games in the same genre, the boxed-in storylines and gameplay have gotten mostly fairly stale. Even exceptionally good examples of the genre suffer from a a case of the been-there done-thats. All this makes Final Fantasy XII that much more enjoyable in aggregate. By stepping outside of series norms, the game's creators have had the chance to reintroduce us to the very gameplay and storytelling concepts which made the Final Fantasy series a powerhouse in the first place. I highly recommend this title to any fan of Japanese-style roleplaying games. If you've been put off by the stodgy nature of the genre in the past, I would even go so far as to say this may be the title that allows you to finally enjoy these games. Final Fantasy XII is a triumph for the series, and I sincerely hope marks the direction future games will be heading.
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Final Fantasy XII Review

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  • by rob1980 ( 941751 ) on Friday November 17, 2006 @03:17PM (#16888446)
    I'm still just 30 hours in, but I'm enjoying just about every minute of it. For a change there are actually things about it that are new and not giving me the impression I'm playing an updated version of a game I've already played.
  • by RyanFenton ( 230700 ) on Friday November 17, 2006 @03:25PM (#16888578)
    I've been playing this one on-and-off for the past few weeks, and I've really been loving it. My main complaint about many of the recent Final Fantasy games has been what I think of as the 90210-teen style use of emotions at the core of the character interaction and story.

    Thankfully, FFXII has done away with that. There's still deep emotions, angst even, but it's more than showing a dozen characters with emotional hangups and occasional epileptic fits, and calling these annoying mishmash of shortcomings mixed with superpowers a story. Perhaps it is just my taste for use of emotions in stories - but I do find the determined use of emotions driving, while avoiding cliches, in the FFXII storyline.

    The only downside is the music - not that it is bad, but it is intentionally ambient while being well-orchestrated. That same ambience, though, means that you never really remember or anticipate the music except in the rare cases where the music is an allusion to previous games. The reasoning for this musical shift was to allow the sounds and many well-done voices in the game to be clear throughout, never drown out by music that is too strong. It's a bit of a shame for my tastes - I loved the strong music in some of the games. But it's certainly a lesser concern than the gameplay and the storyline, which are overwhelmingly good in comparison.

    Ryan Fenton
  • PS3 Compatible? (Score:2, Informative)

    by Anonymous Coward on Friday November 17, 2006 @03:28PM (#16888630)
    Nice review! I'm only a few hours into the game myself, but so far I am impressed and I especially do not miss the random battles. The game is graphically gorgeous and in fine old FF tradition has plenty of bishonen (pretty boys). Sometimes I wonder if the male models get more work than the female ones.

    Now with the PS3 launching in the US today, I wonder if FFXII is fully PS3 compatible. It should be as I understand the PS3 includes PS2 hardware on a chip for this. I also wonder though if the game gets any kind of graphical boost from playing on the PS3.
  • by Frostclaw ( 1006995 ) on Friday November 17, 2006 @04:20PM (#16889472)
    I'm over 40 hours into this game. It's amazing. Visually breathtaking, with a combat system taht suddenly feels fun. Grinding mobs doesn't feel tedious at all with several great incentives to do so (mob chains that raise drop rates and experience and licence point gain). It's executed far better than I had expected from my earlier dealings the DQ8 demo.

    After playing the demo included in DQ8, I was actually very worried about the new style. My fiance didn't like the camera at all and was disinterested in the game. Now he manopolizes it and I'm stuck waiting for the opportunity to get more involved.

    While a lot of the combat is pretty simplistic, this isn't anything different from previous FF games. In fact, even random mob combat is a bit more involved than before. Sure a lot of it is automated, but now you can use it as opportunity to experiment and tweak gambits. Gone is the repeatative process of "combat load, repeated attacks, money/exp screen, world map load".

    The story is like crack for RPG fans. It feels huge. The characters are deep and involved. The villains are equally deep and involved. As stated in the review, none of the plot points are given half-arsed metaphysical/spiritual explanations.

    It's an epic on the scale of original Star Wars trilogy, and in fact invokes a lot of the same feel.
  • My Impressions (Score:3, Informative)

    by jschmerge ( 228731 ) on Friday November 17, 2006 @04:30PM (#16889610)

    I've personally made it about 20 hours into the story (including quite a bit of that time spent mindlessly leveling up :), and I have to say that I am really enjoying this game. While there are some things about the game that I could criticize, overall I think that this is one of the finest Final Fantasy games that I've played (and I've played all but XI and the Japanese only releases for the NES).

    In terms of story, things do start off a bit choppy and the gambit system takes a while to get used to, but as you settle into the game you really start to have fun. You start to realize that your job in combat is to give general direction to the party, rather than direct every action of every character; this leads to some rewarding battles in which you just watch your characters kick ass on their own. In some ways, I think that this is somewhat better than with previous FF's, in that you don't just stupidly hold down the 'action confirm' button after setting up the cursor to always go to the last selected action.

    Up until this game, I would have said that my favorite Final Fantasy would have been FF8, but I'm not so sure of that anymore. Like FF8, this one strives to make all of the various RPG elements (leveling, weapons upgrades and various magical abilities) somewhat believable. The fact that combat takes place in the same environment as the rest of the game play really adds an immersive and seemless quality to the game... A very welcome change.

    As for the things that I don't like; there are not many... First and foremost would probably be that the license grid system is somewhat difficult to manage. Unlike other FF's, in order to use anything that you've bought (weapons, armor, spells, etc.), you must also have unlocked the license for that piece of equipment or ability; this leads you to sometimes sit in a weapons shop jumping back and forth between each character's license grid (to see whether its worth buying the weapon now) and the shop's merchandise list. Another thing that I've found to be somewhat annoying about the license grid is that it's really a lot of leveling up to get to the point where you've started to unlock the abilities that you really need, and oft times you have to unlock a bunch of abilities that you really don't care to unlock to get to the ones that you want. A good example of this is that you have to unlock a bunch of healing bonuses to level up the strength and HP of a character that you're trying to turn into a physical fighter. This doesn't make a whole lot of sense to me.

    All and all though, a very lovingly crafted game... I might not give it a perfect 10/10, but its pretty close.

  • Re: magicians. (Score:3, Informative)

    by Ayanami Rei ( 621112 ) * <rayanami&gmail,com> on Friday November 17, 2006 @04:36PM (#16889716) Journal
    Thankfully spell animations are less intrustive this time around and do not eat up battle time (the rest of your party is still doing stuff). The spell caster and targets are singled out for a timer interruption. Even your Espers are realtime, they fight as a guest party member. The exception are Mist Knacks -- but unless you start chaining they're short sequences.
  • by lokiomega ( 596833 ) on Friday November 17, 2006 @04:48PM (#16889886)
    Creators of Final Fantasy XII are the same people who made Tactics. Which is why it feels very "Tactics-ish"
  • I too.. (Score:4, Informative)

    by Junta ( 36770 ) on Friday November 17, 2006 @06:09PM (#16890898)
    am frustrated with the game.

    On a general level it just seems to move away from the aspects of traditional J-RPGs, but for the most part not to be original, but to mimic western-style RRGs, particularly MMORPGs.

    The battle system is the most blatantly MMORPG-ish aspect. I admit random encounter rates could be maddening, but I would have much preferred a chrono-trigger style system, where encounters are obvious, and battle transition is natural, but action is more traditional J-RPG. I know a lot of people say "you don't want to admit all those selections can be distilled to a nearly equivalent set of rules" or "it's the same thing, just allowing automation". I find it difficult to distill rules that would act as I would all the time. A prime example is healing, the health level I wait for before I heal depends not on the proportion of current to max health, but to the approximate damage per hit the enemies are doing compared to remaining health. If I see an enemy that can do 90% worth of damage on occasion, my strategy for healing will me more aggresive, whereas if an enemy that does 11% of damage per hit, rules needed for the 90% case cause excessive unneeded healing. If I try to do it manually, there's no way for it to at least designate a default action, so you have to be mindful to hit x and select each one to start attacking by default. Also, in previous games if I was in a precarious fight, I might choose to leave a character with their 'action' gauge full, but skipping to other characters so they could heal instantly, but know action gauge starts filling specifically for the action being taken. Now the ability to turn on auto-attack might have been fine, because in random battles at least I would frequently just hammer attack, but the system just is frustrating.

    The general UI is too MMORPG as well. To their credit, they filled the town with a lot more 'people' to make it more realistic than the huge cities with maybe 9 or 10 people common before, but they didn't want to bother making dialog for all the characters, so they put little 'talky' icons or 'shop' icons over people's heads to distinguish actual NPCs from mere decoration. This is jarring to me. Similarly, in the fields where enemies could be encountered, the health bar over every character's head is annoying to, having it off the screen in a status area solely was less distracting.

    The graphics are mostly great (though the character design is not to my liking), but the music is merely 'not bad' to me, it doesn't stand out like some of the themes from previous games did. Same for the story and characters, fairly uninspired and flat (23 hours into the game at least). I didn't like FF5 or FF8s stories/characters for much the same reasons, but I still remember some of their music.

    The level grinding is ridiculous in this game, absolutely have to run around in circles most of the time, rarely had to do that before.

    The world layout is fine and more realistic than most 'world-map' style settings, but does allow the freedom that was lacking in FFX even early on. When I get what I'm sure is inevitable, an airship, I suspect the interface will be more like FFX, and that will disappoint me too. There was a nice sense to actively flying over the world map. Particularly after it being so tedious, experiencing the ease of flight is kinda cool.
  • Re: magicians. (Score:2, Informative)

    by Nathgar ( 995959 ) on Friday November 17, 2006 @07:52PM (#16891924)
    I beleive the reason boss fights only give LP is so that people can try the low level "no leveling" challenges they do. Appearently you can beat ffx without using your levels once.

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