Final Fantasy XII Review

holdthephone

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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.


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.


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.


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.


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.

 

piinyouri

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Mar 18, 2012
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Welp, I gotta play this through again now. (Another 200 + hours...hoo boy.)

Great review. Reading about how well fleshed out Rabanastre really brought me back and made me realize just how right you are. (I probably didn't give two shits about it when I played through before. I was younger, and much more 'power game-y' and impatient in general)

From what I can remember, you are very much right in that Vaan and Penelo were not handles well within the narrative at all.

One thing I'd like to say is that there very much is a point to keeping every character developed, as when one dies in combat, another can jump in. More battle resources essentially.

(I am remembering that correct aren't I? o__O)

One last thing, FUCK CHARM.
 

GundamSentinel

The leading man, who else?
Aug 23, 2009
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Whey! Another person who liked FFXII!

Yeah, the license board homogenizes all your characters in the end. But in early game I usually had my characters go for Quickenings as soon as possible, necessitating them to pick a particular course through the license board, making them more distinct characters as a result.

I've seen too many people dismiss FFXII because of Vaan, like they did FFX because of Tidus. But even moreso than Tidus was in FFX ("This is my story!" "NOPE!"), Vaan is an observer rather than the actual main character. Yes, sometimes he was over-used, but I liked that he and Penelo were there to lend some light perspective to the story.

Also: the dickest of dick moves in FFXII: the Zodiac Spear. Damn Square Enix for punishing you for opening treasure chests! *shakes fist*

captcha: live long + prosper.

No, captcha, FFXII's story is a Star Wars ripoff, not Star Trek.
 

Ragsnstitches

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Dec 2, 2009
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I was always a little disheartened by how this game got ripped by fans. It had a great combat system, an interesting story and it diverged enough from previous Final Fantasies to set itself apart and feel fresh.

Vaan is the only thing I disliked. He just felt like a non-character, as if they were trying to make him solely to be a fish out of water to force exposition out of characters they meet. Consequently this also affects Penelo, who's character, for the most part, is there just to round off Vaan (like Fran is to Balthier and Basch is to Ashe).

It's too frequent that he needs to be clued in on situations... and it's not always done well. He feels like a missed opportunity as an underdog, and instead lacks any real investment and can at times detract from the experience. But, Because the game only forces you to play as Vaan for the opening hour or 2 and his presence in the narrative becomes rapidly less important towards the mid way point, it's not a big deal. Once you get all 6 party members Vaan almost always get's relegated to party sub, amd once the game feels like the Player knows enough about the world he stops popping up in sequences bar some flavor dialogue.

Of course he is the character you have to use when navigating towns and cities, which is an unfortunate reminded that he is the PC.

The sad thing is, I can see what they were trying to do. They wanted to make hum a doe eyed, optimistic kid with aspirations of greatnesss, being thrust into a complex political struggle among a band of mismatched adventurers. He was meant to be the glue that ties them together, to appeal to the heart of Balthier and to remind Ashe what she is fighting for, but they sort of forget he exists and completely squander a party slot.

Still, I loved this game and I'm completely heartbroken that they didn't do a a re-release since a HD version would look gorgeous.

EDIT: Personally I would give this game a 7/10.

The gamepaly is great, I just love the Gambit system and how fluid it makes combat. It also allows for classic turn based combat, even allowing mid combat pauses for the more difficult fights. Options are always great. Monster Variety and Designs are great, on par with other Final Fantasy, and, the Summons (Espers) are some of my Favourite in all of Final Fantasy. Having to find most of them and fight them to win them over makes for a great diversion outside of the main plot. Environments are rich and varied, Dungeons are Tense and rewarding. The world feels more fleshed out, and more alive, then previous Final Fantasies. The Story is really good once Vaan fades to unimporatance. Balthier, Fran, Basch and Ashe are great characters and Panelo and Vaan keeps things light hearted when the "adults" get serious, even if they feel a little vacant at other points (Vaan more then Panelo).

Vaan detracts too much from the story at points, and making him the players avatar was a terrible decision. Some of the puzzles are extremely esoteric, often requiring a guide at points to solve (or blind trial and error). The game is, if anything, a little too long, padding out certain points just for the sake of adding a few more hours to the core play time... and as per usual for a Final Fantasy game there is some serious ass pull to wrap things up at the end (FF loves their Deus Ex Machinas).

Despite the flaws the game never really feels tedious, some puzzles being an exception and most of those aren't tied to the main narrative. Vaan makes certain sequences a bore, but that's more an early game issue. The plot wrap up is a little convoluted, but as far as Final Fantasies go, it's a little bit more level headed then some of the more egregious offenders in the series (Looking at you Necron).
 

Captain Sunshine

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Mar 5, 2013
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Great review, and that's coming from someone who didn't even like the game very much! At the time it was hard to find an agreeable opinion of the game, reviewers went mental about it and then a lot of the fanbase cried foul that it was so different.

Most of this review is on the combat workings of the game, which is fair enough as the majority of 12 was spent in combat. And it was a really good combat system, just very grind-y (on first playthroughs at least), as is often the case. Every time I come back to the License Board I end up freezing thinking that I am 'doing it wrong' and picking things that'll leave the character useless in later battles, which is clearly a hangover from the Sphere Grid of X where the 'choice' would still leave you with a well-built character but in different areas.

I also agree with all strikes against Vaan as a character. Balthier, Ashe and Basch were all great examples of stand-out characters in a plot so thick it needed them to stand out more than they did. Having that sort of disparity in the group dynamics meant the sense of adventure and teamwork in the face of the EVIL EMPIRE OF THE DAY or SUPER MECHA-GOD wasn't really there. Seeing the story develop was fun visually, as the art design was phenomenal and the stand-alone events were interesting, but I never got 'hooked' to the game; that's all just a matter of taste though. Objectively, it's a great game.

The only thing that kept me coming back were Hunts which I expected to see mentioned, but regardless, great review!
 

Tanis

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Aug 30, 2010
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It's just a shame the the Zodiac Edition never saw its way out to the NTSC-U market.

It fixed a LOT of the game play issues, and ran smoother.
 

GundamSentinel

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Aug 23, 2009
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TizzytheTormentor said:
It is always nice to see genuine fans of the game after all the crap thrown at it.
I've never understood why people disliked XII so much. It got good reviews and several GOTY awards, but the Final Fantasy community seems to avoid it like the plague. Most of the criticism I've seen thrown at it came down to: "How dare they make it different from previous Final Fantasy games!"

Me, I put over 1500 hours into that game and loved every minute. It was a great game and in my opinion easily the most interesting Final Fantasy game, and dare I say it, the best one.
 

holdthephone

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Oct 21, 2011
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GundamSentinel said:
TizzytheTormentor said:
It is always nice to see genuine fans of the game after all the crap thrown at it.
I've never understood why people disliked XII so much. It got good reviews and several GOTY awards, but the Final Fantasy community seems to avoid it like the plague. Most of the criticism I've seen thrown at it came down to: "How dare they make it different from previous Final Fantasy games!"
It was really hard to find constructive discussion around XII at release. The overbearing criticism was that the combat 'played itself,' a viewpoint that showed an incredible misunderstanding of basic functionality. Others were stubborn about the system and played the game via the pause menu, which is a recipe for disaster. It took a few years before you saw fans crawl out of the woodwork, as is also happening now with XIII, which I always thought was an exceptional game.

Thanks for reading, btw. XII was great to me, and I'm sure the Zodiac edition might fix some of the issues I have with the game.