Post by haseo on Nov 1, 2006 11:14:33 GMT 7
Returning to the older Final Fantasy storylines, Final Fantasy XII is set during a time where a powerful empire has ruled the small city-state of Dalmasca for two years. The rightful heir to the throne has started a small resistance movement to regain her power while two savvy Air Pirates, some teenage orphans, and a loyal knight who has been deemed a traitor by his own people find themselves in the middle of an adventure that will span through the land of Ivalice. Old themes such as treachery, loyalty, and political drama show themselves to be prevalent in this latest Fantasy.
XII's biggest improvement to the series would have to be its battle system. While it is very similar to that of the MMORPG Final Fantasy that preceded it, there are enough differences to make it a new experience. Much like XI's battle system, there is no transition from exploring the vast areas of Ivalice and battle. As soon as an enemy comes into range, the battle begins. There are no loading times either, it's completely seamless. Also, the player can move in battle, which really do much in avoiding enemy attacks, but it makes it easier to ascertain how far enemies are to the characters. The battle system also runs on an Active Turn Based type system that has been used in most Final Fantasies. Another nice feature is that MP slowly regenerates in and out of battle. The only problem with the initial battle system is that the Command lists are too cluttered, White, Black, Time, Green, and Arcane magics take lot space and it is hard to calmly select these actions in the heat of a boss fight.
Of course, Square-Enix programmed quite an impressive system to counter these dense command windows. The Gambit System is true a fine work in game programming. What if every move could be automatically set up? What if the player could assign moves automatically and just watch the battle ensue? The Gambit System is a truly a blessing and a sin. The Gambit System allows the player to direct all three of the characters in battle to fight without having to use the command windows. A list of actions can be assigned to each character and these characters follow them completely. If one can completely understand the Gambit System, all they will need to do in the game is walk around. Everything else is already determined. It's a great system, but it lacks the feeling of actually playing a game. It's more or less watching someone else play the game for you.
For the last five Fantasies, Limit Breaks have been prevalent and it is safe to say that XII is no different. Each character has three highly powerful moves that can completely devastate even the toughest enemies, leaving them only shadows of their former selves. These “Quickenings” as they are called can also be chained with other character's quickenings. The power of these attacks is amazing and it is somewhat surprising that the game is still somewhat challenging. Well, they do have one major let down: once they are used, the character's MP is reduced to zero. This is somewhat frustrating especially in the middle of a tough boss fight. Considering that these Quickenings are meant to be chained, all three characters in battle could suddenly have no MP to cast recovery magick.
Espers also make a return in XII though in a somewhat disappointing way. While the game boasts of having 13 powerful summons, they are completely useless halfway through the game. Once a character has been assigned an Esper, only that character can use it. Ever. While that can be easily shrugged off, these Espers feats in battle are completely worthless. Once summoned by a character, the two other character inexplicably leave the scene. The summon helps you in battle, similar to the way they do in XI, but without the two other character's to assist in battle, watch as either the summon or the summoner is soon felled by the onslaught of the oncoming enemies. On a more positive note, the Espers are magnificent looking. Probably the coolest looking summons ever.
In order to use all magics, techniques, accessories, weapons, and armor, one must use the License System. Similar to the X's Sphere Grid, the License System open up abilities, stat increases and equipment that can be used. Essentially, you cannot equip any kind of equipment or use any sort of ability without first getting a license for it. One might have a powerful spell or sword, but without opening the tile on the License Board, it cannot be used or equipped. The system is even pickier than just that: the player may open up a magic panel for a strong magick, but in order to then use the it, one has to actually buy the spell in a store. While this system in somewhat tough to get used to in the beginning of the game, once the player has a stable amount of money to spend on abilities and equipment, it gets to be fun.
XII's cutscenes are absolutely impressive, whether it's an airship battle or just a scene of Dalmasca from the sky, one will be satisfied. The battle effects could have been a bit more touched up however. Magic attacks lack the flair they usually have. The Quickenings and the Summons look amazing in battle which almost makes up for it.
The music within the XII could have been better. Most of the soundtrack seems too similar to tracks that have been heard in FFTA. While not totally disappointing because the music does work well with the environments they're placed in, it feels somewhat recycled.
XII's biggest improvement to the series would have to be its battle system. While it is very similar to that of the MMORPG Final Fantasy that preceded it, there are enough differences to make it a new experience. Much like XI's battle system, there is no transition from exploring the vast areas of Ivalice and battle. As soon as an enemy comes into range, the battle begins. There are no loading times either, it's completely seamless. Also, the player can move in battle, which really do much in avoiding enemy attacks, but it makes it easier to ascertain how far enemies are to the characters. The battle system also runs on an Active Turn Based type system that has been used in most Final Fantasies. Another nice feature is that MP slowly regenerates in and out of battle. The only problem with the initial battle system is that the Command lists are too cluttered, White, Black, Time, Green, and Arcane magics take lot space and it is hard to calmly select these actions in the heat of a boss fight.
Of course, Square-Enix programmed quite an impressive system to counter these dense command windows. The Gambit System is true a fine work in game programming. What if every move could be automatically set up? What if the player could assign moves automatically and just watch the battle ensue? The Gambit System is a truly a blessing and a sin. The Gambit System allows the player to direct all three of the characters in battle to fight without having to use the command windows. A list of actions can be assigned to each character and these characters follow them completely. If one can completely understand the Gambit System, all they will need to do in the game is walk around. Everything else is already determined. It's a great system, but it lacks the feeling of actually playing a game. It's more or less watching someone else play the game for you.
For the last five Fantasies, Limit Breaks have been prevalent and it is safe to say that XII is no different. Each character has three highly powerful moves that can completely devastate even the toughest enemies, leaving them only shadows of their former selves. These “Quickenings” as they are called can also be chained with other character's quickenings. The power of these attacks is amazing and it is somewhat surprising that the game is still somewhat challenging. Well, they do have one major let down: once they are used, the character's MP is reduced to zero. This is somewhat frustrating especially in the middle of a tough boss fight. Considering that these Quickenings are meant to be chained, all three characters in battle could suddenly have no MP to cast recovery magick.
Espers also make a return in XII though in a somewhat disappointing way. While the game boasts of having 13 powerful summons, they are completely useless halfway through the game. Once a character has been assigned an Esper, only that character can use it. Ever. While that can be easily shrugged off, these Espers feats in battle are completely worthless. Once summoned by a character, the two other character inexplicably leave the scene. The summon helps you in battle, similar to the way they do in XI, but without the two other character's to assist in battle, watch as either the summon or the summoner is soon felled by the onslaught of the oncoming enemies. On a more positive note, the Espers are magnificent looking. Probably the coolest looking summons ever.
In order to use all magics, techniques, accessories, weapons, and armor, one must use the License System. Similar to the X's Sphere Grid, the License System open up abilities, stat increases and equipment that can be used. Essentially, you cannot equip any kind of equipment or use any sort of ability without first getting a license for it. One might have a powerful spell or sword, but without opening the tile on the License Board, it cannot be used or equipped. The system is even pickier than just that: the player may open up a magic panel for a strong magick, but in order to then use the it, one has to actually buy the spell in a store. While this system in somewhat tough to get used to in the beginning of the game, once the player has a stable amount of money to spend on abilities and equipment, it gets to be fun.
XII's cutscenes are absolutely impressive, whether it's an airship battle or just a scene of Dalmasca from the sky, one will be satisfied. The battle effects could have been a bit more touched up however. Magic attacks lack the flair they usually have. The Quickenings and the Summons look amazing in battle which almost makes up for it.
The music within the XII could have been better. Most of the soundtrack seems too similar to tracks that have been heard in FFTA. While not totally disappointing because the music does work well with the environments they're placed in, it feels somewhat recycled.