Index :: Articles :: Final Fantasy XII: 7 hours, 21 minutes, 13 seconds

One of the things I missed most during my one-year leave was playing video games, in particular role-playing games. Throughout my stay in Spain, my grandmother would send me cards always with American money inside them. Throughout the year I collected and saved each of the letters and the money inside accumulated to about 60 US dollars. So I made the decision that when I returnedI would go out to C&C Games to pick up a new game. Jet lagged, I went to C&C Games with Tim (my 8-Bit accomplice) on my first official day back in the United States.

I perused the various titles keeping my budget in mind. If it were up to me I would have bought an XBOX 360 with Elder Scrolls IV, but I digress. The decision came down to two PS2 games: Level 5’s Rogue Galaxy or Square’s Final Fantasy XII. Rogue Galaxy caught my eye because of its bright anime-inspired graphics, reminiscent of Dragon Quest VIII, another Level 5 game. But Final Fantasy is Final Fantasy, so I went with my instincts and picked up the 12th installment of this classic series. However, I believe my next game will be Rogue Galaxy.

I began playing console role-playing games with Final Fantasy VII on the PS1. From that point on I was an addict, I went back and played all of the past FF games and all of the games that followed. Final Fantasy introduced me to the role-playing genre; RPGs are about all I play nowadays. Not being a fan of MMORPGs, I had not played a Final Fantasy game since 2002 with Final Fantasy X, I tried Final Fantasy X-2 but promptly returned it (don’t get me started). So as I loaded FF:XII into my PS2, I was hit by a wave of nostalgia and excitement. No Final Fantasy game is ever the same (something I love about the series) but there are certain elements that always return, albeit if slightly modified.

The team behind Final Fantasy XII (from this point I will refer to it as 12) is the same team that was behind Final Fantasy Tactics and Vagrant Story. The look and feel of these two classics can be felt in 12, although graphically updated. As with each new Final Fantasy installment, 12 is both similar and different than its predecessors. The most obvious change is the battle system, which has been totally revamped. But there is much more to this game that just the battle system, join me now as I discuss my initial reactions to the latest game in the long and illustrious Final Fantasy series.

My initial reaction to 12 was the sheer size and scope of the environments. The proportions are done very well thus giving the player the feeling that they are actually exploring the areas they encounter. For example, the sprawling city of Rabanastre is full of houses, buildings, shops, plazas, palaces and the streets are lined with citizens. Whilst running through the streets, it is impossible to see the top of the buildings, only when the player stops and looks up do the top of the buildings make themselves present. This gives the player the effect that they are actually in the game. Despite the vastness of the environments there is little to no load times and to facilitate exploration, there is a well-integrated map feature.

Behind every role playing game there is a battle system that can either make or break the game. 12 has done something interesting with its battle system, incorporating some elements from MMORPGs to streamline combat. First of all, every battle takes place in real time with the enemies appearing on screen. The player chooses a command and when that specific character’s meter is filled, s/he performs the action. At its core, 12’s battle system is turn based, but it’s cleverly disguised through free ranged movements that take place in real time.

It can be said that they key to 12’s battle system is not playing at all. Let me explain: to control the actions of the rest of the members in the party you assign them gambits. Gambits are commands that they follow; the player can assign various gambits to each of the characters and even prioritize them. For example, attack nearest enemy, heal those under 50% hp, etc…. And as the game progresses the characters earn more gambit slots and different gambit abilities. The player can even assign gambits to the party leader, so in effect s/he doesn’t have to do anything in combat but watch. However, if things are not going well, the player can always intervene. Don’t be put off; there is still a lot of strategy and customization to 12’s battle system, it’s different but actually quite refreshing. The battles are quick and fast paced, never tedious. Also, the enemies appear on screen at all time so battles can be avoided.

Another interesting feature is the License system, which works much like Final Fantasy X’s sphere grid. Before a character can use a piece of equipment, s/he must have the appropriate license. Licenses are achieved on the license board and require a specific amount of license points, which are gained by defeating enemies. A large grid full of tiles represents the license board; each of the individual tiles represents a specific license. When one license is acquired, those next to it become available allowing the player to plan the specific characters growth. Also, the license board is the same for every character. This allows for a lot of customization and each character can be modeled to the exact wishes of the player.

My only gripe with 12 at this point is that the story is taking a long time to get going. I have put in just over 7 hours and I really have no idea where the story is headed or my characters place in it. But I can sense that something strong is brewing, and that keeps me playing. As for the characters themselves, I don’t feel very attached to them, at least not at this point. There seems to be a lot of potential with some of them, but it’s still a little early to tell. I’m still hoping for some classic characters like Vincent or Auron but only time will tell.

All this writing about the game has got me in the mood to start playing again. Look for more of my Final Fantasy XII experience to come soon!