Main game
3.83 average rating based on 2103 ratings
I just finished the PS2 original version of this game on an emulator, so I didn't benefit from any of the QoL improvements and other things that changed with Zodiac, I'm sure it's a better version of this game. I did, fortunately, at least get save states and fast-forward features from the emulator. This game took me about 2 years to complete, my previous update went into some more details when it was feeling more fresh and less sloggish.
My only complaints about this game are:
I just finished the PS2 original version of this game on an emulator, so I didn't benefit from any of the QoL improvements and other things that changed with Zodiac, I'm sure it's a better version of this game. I did, fortunately, at least get save states and fast-forward features from the emulator. This game took me about 2 years to complete, my previous update went into some more details when it was feeling more fresh and less sloggish.
My only complaints about this game are:
Otherwise, this is a really, really good Final Fantasy game!
Things I loved:
A must-play for FF fans!
This one took me a while to get through. After the disappointment of FFX-2 and the fact that XI was an MMO (a genre of game I've never had any interest in), I was super excited for the series to get back on track with a mainline entry. I fell in love with the look of XII from the first time I saw concept art, which featured massive airships, beautiful high fantasy architecture and thriving cityscapes. When the game finally launched, I was sort of befuddled. The story cut-scenes, while beautifully produced, didn't draw me into the lives of the main characters as effectively as previous games in the series. The battle system was quite a departure from what the series had done so far. Manipulating your party members' AI instead of manually controlling them was a lot to wrap my head around. Everything happened in real-time and enemies just appeared in the field. It was weird. As time went by, with several starts and stops, I was finally able to enjoy the game for what it was: a bold step forward for the FF series and a fascinating experiment that would be further expanded upon in later entries. I …
Read MoreThis one took me a while to get through. After the disappointment of FFX-2 and the fact that XI was an MMO (a genre of game I've never had any interest in), I was super excited for the series to get back on track with a mainline entry. I fell in love with the look of XII from the first time I saw concept art, which featured massive airships, beautiful high fantasy architecture and thriving cityscapes. When the game finally launched, I was sort of befuddled. The story cut-scenes, while beautifully produced, didn't draw me into the lives of the main characters as effectively as previous games in the series. The battle system was quite a departure from what the series had done so far. Manipulating your party members' AI instead of manually controlling them was a lot to wrap my head around. Everything happened in real-time and enemies just appeared in the field. It was weird. As time went by, with several starts and stops, I was finally able to enjoy the game for what it was: a bold step forward for the FF series and a fascinating experiment that would be further expanded upon in later entries. I still can't tell you what the hell the story was about but I do know that I had a damn good time experiencing it.
Read Less“The empires of the future are the empires of the mind.”
-Winston Churchill
It’s about time we talked of Final Fantasy XII. Previously, I thought to myself: “Self, ought you to hold out on reviewing Final Fantasy XII seeing as how the forthcoming Zodiac Age re-release is nigh?” Then I realized talking to oneself is a sign of inanity, so there you are.
inal Fantasy XII is the twelfth entry in the definitive and wildly popular RPG series by Square Enix. It is the lovechild of Hiroyuki Ito, director of Final Fantasy VI and Final Fantasy IX and the creator of the Active Time Battle (ATB) system introduced in Final Fantasy IV, and Hiroshi Minagawa, the art director of Final Fantasy Tacticsand Vagrant Story and the director of Tactics Ogre: Let Us Cling Together. The cooperation between Ito’s directorial experience and Minagawa’s artistic distinction make Final Fantasy XII an FF entry which stands alone
Even though Final Fantasy XIII marks a departure from the traditional involvement of series creator Sakaguchi and less work by series composer Uematsu, FFXII boasts several new elements stepping into the future. It’s set in the massive, non-linear world of Ivalice, features …
“The empires of the future are the empires of the mind.”
-Winston Churchill
It’s about time we talked of Final Fantasy XII. Previously, I thought to myself: “Self, ought you to hold out on reviewing Final Fantasy XII seeing as how the forthcoming Zodiac Age re-release is nigh?” Then I realized talking to oneself is a sign of inanity, so there you are.
inal Fantasy XII is the twelfth entry in the definitive and wildly popular RPG series by Square Enix. It is the lovechild of Hiroyuki Ito, director of Final Fantasy VI and Final Fantasy IX and the creator of the Active Time Battle (ATB) system introduced in Final Fantasy IV, and Hiroshi Minagawa, the art director of Final Fantasy Tacticsand Vagrant Story and the director of Tactics Ogre: Let Us Cling Together. The cooperation between Ito’s directorial experience and Minagawa’s artistic distinction make Final Fantasy XII an FF entry which stands alone
Even though Final Fantasy XIII marks a departure from the traditional involvement of series creator Sakaguchi and less work by series composer Uematsu, FFXII boasts several new elements stepping into the future. It’s set in the massive, non-linear world of Ivalice, features a complex plot of monstrous sociopolitical structures, a “license” system for planning character abilities and equipment, and a seamless battle system that may just be the best in any Final Fantasy, ever.
Seriously, its “gambit” setting system for controlling a party of one playable character and other customizable A.I. characters is genius, and there is no intermediate transition screen between exploring the vast lands of Ivalice and entering into a scuffle with bad guys. This was a battle system so enjoyable and so intricate that it became the defining feature of FFXII. I never stopped enjoying it. I beat the game twice and still wanted to run the gambits. I grinded (grounded?) for over 200 hours and still wanted to fight moar monsters. Actually… why did I ever stop playing? Probably because I forgot what I had to do.
It’s not a small world after all. You get the sense of that right from the first cinematic. No one could ever blame a Final Fantasy game for smallness and modesty. Final Fantasy XII opens with some heavy stuff that feels a lot like a fictional history lesson. Don’t be too put off by the long-winded fantasy names.
Click here for the full review... https://thewellredmage.wordpress.com/2016/11/08/fi...
In my opinion this is the first Final Fantasy that broke from the old school games and started the newer era. It is not surprising then that I don't love this game. I think the largest contributing factor to the old vs. new school is that this is the first mainline FF game that does not have turn based combat. I love turn based, so for me this is when one of my favorite series started to die...sad day!
That being said there are some good things about this game. Balthier is a great character, as is the world of Ivalice. I would love to see more FF games taking place here. The plot, while sometimes a bit convoluted, also ends up being well executed in the end.
I am not a huge fan of the bazaar system for crafting, but do like the hunts and think they are a fun side diversion. All in all I would recommend this game to newer Final Fantasy fans or those who enjoy political stories in their games.
Well, it was nearly a decade in the making, but I've finally played all
the way through Final Fantasy XII. I really enjoyed this game, but a
couple of grating flaws and shortcomings kept it from taking a place
among my all-time favorite RPGs (or Final Fantasies for that matter).
In general I think Final Fantasy XII succeeds in updating the formula of
the series to a more modern style of gameplay. As much as I love the
classic games, the traditional Final Fantasy system of random encounters
with invisible enemies needed a refresh and thus I found the MMO-style
enemy encounters and battles to be a welcome change. I also appreciated
that the rigid transitions between dungeons, overworld, towns, and
battle screens of previous Final Fantasies, were scrapped in favor of a
continuous presentation that does much to streamline the experience and
create a more cohesive world.
These much-appreciated updates to the Final Fantasy format are
unfortunately coupled with my two biggest gripes with this game:
repetitive level design and a severe lack of difficulty balancing.
Several of the areas to explore in Ivalice felt barren and/or repetitive
in their designs. Areas such as the Yensa Sandsea, Giruvegan, and …
Well, it was nearly a decade in the making, but I've finally played all
the way through Final Fantasy XII. I really enjoyed this game, but a
couple of grating flaws and shortcomings kept it from taking a place
among my all-time favorite RPGs (or Final Fantasies for that matter).
In general I think Final Fantasy XII succeeds in updating the formula of
the series to a more modern style of gameplay. As much as I love the
classic games, the traditional Final Fantasy system of random encounters
with invisible enemies needed a refresh and thus I found the MMO-style
enemy encounters and battles to be a welcome change. I also appreciated
that the rigid transitions between dungeons, overworld, towns, and
battle screens of previous Final Fantasies, were scrapped in favor of a
continuous presentation that does much to streamline the experience and
create a more cohesive world.
These much-appreciated updates to the Final Fantasy format are
unfortunately coupled with my two biggest gripes with this game:
repetitive level design and a severe lack of difficulty balancing.
Several of the areas to explore in Ivalice felt barren and/or repetitive
in their designs. Areas such as the Yensa Sandsea, Giruvegan, and
Pharos Tower are all guilty of recycling the same few landscape features
over and over in a pattern that repeated entirely too many times,
making each of these areas feel like a real slog to play through. This
problem is further compounded by this game's lack of difficulty balance.
I generally found myself having a good time traveling along the primary
story path, taking on enemies and upgrading characters at what I
believed to be a respectable clip, only to hit very abrupt spikes in
difficulty. I imagine the game's designers intended for these spikes to
serve as incentives for the player to depart from the critical path and
spend time on side quests and hunts. However, I found that the rewards
and XP for completing these challenges were rarely significant enough to
make investing time in them worthwhile. Since grinding appeared to be
the most effective means to advance, I ultimately took the cheap way out
and set up my party's gambits such that my characters would grind all
by themselves and left them to auto-level overnight. While this method
was successful in allowing me to continue my play-through without any
further frustration, the fact that I felt the need to exploit the game's
systems in this way really speaks to the severity of this difficulty
curve problem.
Setting these mechanics issues aside, from a creative standpoint this
game is a much more well-balanced package. Playing Final Fantasy XII
gives the player a distinct impression that the world of Ivalice existed
far before the game takes place and will persist long after the credits
roll. The game's story of warring nations is far more grand than the
exploits of the playable characters themselves, which I found further
enhanced the sense of the place. While the plot is fairly one-note in
terms of its tone, I have to give it credit for touching on some
ambitious subject matter including coping with loss, redemption,
religion, and nuclear nonproliferation. It would have been nice if the
coverage of all these weighty topics had been broken up with some
moments of levity, but for the most part the story stayed bleak and
serious the whole way through. The six members of the party each have
pretty distinct personalities and have a few amusing interactions with
each other over the course of the adventure. However, while each
character was generally likable and unique, they were also all
incredibly one-dimensional. I would have appreciated some character
moments in which we would see Balthier momentarily lose his cool and
show some real concern, or perhaps have Ashe briefly take a break from
being crushed by the weight of her responsibilities to crack a smile,
but unfortunately that kind of character development isn't something
that takes place. I should also note that the musical score was very
pleasant and always fitting to the game scenario, but it didn't stick
with me the way some of the previous Final Fantasy soundtracks have. I
will say that the game's one vocal piece, "Kiss Me Goodbye" is one of
the better songs with English lyrics that I've heard in the Final
Fantasy series.
It's hard to neatly wrap-up my feelings on Final Fantasy XII, as I
absolutely loved the game for the first 60-75% of its playtime, only for
some jarring flaws to come to the surface in the third act. I found the
game's conclusion pretty satisfying and ultimately walked away feeling
positive, but with the distinct impression that there were some tweaks
that would need to be made for this to be a 5-star experience. I hope
that the upcoming Zodiac Age remaster of Final Fantasy XII corrects
enough of its issues to transform it into the fantastic RPG that it has
the potential to be.
Released for the PlayStation 2, it marked a bold shift for the FF series, introducing a real-time combat system with the Gambit mechanic, encouraging action automation (similar to MMORPG mechanics) and create strategic AI setups. Set in the richly detailed world of Ivalice, the game features political intrigue and war-driven storytelling that feels more grounded than previous entries, though some fans found the plot less emotionally engaging.
And for fans of Vagrant Story, and Final Fantasy Tactics, this is a must-play since it is set in the same universe, and this makes the whole story and characters much more interesting. The visual presentation was outstanding for its time, with expansive environments and cinematic flair. The cast is diverse, though protagonist Vaan is often considered one of the weaker leads, with supporting characters like Balthier and Ashe receiving more praise, they are truly the ones that carries the plot forward.
Its departure from traditional turn-based battles divided opinion, but many appreciated the fresh approach. Particularly I'm a big fan of this new system, I could spend hours playing around with the combat automation system, while at the same time, this is a great title to play while "idle" (e.g: listening to …
Released for the PlayStation 2, it marked a bold shift for the FF series, introducing a real-time combat system with the Gambit mechanic, encouraging action automation (similar to MMORPG mechanics) and create strategic AI setups. Set in the richly detailed world of Ivalice, the game features political intrigue and war-driven storytelling that feels more grounded than previous entries, though some fans found the plot less emotionally engaging.
And for fans of Vagrant Story, and Final Fantasy Tactics, this is a must-play since it is set in the same universe, and this makes the whole story and characters much more interesting. The visual presentation was outstanding for its time, with expansive environments and cinematic flair. The cast is diverse, though protagonist Vaan is often considered one of the weaker leads, with supporting characters like Balthier and Ashe receiving more praise, they are truly the ones that carries the plot forward.
Its departure from traditional turn-based battles divided opinion, but many appreciated the fresh approach. Particularly I'm a big fan of this new system, I could spend hours playing around with the combat automation system, while at the same time, this is a great title to play while "idle" (e.g: listening to something like a band album, a podcast, etc). One of my favorite mechanics is the hunting system, on a surface level if adds a little bit of extra layer of complexity, side-quests and gives you much more playtime, but when you go deep into this system and try to perform all the hunts, you find out a whole metagame, this is one of the most challenging mechanics through all FF titles I've played so far.
ottimo JRPG, particolare, in quanto tenta un apporccio puù MMO, simile a quanto fatto con XI. trama fanta politica, ogni tanto complessa da seguire ma stupenda. personaggi un po' sottotono e vittima degli eventi. Gameplay MMO che mi ha fatto storcere il naso e possibilità di assegnare tattiche ai comprimari rende alle volte le sfide inutili. Particolare Voto: 8/10
The best Final Fantasy since VI. Set in the same warring world as FFTactics, the world is massive, monsters are difficult, Marks are frustratingly fun and the characters are diverse and interesting. Not to mention it revolutionized the way your party AI works, paving the way for the likes of Dragon Age and Mass Effect to copy the format. Definitely hoping for an HD re release!
I was into the combat system for awhile but man the writing was so terrible and the art direction eventually just got on my nerves. Gave up partway.
Something went terribly wrong after FFIX, maybe its nobu (the composer) being absent after the 10th game or maybe its ridding the playstation one traditions I loved so much. I like my RPGs, espically Final Fantasy to be turn based, 80% story, 20% side quests. The games have gone way off balance, I can only wait for DS remakes of V and VI.
Not the best Final Fantasy but certainly one of my favorites. Underrated. Haters just couldn't handle those gambits or the political backstabbing, nawmean. Admittedly, though, Vaan was unnecessary.
Played when it was released and I thought the voice acting was bad and the gameplay wasn't clicking for me. Never finished it. Do I want to try this again? Someone sell me on it, I'd be interested in what some people see in it.
I LOVE this game. 25 hours in and I can say pretty confidently that this is my favorite FF game so far. And I've played 7, 8, 9, 13, a little bit of 15 and 10 (maybe a couple hours, but not enough to count them out), 7 remake, and the GBA ports of of 1 and 2. Never tried 6. So there are still some contenders I have yet to play.
This game just hits all the right notes so far. The graphics are incredible for a PS2 game. When people say that games at the end of a console's lifecycle are always the best looking because the devs know how to get every ounce of horsepower from the hardware, this game should be part of that convo. It seriously almost looks like a PS3 game.
The fighting is so perfect, and I love the way the gambits play into it, though it's definitely not without some (infrequent) frustrations.
The pacing is great, with new areas being introduced frequently. The variety of areas and environments is great, they all look fantastic, are generally pretty open, and offer a lot of exploration and non-linear routes to your destination. The cities …
I LOVE this game. 25 hours in and I can say pretty confidently that this is my favorite FF game so far. And I've played 7, 8, 9, 13, a little bit of 15 and 10 (maybe a couple hours, but not enough to count them out), 7 remake, and the GBA ports of of 1 and 2. Never tried 6. So there are still some contenders I have yet to play.
This game just hits all the right notes so far. The graphics are incredible for a PS2 game. When people say that games at the end of a console's lifecycle are always the best looking because the devs know how to get every ounce of horsepower from the hardware, this game should be part of that convo. It seriously almost looks like a PS3 game.
The fighting is so perfect, and I love the way the gambits play into it, though it's definitely not without some (infrequent) frustrations.
The pacing is great, with new areas being introduced frequently. The variety of areas and environments is great, they all look fantastic, are generally pretty open, and offer a lot of exploration and non-linear routes to your destination. The cities are detailed, inhabited by lots of NPCs, and look alive.
Some of the dungeons are stunning and well designed. Puzzles are easy as is pretty typical for FF. Enemies and especially bosses tend to be pretty challenging the first time going through one of these areas. Some bosses initially seem unbeatable, but there are often clues as to how to beat them in these cases.
The enemies in general are nicely varied, rendered right out in the open (as is the fighting), and they manage to look incredible despite this.
The story is... there, though this is the least interesting part to me. The characters are well done and the voice acting is good, though the audio quality is a bit dated sounding like there's something missing. It reminds me of the voices of mid-20th century Disney movies (Cinderella, Robin Hood, Jungle Book, etc...).
I'm really blown away by how good this game is. And equally baffled that 13 was the follow-up to this, because that game missed so many marks.
Wow! I just finished FF13 and liked it as a whole but didn't enjoy the minute-to-minute of it. I'm 6 hours into FF12 so far and it scratches every itch that its successor missed, I can't really articulate why but it's just fun to play and I'm looking forward to my next session when I'm not playing.
I picked this up on release day and put it down after about 2 hours, wholly disliking it. I picked it back up years later and it stole my entire summer. I think my transition to the MMO-style combat and exploration took some getting used to. There is so much to do in this game and the political intrigue in Ivalice is fun to learn about.
I can already feel the angry mob coming when I say that this is my favourite final fantasy game after Final fantasy X
My favorite entry in the Final Fantasy series.
While I really liked FF6 and FF7, I don't think I would want to go back and play them again. The amount of grinding combat doesn't seem appealing anymore. What I really liked about 12 was just how fun and engaging the combat was. No breaks to switch to a battle screen, just well flowing combat.
The game play of this Final Fantasy definitely still holds up, but I've made an adjustment to how I play the game that's greatly enhanced my enjoyment; I assigned each character a defined role. The game's License Board system tends to cause each character to become an interchangeable jack-of-all-trades, so I decided to create some self-imposed rules to keep each character unique. While I'm aware that there's the International Zodiac edition of this game that has rigidly defined character classes as well as some self-imposed class system challenges, I decided to take a role-player's approach, basing my builds on the personality traits of each character. I've found that using this make-shift system has added an extra strategic layer to battles, but still has enough flexibility to keep me from getting stuck and having to grind my way out of a tough situation.
Blog post with more thoughts on FFXII: Tales from the Backlog