As an RPG fan, it's tough to step into an entry in a big franchise like Final Fantasy without some level of knowledge about what to expect or at minimum a cursory idea of the systems and mechanics I'll be engaging with as I explore the world contained within. Hell, at least I typically have some concept of the general public opinion of the game I'm about to play. Not so with Final Fantasy XII. The extent of my knowledge going in was that the "mascot" of this game was some shirtless blond kid. That's it.
So color me surprised, because I think this game is easily among my favorites in the franchise so far. I'm shocked I've never seen really any discussion about this game because not only does it feel like quite a departure from the previous few (non-MMO) Final Fantasy games, but pretty much everything it offered drew me in and left me hungry for more despite how much there was I had already enjoyed.

What's immediately apparent is Final Fantasy XII aims for a much more stylized aesthetic than its franchise peers. Though it is a 3D game, characters and environments are reminiscent of drawings, with heavy use of shadow and dark lines to make features pop. I was often reminded of Twilight Princess because of this, and I'm sure much in the same way as it was with that game, this one's visuals are a love it or hate it sorta deal. I think they're fantastic. They've aged beautifully and I couldn't help but marvel at both the beauty of the art style itself and the creativity of this game's takes on some of the recurring creatures in the franchise. I have almost nothing but praise for the visuals, the only misstep in my opinion being that the Moogles don't quite feel like a fresh take so much as a totally different creature under the same moniker.

The world of Ivalice feels much more alive than I expected. Cities bustle with activity as a mix of NPCs that you can and can't talk to go about their routines. In typical RPG fashion many of them give little hints towards side quests or activities you can participate in, but the real highlight is just how dense the world feels, especially in the early city of Rabanastre. The amount of detail is impressive and stays fairly consistent throughout the game, in both populated areas and in the wilds, which are dotted with hostile fiends and treasure to be collected.

Many chests in the fields and dungeons have their positions and contents randomized. They refresh if you go a few screens away, meaning there's always something to find even on return trips and sometimes you'll get valuable loot where you might not have expected it. One of the later areas in the game is built around this concept and contains some of the best gear and spells you can get, which is a great way to reward those willing to go digging for the good stuff. None of it is essential, per say, but there's some really good stuff tucked in there.
In terms of its plot, XII feels like the antithesis to Final Fantasy X. Where the latter told an intimate, character-driven story where the focus was clearly on the growth of the party members and how they interact with each other, the former is far more grounded and plot-driven, with the focus directed at a story of rebellion and political intrigue. The characters in this game feel more static, with the events happening around them guiding their path rather than it being one they choose themselves. That's not to say the cast is weak or underdeveloped-- hell, I really enjoyed the time I spent with them-- but if I had one major criticism of the game, it's that it didn't give me enough moments of them interacting and just existing outside of where it was relevant to the events happening directly in front of them. It feels weird to say for a game that took me nearly 55 hours to beat, but there was room here for more.

Also, I feel it's worth mentioning that while I'm in love with the visuals of the game and really appreciate the main party members, Fran's design-- and by extent the designs of many of the Viera race-- is hard to stomach. I think she's a very cool character in the context of the story here, but every time her bare ass and high heels popped into frame in an otherwise serious scene it drained a lot of the atmosphere right out of the experience. It feels like an odd blight where otherwise the game feels like it does a great job of incorporating personality into its character designs. Seems like it's there to fill the "sexy party member quota" with no real reason to back it up, and that's all.

The biggest departure from previous entries is in the combat. Where before you would choose each party member's action whenever it was their turn, here they sort of act on their own. At first it feels a bit like an auto-fight system but the key is that you have the ability both to program specifically how each character will act using conditionals called gambits as well as to give them direct orders whenever you wish. It's easy to dismiss the combat system by saying "it plays itself" but there's more depth than you'd expect. In reality I found that gambits allowed me to streamline a lot of the more boring aspects of ATB combat such as choosing to attack over and over or cure status conditions with the correct item, while giving me control over the more significant strategic decision-making. I would have liked to see more complex gambits (like multi-conditionals) become available later in the game, but I was still very satisfied with what was there.
The license board, which is what this game calls its job system skill tree, actually plays out fairly similarly to Final Fantasy X's sphere grid, except in the Zodiac Age version of the game you get to choose two jobs to assign to each character. These dictate what skills they can learn. You can theoretically change them later on but the game encourages investing deeply into your chosen jobs and so I stuck with the same two on each character throughout, making sure not to overlap jobs across any of my characters. It's a lot of fun to plan out which skills you want your characters to learn as you make your way towards the more powerful ones on the license board. I found myself grinding a bit near the end of the game out of sheer enjoyment of the gameplay loop of using the gained license points to work towards the stuff I wanted.
Finally, I wanna talk dungeons. Sorry I keep going back to compare this to Final Fantasy X but I'm gonna do it one more time. One of my biggest criticisms of that game was the total lack of dungeon crawling. I sorely missed it, and thankfully it made a triumphant return in Final Fantasy XII (not to neglect XI's dungeons, which are a beast of their own). This game has some truly massive, maze-like dungeons, and I couldn't be happier about it. There's nothing like delving into a dark temple for a few hours and then stumbling back out, stronger for it and ready to sell all the loot you gathered while inside.

While for the most part the game is pretty forgiving with its dungeon design (maybe a tad too much?), there are two spots where dungeons presented unprecedented difficulty spikes that irked me a bit. These would be Stilshrine of Miriam and Giruvegan / Great Crystal. There was some enjoyment to be found in the challenge these offered to my party, but the spikes came so abruptly that I felt more annoyed than anything, and was glad to leave both of these areas behind. The Great Crystal in particular was problematic because of how similar every room looks to every other room. Love the concept, not a fan of the execution. Thankfully the game saved the best for last. The final true dungeon, Pharos, is a massive, multilevel behemoth with a number of different puzzle mechanics and a variety of enemies barring your way as you climb to the top. It is an excellent capstone on the game, even if there is technically a little more story following in its wake before you hit the credits.
In a lot of ways, Final Fantasy XII doesn't quite "feel" like it belongs in the franchise. It sticks out among the other entries because of how it handles its main characters and because of the odd combat system. It also apparently is part of a larger universe of games, the Ivalice games, that exist beyond the Final Fantasy name, which is odd. I kind of wonder if the combination of these factors is why I never see anyone discuss this game. It seems to have sold relatively well I think, but somehow I'd never heard anything about it. It's certainly in my top 5 games of the series, maybe even top 3, though I'd need to think about it some. If you're down for a slow-burn story of a conflict between nations with some deep dungeon crawling, give it a look for sure!
