Expanded Versions of Final Fantasy XII International: Zodiac Job System
4.04 average rating based on 735 ratings
Final Fantasy XII is, unsurprisingly, the first Final Fantasy game I complete. While I have played and completed several other turn-based JRPGs, I find the characters and storylines of Square's mainline series kind of dull. XII is really no exception, and I credit the portability of the Switch and the ability to play this in short spurts with giving me the patience to complete this. It took me between 45 and 50 hours to complete the game, but over an 8 month period. Ultimately, it didn't really draw me in. As usual, Square's story here is really simple: rebellion vs. empire, but they somehow make it convoluted and hard to follow. The grinding can get tiresome but has been worse in FF. The combat system and the license board kept this a fresh experience. In terms of art design and graphics, it is quite obviously a PS2 upgrade - it has that washed out muddiness to it. This won't win over anyone not into Final Fantasy.
First written review ever...
This game has been a great journey. For a game that “play itself” it’s really fun. The gambit system worked really well. The story is engaging, and this version has the 2x and 4x which is god sent for easy grinds. The graphics is not top tier due to the character models, but environments looks real clean.
FFX12 is one of those must play rpgs that strikes a great balance of story, gameplay, engagement, and difficulty. I recommend playing this game especially on the switch since rpgs tend to play better on there due to its portability.
More impressions:
-I don't hate any of the party members so far but I'd easily trade any of them for a moogle party member. Always kills me when the world is full of intermingling fantasy races but your party has to be almost completely humans or humes in this case. I know every game can't be Breath of Fire but c'mon. Also why does Ashe's hair and clothes remind me so much of Lighting from FF13?
-The game still doesn't explain a lot of stuff well if at all. It's wild to try unlocking things on your license board and having no idea what they are or how to find out, and it's weird how long it feels like it takes to simply gain class/license specific skills or techs.
-I also don't haate the combat system and the idea of Gambits, but from a JRPG game design philosophy it seems like the wrong direction to go in. By making this system to program your characters actions, it feels like the vast majority of battles are so simple they don't require input from the player. I'm generally much more of a believer in the opposite approach of quality over quantity when …
More impressions:
-I don't hate any of the party members so far but I'd easily trade any of them for a moogle party member. Always kills me when the world is full of intermingling fantasy races but your party has to be almost completely humans or humes in this case. I know every game can't be Breath of Fire but c'mon. Also why does Ashe's hair and clothes remind me so much of Lighting from FF13?
-The game still doesn't explain a lot of stuff well if at all. It's wild to try unlocking things on your license board and having no idea what they are or how to find out, and it's weird how long it feels like it takes to simply gain class/license specific skills or techs.
-I also don't haate the combat system and the idea of Gambits, but from a JRPG game design philosophy it seems like the wrong direction to go in. By making this system to program your characters actions, it feels like the vast majority of battles are so simple they don't require input from the player. I'm generally much more of a believer in the opposite approach of quality over quantity when it comes to battles in JRPGs. I'd much rather sweat it out over every encounter with the options available to me and have much less of them, than have so many that the game is designed with auto battling at the forefront of the battle system.
-Behind just setting Gambits, having to purchase what you can target via a Gambit, and needing to get permission via Licenses to use equipment is still annoying and from a worldbuilding stand point still doesn't make any sense to me.
Getting into this over my winter holiday break. Some initial thoughts and impressions:
-The introduction is a bit drawn out on giving the player a lot of information about the war, political figures, and dynamics of the conflict. Giving you control of Vaan's brother for the tutorial was fine and didn't drag at least, leaving the player with some intrigue before the segment ends. Not as engaging of an introduction as FF6, 7, and 9, but I think it's still better than 8's or 10's at least.
-I like the character designs though the color scheme is a bit on the darker/drab side. I wish I could have a Moogle or Bangaa party member, love their designs here.
-The camera angle, job mechanics, and battle system do give me a very MMORPG outline, which tracks since this is right after Final Fantasy 11, but I'm not vibing with that choice so far. Job systems are great, but it hurts to have to dump points into being allowed to use equipment. Want to wear this hat? Kill 20 monsters first.
-There's also some clunky ways in which mechanics are rolled out. Penelo briefly joins me and explicitly states that Gambits are …
Getting into this over my winter holiday break. Some initial thoughts and impressions:
-The introduction is a bit drawn out on giving the player a lot of information about the war, political figures, and dynamics of the conflict. Giving you control of Vaan's brother for the tutorial was fine and didn't drag at least, leaving the player with some intrigue before the segment ends. Not as engaging of an introduction as FF6, 7, and 9, but I think it's still better than 8's or 10's at least.
-I like the character designs though the color scheme is a bit on the darker/drab side. I wish I could have a Moogle or Bangaa party member, love their designs here.
-The camera angle, job mechanics, and battle system do give me a very MMORPG outline, which tracks since this is right after Final Fantasy 11, but I'm not vibing with that choice so far. Job systems are great, but it hurts to have to dump points into being allowed to use equipment. Want to wear this hat? Kill 20 monsters first.
-There's also some clunky ways in which mechanics are rolled out. Penelo briefly joins me and explicitly states that Gambits are available and that I should use them, yet they don't appear in any menu for me to adjust them. I had to look it up and apparently Gambits don't actually become available to setup until later which is confusing.
-Vaan seems like an idiot, and I think this has to be intentional. He's a rash and reckless youth who will be reigned in by cooler heads who join the party later I'm guessing. I don't mind the main player character being in this archetype especially if it's more of an ensemble cast and I'm not expected to solely identify with Vaan for the duration of the game.
-The early areas being an expansive confusingly laid out town, an open plains and desert areas, and an awkward sewer dungeon aren't the hypest or most interesting places to start an adventure, but it's not a deal breaker by any means.
The Demon Wall is one of my favorite recurring enemies/bosses in this series and I really like Final Fantasy XII's take on it. It's pretty unique among the other designs from past games.

Is there like, a lore reason for Fran to be wearing possibly the most revealing set of armor possible? I vaguely recall it just being a thing for the Viera to be next to naked in the other Final Fantasy games I played but it feels particularly egregious in this one. It looks totally absurd and I demand an in-world justification for it ala Quiet from MGSV.
Welp, I managed to put as much time into this in one night as I did into FFX-2 over two weeks. Seems pretty cool so far. I'm really digging the art style. It reminds me a lot of Twilight Princess which for me is a very good thing. The gambit system is a little odd but I'm enjoying myself so far and I expect it'll add complexity as I go.
I'm not really sure what it is, if it's just this used copy I bought at the dreaded GameStop, or if all copies are like this but while running around, talking to npc's and just generally moving (excluding cutscenes) all seem to be fast in an almost goofy way, and I thought there was no better place than grouvee to ask the fine people on here for an answer, this has been mildly bothering me and I just wanted an answer. (y'know how in ff8 and ff7 remastered on consoles you can make everything go at 3x speed and it looks real stupid, yeah it's like that but a little less fast)
Got this today, played until first save point. The opening was gorgeously animated and the combat system is pretty interesting. Just wondering, how do ff fans here feel about the combat system change? is it good, is it bad? please inform me of your opinions in the comments!
Holy crap, the Yensan Sandsea maps are huge! Just the first half (Ogir-Yensa Sandsea) took me over an hour in-game!! Although to be fair I took the loooong way around to grind the characters. I didn't even need to move out and back into an area as I'd planned to, and I effortlessly got all of my characters to Level 16-18, so.. good? I got the occasional harsh reminders that I'm not OP during unexpected encounters with Elementals and the Wyvern that killed most of my party when I didn't notice that it had flown in to join my battle against the cute little Alraunes.
This game is a nice reminder of how challenging game mechanics used to be; grinding is so necessary here... and it's grind extra because non-party characters don't gain EXP. It's been so long, I can't even name the last game I played that was similar in those aspects.
I'm about to get my second license board, so I spent an hour today poring over guides to decide on my team's final jobs and then played around with the gambits. I both love and hate this at the same time, I do not remember this being this stressful back in the PS2 days lololol
My first FF game and I've been trying to play it for the past few weeks but I've hardly played since it just feels kinda dull for me so far. I've only put in like 6 hours but I think I can already tell this isn't quite for me. I'm just not into the battle system at the moment.
This felt like the natural progression of the traditional JRPG. The combat felt faithful to the ATB system from earlier games, but with the added twist of free 3D movement. Really impressed with the gambit system, it was a powerful tool that let you fine tune friendly AI how you wanted and I'm surprised I haven't seen another game do something similar.
Pleasantly surprised with how much I'm enjoying this game. I was a bit disappointed with a lot of the other FFs I've played recently so I was kind of expecting to not like the later games as much as I liked 5 and 6, but 12 is reinvigorating my interest in the series. I'm looking forward to playing more.
Man this is so good. I think that I am somewhere over 2/3 through the game, since I'm at like level 37 mainlining the story, and I saw a spoiler-free guide suggest to be level 47 for the final area. Already, it's easily in the top half of the nine FF games that I've sunk significant time into, and though it probably won't get in, it's knocking on the door of the top 3.
It's like someone sat down and cut open turn-based JRPG combat, and intentionally took only the interesting parts into this game. The in-battle strategy, deep systems of stats and equipment, preparedness, flexibility of a large set of playable characters, these are what's cool to me. Not just manually telling each character to Attack or Heal at the right time, over and over.
It's not as enjoyable as FFVIIR's action-strategy hybrid, but it's a really neat approach to the JRPG to allow the player to automate those tasks and define strategy ahead of time.
The system is so open-ended that I wish they took another shot at expanding on it. If you were allowed to do more branching conditions and set up a deeper strategy of dozens …
Man this is so good. I think that I am somewhere over 2/3 through the game, since I'm at like level 37 mainlining the story, and I saw a spoiler-free guide suggest to be level 47 for the final area. Already, it's easily in the top half of the nine FF games that I've sunk significant time into, and though it probably won't get in, it's knocking on the door of the top 3.
It's like someone sat down and cut open turn-based JRPG combat, and intentionally took only the interesting parts into this game. The in-battle strategy, deep systems of stats and equipment, preparedness, flexibility of a large set of playable characters, these are what's cool to me. Not just manually telling each character to Attack or Heal at the right time, over and over.
It's not as enjoyable as FFVIIR's action-strategy hybrid, but it's a really neat approach to the JRPG to allow the player to automate those tasks and define strategy ahead of time.
The system is so open-ended that I wish they took another shot at expanding on it. If you were allowed to do more branching conditions and set up a deeper strategy of dozens of rules to basically program your own party AI in game, I would find that so amazing.