Sunday, April 1, 2012

Final Fantasy 12 = A Pretty Good Game


I was one of the people who were hanging out for Final Fantasy XII ever since the first few previews and pictures emerged several years ago. The game was finally released in the United States late 2006, and the wait was finally over. Square could have simply made another X-style game, with turn-based battles and very limited exploration, but luckily they chose to step out in a bold new direction. The result is a vast game which manages to not only be an extremely memorable entry in the Final Fantasy series but also a fitting swansong to the spectacular life of the Playstation 2.
            According to Gamefaqs, the story is much less invested in its characters, but attempts to immerse you in a world. The game initially introduces Vaan, a sandy haired youth who was orphaned during a war with the invading nation of Archadia. After the preliminary introductions, Vaan becomes involved in a plot to overthrow the Archadian Empire by restoring the rightful heir to the Dalmascan throne. What sets this story apart from others is that it never feels as if you're controlling a solitary band of heroes out to save the world. The game does a great job of making it feel like Vaan and his friends are just a small part of a greater rebellion. It is also commendable in how it steers away from the normal trite story of world-destroying supervillain. Instead, it's a much more realistic story of the effects of shady politics, imperialism and war between nations and how the citizens of a conquered state are affected.
            As much as the story diverges from the norm, the gameplay is almost unrecognizable as a Final Fantasy game. True, the overarching concepts that have always guided Final Fantasy remain the same, but everything has been tweaked and altered to the point that even RPG veterans will have a learning curve when it comes to understanding all the new mechanics. Naturally, these mechanics are all related to combat. The first time you meet an enemy, you'll realize Square has eliminated random encounters. Enemies are strewn throughout the area and you will fight them just as you see them – if there are two skeletons and you get near them, you'll fight two skeletons. There is not a transition to a battle screen either, so exploration flows smoothly into combat. An even bigger change is Square's dismissal of the ancient turn based battle system. Now, combat occurs in real time. Far from devolving into a mindless brawler, this new system requires a great deal of strategy and foresight, all while dealing with the fast-paced nature of combat. A key part of this new format is the Gambit system, which allows you to completely automate your character's actions. While this may sound as if it negates the need for the player to participate in combat, or takes control away from the player, neither notion could be further from the truth. For instance, you may set a character's Gambits to allow him to attack and use special techniques, but not use support or curative magic. However, if said character has purchased the required License Board spot, and you have the magic, you can make him cure himself when it is needed. And Gambits are by no means as simple as that example. There are an infinite number of variations you can create, such as having a character with less than 20 percent health automatically use cure, or protect. You can make a Gambit that allows a character to automatically use a certain type of magic on a target that is weak against it. This allows you to customize a set of actions for any situation you'll encounter. What the Gambit system accomplishes is letting the player automate minor actions in order to pay greater attention to the flow of battle and to devise complicated strategies. Another new element of combat is the Quickening. Quickenings would be nothing more than glorified limit breaks. Even summons have been totally changed. The new Espers are nothing like the traditional Final Fantasy summon monsters. Not only do none of the usual summons appear – no Ifrit, no Shiva, no Bahamut – but they operate nothing like they usually do. Rather than a summon acting like an overpowered spell, summoning an Esper creates a new party member for a limited period. Once summoned, the other two party members disappear and are replaced by the monster. Once on the field, it acts according to pre-set Gambits. This character tradeoff is usually worth it, as the attacks summons can use are devastating to the enemy.
            Final Fantasy XII is a game that many will claim to hate or love. To me, the game is a crowning example of how the rpg genre is changing for the better. The days of bland j-rpg’s are over and in its place the gaming crowd is getting something much better. According to vgchartz.com, the game has sold over 5.95 million copies worldwide. This only speaks to the fact that the gaming world is ready for a change in its rpg’s and that is what Final Fantasy 12 is. I would definitely recommend FFXII to anyone looking for a refreshing change to there traditional role-playing game. 




Link to image: http://www.gametab.com/images/ss/ps2/2603/box-l.jpg


Links:
http://www.gamefaqs.com/ps2/459841-final-fantasy-xii
http://www.vgchartz.com/game/765/final-fantasy-xii/

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