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Final Fantasy XII Review
Posted by
Zonk
on Fri Nov 17, 2006 02:01 PM
from the kupo? dept.
from the kupo? dept.
The Final Fantasy series is almost twenty years old. When Square developed the first title in the series, the game's name was meant to coincide with designer Hironobu Sakaguchi's retirement. Instead, the game's popularity set the stage for a series that has now reached twelve 'main' titles and more than half a dozen offshoots. Almost everything about the series has changed over the years, except for popularity and a generally high level of quality. Final Fantasy XII has changed almost everything from the series norm, except the quality. The result is a game that very well may be considered the best Japanese RPG in years. It's a smarter, more adult, and absolutely beautiful title; the perfect balm for anyone not taken with The Elder Scrolls IV: Oblivion . Read on for my impressions of the newest and most ambitious chapter of the Fantasy that's never quite Final.
- Title: Final Fantasy XII
- Publisher/Developer: Square / Enix
- System: PS2
With a game as lengthy as Final Fantasy XII, a decent story would quickly become boring if you had to slog through the gameplay. In my estimation, though, the originality breathed into the tried-and-true combat system has transformed this series. Taking the best elements of the older turn-based battles and the auto-attacking tendencies of Final Fantasy XI, FFXII offers a welcome new approach to RPG combat. For starters, there are no 'random' attacks in FFXII. Monsters wander around dungeons in all their beautiful graphical glory, and whether to engage an enemy or flee is up to you. It's a welcome change, forgoing the frustration of random encounters dogging your steps on an overworld map.
The real innovation here, though, lies in the 'Gambit system'. Each character has a certain number of Gambit slots. Each Gambit slot can be loaded with a specific command, with an extremely simple programming-like syntax allowing for some surprisingly complicated maneuvers. When loaded up, these Gambits dictate the actions of the characters within the game world. A Gambit could say 'If an Ally's HP is less than 80%, cast cure on them.' As you progress through the game, more esoteric criteria become available. Some allow you to target enemies based on their weaknesses, while others look for allies with detrimental conditions. This combat system can be overridden at any time with the simple push of a button, allowing the precision of a turn-based approach and the speed of the Gambits. Taken as a whole, Gambits allow the player to leave more of the 'nitty gritty' to the rules you've laid out. You don't have to make sure every character is healed up after a battle; they'll take care of that themselves. This frees you up to stay appraised of the whole battlefield, and in general means more fun per moment for the player. If this sounds like things are 'too easy', it should be pointed out that Gambits should either be heavily tweaked or turned off before boss battles. These non-stereotypical fights almost require a return to the series' turn-based roots, so that each character can execute the most efficient set of instructions possible. Gambits allow a wonderful blend of control and gameplay, and definitely aid in making the title the powerhouse that it is.
Other gameplay elements should be familiar to Final Fantasy players, but have received some additional tweaking. Each character can have their abilities focused by gaining new abilities and permissions on 'the license board'. License board points are obtained by defeating monsters, similar to but separate from the traditional experience points. While gaining levels does make a character stronger, it's the application of license points that makes them more versatile. A character focused on casting spells, for example, fills in the spellcasting part of the board with their points. There are board areas for weapons of varying types, armor, spells, simple stat buffs, and unique abilities called 'Technicks'. These last are non-magical moves that can produce a variety of quirky effects. One throws money at enemies to cause damage, while another damages opponents randomly based on what time of the day it is. These abilities, spells, and equipment are trained on the license board, but are unusable until actually purchased. While gil (the game's currency) is obtainable 'straight' from monsters, the most common way of paying the bills is by selling loot. Loot drops from monsters, and exists for no other purpose than to be sold for money. Entertainingly, you can increase your chances of gaining loot by 'Chaining'. Slaying several monsters in a row, all of which are of the same creature type, will allow you to start a loot chain. The more creatures you kill in a row of the same type, the better and more copious amounts of loot you'll receive. I've gotten chains up over 150 creatures, and by engaging in this entertaining activity it becomes easy to get the money you'll so desperately need.
Graphically, Final Fantasy XII may be one of the finest titles ever to grace the PS2. There are, of course, some jaggies and obvious pixilations. Despite that, the unique art style utilized to show off the world of Ivalice is absolutely breathtaking to behold. Character designs are iconic and memorable, while very distinct architectural styles makes it easy to understand where you are and differentiate from where you've been. They don't pull out the stops with well-imagined location concepts either, moving you from rotting tomb to scorching desert to a city floating on an island in the sky. Weather effects change locations you've been to previously, adding additional layers of complexity to an already quite dense graphical palette. Musically, the game stands shoulder-to-shoulder with the works of Nobuo Uematsu, the traditional composer for the series. Despite not being done by the master, Sakimoto's work has the same haunting weight and presence we've come to expect.
Given that the PS2's successor launched commercially in the U.S. today, it's fitting that the last-gen Sony system would see titles such as this be published on the way out the door. Along with titles like Okami and Bully, FFXII is the last gasp of a true winner in the world of videogames. The PS2 won the last generation exactly because of games like this. At the end of the day, it's not marketing or hype that makes a game great; it's solid gameplay, an engaging story, and an attractive presentation. Final Fantasy XII proves that you don't have to be 'next-gen' to be a truly great game. I only hope that the lessons learned in these late-generation titles transfer into the games of the next generation. It's always frustrating relearning things again.
The game elements of Final Fantasy XII, laid out separately, sound solid but fairly routine. Gambits are new, to be sure, but it's all pretty standard stuff. The key here is that it doesn't play like the standard stuff. Moving through the actual game in Japanese RPGs has gotten to be a real chore over the years. Unlike the freedom valued by American games in the same genre, the boxed-in storylines and gameplay have gotten mostly fairly stale. Even exceptionally good examples of the genre suffer from a a case of the been-there done-thats. All this makes Final Fantasy XII that much more enjoyable in aggregate. By stepping outside of series norms, the game's creators have had the chance to reintroduce us to the very gameplay and storytelling concepts which made the Final Fantasy series a powerhouse in the first place. I highly recommend this title to any fan of Japanese-style roleplaying games. If you've been put off by the stodgy nature of the genre in the past, I would even go so far as to say this may be the title that allows you to finally enjoy these games. Final Fantasy XII is a triumph for the series, and I sincerely hope marks the direction future games will be heading.
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Not everyone who works on Slashdot plays games. Enough of us do, though, that I thought it would be interesting to tap my co-workers to see what folks would call their 'game of the year'. Below are comments on the best gaming of 2006 from Chris Nandor, CmdrTaco, Chris Brown, Scuttlemonkey, and myself. Then, once you've read that, we need your help in the comments. What was the game you couldn't put down? Perhaps it was over quickly, but you know you'll be thinking about it in the future? Was it a next-gen title, or something for the good old PlayStation 2? In your opinion, what was the best game of the year?
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Well.. (Score:5, Funny)
It's a damn good game so far (Score:3, Informative)
A Perfect Example Of Why Microsoft Is Failing (Score:4, Interesting)
That is the way you support developers.
That is the way you support gamers.
And that is one of the major reasons Sony has sold 200+ million consoles over the past decade and gamers are camping out in the rain and rioting over Sony's new system.
Re: (Score:2)
Notice this is completely different from the original Xbox where Intel and Nvidia created the chips for them and
Re:A Perfect Example Of Why Microsoft Is Failing (Score:4, Insightful)
Microsoft made the 360 similar to the architecture of a regular PC. Meaning that games can be easilly ported to both platform.
For example, Square, the makers of the Final Fantasy franchise, have said that it took them around two months of coding to port Final Fantasy XI to the 360 (from it's PC version). They have also said that the same job would have taken them around 2 years to port it to the PS3s architecture since it is entirely new and "alien" to anything already existing. The entire core of the game would need to be re-written.
This means a bigger library of games for both the PC and the 360 platform. That compatibility has a tendancy to attract numerous different games based on numerous engines instead of making more similar games that uses engines adapted to a singular platform like those made by Sony.
Also, i think the fact that people are camping out for a PS3 is more due to the massive shortage of it than any "good" design made by Sony...
Parent
Re:A Perfect Example Of Why Microsoft Is Failing (Score:4, Interesting)
The Cube was the most affordable systm of the last generation. And, for most of its life, the XBOX was the same price as the PS2 - and it included a hard drive and NIC.
The PS2 was one of the most expensive consoles ever when it launched. It was (and is) hard to develop for.
Is the PS3 an excellent product? Absolutely. But so is the 360. The XBOX had a unified online expeience and downloadable games 2 years ago. The level of functionality that the 360 had a year ago is in many ways superior to what the PS3 has now.
Sony hopes to impress us with the PS3. But the 360 is here, now, in quantity, and for $100 less than the cheap PS3. Is the PS3 a solid product and an excellent value? Yes. But Sony is selling to the wrong market. $500 is just too damned expensive. All Microsoft needs now is a $200 core system.
Parent
Non-90210 Final Fantasy. (Score:5, Informative)
Thankfully, FFXII has done away with that. There's still deep emotions, angst even, but it's more than showing a dozen characters with emotional hangups and occasional epileptic fits, and calling these annoying mishmash of shortcomings mixed with superpowers a story. Perhaps it is just my taste for use of emotions in stories - but I do find the determined use of emotions driving, while avoiding cliches, in the FFXII storyline.
The only downside is the music - not that it is bad, but it is intentionally ambient while being well-orchestrated. That same ambience, though, means that you never really remember or anticipate the music except in the rare cases where the music is an allusion to previous games. The reasoning for this musical shift was to allow the sounds and many well-done voices in the game to be clear throughout, never drown out by music that is too strong. It's a bit of a shame for my tastes - I loved the strong music in some of the games. But it's certainly a lesser concern than the gameplay and the storyline, which are overwhelmingly good in comparison.
Ryan Fenton
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So far as the non-dr
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Hopefully, however, this is translated better. Summon: "Rich"
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Close. It's based on Final Fantasy Tactics Advance, which was sort of like FFT with all the things that were fun about it removed.
No job points. A total of something like 8 jobs per race. Abilities were earned by equipping different weapons, exactly like FFIX. A plot that made little to no sense. (The main character was sucked into Ivalice from "the real world" or something like it.)
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Vaan - Luke
Ashe - Leia
Balthier - Han Solo
Fran - Chewie
Basch - Aragorn (okay two sources)
Judge - Darth Vader
Bounty Hunter Bangaa - Boba Fett
At one point in the game you even visit a "Cloud City" type place
PS3 Compatible? (Score:2, Informative)
Now with the PS3 launching in the US today, I wonder if FFXII is fully PS3 compatible. It should be as I understand the PS3 includes PS2 hardware on a chip for this. I also wonder though if the game gets any
Doesn't start off well, but gets better (Score:2)
Licenses? (Score:5, Funny)
RPG Concepts (Score:5, Interesting)
A 17 year old street-kid, who (as the game begins) is training himself on rats, quickly progresses to the wanton slaughter of the undead, not to mention elite Imperial guardsmen (in whichever order common sense would indicate with regards to their difficulty).
Many of the FF titles I've played have centered around remarkably young characters...who are capable of causing death and destruction. In some cases, they do so using rather improbable weapons (by which I do not mean sci-fi things like gunblades...I refer to things like blitzballs in FFX).
While I applaud the improvement of the plot in this FF over some of the previous iterations, I still find some of the things that are just taken for granted to be highly unlikely, such as the foregone conclusion that someone with extensive experience as a pirate (or as a soldier) would join with a young urchin, regardless of how many times their paths cross.
Further, I have never understood why the experience level of ones comrades does not accurately represent their life. If my character has lived on the street all his life, and someone who has been a professional soldier joins my party, he starts at the same level as I do (excepting that I can steal...since I'm a pickpocket).
I say all this not to be overly critical. I understand that some things must simply be accepted for the sake of the gameplay mechanics. However, with a little more attention to the detail in the story, I think that the game could go from something that is already very good to something superb.
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You know, you're right. (Score:2)
I think Vaan and Penelo are just there to act as the player-at-home's eyes. They represent (the self-imagined version) of your typical male and female game player.
FFXII didn't need that though, with the ominpresent-camera CGs and the gambit system, having a main character at all was irrevelant. They should have just let you pick
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It's a hard balance. (Score:2)
But you don't want to drag the player down into a lengthy storyline where they're ability to affect the plot is relative to their current EXP. Most casual players would be turned off by this.
Otherwise you throw them in at level 15 into t
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The same problem happens in D&D campaigns too. You start at 1st level as a X year old foo. You go explore a dungon or few and suddenly you're 5-6th level and more powerful than anyone in the podunk town you started in. How long has passed? Maybe a month? A past DM of mine ran a game that spanned a couple RL years, but in term
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You've got to admit FFVII got this almost right. Cloud, supposedly an elite SOLDIER working as a mercenary, is a fair bit tougher than his half-assed AVALANCHE buddies. (Barret looks tough but he's basically an angry cafe-owner). It later turns out *spoiler alert!
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For example, Vaan (in XII) probably doesn't work as a 45 year old drunken homeless man, fighting off enemies with his "Pint of Alcohol (Atk - 5)" or his "Double of Tequila (Atk - 15)". His new technique..."Drunken Rage".
This would, of course, mean that Penelo would have to be a hooker...I d
Re:RPG Concepts (Score:4, Insightful)
That's his point, though, they stress suspension of disbelief to the breaking point.
People are willing to suspend disbelief for fictional stories as long as they remain internally consistent. If you create a world which contains a "highly trained" army of soldiers, and some 17-year old street urchin can out-class them after fighting various creatures for a couple of weeks, you're severely stretching the suspension of disbelief.
When you have people wielding swords that are as tall as a person that are about as effective in combat as someone chucking some form of neutrally-buoyant sports ball, you're stretching the suspension of disbelief.
So, yes, a game can stress the willing suspension of disbelief past the breaking point. In video games, though, you generally have to add a willingness to ignore completely illogical things that are done to prevent the game from sucking. So people accept the medkit being able to magically heal a guy instantly because it would suck otherwise. People accept the idea that your characters can become immensely powerful just by beating up random monsters along the country side because being forced to grind at a training dojo for a month would suck.
The suspension of disbelief required for a fantasy story may not be enough to get over the completely illogical concepts a game has for gameplay reasons, but for the game to be fun, you have to accept some compromises for realism. I don't know how Solid Snake manages to carry 20 guns, three cardboard boxes he can hide in, and assorted equipment, on his person, but it's more fun that way.
Parent
Gambit System (Score:4, Interesting)
There's way too much stuff that's going on in intense fights to tell each character what to do for that round (the concept of a round doesn't exist).
It's also a fun programming exercise to figure out how to get someone to do something without leaving them stuck in a loop. For instance, do you want to steal from a enemy but only try it a few times? set the gambit to steal when the enemy is below 20% health and about to die.
The license system is very confusing at first and it takes quite a bit of time to manage equipment, licenses, and gil. Like FFVIII, you can make any player become anything with the appropriate licenses, but unlike FFVIII, you don't switch abilities from one player to another, you have to build the characters up smartly.
Great game so far, but I've got a ways to go!
A Quality, Solid Final Fantasy (Score:5, Insightful)
The reason why the "old guard players" balk at FF12 is that unlike the games before it, this one doesn't want you to micromanage the battles which gives these "old guard players" the sense they aren't doing anything. The trick is that previous games the tatics where actually fairly limited where you ended up duplicating what Gambit ends up automating. You tell your melee attackers to attack. You tell your healers to heal occationally. You tell your spell casters to zap stuff. Difference between FF12 and the others is that the game automates this for you instead of "rinse repeat" of the previous games. In the end it just degenerated to a lot of repeat actions anyway which is what computers are actually good at doing.
Gambits in themselves are interesting because it tickles the programmer in me. Given the API and resitrictions, what is the best way to "program" your party? There are several of solutions to some of the issues your party will face because just like software there are often different ways to tackle the same problem. A certain beauty can come from the correct Gambit strategy where they just do the right thing when they run into a challenging fight where it would be frantic if not hard handling the fighting yourself using the old fashion "Turn Base" or "ATB". A good Gambit order is like whiping up a good algorithm to solve a complex, somewhat losely defined problem.
This isn't a perfect game mind you. Just like FF9 it strattles "generations" and becomes an example of "what could have been". This is a glorious game pushing the envelope for PS2 where the problem is it screams for HD treatment on a more powerful machine. The weakness in the Gambit System is that it doesn't handle "one shot" actions easily. When the situation does change, you are often force to take over in an emergency situation.
Overall I'm very pleased with this game and I'm glad it is one of the "swan songs" for the PS2. From the way FF12 looks I can't wait for the next one even though most of it will be an entirely different game anyway.
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I'd have been terribly happy if I could define sets of gambits; here's my exploration gambit, here's my anti-fire-monster set, here's my victory at all costs, last man standing wins set, here's my protect the party at all costs set, and so on.
That and auto-acquiring licences when you buy stuff. "Basch requires Heavy Armor 5 to equip that. Spend 150 of 291 LP to acquire Heavy Armour 5?" (assuming it's been revealed on Basch's license board.)
Gambits? (Score:2)
Kinda sounds like something from my long-gone youth. [wikipedia.org]
Believe it or not, this sort of thing (along with a really bad review [houstonpress.com] in my local newspaper) is actually making this oldtimer consider buying a console. I haven't done that since I picked up a $50 Dreamcast solely for the purpose of playing Tetris.
I wonder if that reviewer actually played it. (Score:2)
Then I started playing the game from the beginning. And I realized that I couldn't enjoy the game as much as I did without Gambits. Part of these games is trying to explore and see what you can do, getting neat loot, sidequests, whatever, and in order to do that you're going to have to grind and take on tough fights before you're "supposed to". You have to le
Wonderful game, wonderful story (Score:4, Informative)
After playing the demo included in DQ8, I was actually very worried about the new style. My fiance didn't like the camera at all and was disinterested in the game. Now he manopolizes it and I'm stuck waiting for the opportunity to get more involved.
While a lot of the combat is pretty simplistic, this isn't anything different from previous FF games. In fact, even random mob combat is a bit more involved than before. Sure a lot of it is automated, but now you can use it as opportunity to experiment and tweak gambits. Gone is the repeatative process of "combat load, repeated attacks, money/exp screen, world map load".
The story is like crack for RPG fans. It feels huge. The characters are deep and involved. The villains are equally deep and involved. As stated in the review, none of the plot points are given half-arsed metaphysical/spiritual explanations.
It's an epic on the scale of original Star Wars trilogy, and in fact invokes a lot of the same feel.
My Impressions (Score:3, Informative)
I've personally made it about 20 hours into the story (including quite a bit of that time spent mindlessly leveling up :), and I have to say that I am really enjoying this game. While there are some things about the game that I could criticize, overall I think that this is one of the finest Final Fantasy games that I've played (and I've played all but XI and the Japanese only releases for the NES).
In terms of story, things do start off a bit choppy and the gambit system takes a while to get used to, but as you settle into the game you really start to have fun. You start to realize that your job in combat is to give general direction to the party, rather than direct every action of every character; this leads to some rewarding battles in which you just watch your characters kick ass on their own. In some ways, I think that this is somewhat better than with previous FF's, in that you don't just stupidly hold down the 'action confirm' button after setting up the cursor to always go to the last selected action.
Up until this game, I would have said that my favorite Final Fantasy would have been FF8, but I'm not so sure of that anymore. Like FF8, this one strives to make all of the various RPG elements (leveling, weapons upgrades and various magical abilities) somewhat believable. The fact that combat takes place in the same environment as the rest of the game play really adds an immersive and seemless quality to the game... A very welcome change.
As for the things that I don't like; there are not many... First and foremost would probably be that the license grid system is somewhat difficult to manage. Unlike other FF's, in order to use anything that you've bought (weapons, armor, spells, etc.), you must also have unlocked the license for that piece of equipment or ability; this leads you to sometimes sit in a weapons shop jumping back and forth between each character's license grid (to see whether its worth buying the weapon now) and the shop's merchandise list. Another thing that I've found to be somewhat annoying about the license grid is that it's really a lot of leveling up to get to the point where you've started to unlock the abilities that you really need, and oft times you have to unlock a bunch of abilities that you really don't care to unlock to get to the ones that you want. A good example of this is that you have to unlock a bunch of healing bonuses to level up the strength and HP of a character that you're trying to turn into a physical fighter. This doesn't make a whole lot of sense to me.
All and all though, a very lovingly crafted game... I might not give it a perfect 10/10, but its pretty close.
FFXII = Star Wars (Score:3, Interesting)
There are other references too, but I can't remember them at the moment.
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This is the exact point where the milk went out my nose and hit the screen. Damn you!
Best game in the series? yes, but still stuck. (Score:3, Interesting)
The biggest is synposis system, or basically "what the fuck was I doing"? Maybe it's that I'm older, or maybe it's that I've played Tales of series games but I expect a lot from my RPG, and the bare minimum I deserve is a system where I don't have to remember exactly what I was doing before I moved to another game. I don't have 60 hours to beat a game unless it's beyond exceptional, Tales of The Abyss wasn't (though it was close) FFXII is great, but I have other stuff to do.
It would be more text but it would be incredibly useful to implement this feature. In fact any game that takes more than 20 hours should be required to do a synopsis or at least an easy mission system so you can get caught up. I don't want to come to a game and say "ok time to kill... wait who am I against? Oh yeah Kefka's my buddy, I'll kill banon".
It's likely because I'm older and don't have time to play games from front to back, but it's more than that, it keeps the story solid and allows you to replay the story in your mind so you don't have to keep saying "I forgot what happened". The story in FFXII is one of the best but moves entirely too fast. Names are meantioned in 1-2 lines of text then dropped completely.
That's not to say this is only FFXII's fault, every game does it for the most part, but FFXII should be better than all the others. FF's series has more games than most companies have ever made, so why don't they wise up and allow the gamer who can't beat their games in one sitting to have an easier time to pick up the game again.
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Re:More adult? (Score:4, Funny)
Parent
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Re:Final? (Score:5, Interesting)
Parent
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I think we might have gotten another, thoguh I am not sure.
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It sounds like they automated the boring, repetitive parts of gameplay you see in older FF games. But that seems kind of silly to me. If that gameplay is boring and repetitive, why not replace it with something that's not boring and repetitive?
But like I said, I haven't played the game, so I can't fairly evaluate it. But that was my first reaction to hea
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Yes. Because Pong is the only example of a game that's a game.
Apparently the only part of FFXII that you're expected to play are the boss battles. Everything else is fluff between cutscenes and other boss battles. What's the point behind "playing" a game that you don't actually play?
If you're not actively doing anything, then it's not a game. There are plenty of examples of games that involve actually playing something and still having a story. Things like Half-Life, Metal Gear Solid, Final Fantasy
Re:If it is more adult, where's the adult? (Score:5, Funny)
Parent
Re:STOP "READING ON" (Score:5, Funny)
Parent
Flamebait, maybe... but valid (Score:2)
I see you've been modded flamebait, but I'll go down the negative karma path with you. It's lazy. "It was a dark and stormy night."
Fran == Barett, your token black. (Score:2)
Re: magicians. (Score:3, Informative)
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I too.. (Score:4, Informative)
On a general level it just seems to move away from the aspects of traditional J-RPGs, but for the most part not to be original, but to mimic western-style RRGs, particularly MMORPGs.
The battle system is the most blatantly MMORPG-ish aspect. I admit random encounter rates could be maddening, but I would have much preferred a chrono-trigger style system, where encounters are obvious, and battle transition is natural, but action is more traditional J-RPG. I know a lot of people say "you don't want to admit all those selections can be distilled to a nearly equivalent set of rules" or "it's the same thing, just allowing automation". I find it difficult to distill rules that would act as I would all the time. A prime example is healing, the health level I wait for before I heal depends not on the proportion of current to max health, but to the approximate damage per hit the enemies are doing compared to remaining health. If I see an enemy that can do 90% worth of damage on occasion, my strategy for healing will me more aggresive, whereas if an enemy that does 11% of damage per hit, rules needed for the 90% case cause excessive unneeded healing. If I try to do it manually, there's no way for it to at least designate a default action, so you have to be mindful to hit x and select each one to start attacking by default. Also, in previous games if I was in a precarious fight, I might choose to leave a character with their 'action' gauge full, but skipping to other characters so they could heal instantly, but know action gauge starts filling specifically for the action being taken. Now the ability to turn on auto-attack might have been fine, because in random battles at least I would frequently just hammer attack, but the system just is frustrating.
The general UI is too MMORPG as well. To their credit, they filled the town with a lot more 'people' to make it more realistic than the huge cities with maybe 9 or 10 people common before, but they didn't want to bother making dialog for all the characters, so they put little 'talky' icons or 'shop' icons over people's heads to distinguish actual NPCs from mere decoration. This is jarring to me. Similarly, in the fields where enemies could be encountered, the health bar over every character's head is annoying to, having it off the screen in a status area solely was less distracting.
The graphics are mostly great (though the character design is not to my liking), but the music is merely 'not bad' to me, it doesn't stand out like some of the themes from previous games did. Same for the story and characters, fairly uninspired and flat (23 hours into the game at least). I didn't like FF5 or FF8s stories/characters for much the same reasons, but I still remember some of their music.
The level grinding is ridiculous in this game, absolutely have to run around in circles most of the time, rarely had to do that before.
The world layout is fine and more realistic than most 'world-map' style settings, but does allow the freedom that was lacking in FFX even early on. When I get what I'm sure is inevitable, an airship, I suspect the interface will be more like FFX, and that will disappoint me too. There was a nice sense to actively flying over the world map. Particularly after it being so tedious, experiencing the ease of flight is kinda cool.
Parent