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Final Fantasy 12

ccoa

Member

Diedrupo;276355 said:
(I in fact, enjoyed most of them, especially the grinding - which is an essential element of all previous FF games anyway).

Uh, no. Except for FF1 (the NES version), I have never spent so much time level grinding. Of the 90-some hours it took to beat the damn game, over half was simply trying to gain exp/barter items for gil. Actually, I did no level grinding at all for VI, VII, VIII, IX, and X. They showed much better balance.

However, I don't see how you can say FF12's dungeons were bland and unexciting when they were essentially no different than the dungeons in FFX.

No, they weren't. FFX had unique, memorable locations. They also had puzzles and labyrinths in many of the dungeons. Every single location in FFXII felt uninspired and boring. Generic, even. Like Sirc, I spent almost all my time looking at the passability minimap rather than the screen. There just wasn't anything to look at.

I looked forward to getting to new places in FFX. I loved the unique architectures, I found the Shoopuff to be charming, and so on.

I FFXII, my only thought was: "God, how long will it take to cross generic desert/jungle/plains/etc area this time so I can just fucking get on with it?"

Everyone in this thread who did not like FF12, stated they did not like it for reasons ranging from boring characters to not liking the heavily political story, to not liking the hardcore grinding gameplay. To me, those are signs of people who dislike RPGs that focus on hardcore RPGing elements and highly intelligent stories, because you're complaining about the very things that us hardcore gamers enjoy in RPGs.

How exactly are you defining hardcore gamer? Because it sounds like hardcore gamer is anyone who likes the same things you do. Also, did it occur to you that people don't like it for exactly the reasons they stated? They don't need to dislike the "hardcore" elements to think the characters were as three-dimensional as a sheet of paper.

My definition of a hardcore RPG gamer: Someone who plays any and all RPGs they can get their hands on. Someone who honestly evaluates each game they play, rather than going with mainstream opinion. Someone who likes story and characterization (because without which, it's no longer an RPG).

I loved Okami. It was mainly gameplay-driven, but the gameplay was actually, get this, fun. It had none of the anime/action "crap" you seem to have a disregard for. It did a lot of innovative things with the systems and graphics, and came up with a game that is all around a great play.

Also, I'm sorry, but FFXII's story wasn't "highly intelligent" at all, IMO. The politics were very simplistic and the story very shallow. They practically rub your nose in the morality of "free will vs. guided destiny." The villains were shallow stereotypes, and the heroes were worse.

Prexus;276497 said:
I agree entirely with ccoa except for one thing;

I loved the game.

Every Final Fantasy, and RPG in general, requires level grinding just like any MMORPG. The benefit in FF12 is that the Gambits are there to take care of the difficult work for you.

The game can't be won without player involvement, that is to say, you at least need to decide what gambits you want to use.

There is -no- information that a Gambit can know that you can't. You simply need to keep Libra up and properly target the monsters to see their vitals. Yes, the Gambits know this without all that, but it is not impossible to know it by yourself.

That's actually not true. Gambits can see stats Libra can't. Also see comment about level grinding.

EDIT: For example:

Foe: Farthest & Foe: Nearest - No way for a human player to actually discern this 99% of the time
Foe: Highest/Lowest Strenght/Magic Power/Speed/Defense - You can't see that with Libra or by looking at the enemy

Oh, and one more complaint. The camera was terrible. Most of the time I couldn't see the damage displays on the really big enemies or tell what the hell was going on in the battle.

Countdown to arc showing up in the thread: 5, 4, 3...
 

Marcus

Sponsor

Super Mario Bros 3 didn't have an epic battle system, or a complex story, or good graphics. But we can all agree that despite all that, it was fun to play. Gameplay wins out over any flaw if it's good.

This point is pretty invalid because what SMB3 offered was vastly different than FF12. The gameplay aspects in SMB3 weren't broken for the time period it came out. Other games do what FF12 did... but better. SMB3 was ahead of the pack while FF12 just feels like "same old with new wrapping paper."

Everyone in this thread who did not like FF12, stated they did not like it for reasons ranging from boring characters to not liking the heavily political story, to not liking the hardcore grinding gameplay. To me, those are signs of people who dislike RPGs that focus on hardcore RPGing elements and highly intelligent stories, because you're complaining about the very things that us hardcore gamers enjoy in RPGs.

So paying $50 for boring characters and grinding gameplay makes your hardcore? Considering the fact that RPGs these days are a dime a dozen, thank God I'm not hardcore or else I'd be broke!
 
What stats can Gambits see that Libra can't? I'll admit I am unfamiliar with ALL the Gambits, but I can't think of any. And it's not just Libra, the Status effects of a monster, HP, and I think SP can be seen of any monster in detail by holding down a button while fighting.

Looking in my guide here: You can see if
1) They are Flying
2) Their Level
3) Their Name (the color will tell you how much level difference they are if Libra isn't active)
4) Their Current HP and Max HP
5) Their Status Effects
6) Their Weakness

Looking at the list of Gambits in the back..
1) Who the foe is targetting (we can see that)
2) If the foe is targetting themselves or an ally (I think we can see that, but otherwise I am sure you can tell by animations with enough practice)
3) Their distance (not hard)
4) Highest/Lowest HP/MaxHP (can be done)
5) Same with MP, apparently THIS information we can't know.
6) Strength/Magick/Speed/Defense/MagickResist (we can't know this)
7) Various HP comparisons
8) Various Status Effects
9) Weaknesses and Vulnerabilities
10) Undead/Flying
And some other stuff I don't really understand but other than the MP stuff should be known.

So aside from their base stats (when does an attack require you to know the base stats of the opponent to decide on what you want to do?) and their MP value (I can give you this one), there is nothing that a Gambit can know about an enemy that you can't already know.

Also, level grinding isn't -necessary- to complete the plot in FF12. If you are unfamiliar with the License Board, you may make mistakes and need to get extra LP to make up for them, but this isn't an overly often occurance (mistakes are forgivable) and even when it is, the difference isn't that high. Just like any other FF Game, the reason for level grinding is to overcome a hurdle that you can't normally overcome. Or to learn a skill that you don't know yet and want to learn.

I can tell you for sure that I have grinded out Materia Levels, I have grinded out Draws to power-up my Junctions, and have grinded out AP to learn skills so I can move on to the next tier of weapon. FFX I am so unfamiliar with I don't even know, but the Sphere Grid itself -PROMOTES- Power Levelling, to get you all around and across the board. Just like the License Grid does.
 

ccoa

Member

First, see my edit.

Prexus;276510 said:
1) Who the foe is targetting (we can see that)
2) If the foe is targetting themselves or an ally (I think we can see that, but otherwise I am sure you can tell by animations with enough practice)

Only if you manage to catch the targeting arc. If you miss it, you don't know.

3) Their distance (not hard)

Actually, it can be when you have a whole bunch of them running around.

4) Highest/Lowest HP/MaxHP (can be done)

Yes, it can be done. If you want to take the time to flip to and from each and every enemy on screen and compare their HP or max HP. Meanwhile, they kick your ass. See comment about the AI being faster and better.

5) Same with MP, apparently THIS information we can't know.
6) Strength/Magick/Speed/Defense/MagickResist (we can't know this)

There you go.

7) Various HP comparisons
8) Various Status Effects
9) Weaknesses and Vulnerabilities
10) Undead/Flying

See above.


So aside from their base stats (when does an attack require you to know the base stats of the opponent to decide on what you want to do?) and their MP value (I can give you this one), there is nothing that a Gambit can know about an enemy that you can't already know.

Actually, I used the speed one quite a bit. Eliminating the enemy with the highest speed first spared your party a lot of damage because they acted more often.

I found grinding necessary. Before I started grinding for levels/better equipment, I was constantly being killed by bosses. After I figured out you need to grind until you get all the new equipment in each location, I stopped dying every hour or so. I did not have to level grind in any recent previous FF game just to proceed.
 
I hate how they put it out before they completed the storyline and everything. It was basically a battle engine with side quests, and they threw a few pieces of the story in there. I like how Ivalice was realized in 3D though. I really missed the Viera, haha. So cute.

I played through the whole thing though, I thought it was quite fun. I liked the battle system a lot for some reason, although it had an MMO feel to it.
 

Mega Flare

Awesome Bro

Prexus;276497 said:
Every boss fight was fun, and interesting. Coming up with strategies to beat them was more fun than any dungeon puzzle or deep character development to me. Thinking to use Sleep on any boss, then switching all my Gambits to sleep+magic if they were effected by Sleep just made my heart pitterpatter with love for the game. Lindwyrm, eat your heart out BIZNATCH. And who can argue that the Yiazmat fight wasn't one of the most epic fights they've ever been in?

Thats all BULL! Every Single Boss in the game you could use the same strategie to beat, Haste, Protect, Shell, Attack, BAM dead. the same thing worked everytime on every boss.
 
The only thing I didnt like about this game, was the lack of a romance story. My favorite feature in any FF is its romance. Sadly, this one didnt have one. At least in the sense that it didnt hold any valuable part of the story line.

The rest of the game, however, i enjoyed thoroughly. I only spent about 40 hours on the main game. I then spent another 80 hours leveling and mastering stuff. Right now I am on 120ish hours and i still need to beat the Omega and Yizamat or whatever.

Oh! The only other thing that bothered me was the fact that the battles were challenging (some seem to think otherwise, but i had a good number of battles test my patients and strategies!) but the rewards come out your ass! You have to beat the three strongest bosses in the game so that you can get all the items needed to create the most powerful sword. First off, what is the POINT if you had to beat all the STRONGEST enemies to get it?! Second of all... its only the power powerful 'great sword'. Meaning no shield AND the most powerful weapon was far easier to get (counting you knew what chests to not open) and you can get it about halfway through the game. Gah, that irked me.

(Why oh WHY is the Quick Reply box so dang small?! Seriously, is it just me, or is everyones the size of a small square? It really makes things hard to go back through.
 
Well, after I saw that ccoa was the source of the unseen force drawing me here today, I thought for a moment to simply ignore this thread and walk away, chuckling to myself. Goodness knows she knows where I stand, as we've debated this game to no end. Alas, I can't keep myself away.

As I've said in many places before, I think there is too much demand for character development in places it doesn't belong. It's a long standing RPG tradition that, along the road, there are a hundred throwaway villains with, as far as the audience is concerned, no back story at all. Typically, as gamers, we don't even bat an eyelash, because we have no reason to know, much less care about, who these people are. On the occasions that these dime a dozen villains are developed, we are often trapped in what amounts to nothing more than a developers efforts to make their story seem deeper or more satisfying than it really is by making characters who are absolutely inconsequential to the story itself glimmering paragons of plot and character development. It's usually painful. The fact is, when the character has little to do with the story, nobody expects them to be developed.

That being said, I think FFXI meets that expectation, but nobody notices it. FFXII isn't about Vaan or Penelo, Fran or Balthier, not even Basch. Hell, I could argue that it's not even about Ashe. FFXII is about Ivalice and its people - and I'll be damned if you can suggest Ivalice is under-developed. I think that the game could have changed casts entirely, repeatedly through the game, and I would have enjoyed it still.

Even saying this, though, I don't see how the characters are under-developed, even contrasted to other characters from other games. I mean, we don't necessarily spend a lot of time traipsing through everyone's past, but what value would be in such an adventure? What do we not know that we need to about these characters? Certainly, I hope it's not true that you simply don't understand them, or missed some key hint about their personality, slipped serrupticiously between the lines as the game is wont to do. I felt I knew enough about every single one of them (well, I would have like to know a bit more about Fran) by the end of the game, and I didn't need exhaustive back stories to get to that point. Even then, we know quite about about Vaan and Penelo's past, to know where they are in the present of the game. Is it not fair to present a character who's life, up to the point when we meet them, wasn't profoundly different from any one else's? I understood, from the very beginning, where they were coming from. I understood their individual motivations for going along on the journey. Are they bad characters because they don't constantly surprise you with zingers from their apparently absurdly complex and disconcertingly relevant past?

The characters who do have "zingers", like Balthier and Basch (and, although it comes up earlier in the story, Ashe), are also, to me, very interesting characters. Balthier was pretty enigmatic to me for the first half/three quarters of the game. I didn't understand why he had come along, though it was clear he indeed had a strong motivation to do so. Later revelations made it clear to me why he was along for the ride, in a way that I think was believably and artfully done. Basch also interested me to no end. Before the Balthier/Gabranth connection became clear, I assumed he was deceiving the group. I mean, I'd watched him kill the king myself. He also took his pretty time outright denying it, simply imploring the group that they didn't understand. Indeed, had he explained that Gabranth was his evil twin, and everyone took that explanation as truth, I would have been disappointed. Again, the way things turned out with Basch satisfied me to no end. The man was exactly as he seemed to be.

Apparently that's the worst sin a character can commit.

Why were Penelo and Fran there? Because Vaan and Balthier were. I don't see any reason for any more explanation than that. To propose that every single character be relevant to the plot is the definition of contrivance. They are relevant to the cast.

I couldn't have asked for the cast to be developed more.

The fact is that the characters - villains included - we pretty damned realistic in a lot of ways, and not caricatures like most RPG characters. There was no bizarre jagged, sometimes dotted, curly line connecting everyone and every thing. Everyone was there for their own reasons, and for nothing more.

ccoa, I don't know if you were too distracted in your long adventure of grinding, but I wonder if you followed the story at all. The attack on Mt. Bur-Omisace was, from where I was sitting, perfectly logical in the context of the plot. I mean, if you are proposing that the empire should have sat back and allowed all of their efforts at luring the Rozarians into war be undermined without opposition, I suppose we understood the story differently.

Speaking of grinding, I simply don't think it's necessary for a normal, non-completionist play-through. I beat that game right around the 65 hour mark, which is certainly not the fastest it can be done, but I can say honestly that the only grinding I EVER did was for about an hour in the mine on Bhujerba. Now, did I always have the most up-to-date equipment? No. It wasn't necessary, either. I did many of the hunts, and a handful of side-quests. I never really got into the meatier aspects outside of the central plot, and I never had to grind money or experiance. It may not shock you that I thought the game was challenging - but I never hit a spot I couldn't do in two tries or less.

We've talked about the gambit thing before, and as many people have said before, you really don't have to use them the way you do. I mean, you set your characters up on all-encompassing auto-pilot (I don't know how you do that, anyway, btw) and then complain that the game is played on auto-pilot. I never really set up gambits on my "main" character. The other two party members were always mostly automated, but the only things I had set up on mine were atuo-attack closest target, auto-cast libra and use pheonix downs on anyone who's dead. Everything else, I did myself - and damnit, I enjoyed myself. I daresay I liked the micromanagement. Don't think I was a purely offensive lead, either, no - I was healing, curing conditions, casting buffs, the whole nine yards. Could I have tried to set up all three of them to be played automatically? Sure, but what fun is that. I'm sorry you ruined the game for yourself, but that's like using cheat codes or hacking save-states. Yeah, you can do it - you may even be encouraged to do it - but you're in charge of how much, how often, or whether you do it at all.

I know I'm not the only one who never had to grind, didn't fully automate the game, and still managed to beat it. I'm not saying that you just sucked, but I'm also not saying I was especially good at it. I'm never especially good at much of anything.

But I was disappointed by a few things, sure. I wish Black Magic and summons had been a bit more useful (though, to be honest, I use summons on a LOT of hunts I couldn't otherwise beat). I wish the optional content didn't compose more than 50% of the game's potential length (I don't like beating something that feels pathetically unfinished).

The transitions between areas didn't bother me. I felt it was pretty well understood, for one thing, that when you move from one area to another, you aren't really just stepping from a jungle to a snowy mountain - The transition from Dalmasca to the... marsh place (I forget the name) was what made this abundantly clear early on - when you stand in Dalmasca, looking out at the zone you are just about to enter, it is clearly miles and miles away. Somehow, I don't think you would have appreciated having to personally walk every step of the way. Not that such jarring transitions aren't standard fare in pretty much every single RPG ever made.

What I did like was the characters. I liked the plot. I liked the areas (sorry you hated them, but that game was like frikkin sight-seeing for me). I liked the dialogue and voice overs (Perfection? Pretty darned close). I liked the combat system, and I liked the pacing. Really, I liked most aspects of pretty much everything, and I wish you felt that same for no other reason than the fact that the game was an inspiring experience I won't soon forgot.

Incredible game. Do I want 13 to follow in its footsteps? Not necessarily. Still, I'm happy I got to play it.
 
You reminded me of my final complaint about this game. The summons. They were so dang useless. I honestly never needed OR used them once. In fact, i was always so strong that from the MOMENT I could get my first summon to my last, they actually made battles HARDER than easier! My three man team was just so wickedly awesome. But then again, i did get the Zodiac spear around hour 30... and the rest of the game was a piece of pie after that (gotta love that run of death to get the ultimate weapon and get back safely!)

But other than that, I really loved the story. Even the characters. Sure, I LOVE character development; i can't write a story without major character development and back story for EVERY character (and even complext and indepth ones for my main bad guy above all else!), but this game really didn't need that. What it DID need, however, was a romance portion to the story. I needed that emotional boost, really. Because i felt the story was dynatimic and all around deep and interesting... just... i miss my romance!! I like to be involved in at least ONE aspect of every FF by the means of an emotional one. But oh well...

The battle system was fun and grinding... well, to be honest, i didnt spend that much time grinding. I always found the best places to get Cash, LP and EXP. Just messing around i found them pretty simply and could knock off most things. The only thing i spent time grinding for were specific items to create things. Other than that, i got everything else pretty easily.
 
There's just so much to do apart from continuing the main story like completing hunts, doing tasks for certain people and finding hidden treasures.

But since it is supposed to be a RPG the extra stuff is supposed to be bonus. The main story of any RPG is what makes it or breaks it. All the sidequest and minigames in the world cant make a crappy RPG a good one. Yet there can be good RPGs with little/no sidequests or minigames. Many of the side attractions in FFXII are tedious and thrown in to give the game a more complete feel.

I loved the towns especially! So huge and full of life! This game creates incredible atmosphere.

They are huge, but they are far from full of life. The vast majority of the npcs either say something irrelevent and shallow or say nothing at all. That means you have a huge city that is pretty much empty.

Sure the game had good graphics, but a gold plated turd is still a turd. The characters were shallow, cliche stereotypical archtypes, and underdeveloped. I also found the character designs to be weak. I miss the days when warriors went into battle wearing armor and wizards looked like wizards and female PCs weren't dressed like they were trying to pick up every guy in a club (how short are the skirts going to be by the time FF XV rolls around?...or will the female characters just run around nude by then?).

FF characters in X and XII look like they are going to the beach to hang out with their friends (except those that look like they are on their way to a bondage film shoot).

For everyone harking back to X's dungeons, I hate to say that those dungeons were pretty boring even with their lame puzzles. Im afraid there is no perfect FF. Those that get close are lacking in what would make it the greatest ever.

For elements that make a good RPG we have:

- Plot/storyling - best is VI imho (it was solid from beginning to end with no plotholes or elements that didn't make sense), though IV is up there; VII was close and Tactics is great but poorly translated).

- Character development - so few do this well, IV, VI, and IX do it best, while VIII and XII do it poorly (VIII had virtually no character development aside from Squall and Rinao...I mean we know Zell likes hotdogs and Selphie likes trains, but aside from that we know little about them; even VII had underdeveloped characters, though most of theme were well done).

- Instersting Antagonist - this is another key element to a good RPG. IV-VII, IX (if you count Kuja, Necron is kind of out of nowhere), the antagonists from Tactics, and I suppose X would be on top of this list. I know many people (fanboys and non) say Sephiroth is the coolest villian and this could be, my personal vote goes to Kefka. Edea was a lame villian, as was Seymour.

- Gameplay - people say X and XII, I personally like the old-style system of each class having a preset skill and the job system of V and Tactics, but I can see why people would like the systems in VII, X, and XII (though I found VIII's junction system to be tedious and boring).

- Graphics -VIII, IX, X and XII obviously take top nods here, though I have to say that I'd rather have clear sprites (VI) than sloppy polygons (VII).

- Music - soundtracks now have one or two memorable themes, but most of the game is unnoteworthy. IV, VI, VII all had fantastic music complete with memorable themes for each character. Off the top of your head make a list of your favorite tracks from each game and you will see that the music isn't what it used to be.

- Sidequests/minigames - this is probably one of the least important characteristics of a great RPG, but can certainly add to the overall enjoyment. [Im not going to count card games as they are more of a game within a game instead of being apart of the world in which the game takes place] Many people aspouse the Golden Saucer as the best distraction, but I think IX had more interesting sidequests (VI had alot of story-driven distractions as well). But you could probably make the case for any of the games VII-XII.

- World - it helps when the world we are in is interesting and fun to explore. This includes town layouts and NPC interaction. I'll leave it up to you to decide which games deliver on this and which dont.

The point of this list is that there are many elements that must come together to make a good RPG. If you go through the list and see how many of the catagories XII does well in versus how many catagories it falls short in. Overall the game just doesn't deliver (aside fromthe eye candy videous). This is escpecially true when you stack compare it to its predecessors. It may very well be the most shallow FF yet (aside from X-2 and MQ).

darkace77450
 

Sirc

Member

Even though I heartily agree with you on some of those, one thing you're doing is comparing them to each other. There are certain things you can compare, such as story-telling devices and character development and whatnot and others you can't because of the time frame. The game play, side quests and mini-games and graphics are related to when the game was developed, so they are either good or bad for their time. I couldn't find anything FFXII did that was good for it's time.
 
I hate it so much when people call the story a heavy political drama. It wasn't. It was an empire that took over a small kingdom. And nothing else hapenned. The other empire that was supposed to get involved didn't, there were no other take-overs. It was just the after effect of a war. The story stayed incredibly linear throughout. Which while I liked the game, definately held it back from being great in my eyes.
 
I seemed to only use summons when battling normal enemies, not bosses. But Ifrit was useful in Feywood. I would recommend myself and others, that it's better to get higher levels and fill up the gambit board. I hate Giverugin. No map, annoying. But if you go the gamefaqs, they have a map, So coolies. Also, it seems like the character dev was just the same. Like it didn't take itself seriously sometimes. Vaan was the jokster of the job. I like when he wants to know about Fran's age. Awarked.

Why does nearly every character have to be blonde?. Oh my god, here comes the dumb blonde jokes. But it's the hair is gold, so it must been some holy significance.

I liked FF7, it was so great. I hope FF13 is hopefully better.
 

Rain

Sponsor

Let's just say... this is the first Final Fantasy that not only have I not played more than once, I haven't even finished. This isn't even a game... it's just an interactive DVD that let's you do the walking between fights until the gambit system takes over.
 

Mist

Member

Prexus":2vvs3c66 said:
And who can argue that the Yiazmat fight wasn't one of the most epic fights they've ever been in?
Actually, it was pretty much the most boring fight I've ever been in. What's the point of having a boss with 50,000,000 HP if the maximum damage you can do is only 9999? Yiazmat wasn't even hard at all, it just had a shitload of HP so that we'd fight it for hours. It's just ridiculous. FFX's Penance was much more epic than Yiazmat.
 
Mist;277294 said:
Actually, it was pretty much the most boring fight I've ever been in. What's the point of having a boss with 50,000,000 HP if the maximum damage you can do is only 9999? Yiazmat wasn't even hard at all, it just had a shitload of HP so that we'd fight it for hours. It's just ridiculous. FFX's Penance was much more epic than Yiazmat.

Ditto. He was the EASIEST boss in the entire game. Just took SO FREAKIN LONG to wear down all that HP. I mean, I was bored out of my mind! He was no where near epic. Just long, drawn out, boring... and totally not worth the win. Seriously. What the hell is up with a billion hour long battle (that is not fun, nor hard, just boring) when you get SHIT for it. But then again, all bosses pretty much gave you nothing but crap... *sigh* I would have perfered for him to have less HP and be a bigger challenge.
 
If it took you longer than an hour, you weren't doing it right.

I honestly believe that 90% of the people who don't like this game ruined it for themselves in one way or another. Nobody's fault but your own.

I'd rather fight a boss that took persistence than a boss who took luck, like in many RPGs.

Perhaps of more importance is why did you guys play the ~150 hours necessary to get to said boss, if the game bored you so much? Gosh, sounds like all those people in WoW who complain that the game bores them because they have to level up a 6th level 70 character. My god people, if you don't like it, don't play it.
 

ccoa

Member

arcthemonkey;277465 said:
I honestly believe that 90% of the people who don't like this game ruined it for themselves in one way or another. Nobody's fault but your own.

Yeah. It couldn't possibly be the fault of the game that people didn't like it. -.-

I try not to reply to your posts, Arc, because it's exactly like arguing with a fanboy, but really, that's just silly. All of the reasons people have brought up to dislike it are perfectly valid.

I'd rather fight a boss that took persistence than a boss who took luck, like in many RPGs.

No one said anything about luck.

I don't want to fight either. I want to fight an enemy you have to be smart to defeat. No button mashing, little to no luck involved. I'm sorry, but even less than an hour of a simple strategy like the FFXII bosses required is too long. (And no, I didn't fight him. I finished the game, then promptly sold it.)

Perhaps of more importance is why did you guys play the ~150 hours necessary to get to said boss, if the game bored you so much? Gosh, sounds like all those people in WoW who complain that the game bores them because they have to level up a 6th level 70 character. My god people, if you don't like it, don't play it.

The ultimate fan defense: If you don't like it, why are you reading/watching/playing it?

I finish every single game I start (except for Suikoden IV, I just couldn't bear it for one more second). If I hadn't finished it, then you'd be questioning the validity of my opinion. Seems you just can't win.

A person can dislike aspects of a game and like others. Mist even said he enjoyed aspects of it, if you didn't notice (first page). Zan said the only thing he didn't like was the lack of romance (although this seems to disprove that statement).

A person can and should criticize the aspects of a game they like. It doesn't mean they disliked the game in general.
 

Sirc

Member

Seriously, perfect can be an opinion. Just because someone is right, it doesn't mean any other person is wrong. The game obviously presents itself differently to players, all who have different tastes.

The one thing you can't deny is that Square-enix wants money. Of course they are going to try to appeal to a larger group of people. Some call this 'selling out'. Honestly, that is what I think the reason for the MMO-esque style gameplay, restricting ally AI that makes the game easier, trashing of the classic battle system and other things are all about. That's in a brief summary what I disliked about it, and those features exist in the game. They are fact, not opinion. Perhaps they appealed to some gamers, but they didn't to me. I didn't feel like I was playing a Final Fantasy, much less without a good soundtrack. (but that happens to be an opinion)

They tried keeping it old school and stuck with their roots with Final Fantasy IX, and obviously we know how much that got criticized. Newer fans (for the most part) didn't 'get it'.
 

Rainer

Member

I could say FFXII was... a quite the revolution for the Final Fantasy saga due its changes. true, it has downsides, and pros like everyone declared. I consider the following.

Since they are introducing a new system for, us, gamers to experiment a new experience. (Sometimes not. :s ) They wanted to make it active-style like... dunno, Legend of Mana only 3D, but at the same time they didn't want the basic things that Final Fantasy provide generally. So, they had to mold up, add, remove things, so they can make it as comfortable possible... And they got better thanks to the International Version. Which unfortunately we won't see them around, unless they change of mind. (Chances are low to nil ':|.)

For me: FFXII looks more like a MMORPG like FFXI, only for individual plays of course. First, I'm glad to see the world of Ivalice on his glory than any games of Tactics. (I don't know, they don't too much give of exploring than FFXII. :-/ Also that I am aware this Ivalice is not as equal than the other Tactics games, as some people say.) That dream came true for me. Also as thinking the game system would be as fantastic as ever... However, there are several points that made me feel.. Well, dissapointed.

First there goes the License Board. Is good that you can adquire things by your well earned license points, but I thought each and every character besides having their overall equipment and assorments, they would have their unique features, which I only saw in that stats... True, you can mold your characters by using the same copy of the LB... The equipment can alter their stats in a incredible way.. But still, they have much of the same, which means the magicks and techniks, because of that why I would want six characters with the same copy of LB? I was assuming you can asign their roles, but everyone has different ways of thinking this.. The most common - Three would suffice. Period. The good thing about switching characters is that you can set the party size from 1 to 3 members. (The good example, goes to FFVI) This is good if you want to do challenges like Solo. Good thing they decide to make the LB to have more variety in the International Version. (At least they are aware of possible mistakes around, right? ^_^ )

Now the battle system... It's OK, considering you have the ATB and the traditional HUD from our dear FF games. The problem they possibly had is to give the comands around. The Gambit system... well, I found it fairly good, since you recieve assistance from the AI, you only have to know a little of conditionals and there we go. A built in AI for the CPU allies or self. I know it sounds like you are not giving full control to the characters and game is doing the work for you, but you have to decide - Give the commands manually or set the Gambit system for your liking, if you know something goes wrong, just take a little time to set it up, it won't harm, does it? Of course, that's up to you. But remember, you can performs both things at the same time. Just to cover up what gambits can't do, let your mind take control as well.

Another thing, that I found unfair, are the Magicks and Techniks. What's wrong? They are... rather unbalanced, specially in the Black Magic. I mean, Why we only had one Water spell (Water only, why not Water and Waterga? :-/), two Wind spells (Aero, skipping to Aeroga.) and none Earth spells? O_o Whereas the enemies can throw up magics and even skills that you cannot access! It would be quite good if they would line up this. But it doesn't, instead, you have to use weapons affined with the elemental... is good and helps true, but the thing is it should cover either both weapons and spells. And for the Techniks... Well, they have some strange uses, one helps a lot like Steal, Gil Toss, Infuse Telekinesis, 1000 needles (Sometimes.) Poach, Wither, Addle, etc... But actually most of them are rather funny to use and sometimes doesn't show up the right chance to use them... I can't really tell but some techniks that enemy has would be put in good use for the characters. (Blue Magic anyone? :eek: ) But well... Even though of this, you are able to defeat your enemies with what you have. For their first try... they have done a fairly good job.

The story... Well, it's not as memorable than other FF games, but still is good. It has a different touch. Plots are well formed and serious as always. This second is what I found more in FFXII mostly. I feel the humor also dimminished. It still exists, but you sometimes don't have a laugh or have a smile from other games like FF V, VI, IX, X, X-2 or... FFVII, even at FFVIII.

The music is quite good too, obviously that it had some changes from the compositor. Some of them reminds me the Dragon Warrior games (The Deadlands.) Must be the part of Enix's or someone else. But still Squaresoft's (Before Square-Enix.) is still the winner.

So yeah, I must say FF XII is a game you can play, but not the best. Others like it, others not. Has the downsides, since they are introducing something anew. (And maybe permanent from now on.) In my opinion I fairly like it, but I've seen even more solid features from other previous game systems. Again, is a good thing they work it up better in the International Version (Except for the spells and same techniks I believe, ugh.)
 

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