Millions May Object: Really Perfect Game!?

User Rating: 9.7 | Final Fantasy XII PS2
Looking back, it seems impossible for anyone to predict the amount of controversy, delays, and drama associated with Final Fantasy XII (hereafter ‘12'), especially given it's status as Squaresoft's flagship gaming series for well over a decade. First announced at the Square Millennium Conference along with Final Fantasy X, and XI, it would be another few years before the public actually saw anything specific, at a special event held in Tokyo's Roppongi Hills. With all the major project players at hand, it seemed as if a release would be pending shortly thereafter. E3 2004 hit and attendees got a chance to play a demo build. After a controversial reception given the dramatic change in combat gameplay, the geometric giant went silent and the world could only guess as to the fate of this constantly belated title. Then things got even worse: Hironobu Sakaguchi, the “father” of Final Fantasy, left Square to form his own company, taking Nobuo Uematsu (the “composer” of Final Fantasy) with him. Hope sank to new lows when gamers learned that the project director, Yasumi Matsuno resigned for health related reasons. Just when an all-out cancellation seemed the next logical announcement, July 2005 arrived and with it, the Square-Enix Party. It was at this pivotal convention that the RPG giant unleashed a gauntlet of good news: XII was not cancelled but instead, pending release on March 16, 2006; XII had a theme song (now a pre-requisite for the series), XII had received a new director, and XII had matured in design over the years. Those in attendance were able to play a brand new demo which North American gamers would later received (slightly edited) bundled as a promotional item along with Dragon Quest VIII in November. It was fever pitch and now only a matter of time before the inevitable: the day Final Fantasy XII would finally release and end the litany of setbacks associated with it once and for all.

In the weeks leading up to “D-Day”, XII received some impressive acclaim, such as a rare perfect score by the Japanese gaming publication, Weekly Famitsu. While the magazine's reviews were as emaciated as ever (offering no real whatsoever into the score), it was quite clear that something was aloof for this radically altered Fantasy to earn such a coveted tally. With the game receiving high marks from competing periodicals as well, it was obvious that XII was a force to be reckoned with. The Ideal

During the development process of Final Fantasy X, Square employees made it known that they wished to do away with random battles, a de-facto “staple” of most every RPG and perhaps-to many gamers-the single most aggravating element of play. While the bastard Final Fantasy XI (or as it really exists, simply “Final Fantasy Online”) managed to forgo the invisible encounters, it seemed unrealistic that the Playstation 2 could ever handle a game as multimedia mad as a Final Fantasy and have enough power to process monsters in real time. Yet amazingly, XII features just that: it is by far the most beautiful game in the entire series with stunning graphics, state-of-the-art CG movies, loads of voice acting and cut scenes, a lengthy quest, and yet…no random encounters. Combat Crisis As mentioned earlier, if there could be one single element of XII's design that has provoked the greatest controversy, it would be the combat engine. Essentially a simplified version of the “hands off/AI-based” fighting in MMORPGs (like FFXI), many players found it impossible to accept a game system that refused to include a structured, turn-based system of input. In a sense, you a truly a “guide” for character input during battle, with the computer handling all of the actual attacking, defending, and, if the opponent's proximity is close enough, movement as well. As revolting as this idea might sound to some, consider that previous Final Fantasy installments offered the exact same properties, if not even more restricted; aside from choosing options from a menu and confirming, the computer always controlled everything else-nobody should be kidding themselves into thinking that they ever had total control over anything. Battle Basics While wandering around in a field or dungeon, you will see monsters. To initiate combat, push the “Circle” button to open a command window, choose to “Fight”, then select the target(s). Watch as a target line draws itself and connects with the selected foe, then move your character in close and wait for them to attack once an ATB-esque wait gauge fills to completion. Use of items and magic occurs in the same fashion. An important element to note is that in Active Mode-the ideal play experience-all of this occurs in real time which means that monsters can-and will-attack you while mulling over what to do. If your have the AI set, party members will automatically attack according to the pre-set "instructions" when their gauges fill. If things get too tough (and they will), it is possible to flee from battle, however given the nature of combat, that hardly means you are off the hook. As FFXI players may know all too well, enraged monsters will trail after your party hoping to slay whomever they can before you run out of their reach. While opponents that deal melee attacks prove less of a problem, those with long range and/or magical capabilities can quite easily defeat a party in crisis even when things seem safe. The best advice is to plan adequately for fights: avoid battles in heavily concentrated enemy territory if your party is low on health and/or restorative items. Don't bite off more than you can chew as monsters are not all of the same level of difficulty even if they are all in the same area. Gambit Goodness In light of your only having “passively” direct control over a single character yet journeying in a party of many individuals, XII introduces the Gambit system, essentially customizable Artificial Intelligence dictation for those members of your party not immediately controlled by the player. While the game allows you to turn off the use of Gambits, the otherwise smooth and dynamic flow of battle changes to a more amalgamated mess when artificially stunted by the manual input of each party member's command. Nonetheless, those who prefer to control everything and anything can still have their cake and eat it too. For those who can move on and accept change, the Gambit System ensures that combat remains fun and freeform throughout the game, never a chore fostered by button mashing and passive interest.

Shortly after the adventure begins and you gain additional party members, Gambits first appear. Some hours later, you gain access to the actual Gambit “Setup” system offshoot. Each character begins with two “slots” which the player can use to specify exactly what they want the computer controlled party members to do. You can, for example, have someone use the Cure magic spell (if they have learned it) on any character whose HP drops below a certain percentage. The catch is, however, that the customization options are very limited at first, similar to the manner in which Final Fantasy X initially allowed only one method of increasing a character's Overdrive Gauge during combat. Unlike FFX where you would simply learn additional ways to fill the bar by mindless fighting, XII sees the additional customization options scattered throughout the quest, hidden in various treasure “boxes”. Usually the “upgrades” can be found in a logical progression such that as your characters advance in power and ability, the game will already have “ideal” Gambit upgrades in appropriate upcoming areas. Lust for Licenses and a Chaste Challenge With each new Final Fantasy comes a new gameplay gimmick that serves to mix things up and prevent the adventure from feeling too close to the previous. XII introduces the License Point system, an innovative skill building service that combines elements of Final Fantasy IX's item-based character growth and Final Fantasy X popular Sphere Board. While characters level up in a traditional manner (via Experience Points earned from defeating monsters), they also receive License Points which are used to “purchase” new abilities, attacks, magic, Gambit Slots, (etc) from a sub-screen of the main menu. Different abilities have different point requirements, meaning that players will find themselves stalking monsters at all hours in an attempt to create the ideal character. Because of the fluid combat however, this is far less of a hassle than were gamers forced to deal with constant combat loading and a systematic input selection process. Even better, this system allows for incredible customization as players can build the character they wish to without worrying about a pre-determined “path” like so many other games opt for. Tied into this process is the dynamic of “unlocking” the ability to use more powerful equipment, thus ensuring that you can not simply horde Gil (the series' monetary currency), waltz into a shop and leave with high power offensive gear that all but eliminates any and all challenge to be had. And what a challenge there is…many gamers have no doubt lamented over the exponentially decreasing difficulty in this genre as time passes. Whereas they use to be just plain unforgiving in the earlier day of gaming, in 2006 it is not uncommon to play through an entire RPG without facing obliteration even once. This absence of difficulty all but ensures that players rarely-if ever-need to plan ahead, or need to think period. Just plow through each area until reaching the next one. Obviously the manner in which equipment upgrades worked heavily factored into this matter. XII on the other hand, is hardly something you can breeze through. While not as bad as an MMORPG, even Leveling Up your character takes a lot of time; do not expect to jump from Level 2 to Level 10 in a span of a few meager hours. You must work for your payoffs and that adds a tremendous sense of accomplishment in the end. Those gamers sick and tired of pathetic boss monsters that offer little to no challenge whatsoever will be absolutely thrilled to know that XII is a real piece of work. Bosses can do so much, really: deal incredible amounts of damage, use special attacks that all but obliterate your party, at times even call reinforcements all while possessing a startling amount of Hit Points ensuring that even bouts of “power leveling” may prove useless. Instead of regulating the difficulty to far-off hidden bosses that only the most adamant players ever see, Square opted to make each and every major opponent a fight-something that could not be more welcome in a game like this. Suffice to say that players will be facing major setbacks in progress if they don't adequately set up their Gambit AI.

Town Traveler and Dreamy Dungeons With the exception of Final Fantasy VIII's lost city of Esthar or the towns and cities contained in Final Fantasy XI, nothing much can prepare one for the impressive size and scope of the town environments in XII. Spanning multiple screens and simply sprawling, it is possible to spend hours talking with all the various NPCs littered about, shopping, scoping out new Clan Conquests, or simply marveling at how amazing the view is. When approaching a NPC whom you can speak with, a small “happy face” icon appears along with the character's name. During longer conversation, an option to view a “Log” appears, allowing you to scroll back to earlier points in the discourse should you wish to recount important details. So large, detailed, and complex are the environments that they must actually be broken up into segments for the PS2 to handle such a load. While XII takes place in the established world of Ivalice (setting of the two Final Fantasy Tactics games) seeing the various lifeform races and overall settings in true 3-D is an experience like no other. So many competing game companies have tried relentlessly to create this kind of virtual world yet, aside from online based societies, it seems impossible to list any that achieved this kind of success. At times you may question just how Square managed to pull off such feats in hardware that the industry claims is outdated and ancient. Dungeons are simply magnificent: there is no other way to put it. Time and time again game companies craft boring looking environments with little-to-no excitement in them, however every area in XII is not only marvelous to look at, but entertaining to explore. Many players will be shocked by the sheer size of these locations as well, for they span multiple screens and can take quite some time to explore. While field locations tend to be more simplistic, the actual dungeons themselves are ornate looking regions with an astonishing sense of grandeur, detail, and scope. In a very real sense, it is like Vagrant Story or Final Fantasy Tactics but even more epic. Clan Conquest Those familiar with MMORPGs may already be familiar with the idea of undertaking missions/quests for rewards, hunting for specific monsters, or helping out your clan to improve its reputation. (Additionally, those familiar with Final Fantasy Tactics Advance will also find familiarity, as well as a certain Mont Blanc). XII features a much more open-ended vision of progression such that the player is frequently given the opportunity to undertake side-stories and quests that have little to nothing to do with the main story, but which yield major benefits. Additionally, as you progress throughout the game, the party earns Clan Points which can be redeemed for rewards of increasing value, as well as a prominent reputation. While the prospect of monster hunting might not be appealing to everyone, the game does not always force you to partake on these extravagant search-and-destroy ventures. Players who wish to plow through the game and see little the world of Ivalice has to offer can more or less do so, however given the challenge at hand, it is most certainly better to find “excuses” to engage in combat. The idea of working for a larger team definitely brings some of the MMORPG feel along for the ride, yet at the same time, those gamers who dislike multiplayer experiences can feel comforted in knowing that it's all you. Musical Madness For those who felt that the long standing series composer, Nobuo Uematsu, could make of break a Final Fantasy game, you may be surprised to learn that XII fares quite well with the “meager” offerings of the gifted Hitoshi Sakimoto. Very well indeed. With the Final Fantasy Tactics series under his belt, as well as the now-classic PSOne game Vagrant Story, Sakimoto serves up musical melodies that work perfectly with the game's settings and environments. Perhaps more importantly however, they serve to totally distance XII from its ancestors with compositions that are truly original and which do not rehash key pieces of music from earlier ones; this is a totally original score that works perfectly with a totally altered game. Each track has such sophistication, such beauty, such magnificence to it; sometimes it's amazing that anyone could actually create such perfection. Additionally, voice acting is equally resplendent. Whereas so many other games adhere to immature, stereotypical “anime cliches”, XII seems to elevate itself far above such nonsense with mature, endearing acting and spot-on personality matching. It goes without saying that Japanese voice stars are truly worthy of being classified as actors, however those who lent their talents to this game have truly done an incredible job that is to be commended. A Crisis of Character Given the combat “woes”, many skeptics immediately lodged charges that XII would feature severely diminished character interaction, a washed out story, and a de-centralised plot. The prospect of undertaking Missions as opposed to following a linear progression of events served to entrench this belief even further. Lo and behold, however, the powers that be recognized that XII is most certainly an offline game, and even more importantly-a Final Fantasy installment. No corners were cut at all and in fact, as one might easily argue, the character development and story arcs have never been as epic and rewarding. While each of the game's main characters could easily be found in dozens of other games and settings, Square managed to imbue them with a sense of life and tenacity that is a rare find in gaming. Aiding the writing brilliance are some of the most impressive character models seen to date-on any console. The protagonist, Vaan, for example, looks like a living cartoon yet still realistic enough to fit appropriately in the highly stylized and heavily detailed environments. It goes without saying that the “pastel wash” graphical presentation used to smooth out what might otherwise be jagged polygons does some major justice to this game-it is almost tantamount to a modified version of Square's Unlimited Saga yet presented in total package (as opposed to said game which used “comic panels” to tell the story). Additionally, despite the absence of Tetsuya Nomura (the man responsible for Kingdom Hearts, as well as the character designs of Final Fantasy VII, VIII, X, X-2, and XI and many other Square games) the artwork is positively fantastic. Featuring a more European looking cast (and setting) compared to the more Asian/Japanese assortment seen in Final Fantasy X, these characters are truly some of the most striking bunch in gaming. From the innocent bad-boy looks of Balflear to the sweet charm of Penelo to the questionable intentions of Vayne, each of the game's central cast members is littered with detail, expression, and attention. War and Peace Without giving away any specific details, the story of Final Fantasy XII is truly an epic tale filled with deceit, heartbreak, love, tragedy, adventure, and magic. By far the most mature installment in the series, the game opens with a cinema tour de force showcasing a hostile takeover, a murder, and a mystery. As in real life, there is much at hand when one nation decides to take over another by force; when countries are at war with one another. Somewhere in the middle of this prolonged crisis, this state of eternal conflict is Vaan, a pirate in training who wishes for nothing more than to sail the skies. Little does he know that his dream will become a reality, and that his actions may very well shape history itself. Then there are the menacing Judges, individuals of massive power, stature, and prominence…the end result is a total package like no other.

Some gamers expressed concern over the prospect of party members joining so close to the game's start, and gaining access to an airship so quickly; previous FF installments saw a staggered party membership system and the airship as a final mode of transportation. These individuals need not fret however, because although things are somewhat different than the “norm”, they work wonderfully. Because XII does not suffer from the “tunnel” linearity syndrome that plagued FFX, you simply must have an airship to travel to-and-from the expansive regions. In terms of story bonuses, consider that having access to most every party member from the first few hours means more opportunities for character development and plot-something that has never held true for “last minute” party additions thrown in near a game's climax. Rest assured, however, that there will be many surprises in store, as NPCs can and will join your party as “Guest Characters”, ensuring that the line up remains diverse throughout the adventure. Those gamers worried that Square let too much out of the bag with their PR blitzkrieg can also rest easy as-like always-their “scenario outlook” is just that-a glossing over the setting of the events that take place prior to the game's start (or immediately after) leaving out basically everything that occurs next. While it would be difficult to claim veteran RPG addicts will find anything revolutionary or astonishing about the events in XII, suffice to say that this is truly a story of amazing quality and quantity which may very well be the best tale ever told in a Final Fantasy game. Price for Perfection and Critical Controversy

As with any game, Final Fantasy XII is not perfect. Combat, for instance, can be quite unbalanced with high level monsters cruising in immediate proximity to those of weak capabilities. Cities, while large, can sometimes be a hassle to navigate through in light of loading times and size. The fact that the game's full-scale area map (accessed by pressing “Select”) always lists the goal location totally defeats any element of player exploration if viewed. Related to this, many of the dungeons and environments are somewhat repetitive and consist of unrealistic paths and spaces that feel less like a natural landscape and more like a constricted location designed specifically for a videogame. Finally, at times the game can get repetitive with generic fetch quests and errand running, the likes of which plague every RPG in existence. Obviously depending on what one considers a fault, there can be an unlimited number of additional grievances lodged against this product. Fighting may be too “hands off” for some gamers, AI-dictated party activity might seem out of place in what was once a traditional RPG series, save points are few and far between, the story might not be as benign as some would have hoped, the License Point system may not offer enough gameplay “depth”, etc. As with any review, the faults and praises are totally subjective however those listed in the proceeding paragraph detail some of the more “agreed upon” issues. It's worth paying special heed to three particular “touchy” issues however:

1. As others have complained, the game offers no Auto Run ability. For those unfamiliar with MMORPGs, many of these games allow the player to input a simple command sequence to initiate an automatic running process so as to alleviate the tedium with manually traversing such large environments. In crowded areas (like cities) XII has no real need for this, but with respect to the dungeons and “overworld” locations, some might find it tiring to have to constantly control your lead character. 2. Many gamers have been outraged by the lack of a “reversible” camera control setting. While XII is the first offline FF game to feature a truly 3-D world with a 100% player controlled camera (if desires), the mapping which Square used to facilitate this is unnatural to most people and hence cumbersome. Many expected the game to allow players to customize the movement to their desired alignment however there is no such feature. 3. The final issue of immense controversy (at least for those who don't have the game or demo) will be the manner in which you obtain Gil. In the past, Final Fantasy games used the unrealistic “defeated monster drop” method wherein by some otherworldly means, wild, savage beasts would apparently be in possession of stockpiles of money on their person. In XII however, you obtain only Experience and Licence Ponts by defeating opponents; Gil must be obtained from other means (such as completing side-quests, selling various types of items, or finding it in treasure boxes). While this may seem fresh, there are times when the issue will boil down to sheer repetition and may become annoying as players search for rare and valuable items just to buy an item less they manage to undertake a Clan Mission that happens to pay off in money.

Manifest Destiny Given the endless development process, it would seem logical that XII would either be absolutely enthralling or else a major disaster. Fortunately, the former is most certainly the case and everyone benefits. Many wonder how XII can possibly feel like a Final Fantasy game when it seems so different. The answer, to be perfectly honest, is that it doesn't. Final Fantasy XII is so unique and inspired that it's in a universe of its own. Were this a stand alone entry in a brand new series, it would be reasonable to assume Square would have a major contender for a long running franchise. At a quick glance, it might seem as if XII borrows too heavily from the MMORPG genre, it does not in practice. Put aside concerns about the gameplay “disaster” and realize that this is a dedicated single-player experience offered by a company that knows damn well how to make single-player RPGs. You can expect the world of a Final Fantasy game and should assume no less of XII. Although the radical change in design elements and gameplay concepts may not please everyone, there is little denying their polish and refinement…or their potential for fun. The best manner to approach XII is with an open mind, with an appreciation for the hard work of some very talented individuals, and for a company that-despite falling from gaming “perfection” in recent years-still holds true to its laurels where things really count. If one considers “Final Fantasy” to mean nothing more than a prehistoric combat system with state-of-the-art visuals, then “yes”, this game may loose face. If one considers “Final Fantasy” to be a name synonymous with fantastic storytelling, thoroughly realized ideas, wonderful music, charming characters, and an epic quest, then “yes”: This sure as hell is Final Fantasy.