RPG Final Fantasy XII - greatness. (Read 2167 times)

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IMO, FFXII was the best FF since FFVI.
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Hmm, maybe I should've gotten XII today. I'm kind of really jaded these days and I got the Devil May Cry collection for $30 and I don't think I would've gotten it otherwise if it weren't $10 a game. Maybe it's just because I have no time these days and it's like "yeah game you owe me $10 plus TIME too"

Although FFXII went down a lot... it was like $18 or something for the 'collectors' edition. What does that mean again?
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Although FFXII went down a lot... it was like $18 or something for the 'collectors' edition. What does that mean again?

The collector's edition features a DVD video disc containing a bunch of video clips that had been on YouTube for months prior to the game's release.  You also get an obnoxious metal case that the paint scratches off of easily.  I had to buy it because they were out of standard copies at my store when I went to pick up on midnight :(
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FF12 is the most fun I've had in a FF game. All of the sidequests keep you busy for MONTHS! While I haven't played the game recently because my PS2 is broken, it certainly is up there with FF6 and FF8, my absolute favorites.
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My summary:

The Good:

- Really nice gameplay
- Wonderful massive world
- Gambits made me feel like I'm using C++ all over again :D

The Bad:

- Sucky ass characters
- Fucken pathetic story
- Really uninteresting cutscenes
- Summons that actually die IN ONE HIT
- Quickening = FAIL (Should have stuck with Limit Breaks)
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I was going to say i hate the battle system, but after reading this topic i realized my problem isn't the battle system itself i hate, its the gambit system.  Which is funny, because when they first announced it I was against the new battle system until they revealed the gambits(it'll be just like programing!), but once I got a ways into the game i noticed i wasn't doing much other thing updating spell gambits every couple of dungeons or turning them on/off depending on the situation(which is a fairly annoying process).  Maybe if i turned off all the gambits(except probably auto attacking ones) I could enjoy it more, but trying to keep up with the late game marks with 3 people(who i have not grinded to god like levels) at max battle speed... i don't think i could pull it off(and i'm not about to start grinding now). I do plan to finish the game and maybe even take out that boss with the billion hp or whatever though.

Anyways, though i haven't finish it yet i have enjoyed the story so far(between dungeons), but its nothing special.
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Really? Because I can't recall how many times magicks have saved my ass. Specifically during the Chaos battle. Scathe was a life saver. Plus the Oil + Firaga combo pretty much destroyed anything.

Actually later in the game magic becomes a huge disadvantage because of a technical aspect; while a magic animation is taking place, all ally actions STOP. This is especially apparent with longer animations for certain magics, and when you consider the fact that this doesn't apply to enemies, you find that offensive magic is almost worthless later in the game.
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FFXII is definitely one of the better FF games. I used to play FFXI (which has an almost identical battle system) and FFXII's felt like a faster version of XI's, which I liked. The summons and quickenings were crap, but the rest of it was really cool. The cast was pretty shitty and uninteresting but I liked the atmosphere and world a lot. Plus the game had a ton of side quests and other stuff to keep you interested. The story was kind of slow, but it was bearable.

Overall, it's easily one of my favorite Final Fantasy games.
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I thought the game would have been much better if there were more cutscenes and a stronger cast.
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I played FF12 as a Hunter. I looked at the plot as just an excuse to open up new locations so I could hunt things there. I would forget where exactly I was supposed to be going, or why I was supposed to be going a lot. But it was ok, because I was having fun genociding all the monsters!

I loved the idea of the storyline, where your party is sort of in the background of world events rather than being the focus of them, like in FFT, I guess. I also liked how Ashe was the protagonist, despite Vaan being the player's character. On the other hand: I can pretty much hear the script writer/scenario designer saying, "Star Wars, what is this Star Wars you speak of? I've never heard of such a thing!" The execution of the storyline leaves much to be desired though.

The art direction was amazing for the most part, the characters all managed to be dressed utterly ridiculously but somehow managed to still fit into the world. I mean, Ashe's pink miniskirt, Fran's battle bikini and Basch's board shorts + sandals didn't bother me nearly as much as they should have. What did bother me was Vaan's freaky carapace abs. The new summon beast designs were great (and its unfortunate that they sucked so hard in actual gameplay).

There were a few places where it slipped up. The jungle looked, which is adjacent to a snow field, and felt more like a cavern.

I liked a lot of the weapon options, but was disappointed to find out that so many of them were so utterly useless.

The cast was fairly hit-or-miss, but Ashe got points for having a backbone. I was sad that Fran turned out to be your standard issue "Elf living among humans."

I had fun tinkering with my characters. I went the route of customizing each party member into a certain job (Ashe was a Paladin, Vaan was a Black Mage, Penelo was a Gunner-Cleric, Fran was a Warrior, Balthier was a Support Magician, and Basch was a Monk, although he had to start taking up the use of weaponry because he wasn't doing so well without it)...
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What did bother me was Vaan's freaky carapace abs.

Yeah, his inverted abs were extremely disturbing.  It was awful.

I really liked FFXII in just about every aspect.  I may have preferred certain elements had been executed differently, and I thought that the battle system made exploring a snap but led to confusing and anticlimactic boss battles (and holy crap I can't believe there was no gambit for Steal: Item Not Stolen), but all said it was a pretty brilliant title and one of my favorites on PS2.  I think it's too bad that fans of RPGs really love to split hairs when compairing games; I would bet that most of the people complaining that this game utterly sucks had actually played through the entire game or at least most of it, and enjoyed every minute of it.
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I never played FF12 but.... is the gambit system like botting?
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I never played FF12 but.... is the gambit system like botting?

A bit.  That's how some people play.  I think the idea was that repetitive actions (like making sure your support magic user casts protect all the time) can be automated while you dictate specific commands to party members whenever it is important.
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Actually later in the game magic becomes a huge disadvantage because of a technical aspect; while a magic animation is taking place, all ally actions STOP. This is especially apparent with longer animations for certain magics, and when you consider the fact that this doesn't apply to enemies, you find that offensive magic is almost worthless later in the game.
You can actually take advantage of that. For example, I usually have someone with the Masamune+Genji Glove+Beserk+Bravery+Haste combo let loose while I have someone else dish out a long animation spell (preferably Scathe or Holy) and the enemy (if they are casting or using skills) along with any other character I have using a spell will freeze during the animation, meanwhile my Beserked character will let loose and do some serious damage. Its probly the only way I managed to defeat the Hell Wyrm, except I used Curaja instead of Scathe or Holy. Which would also slow down the Hell Wyrm from using Darkga or Blizzaga or whatever during the animation load. But my beserked character still get going. Its actually a pretty useful thing, if used right. But you are right in it can be a disadvantage at times. I've had a few KO's do to that situation. The key I figured out is to not have every single one of your characters cast something at once. Thats why I usually just designate a magic user while the other two characters just hack away at the enemy.
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Yeah, I never found the long spell times crippling at all. As a matter of fact, they helped me when fighting Yiazmat because it told me when to get the fuck out of there with at least one of my characters. I am pretty sure that + the reserve characters are the only reason I managed to kick his ass (after about 8 hours of battling, total though :(​)
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I thought that the 9999 damage limit was the biggest handicap for spells.  Without any significant grinding, a person will start inflicting 9999 damage with magic long before the end of the game, leaving spellcasters with no more room to grow.  Normal attacks, which take much less time, will hit the limit around the same time.  Magic becomes useless less because of spell animations or other technical aspects but more because the Final Fantasy series is retarded and limits damage values to 9999.
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I thought that the 9999 damage limit was the biggest handicap for spells.  Without any significant grinding, a person will start inflicting 9999 damage with magic long before the end of the game, leaving spellcasters with no more room to grow.  Normal attacks, which take much less time, will hit the limit around the same time.  Magic becomes useless less because of spell animations or other technical aspects but more because the Final Fantasy series is retarded and limits damage values to 9999.

a number limit doesn't make it retarded, it has to have a limit SOME TIME.

the growth rates make it retarded.
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I don't know why they put the 9999 cap on.  After playing FFX and specifically working to break the damage cap, I was pretty confident that Square would never include it in another game again.

Quote
a number limit doesn't make it retarded, it has to have a limit SOME TIME.

the growth rates make it retarded.

Regardless, it's a really retarded balance issue.  If they wanted to make attacks actually have some effect, then monsters and characters should have the same basic attributes but in almost EVERY jrpg, monsters will have ridiculously high health while having ridiculously low defense (which is completely opposite on the player characters part).  Simply making ONE ALGORITHM for calculating damage and keeping it balanced would eliminate the need to have such stupidly high numbers but I learned that a lot of people like seeing characters with 5,000 hp doing 100 points of damage even though a character with 500 hp that does 10 points of damage is the exact same thing.
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I learned that a lot of people like seeing characters with 5,000 hp doing 100 points of damage even though a character with 500 hp that does 10 points of damage is the exact same thing.
So is a character with 50 HP doing 1 damage, but I think most players nowadays don't like seeing low numbers.
Hell, I'm guilty of this myself. Although I think that a damage cap of 9999 is high enough. As for the magic issue. I think it definitely had its place. Mainly because of its area ability. I'm not going to argue the speed issue, normal attacks are way faster than magics, but they have there place. They do not become useless, as the matter of fact, Magic is ridiculously helpful in many situations. I.E (Firaga against Pyralaster, Darkga pot shots against Yaizmat, etc.)

EDIT: I mean, look at games like Final Fantasy Tactics, the damage cap is 999, but the damage system there is still pretty well balanced.
Last Edit: January 02, 2008, 05:32:04 am by tomohawkjoe
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How is 9999 high enough when most attacks have the capability to break that point near the middle of the game? Especially when FFX worked perfectly without the damage cap?