Reviews from

in the past


contrary to the way Matsuno games are often framed by their fans, my love for Final Fantasy XII is easy to explain and pretty surface level: it's one of the prettiest, best sounding, smoothest, most compellingly playable RPGs ever made. the world of Ivalice as presented in this game is one of the most plainly compelling in all of video games, with art design that is frequently breathtakingly beautiful explored through a gameplay loop as frictionless as balthier's crocs be stylin'. in many ways, it is the platonic ideal of an RPG experience, especially with sakimoto's score, which leans into traditional fantasy bombast in a way that Uematsu rarely did, and works incredibly well. this is what adventure sounds like. even to this day, i struggle to think of games that are better presented than this. looks and feels and sounds for all the world like the most expensive game of all time, which it basically was, and there's honestly a lot to enjoy just from the sheer brilliance of the production alone.

the gambit system is a stroke of genius, one of my favourite RPG battle systems, unfairly maligned at launch for "playing itself" by the kind of people who probably think time spent menuing in an RPG is not actually playing it. the various Zodiac revisions have made it a bit of a faceroll but constructing a new deck to face one of the more challenging optional hunts remains one of gaming's real sidequesting delights.

the elephant in the room is that the story just isn't great, though sometimes I think it gets a bit of an unfair rap from people who just wanted it to have the exact same ending as FFX. for what it's worth, I do quite enjoy the themes this game explores and the nethicite as a metaphor for state violence is effective and thought-provoking, and I enjoy Ashe's struggle to comprehend that one cannot use the tools of empire without becoming empire, and I think her solution at the end is powerful (and, frankly, frequently willfully misinterpreted as just accepting the status quo). yes it would be sick if Ashe just blew up the imperial fleet but at that point I'm just wanting the game to be about a different thing than what it actually is about. i'm willing to meet it halfway on this one. however, there's no denying that in terms of pacing and structure the game is a disaster, especially in the second half, what with it devolving into multi-hour hikes between cutscenes that do little to develop a fairly simple plot. even as the presentation of the story remains world-class, the nightmare development of this game bleeds through constantly, and it ends just when it feels like it's really kicking off. it feels like Square had an ambition to develop this setting and cast with more spinoffs and sequels a la VII and X but aside from that weird DS RTS nothing really came of it. a real shame.

however, having said all that, there's never a moment when I'm not enjoying FF12. the squad here is good as hell and I just really like the vibe and tone of all these ivalice games. the fandom's claim that this is "the political one" are laughable on multiple levels, but I do see how it gained that reputation. when you're someone who sees "political media" as a certain type of thing rather than something inherent to art, then of course you'll see a game visibly and outwardly concerned with nation-states and political fantasy as an aesthetic as "the political one", even over the far more politically radical FFX. the other side of this coin is that enjoying this kind of aesthetic is extremely valid. i simply love to see a historian write in his memoirs of the grave fate that has befallen the kingdoms now that the treaty has been broken. y'all love this in heavensward and Tactics (a game with far more regressive politics imo), so why turn your nose up at it here?

it is a true and fair criticism of Final Fantasy XII that its themes are undeveloped, but when you're experiencing it through some of the best dialogue and voice acting in possibly any JRPG ever (i think about Judge Bergan almost every day) it's hard to complain. it's like Lord of the Rings: I do not get anything particularly remarkable out of that trilogy in a thematic sense, and at worst find it's "return to nature" conservativism deeply irritating. but I still love it because it is just, from top to bottom, a hugely competent, deeply accomplished work that is never not a great time. and that's Final Fantasy XII: maybe lacking in the things that I find most remarkable about the series, but effortlessly able to sink me into a contented state of relaxed bliss.

The Super Mario 64 of 3D JRPGs, the Ultimate Role Playing Game, and the actual greatest sendoff to the 'original' Final Fantasy.

The Super Mario 64 of 3D JRPGs
Final Fantasy XII was a sharp left turn compared to the path the Final Fantasy series had been descending towards since VII. The series had always alternated between gameplay (odd) and narrative heavy (even) games, but with VII this trend was thrown out the window. Following the game's runaway success, VIII would double down with more blockbuster set pieces, pacing, and forgiving mechanics. IX and X would follow a similar non-expressive system of party mechanics, with X being so streamlined that it even did away with mechanics from the original Final Fantasy on NES.

By contrast, XII decides to push every dial to 11. There's 17 unique weapon types--with numerous different methods of damage calculation. There's a shit ton of unique accessories that have distinct gameplay effects, there's double the spells that there were in X , and even a new ability set called Technicks that allow you to do a bunch of new crazy things (attacking based on system clock time, telekinetic abilities, throwing out random spells for free, etc). Each character can be completely customized as you like--allowing you to create hundreds upon hundreds of unique strategies. These systems were only bolstered by re-releases of the game adding the job system back into the mix, further allowing unique player expression and improving upon the license board system.

Beyond what your character does, XII made massive changes to everything around you. The worlds are now fully 3D and explorable--with random battles being replaced with organically appearing enemies. That 3D space is now also crucial to battles: aggro, AOE, spell range, and other mechanics need to be understood with respect to the spaces you fight in. Enemies are also smarter and more varied than ever--often being capable of wiping you in one careful move. Many bosses also have complex AI scripts that allow them to react to every aspect of battle--leading to boss AI often more complex than even the superbosses found in previous games.

In order to actually make yourself useful in these complex situations, the developers created the Gambits system--which let you 'program' your party members with AI commands that they automatically perform based on the context of battle. Many players originally complained this system allows the game to 'play itself,' but this is only true at a very shallow level. Players who challenge the game at maximum speed will often find themselves overwhelmed without relying on gambits. Moreover, Gambits allow players to focus on decisions that actually matter in complex battles--instead of just spamming X to perform basic attacks against low-level grunts. This allows for players to perform more complex strategies and enables developers to craft more intricate battles. The totality of Gambits allows for the most complex, challenging, and rewarding battles I've ever fought in an RPG while streamlining all of the trivial actions that turn RPGs into tedious chores.

But most importantly, the world of XII is arguably the greatest the franchise (and perhaps the genre) has ever seen. Ivalice is as large, diverse, and interconnected as it's ever been. The side quests are numerous and varied--often offering the greatest challenges and rewards in the game. The hunt quests are a fantastic vehicle for some of the best fights in any RPG I've ever played. There are also countless rewards and experiences the player can find just by exploring. Virtually every area you visit is chock filled with extra content you can discover/battle/loot if you revisit later in the game. The amount of times I've accidentally stumbled into a secret dungeon-within-a-dungeon, an insanely good boss fight, or a killer piece of treasure is probably higher in XII than the rest of the franchise combined.

Speaking of dungeons, that's another point worth going over. VII started killing off the proper RPG dungeon--often opting to replace them with shorter and less challenging set pieces. This worked well enough in VII, as the game was primarily an enjoyable rollercoaster ride. However, I find that the turn against proper dungeons ultimately hurt the series--further streamlining gameplay to the point of tedium. From VII to X I never felt any real sense of challenge from the game, mainly because the games were far more interested in preserving a sense of streamlined narrative cohesion than focused gameplay experience.

XII instead opted to make the dungeon the star of the show. By pure size, there's more dungeon than the last four games combined. Many of them aren't static either--growing as the player revisits during story/quest progression. Several full dungeons are entirely optional--sometimes having additional secret areas within the optional dungeon! They often have Zelda-esque puzzles and deadly traps that can even wipe your party if you're not being careful. This return to dungeon-oriented design allows the player to engage with gameplay mechanics more often and in far more depth than VII through X allowed for. I should say I think it's possible to have a good RPG without dungeons, but you need your set pieces and narrative to really sell the game. That's arguably a more fickle task and a large reason why I think VIII and X ultimately fail.

Through all this, the developers of XII struck a delicate balance that has very rarely been seen in gaming. To condense the points above:

1) The player mechanics are rich, complex, and expressive
2) The enemies are smart and often brutal
3) The quests/content are plentiful and rewarding
4) The world is massive and fleshed out

It sounds simple. Hell, it's what virtually all open-world RPG games strive for. But in my opinion very few--and I mean very few games have ever pulled this combination off. And I would say none have been as successful as XII has. It's a system that feeds into itself--meaning that if any aspect of the chain is bad, it sours the whole experience. Consider the cycle like this:

1) If the player mechanics aren't complex and expressive then...
2) You can't have enemies that are actually smart and brutal. Which means that...
3) The quests and content in your game feel more like chores, which means...
4) Your world feels empty and shallow--chock full of lifeless filler content meaning...
5) You won't give out quests featuring...
6) Complex enemies that...
7) Reward players with new expressive items that...
8) Empower the player for...
9) Later complex enemies found in...
10) Good quests in the...
X-2) Fleshed out world

If anything goes wrong here, the whole thing goes wrong. But somehow, XII manages to pull it off. I think the main reason it succeeds so well is through its commitment to its own mechanics. Some side quests are like other Final Fantasy games--little story beats that make you do some 'chores' in order to get a simple reward. That's fine for a simple lark, but the real meat of XII comes from the hunts and espers you can discover throughout the world--these aren't excuses for chores, they're excuses to have massive boss fights that challenge you in ways the main narrative can't. They're not an extension of the game--they are the game.

It once again sounds obvious, but think about it. How often do side quests devolve into you walking around and doing some MMO-esque nonsense that doesn't really fit in with the parts of the game that you feel shine? How many times do you feel like those side quests were side quests for a reason? Certainly there are exceptions, but I'm sure you feel that way about plenty of games. XII joins the club of the few games that are designed to empower side content, instead of having side content that hinders the main content.

And if one thing is clear about XII, is how damn influential it was on every major 3D JRPG going forward. Many JRPGs opted to keep the traditional 2D structure when they transitioned to 3D, but through Final Fantasy XII I see a bold and complete vision of what a true 3D JRPG should be--and I think it's the first game to properly nail that vision. For that, I view XII in the same light as a title like Super Mario 64 or Super Metroid. There were certainly games before it that attempted to define a genre, but this game is without a doubt the complete and total blueprint for the genre going forward--even influencing many games beyond its own genre.


The Ultimate Roleplaying Game
On the surface level, XII features all of the trappings Matsuno fans have come to love from previous titles like Tactics: a large cast of characters, widespread (geo)politicking, convoluted interpersonal relationships, grim wars, cruel gods, and even crueler men. And from the get go, XII throws you headfirst into a international conflict featuring lots of faces, titles, and countries--familiar territory for dedicated fans. But it doesn't take long for the game to hit the brakes on the usual trappings and focus more on character stories; suddenly we're spending hours with Vaan exploring Rabanastre as he goes about his street-rat exploits instead of fighting wars. It may seem to blend together smoothly, but something became clear after finishing XII: the game doesn't really have one clean style, it has two different narrative modes.

Mode A is Matsuno as you remember it: A convoluted political narrative filled with exaggerated portrayals of hatred, war, and betrayal contrasted against a protagonist's loss of innocence in a cruel world beyond their control. It's basically Kurosawa's Ran mixed with the darker fantasy elements of Berserk.
Mode B is Star Wars. An upbeat tale featuring charming cast of characters who have to overcome their their differences in order to take down the uncategorically evil empire that rules over them.

To sum it up (without spoilers), XII eventually leans closer to Star Wars than Matsuno's usual can o' worms. There are certainly hints of his trademark dark brew, but they ultimately get drowned out in a cup of sweet Star Wars flavored blue milk™ meant to give you an uplifting feeling when you leave the theater.

Is that a bad thing? In a word: kinda. It doesn't ruin the narrative--I still think it's still a great story overall. However, it certainly simplifies it. There are moments where we see characters struggling with genuinely challenging moral quandaries, personal revelations, and past traumas...but these moments generally get resolved cleanly in order to lay the groundwork for more Star Wars moments.
But I think it's important to remember that Star Wars isn't bad. The characters are charming and memorable, the world is engaging, and the set pieces are usually entertaining. I feel the same way about XII. At the same time though...Star Wars is still just Star Wars. It doesn't stick with me like more emotionally demanding and narratively ambitious films often do. It's likeable and entertaining...But it's not something that would ever be my favorite--the kind of art that sticks with me. The kind of art that requires contemplation and reflection. The kind of art that touches me on a deeper level--in the same way that VI or Tactics do.

But you know what? That's fine. There's still a lot of great moments, memorable characters, and incredible locations that mark XII as one of the better stories in Final Fantasy, and in AAA gaming as a whole--a great blockbuster film with some darker thematic undercurrents. But what about XII's characters?

Well...despite all the hate given to him, Vaan was never meant to be perceived as the main protagonist of the narrative. His arc is simple: he's a dumb and emotional teen that's just trying to figure their shit out. Contrasted with the rest of the cast, Vaan works as an understandable anchor grounding us while the narrative grows in scope. Instead of quickly becoming a generic JRPG teenage badass who saves the world, he spends most of the game growing into a regular young adult--slowly becoming the 'hero' he saw in people like Balthier and Basch.

If anything, the game is better viewed as three separate narratives that combine to form our total ensemble. Each narrative features a main protagonist and a supporting character that looks like so:

1) Ashe & Basch: Ashe must quest to save the world, battle the gods, and reclaim her place as the rightful ruler of Dalmasca. Basch needs to find himself by supporting Ashe and avenging based on his own past as a protector of Dalmasca.
2) Balthier & Fran: Balthier must settle things with his father, which has consequences for the whole world, while also coming to terms with who he is. Fran works to support him.
3) Vaan & Penelo: Vaan works to better understand himself as he tries to grow into the man he saw in his older brother. Penelo works to support him.

This is a very simplified view of the narrative, but the broad strokes are correct. Ashe's story ultimately involves the fate of the world, Balthier's stakes are lesser but still important, while Vaan is simply trying to grow as a person. The intertwining of these narratives is also key. Balthier sees the mistakes of his father in Ashe, which leads to interesting moments between them. Basch's noble character traits often run counter to Balthier's own cynical personality. All the adults serve as role models for Vaan and Penelo, while the two kids also manage to find ways to 'cut through' the complex matters at hand and and serve as an anchor for the adults as their problems grow.

You might be seeing an issue though. Why are Fran and Penelo just written off as "works to support him?" Well...it's because that's essentially their purpose. Fran has a slight character moment with her return to her home village, but ultimately functions like Chewbacca in Star Wars--a reliable wingman for our charming pirate. Meanwhile Penelo has very little going on in her own story. She...wants to be a dancer...I guess? These characters ultimately work as plot devices to get us from A to B and occasionally give us a vehicle to bounce more important character moments off of. Should they have been more fleshed out? Absolutely. It's one of the failings of XII's narrative that they weren't. However, they are not poorly written characters by any stretch of the imagination, they mainly exist in character purgatory. But even if XII's narrative is more 'good' than perfect, it is undeniably interesting for a different reason.

The alternation between story and mechanics-focused FF games died with VII, which set the series down the path towards story/character heavy, mechanically light games. This phenomenon (combined with the aesthetics and narrative driven by the Nomura/Nojima creative partnership), would lead us to the modern JRPG we all picture today. It's the kind of RPG that leads many players to ask "how is this even an RPG?" And in some ways, they've got a point. After all, Cloud/Squall/Tidus aren't characters I can really customize. I can't create my own role in these games, I have to follow a clearly defined character! For the Japanese audience however, the meaning of roleplay had been shifting since Final Fantasy II. It was moving away from that old-fashioned D&D ideal and towards a new direction: allowing the player to "roleplay" as that well-defined character.

When you play Skyrim, you get the chance to craft a unique character that is defined primarily by your actions and build. The actual dragonborn you play as is, without you, a totally blank canvas. By contrast, when you play Final Fantasy VII, you get the chance to step into the shoes of "Cloud Strife," you get to experience the world through Cloud--including all his hopes/dreams/baggage. You don't get to choose much, but you can experience a lot by immersing yourself into his role. In that sense, the JRPG and the WRPG operated off of the same vague concept--immersion--but sought to achieve it in very different ways. WRPGs emphasized complex character expression and D&D-esque mechanics, while JRPGs streamlined those systems in order to provide an immediate and gripping narrative.

There are certainly advantages to both ends of the spectrum, but I would argue that no game has found a perfect middle ground like XII has. It features all of the complex and expressive systems/mechanics that would make a D&D fan giddy while also giving the player a set of heavily defined characters and a static story to immerse themselves into. It is, in a hyperbolic sense, the "ultimate" role playing game: marrying both ends of the spectrum into one clean and polished package. Of course, not everyone wants their peanut butter and jelly combined, but players who enjoy both game styles can find a lot to love in XII. It's the most 'balanced' combination of the two genres within Final Fantasy and one of the greatest in all of gaming.


THE Final Fantasy?
Final Fantasy XII stands as an oddity within the franchise. Not quite old or new, not quite popular or hated, and not quite bland or stylized, etc. etc. For many, it's probably a game they've never played or knew much about--myself included. Owing to it's late-bloomer PS2 release (Gears of War and the Wii would release weeks later) as well as its lack of then-codified anime (read: Nojima, Nomura, and Kitase) aesthetics.

Instead, we were left with a game handled primarily by three creatives:
1) Hiroyuki Ito--the man behind (nearly) all of FF's battle systems and (co-)director of VI and IX.
2) Yasumi Matsuno--the mind behind the world of Ivalice and the games within it (Final Fantasy Tactics, Vagrant Story, etc).
3) Akitoshi Kawazu--the man behind the (often experimental and brutal) SaGa franchise

Matsuno would leave the project before completion (while Kawazu would join in), but these three minds would end up driving the most ambitious Final Fantasy game in history. To quote one developer: "It is a game where we overdid everything." And overdid they did...Final Fantasy XII was awarded the distinction of "longest game development period" by Guinness for its five year production cycle--a factoidal relic that seems charming by modern development standards. But the team were shooting for the impossible even at the start of development. They wanted to:

1) Kill the random encounter and transition to real 3D spaces where spacial awareness factored into combat
2) Have up to four party members that could all be micro-managed in real time (even allowing for multiplayer support!)
3) Create a massive, dense, and interconnected world filled to the brim with optional content
4) Eolve the (then still controversial) job system and allow for trillions of ways to customize characters/party compositions
5) Design a system of "AI" commands that allowed players to 'program' party members to act automatically when they weren't controlling them directly.

And many, many other features. Some of these were just too ambitious (multiplayer), while others were shot down by corporate (job system) for being 'too complex' for their target demographic. If the PlayStation-era FF games had streamlined and anime-ified the RPG for a blockbuster market--creating the modern JRPG--then XII was looking to take a bold sharp left turn...and it wouldn't take long for problems to arise.

XII started development around 2000, with the leading staff being hand picked by FF creator Hironobu Sakaguchi himself. While other teams were off creating IX, X, XI, and a (godforsaken) movie, the remaining staff (primarily from Tactics) were the odd ones out. Ito and Kawazu were dedicated fans of the 'classics' of the RPG genre--Wizardry, Ultima, as well as the granddaddy Dungeons and Dragons--which were falling stars of the RPG genre by the late 90s. And while Final Fantasy VII, VIII, and IX streamlined much of the genre's gameplay conventions, Matsuno worked with Ito to expand V's complex Job system for Tactics. Kawazu would also be in his own lab during the PS1/PS2 era--cooking up mechanics in his SaGa series that still polarize many to this day.

By the time of Final Fantasy X's release, the series had become so monumental and streamlined that it appealed to an incredibly wide audience of players. X reverted back to a turn based system, removed most inventory customization (that had already been receding since the SNES era), and mitigated the magic system to just a few basic elements and spells. Gameplay was certainly still there...But many players were hooked by the world, characters, and stories that X offered--with gameplay being icing on top of the cake.

Moreover, the massive success of X and VII led to the creation of the unthinkable: Final Fantasy X-2 and The Compilation of Final Fantasy VII. For the first time ever, these stand-alone fantasies were no longer final. That's right, the newly merged Square Enix was making corporate decisions that would now be an EA/Activision punchline: Games needed to come out quicker, be simple and accessible, and cash-in on known brand names or trends. Gone were the days of mainline FF games with the occasional oddity like Tactics and tons of unique experimental IP (Parasite Eve, Xenogears, Vagrant Story, etc). Now we could expect a FFVII mobile game, an edgy FFVII third person shooter, a SICK FFVII anime movie, a wacky Charlie's Angels FFX spin-off, and a fucking Disney/Final Fantasy crossover universe.

Final Fantasy XII was caught in the crossfire of this corporate revolution. By 2004 the man who had created FF and handpicked the leaders for this project had quit Square Enix--taking a decent chunk of staff with him--while corporate motives had shifted so radically that it made the aims of XII seem all but obsolete by 2006 when it finally limped onto store shelves. Infighting between the XII team and other sections of Square eventually lead to the worst: the writer/director of the project, Yasumi Matsuno quit Square in 2005--owning to 'health concerns.' He would never work directly at the company again. Kawazu joined the project and helped XII release the following year--now as a relic of a bygone era in Square (and RPG) history.

XII's mechanics were dense, novel, and expressive. The world was unique--defined by Arabian, Turkish, and Indian influences. The cast was also distinct--featuring an ensemble that eschewed many conventions presented in VII/VIII/IX/X. The game even featured (arguably) the only female lead beyond VI. Everything about it was a sharp left turn from the previous few FF games...and it was a (relative) disaster for Square. Turns out, this philosophy is a terrible idea for corporate success. Games need to be predictable in order to be reliably successful. And so, we got X-2, we got a slew of VII sequels/spinoffs/films/remakes, we got three Final Fantasy XIII games (and a spin-off later rebranded as XV), hell...we even got a direct sequel to Final Fantasy XII!

And while I would love to sit here and purely blame corporate decisions, I know there's more to it. Fans were also upset with XII upon release. Those fans were, for the first time ever, questioning whether or not XII was "really" a Final Fantasy game. This line of thinking, more than anything else, is what finally buried Final Fantasy six feet under.

Game critic Tim Rogers once shared an anecdote from XII's release in Japan that perfectly symbolizes this phenomenon. When the first fan who purchased XII got to speak to the head of Square Enix at a publicity event, he only had one thing to say:

"Please remake Final Fantasy VII."

Through the runaway success of Final Fantasy VII, Sakaguchi and co. had inadvertently cultivated a fanbase that wasn't interested in what they wanted out of Final Fantasy as its creators. Fans were interested in a few key ideas presented by Nojima and Nomura (visually and narratively) and some basic gameplay concepts. They wanted those ideas to play on repeat until the end of time...and so they did. By 2006, there was no place for the design philosophies that dictated the original Final Fantasy games. It was a brave new world: one that we're still living in.

When the dust settled, XII would barely outsell X-2. XIII would later cement the Nomura-fication of the (single-player) Final Fantasy series. Moreover, the creators of XII started to fade into the background of the new Square Enix monolith. Ito would be booted out of the director's seat for nearly 15 years. Matsuno wouldn't work at Square Enix again--besides some occasional contractor work. Kawazu bounced around project to project as "executive producer" until the release of SaGa: Scarlet Grace over a decade after XII's release--the only game he's designed since. Many other staff who embodied that sense of Final Fantasy would also leave to join Sakaguchi at Mistwalker or pursue other ventures. In many ways, Final Fantasy XII was the true last hurrah to the original series--one that would go out with a whimper, and not a bang.

People point to IX as this sort of 'swan song' for the "original" Final Fantasy--and in some surface-level respects, this is true. The game eschewed the anime-styling of its surrounding titles in favor of a simple childlike fantasy charm. This didn't just set it apart from VII/VIII/X however, it also set it apart from most of the Final Fantasy games we also perceive as 'classic.' Those classic games have very little in common with each other, beyond some vague themes and surface-level symbolism. Outside of simple referential images and direct name-dropping, there's not much that IX does to actually tie together a cohesive sense of Final Fantasy--because there arguably wasn't one to begin with.

At least...that's what I thought until I played XII. I realized now what Final Fantasy was really all about. It wasn't about those surface level qualities--crystals, chocobo, moogles, lifestreams, light and darkness, etc. etc. It was about taking a team of passionate people and letting them work their asses off on a new, distinct, and creative vision within the realm of the RPG. The stories could be anything, the worlds could be anything, the mechanics could (and should!) change on a dime. Nothing was sacred ground as long as you were doing something new and interesting. In a world where nearly every other franchise was obsessed with direct sequels and safe spinoffs, FF was one of the few remaining juggernauts that you could always count on to switch it up...and in that sense, XII shines. It shines as the final light that marked the transition from Square to Square Enix. The first in a long line of corporate gaming mergers that still rattles our world to this day.

I'm Captain Basch von Rossenberg from Dalmasca.

Why is the character who's named after a road vehicle used for transporting goods or people completely incapable of driving the plot along?


One of my all-time favorite games. The plot is incomprehensible and the structure is uneven, but who cares because it's so much damn fun to play.

I’m Captain Bash. I’m Captain Bash von Ronsenburg of Dalmasca. Don’t believe Ondore’s lies!

I don't know how to feel about this game. So much beautiful, faux-Star Wars world-building and painstakingly-crafted art assets, all in service of 120+ hours of busywork, aggro-kiting, MMO-tier side-questing, and unlocking licenses for wearing hats.

Star Wars if it was good (Balthier is in it)

One of the more controversial games in the series and one of the games I adore. FF12 requires a certain mindset when going in. This will have a entirely real time MMO based combat and the job system is confusing. Besides that. This game is very nostalgic for me since I remember hearing the Rabanaskre theme in my head as a kid and fighting the rats in the sewers. Vaan I'll admit is annoying but the other characters do grow. Graphically impressive for the system. Drawdropping and sometimes uncanny that this was primarily made on a PS2. Square are masters of pushing hardware to their limits.

FFXII is a flawed game with extremely high highs that has a great and long winded story, beautiful zones and music to match, and rewards creativity in gameplay and cheeseability of boss fights and certain scenarios. Where the game lacks is in its main character and difficulty curve later on in the game. Seriously, if you're a fan of the more action oriented JRPG series like Tales and Xenoblade but want a story that matches that of the legendary FF series, FFXII is my go-to recommendation.

terrific game. every part of it is wonderful and i can't recommend it enough.

Un tributo curioso e inesperado a Star Wars, la historia es muy densa y la dificultad del original era altísima, pero una vez pasas esos dos filtros te atrapa

Hope you like grinding, cuz that's basically all this game is

The MF who borrowed me this, told me if I don't return his game, his dad is gonna beat him up badly. I have no other option and since then, I never played it again. I'll buy it at Steam someday. Refreshing mechanincs far I remember, but have a a strange way to narrate its story.

It's like Star Wars but good

I want Fran and Balthier to run a train on me

Was excited to play this game during my explorations of the mmo final fantasies to see how it stacks up. I find it rather dull. The opening was amazing, and it steadily declines in interest after that. I enjoy the design of the world and lore, and I like the feeling of exploring outside with those large crystals gleaming over the horizon.

However, I think the dungeons are an awful slog. I played up to escaping the underground mineshafts after being imprisoned. They are excessively long, mostly linear, and almost all the fights play out the same way. I set up some gambits, sit back, watch, and occasionally cast a spell. I specifically chose to try the ps2 version to try and see the merits of the original license board and flexibility of the system, perhaps thinking it might have been part of the original vision of the game. I also heard that the zodiac age had a nerfed difficulty, and I prefer my rpgs to have difficult combat. The original license board is a mildly interesting system, but it doesn't help the autocombat battles at all. I had heard people say everyone plays the same at the end, but I was feeling it already in the beginning. It's interesting how random actions and interactions in combat affect character stat increases, and certain weapons and equipment change things like evasion, magic resist, etc which combined are meant to be a kind of invisible class diversity, but playing the game just felt like I had 4 characters who do slightly different things, some of them hit slow, some of them evade more, some of them have lower health. But unlike FFII you don't really feel the differences when combat runs automatically, because it's mostly a process of waiting for the enemy to die and making sure nobody is in too much danger. ​It just felt repetitive and a little meaningless.

I think if the dungeons were either shorter, or has more options per minute of gameplay they would be a lot more entertaining. Older final fantasy games had either short linear dungeons with occasional divergences and dead ends, or in the NES days, tense and dangerous dungeons where running from battle and prioritizing a few treasure rooms and then leaving before death and coming back again later were common affairs. Even dragon quest viii, which came out around the same time, had dungeons way smaller in comparison to ffxii, but still felt like they had better exploration, more interesting designs, more choices to make, and were more dangerous.

Even when I fought the bosses and barely survived the encounters, it still felt dull using items on fallen characters and pausing to edit gambits when they ran out of mp. So maybe a higher difficulty isn't what this kinda game needs after all. I plan to try the zodiac age to see if it manages to make these systems and dungeons more fun with a class system to build toward something rather than just buy licenses for weapons I find and things I don't have yet. I think the zodiac age starts you off with more gambits too, which might give me more choices to make earlier. It's ironic but I found the combat of both mmos more engaging than this version of xii's single player mmo style combat.

Regarding the other aspects of the game, I liked the characters all a mild amount, but it doesn't feel like it stacks to the amount of intrigue other games in the series manage to build early, and they don't give enough to tide over the lackluster systems and slog dungeons.

This game had me drawing all the dungeons out by hand as a kid cause I thought they looked cool. . . they did look cool.

First thing you notice is that its obviously animated by the same team that did the masterpiece Vagrant Story, so its at least 4 stars right there.

But the combination of the graphics, the story, the characters, and the real time combat all made it one of my fave Final Fantasy's. Ugh I wanna play it again right now.

Favorite FF game. It's so uniquely grounded and special compared to it's peers.

A criatividade de Yasumi Matsuno para fazer RPGs com sistemas de combate originais e complexos que se relacionam perfeitamente com sua narrativa e identidade visual não deixa de me surpreender. FFXII é o jogo em que ele se superou em quase todos os aspectos Não é perfeito, a narrativa é um pouco inconsistente (algo compreensível se considerarmos o processo conturbado que foi desenvolver esse game), mas nada que manche o produto final, que é fantástico.

Released following a long absence (by their standards), Final Fantasy XII introduced a heavy political spectrum to their storytelling résumé. Yasumi Matsuno of Ogre Battle/Tactics Ogre/Final Fantasy Tactics fame contributes to both setting (shared with FFT) and story, but his narrative efforts are rarely felt this time. Much of the storyline seems aimless or unconvincing or simple, and being caught in-between monolithic gameplay sections (due to the oversized areas - mainly dungeons) didn't help its case. It also suffers from a weak cast of characters - of which only Balthier and Fran hold interest, as well as a dull aesthetic. Systems such as the license board, espers, quickenings, hunting, etc. Are competent, but nothing we haven't seen before (and used in better ways elsewhere).

The methodical combat system is what rescues this from mediocrity. This combination of active movement and ATB flow may remind one of mindless MMORPG combat, but the surrounding CRPG-like Gambit system complements it in a wholly original way. Gambits basically enable players to utilize programming logic to configure party member battle tactics, virtually constructing a calculated, well-oiled machine of a party that can easily fend for itself by the end, to the extent that player input becomes minimal. The process to achieve this impeccable end goal is slow, but progresses in neat ways as more conditions and possible setups become available.

We love you our shining star Star Wars Opera game

I will never, ever understand why this game is so underrated.
I played it to death, and loved every moment. The world is so magical and is so well crafted that navigation from one area to another is always a feast. And the gambit system is a genius way to replace the classic menu based commands.
Oh well... Haters gonna hate...


This game just didn't click with me... and most of that can attributed to the game's battle system. I did not enjoy how it played similarly to an offline MMORPG. Then with the addition of the Gambits, it felt like the game was playing itself.

I love Final Fantasy Tactics and the setting of Ivalice, so the game's world and setting knock it out of the park. This might be the only thing I really loved from FFXII. This is easily one of the best looking PS2 game graphically - the towns, cities, and many open areas/dungeons are both diverse and impressive in scale and scope.

Unfortunately, I cannot say the same for the game's characters. It felt like it went the FFVI approach without a true lead protagonist, but was done even worse here. There were only a couple of characters I even liked, and even then, none of them were on the same level as FF game's before... Vaan and Penelo are especially poor, that I questioned why they were even there to begin with...

Music was mostly a miss for me, outside of the Empire theme which is an all timer. Didn't like the espers/summons not being FF mainstays (although I understand the Tactics/Ivalice Zodiac connection), wasn't a huge fan of the license board, or the game's Quickenings either...

Now saying all this, I last played this game close to 16 years ago... I'd be willing to give the remastered version on the PS4 another chance, as I've heard it made many improvements to the gameplay/battle/job system, which is where many of my issues with it come from... we'll see, maybe I'll understand and like the storyline better the next go around, because as it stands now, I didn't like this particular Final Fantasy.

While I’m not absolutely head over heels for it as I am with FFX, FFXII is still amazing, and probably the best looking game on the system, competing even with some early PS3 games. It’s massive, combat is incredibly deep, and the characters (mostly) are very charming.

IMO this game absolutely slaps and is my favorite FF title ever. The story is whatever, The characters are cool, the combat is fun, and the monster design is phenomenal. I wouldn't recommend it though. It's kinda hard to get behind, especially if you're accustomed to the earlier FF games.