It's a NEO world!

An unexpected yet dearly welcomed sequel to one of the greatest RPGs ever made.

I came in expecting a rehash of the first game, and was thoroughly surprised at how well-executed and fresh the transition from the DS's dual-screen gameplay to NEO's traditional single-screen gameplay was. Combat flows seamlessly since every character is controlled by one button, which lets you switch between them instantly while giving you an extra layer of depth by being able to control multiple party members at once. Despite some poorly designed enemies and bosses, I loved mixing and matching pins to see new combos come together.

NEO, much like its predecessor, exudes style in every aspect—from the characters’ fashion to the phenomenal soundtrack that includes both fantastic new tracks and stellar remixes from the original game. It just goes to show how you don't need a massive budget to have a strong presentation, which I feel is a pain point for a lot of other smaller JRPGs.

The game’s cast won me over completely, with Shoka coming out as my favorite new character. It was really admirable to see a cast of ordinary people banding together for a common purpose. It struck a perfect balance between how people talk normally and the JRPG quirkiness you come to expect.

The writing is attuned to a newer generation of audience, mirroring how it's a sequel fourteen years later. Despite the game only taking place three years in the future, I was really pleased with how much more I could relate to these newer characters, who live in times much more similar to ours. I'm confident this game will serve as a wonderful timepiece of culture in this era, as the first represented the late 2000s.

This review contains spoilers

Needs to replicate better games.

Maybe Yoko Taro's games just don't do it for me anymore, but I played Nier: Automata four years prior to this game and enjoyed it enough to 100 percent it, but this game just isn't doing anything for me. Perhaps time has made me me forget what I disliked about Automata, but I can't think of a single thing this game does better.

It's hard for me to even say the story is particularly good, and that's all the game has going for it. The writing peaks hard in the intro segment and falls off a cliff and never comes back; it makes me wish they just made the whole game around the flashback instead. The entire story solely hinges on not knowing possibly one of the most obvious twists ever (it's in the title). Usually, I'm completely oblivious to twists in games, but I was baffled by this one. It would have been better if they just kept the Gestalt title since that isn't a common sci-fi term most people know.

As for the cast, this is one of my least favorite parties in any JRPG. None of the characters resonate with me at all outside of the protagonist and Yonah, who ironically get the least character development. For the characters who do get "character development," their cutscenes consist of tearjerkers, where cruel things happen to said character, and then everyone immediately moves on. It's just tragic event after tragic event in this game, and they never let any of it develop, so it's hard for me to not just feel numb to all of it. There is next to no world-building since the only things you actually interact with in the world are some of the most uninspired side quests imaginable and tedious "puzzles," like moving containers or only being able to walk while projectiles shoot at you.

This game has an incredible amount of filler for being only around fifteen hours. I feel like I could cut out 50% of the game, and nothing about the story would change. The only way I can describe the first half of the game is as a parody of common JRPG tropes to make you think it's subversive. In reality, it's just an emulation of design elements from other, better games with zero understanding as to why these elements are used in the first place. Even after you get through all the padding in the first route, you're expected to replay the second half of the game several times, with the only tangible additions being pointless sob stories to the bosses you already fought and end up killing two minutes later anyway, so it's hard to even care. The protagonist is a moron who never stops to think about anything, so why should you? It's not like the outcome changes at all.

The gameplay, ranges from dreadful to passable. Fortunately, the combat in the remaster is a big improvement from the original, but there's nothing to it other than button-mashing since the enemies have no actual mechanics. Sadly, that's the best part of the gameplay; since outside of combat, all you do is run around empty areas and complete fetch quests, which a lot of story quests revolve around, killing the pacing of the game. There are also novel sections with no voice acting or visuals, which just felt insulting because it painfully reminds me that this "game" would be infinitely better if it were a book.

Visually, I'm quite a fan of the washed-out aesthetic. It's not quite post-apocalyptic but not entirely fantasy either and the remaster definitely livens things up a bit. The soundtrack is great, but I wish there was more variety, and the lack of any combat music outside of bosses made the uninteresting combat even more one-note.

Disjointed rambling aside, I really wish I liked this game as much as other people do, but it's hard for me to see the appeal. I can only recommend this game if you're a die-hard Nier fan or can completely forego game design for a story with zero payoff unless you replay the same game three times.

Technically, a review is in progress since I didn't fully "complete" the game, but I don't know when or if I'll even return to finish the other routes, and I doubt my feelings will change from them but maybe I'll change the score later.

Words are not enough to describe how much this game resonates with me.

"Reborn for the modern era" could not have been a more accurate description. This game could not have come out at a better time for me.

The game’s heavy-handed themes of death are unflinchingly bold. The iconic Evoker, a physical manifestation of your resolve, carries nothing but trauma as it is pointed to your head, constantly reminding you of what will one day happen to everyone eventually. Time never waits for anyone, so all you can do is live without any regrets and take responsibility for what you can.

Persona 3 does not have a depressing narrative, despite the game's many preconceived notions. Instead, it is a story celebrating the beauty of life. When our own story comes to a close, all we can do is celebrate that it happened at all, cherish the memories of what was, and accept that it had to end this way.

You can't choose the way you die, but you can choose how you live.

Frustratingly good.

For every great idea this game has, it has another terrible one to bring it back down. A troubled development process and shipping unfinished seem to be the story all the games in this series share, but you can truly feel the passion the developers had for this game and Ivalice in general.

As a disclaimer, I played this game with the "Final Fantasy XII TZA: Classic Mode" mod, which restores practically everything from the original PS2 release while keeping all of the quality of life from The Zodiac Age, which I highly recommend playing personally.

Before commenting anything about the game itself, Square Enix did an excellent job remastering this game; it's one of the best-looking PS2-era games already, and it looks even better in The Zodiac Age. The fast forward functions are a godsend, as are the improved loading times. These combined can save about 20 hours that you spend walking or loading on the PS2 version. Combined with the existence of the Classic Mode mod, this is the definitive way to play the game on PC, regardless of whether you prefer the original balancing or job system.

This game has some of the best English localization of any game I've played and is combined with fantastic voice acting. Unfortunately, the audio is quite low quality, and it isn't improved in the remaster, but that didn't stop me from enjoying the great dialogue. Gone are the typical tropey anime writing you tend to see in a lot of other JRPGs to be replaced by classical Victorian-era vernacular, and it's spectacular.

However, even with the great writing, the plot points were stretched too thin in the middle of the game to make the game feel grander than it is. To pinpoint an exact part of the game where the story falls apart, it would be after the final Mt. Bur-Omisace visit halfway through the game, where you're asked to walk across the map with very little plot or cutscenes outside of some minor character exposition. The game never comes back from the lowered focus on the story until the very end, after the point of no return, where I felt the game forgot its own tone it set. The characters ended up being too one-note and underdeveloped, with most of them existing for the sake of driving someone else's character arc, though I still enjoyed their dialogue between each other, and liked Ashe, Balthier, and Basch, who feel like the closest to main protagonists.

Nevertheless, I found the intro and credits sequence to be excellent, while the middle of the game had a lot of low points. The music being great is just a Final Fantasy standard, and the ambient tracks were the star of the show for this game. However, I felt like the lack of combat music for normal fights took a lot of intensity out of the game, though I did get why they did it to make the game feel more seamless.

The worst part of the game is how slow it is to play. This game has an excessive amount of walking in it, to the point of having a step counter in the menu. While it isn't a true open world, it's made up of many interconnected zones that have a loading screen in between, which is perfectly fine except for the fact that you walk incredibly slowly and there's no run button outside of Chocobo's in a select few locations. It would also be more bearable if most of the environments weren't just long hallways, deserts, or flatlands. The remedy for this run button is the 2x/4x speed, but I find that more of a band-aid fix than a substitute because it just feels like your time is being wasted exploring the same environments at a snail's pace. The combat also feels incredibly slow. In the beginning, when you do not have many skills, there isn't much you can do other than watch the combat animations and fill the ATB bar, which takes forever even with max battle speed in the settings. 2x with max battle speed on Active Mode is what I recommend for most of the battles in the game outside of boss fights since you do not need to perform many actions if you have your gambits set up properly.

As for the combat itself, it's very unique, but I can see why no game really replicates it. The most apt description I can give of it is that it is very similar to a tab-target game with a long global cooldown like FFXI or FFXIV. Where it differs is in your control of your party members and how you can automate nearly everything in the game with the gambit system, which makes the game feel more akin to a tower defense game where you set your parameters beforehand and then watch your strategy play out. I found the combat most enjoyable when fighting the bosses because you had to adjust your gambits for all of them because usually a simple attack and heal when low setup wouldn't suffice, so you have to find their weaknesses and vulnerabilities to status effects. Though, by the end of the game, I did feel like it did get too easy with you being able to easily stack every status buff before battles with the amount of gambit slots you get, and there was little need to adjust my setup, which is the whole gameplay loop. I also found fighting the normal enemies very boring, as they usually don't pose any challenges, so it's mostly just watching the battle animations play out, so I would recommend fast-forwarding on those parts.

This is a game that lives or dies based on its balancing. The Zodiac Age ends up being too easy, especially when you get two jobs, and that leads the game to play itself with no effort or grinding, while I found the original PS2 version to be much better balanced and offer proper challenges to bosses. It's even arguable that this is the most challenging Final Fantasy game if you don't grind, though that's not much of a high bar, and the game's balancing is easily broken by the end of the game once you get a proper gambit setup going and have access to a majority of the skills.

The other main difference between the PS2 release and The Zodiac Age is the addition of jobs. In the PS2 version, every character shares the same license board (this game's version of a skill tree), but they all start with slightly different skills matching their default armor and weapons. By the end of the game, all the characters have access to nearly all the same weapons, skills, and armor, which some may dislike, but I ended up preferring it since you can completely change your characters on the fly without them having any set roles or having them specialize in different areas. For example, I had Penelo be a mage with high evasion and mystic armor that focused on using white magic with her gambits, while I had Basch be a tank with an axe that focused on buffing himself and drawing aggro away from the rest of the team. Nothing stops you from switching them around if needed, which means you are very adaptable and aren't reliant on any character specifically. On the contrary, The Zodiac Age went with a more conventional job system where you pick two of the twelve classes for your character to specialize in; these jobs would have smaller, more focused license boards that only allow you to use certain weapons and magick compared to the adaptability of the original. The job system seems like it was in the original vision of the game, but due to time constraints they couldn't implement it properly it. Even so, I'm not a fan of the way it's implemented, as it seems the game is balanced completely around everyone having access to anything. The Classic Mode mod also restores the summoning animations for Espers, which adds some flavor to them if they are a bit too long and the summons themselves are not really worth using. The Quickenings also have some of the best animations in the series but also have the same issues as the summon system.

In retrospect, it honestly is impressive how expansive this game is, however oversized it may be. There are so many locations, and the dungeons are so diverse. If you enjoyed the gameplay loop, this game has the highest quantity of side content, with the main focus being hunts. These operate similarly to the Monster Hunter games, where you have to find some kind of enemy to slay in the overworld with information given to you by a bill. These hunts have some of the most challenging boss fights in the game and can give you some of the best items in the game, though by the end I did start feeling like they got way too tedious with the amount of backtracking you have to do for some of them as well as having to go back and forth to people to turn the hunt in. You can definitely see the MMO elements that remained in the game from when it was planned to be one. This is even confirmed by the producer in an old IGN interview where they said: "Back in 2000, when Final Fantasy X, XI, and XII were originally announced as being in the planning stages, X was announced as an offline game while XI onwards would be online games. Obviously, in the process of developing Final Fantasy XII, that changed—it is, of course, an offline game that we have now."

This game is a strange game to recommend because there are a lot of parts that have merit, but at the same time, I can fully understand how people may say the game is boring or a waste of your time. I would say it's only worth playing if you want a slower, more grounded Final Fantasy with a world you can fully engross yourself in, full of things to explore. A game about where the characters aren't the main focus, even lacking a true main protagonist entirely. Instead, it's a return to form for the older games that had a focus on mechanics and role-playing over a finely woven narrative. Final Fantasy XII dares to be different, and that is something I can respect.

Better than it has any right to be.

What is supposed to be a low-budget Musou button-masher spin-off of Persona 5 turns out to be surprisingly strategical, have a soundtrack just as strong as the original game, and keeps most of the RPG elements intact. While I feel the story is much weaker this time around and the game is much more focused on dungeon crawling than the original, I feel like it worked well with Strikers as the game is mostly just fun enemy-dense combat, boss fights or dialogue exposition. The new characters introduced in this game are good, Zenkichi quickly became a favorite character of mine, while I feel Sophia's story left a bit to desired. The graphics are also noticeably worse than Royal, but I imagine that's due to Koei Tecmo developing it in their own engine.

It's a true sequel in the sense that it has a place in the overarching timeline, but not much actual plot development happens, as most character development for the original characters is done in the first game. Regardless, it's a proper send-off to the Phantom Thieves, and anyone who is a fan of the original game should at least try Strikers. The action combat would get tiring for the mainline games that are usually double the length, but I feel it suits Strikers' shorter, more focused design perfectly.

It's a wonderful game.

One of the greatest RPGs that's like no other. It utilizes all the hardware the DS has to offer with its unique dual-screen combat, has an amazing art style and soundtrack, and is topped off with a touching story and phenomenal characters.

A story about making the most of the little time you have.

A hybrid between RPG and shooter. Both of the genres are only passable when solely judging them in this game, but when combined, the core gameplay becomes very enjoyable, even past the lack of polish in some areas like the movement or vehicle physics.

Amazing voice acting helps propel the realism of the people who reside within Night City. While I can see how many people would be upset that you don't have much control over the story through dialogue, I didn't mind as it meant V could be a more fleshed-out character with aspirations and flaws instead of being a quiet blank slate.

While the actual open world is a shallow experience, the game probably could have been better by being more linear and giving you limited time until the relic takes over to do activities to encourage replays. As it is now, time gets frozen, and your relic malfunctions cease to exist until you progress through the main story due to the open-world format. It's understandable as to why they chose that direction to not rush players who are trying to enjoy the side content, but I personally would have preferred a time limit or at least a story change to the relic that makes it less debilitating, so it makes sense why V would do all these side quests before they run out of time.

Night City has both the grim and artificial paradisal elements a cyberpunk setting should have, and I found many side quests enjoyable. Sadly, the presentation is all Night City has going for it, and the game misses many elements that made the original Cyberpunk universe interesting.

A great story with enjoyable gameplay.

Strong graphics, animations, and polish make the simplistic gameplay interesting enough. Not much can be said about the story that hasn't been said already, but I don't think it's the narrative masterpiece it was hailed to be when the game originally came out for the PS3. It's also paved the way to a now-tired formula Sony has ran its course. Regardless, I believe this game holds strongly on its own.

A misunderstood game fated to be under the shadow of Versus XIII forever.

It will never be the game people dreamed of, but it delivers a strong universe, an incredible soundtrack, well-developed characters, and great visuals that still hold up today. Sadly, it still has an unfinished narrative and isn't punishing enough to force you to find the inner depths of the combat system.

2018

As beautiful as it is shallow.