As promised... PedroSteckecilo. No spoilers here, though most of you probably have already played the game. And I'm writing this around 3:00AM by the way, so don't mind the typos and such, I'll fix them soon.
Square is having some trouble keeping me convinced that Final Fantasy equals to quality nowdays, and perhaps I should thank them for cutting the birth cord before I decide which expensive console I buy next.
You see, Final Fantasy XII sucks. Where do I begin with this, I don't know, so let me tell what it does right first. In fact, FFXII is superb on some areas. The world is simply beautiful, so much that I actually had to regulary stop watching it, the same way I had to stop to listen to the music in many of the previous games.
And unlike FFX, the world isn't just a tunnel you walk through and it manages to pull off that illusion of freedom without an overworld map. Artifical walls are cut into minimum and it's almost worth it to explore the areas just for the heck of it... And sadly, that's usually all there is to it, thanks to a new treasure chest system. In XII, every once in a while the chests respawn with random treasure, apparently to keep the exploring fresh. Unfortunately, the treasure is nearly without an expection so puny that it's not worth going after even in the first place, making the new fancy system only take away from the exploration of the world, which is a pretty bad thing in this case... Consider: An RPG where treasure chests are purely a waste of time.
But none the less, the world manages to be immersive thanks to it being so huge but so detailed. There are multiple races and countries, all having their own cultures and accents. Also, the NPC's lines are updated reasonably often as the people face new problems and issues though the course of the game or when you finish or are doing sidequests in the area. Something that many developers tend to overlook now shows it's importance in creating an illusion of a living and breathing world.
Also helping the problem with (or lack of) treasure hunting, is the possibility to collect items from slain monsters instead of gold, that can later be either sold or used to make new items and weapons. And the monsters are now roaming the plains freely, as opposed to the random encounter system that is finally gotten rid of, and are besides the item hunting just pretty darn awesome looking running around in numbers. In fact, you could say that the decision to make them roam freely is in the end pretty cosmetic, as avoiding contact with them is so hard that they'll manage to bug you through the game almost as much as random encounters.
Speaking of monsters, the difficulty is finally a bit on the harder side of things. Even the regular foes can give you trouble, especially when right from the beginning you can find yourself against an enemy way out of your league if you aren't careful. The monsters aren't same in levels in each area, but vary a lot. You can easily in a heat of a battle against lower level enemies drift too close to some bigger and badder monster that will smash your group if you don't start running quick.
But the bosses are the main attraction and they'll give you more than enough trouble without being ridiculously hard. It is very refreshing to see an RPG that really expects you to give it all to beat a boss. And I mean all: couple holy stones, few elixirs, hastega stones, and you have taken the boss down with one man barely standing... Those stuff you usually have forgotten deep into your item list because the game never makes you resort to them.
The battle system itself is bit of an oddball. Good doesn't really describe it, bad seems harshly simplified. Instead of you controlling the characters all the time the characters have gambits, which are simple instructions of what action to take when a certain condition takes place (such as when HP goes under 50%, use Cure). While it's intresting, it's also pretty baffling. You can't give detailed enough orders to make them work reasonably independedly, but on the other hand it feels you haven't set the gambits right when things don't go smoothly. Also it's quite annoying when a single type of foe with some special attributes can render a perfectly fine gambit settings into suicidal.
Also the battles are quite fast paced, yet the characters seem to react pretty stiffly, partly thanks to one small little problem the developers didn't seem to think was worth fixing. You see, there can be only one magic animation at time on the screen, meaning that a magic, especially a longer spell puts all other spells that would be otherwise ready for casting on hold. This wouldn't be a problem if it halted melee action aswell, but no. Magic side of the combat (especially towards the end) is tangling while melee goes smoothly forward. And that sucks for healing, and if healing doesn't work, nothing works.
It's not like it breaks the game but is more than enough irritating. In all it's stiffiness, FFXII's combat feels like one of from an MMORPG, which it apparently intentionally mimicks. Only one question rises: Why at its worst overly clumsy MMO system in a single player game?
But alas, the real issues with Final Fantasy XII come from utterly failing at those things that can be considered the cornerstones of the series: Story, characters, music. I must first say though, that music doesn't fail utterly, or even fail.
It's in fact very atmospheric, and that's what it's good at; Creating atmospheres for each area of the game. What it lack is the ability to bring up stronger emotions in the player in scenes where that would have been needed. When those come across, I sure miss Nobuo.
But characters franly do fail utterly. Yes, I know that having voice acting limits the amount of script somewhat, but for god sake... The characters barely talk to each other. It was almost funny when near the end became a scene where the characters claimed their friendship with each other, I would be stunned by the fact that they even liked each other. There's absolutely nothing going on between them, which is understandable when there's no dialogue either. It's truly sad when your fingers are enough to count the times a main character talks in a story driven game.
Not that they develop much on an individual level either. Vaan and Penelo quickly become just couple brats that hang out with the rest for no good reason, Basch hardly talks after being introduced. Fran does one time show to be more than two dimensional, but that's about it. It wouldn't be awfully little if there was more going on with the rest of the group...
Balthier and Ashe aren't as dull, though Ashe's revenge or not -dilemma does fall a little flat, even if it actually reaches a conclusion of some sort, as it seem that we finally see what kind of person she is when she chooses rather than that the choice is the result of the way her character has developped... Probably because there's no character development. Balthier does perhaps most developping or at least showing more sides of himself and even actually acts in some way toward other characters, but there's sadly not much of a story with a point in his background and development, more of a random knowledge and some encounters with his father, and thus he falls way too short to drive the game.
Intrestingly enough, The new Cid and Basch's brother, Noah actually strike as much more deep and intresting than anyone with the little time they have on the spotlight, while I am left to ponder if things are getting anywhere with the main characters right until the game is about to end. The main villains are just as bad, as their motives are left hazy at most, nor do they even meet the heroes until the final battle.
Where lies the problem the plot itself has; The heroes are simply too outside the political scheming and rest that make the core of the story. Their journey running around Ivalice just is too irrevelant to the main plot, which happens largely on the background, making a perfectly nice story distant and weak. It's not very good storytelling when you feel something of a carrier boy running around some stones while big things are happening elsewhere.
Overall, even while the world is beautiful, detailed and intresting, it just doesn't justify weak story and characters, especially when the battle system is far from flawless.
Square is having some trouble keeping me convinced that Final Fantasy equals to quality nowdays, and perhaps I should thank them for cutting the birth cord before I decide which expensive console I buy next.
You see, Final Fantasy XII sucks. Where do I begin with this, I don't know, so let me tell what it does right first. In fact, FFXII is superb on some areas. The world is simply beautiful, so much that I actually had to regulary stop watching it, the same way I had to stop to listen to the music in many of the previous games.
And unlike FFX, the world isn't just a tunnel you walk through and it manages to pull off that illusion of freedom without an overworld map. Artifical walls are cut into minimum and it's almost worth it to explore the areas just for the heck of it... And sadly, that's usually all there is to it, thanks to a new treasure chest system. In XII, every once in a while the chests respawn with random treasure, apparently to keep the exploring fresh. Unfortunately, the treasure is nearly without an expection so puny that it's not worth going after even in the first place, making the new fancy system only take away from the exploration of the world, which is a pretty bad thing in this case... Consider: An RPG where treasure chests are purely a waste of time.
But none the less, the world manages to be immersive thanks to it being so huge but so detailed. There are multiple races and countries, all having their own cultures and accents. Also, the NPC's lines are updated reasonably often as the people face new problems and issues though the course of the game or when you finish or are doing sidequests in the area. Something that many developers tend to overlook now shows it's importance in creating an illusion of a living and breathing world.
Also helping the problem with (or lack of) treasure hunting, is the possibility to collect items from slain monsters instead of gold, that can later be either sold or used to make new items and weapons. And the monsters are now roaming the plains freely, as opposed to the random encounter system that is finally gotten rid of, and are besides the item hunting just pretty darn awesome looking running around in numbers. In fact, you could say that the decision to make them roam freely is in the end pretty cosmetic, as avoiding contact with them is so hard that they'll manage to bug you through the game almost as much as random encounters.
Speaking of monsters, the difficulty is finally a bit on the harder side of things. Even the regular foes can give you trouble, especially when right from the beginning you can find yourself against an enemy way out of your league if you aren't careful. The monsters aren't same in levels in each area, but vary a lot. You can easily in a heat of a battle against lower level enemies drift too close to some bigger and badder monster that will smash your group if you don't start running quick.
But the bosses are the main attraction and they'll give you more than enough trouble without being ridiculously hard. It is very refreshing to see an RPG that really expects you to give it all to beat a boss. And I mean all: couple holy stones, few elixirs, hastega stones, and you have taken the boss down with one man barely standing... Those stuff you usually have forgotten deep into your item list because the game never makes you resort to them.
The battle system itself is bit of an oddball. Good doesn't really describe it, bad seems harshly simplified. Instead of you controlling the characters all the time the characters have gambits, which are simple instructions of what action to take when a certain condition takes place (such as when HP goes under 50%, use Cure). While it's intresting, it's also pretty baffling. You can't give detailed enough orders to make them work reasonably independedly, but on the other hand it feels you haven't set the gambits right when things don't go smoothly. Also it's quite annoying when a single type of foe with some special attributes can render a perfectly fine gambit settings into suicidal.
Also the battles are quite fast paced, yet the characters seem to react pretty stiffly, partly thanks to one small little problem the developers didn't seem to think was worth fixing. You see, there can be only one magic animation at time on the screen, meaning that a magic, especially a longer spell puts all other spells that would be otherwise ready for casting on hold. This wouldn't be a problem if it halted melee action aswell, but no. Magic side of the combat (especially towards the end) is tangling while melee goes smoothly forward. And that sucks for healing, and if healing doesn't work, nothing works.
It's not like it breaks the game but is more than enough irritating. In all it's stiffiness, FFXII's combat feels like one of from an MMORPG, which it apparently intentionally mimicks. Only one question rises: Why at its worst overly clumsy MMO system in a single player game?
But alas, the real issues with Final Fantasy XII come from utterly failing at those things that can be considered the cornerstones of the series: Story, characters, music. I must first say though, that music doesn't fail utterly, or even fail.
It's in fact very atmospheric, and that's what it's good at; Creating atmospheres for each area of the game. What it lack is the ability to bring up stronger emotions in the player in scenes where that would have been needed. When those come across, I sure miss Nobuo.
But characters franly do fail utterly. Yes, I know that having voice acting limits the amount of script somewhat, but for god sake... The characters barely talk to each other. It was almost funny when near the end became a scene where the characters claimed their friendship with each other, I would be stunned by the fact that they even liked each other. There's absolutely nothing going on between them, which is understandable when there's no dialogue either. It's truly sad when your fingers are enough to count the times a main character talks in a story driven game.
Not that they develop much on an individual level either. Vaan and Penelo quickly become just couple brats that hang out with the rest for no good reason, Basch hardly talks after being introduced. Fran does one time show to be more than two dimensional, but that's about it. It wouldn't be awfully little if there was more going on with the rest of the group...
Balthier and Ashe aren't as dull, though Ashe's revenge or not -dilemma does fall a little flat, even if it actually reaches a conclusion of some sort, as it seem that we finally see what kind of person she is when she chooses rather than that the choice is the result of the way her character has developped... Probably because there's no character development. Balthier does perhaps most developping or at least showing more sides of himself and even actually acts in some way toward other characters, but there's sadly not much of a story with a point in his background and development, more of a random knowledge and some encounters with his father, and thus he falls way too short to drive the game.
Intrestingly enough, The new Cid and Basch's brother, Noah actually strike as much more deep and intresting than anyone with the little time they have on the spotlight, while I am left to ponder if things are getting anywhere with the main characters right until the game is about to end. The main villains are just as bad, as their motives are left hazy at most, nor do they even meet the heroes until the final battle.
Where lies the problem the plot itself has; The heroes are simply too outside the political scheming and rest that make the core of the story. Their journey running around Ivalice just is too irrevelant to the main plot, which happens largely on the background, making a perfectly nice story distant and weak. It's not very good storytelling when you feel something of a carrier boy running around some stones while big things are happening elsewhere.
Overall, even while the world is beautiful, detailed and intresting, it just doesn't justify weak story and characters, especially when the battle system is far from flawless.