I have to echo all the common complaints: The story, the characters: 2 girls, 3 trannys and a rabbit, and especially the combat. They turned it into a single play version of FFXI with autopilot.
The story is standard FF boilerplate, which is fine, but there's no real sense of immersion because its so convoluted and you never really sympathize with anyone. And if you decide to do any of the side quests, especially the hunts, it breaks the little bit of flow that they managed to hang onto.
The bad combat is especially shocking when Square Enix has Star Ocean under its belt, which has some of the better group member AI in any game I've played. It was made even worse when I got the .hack//GU games at the same time. The .hack//GU games, in my opinion, did combat like what FFXII was trying to do, and did it better. If FFXII had AI profiles like melee, caster, ranged, healer, etc. and then allowed you to fine tune and customize from there, it would have been infinitely better.
For me, the thing that killed all interest was when I'd be working through a pack of mobs and hit a group of fliers, and watch my group pointlessly hack away and not land a hit because I had "attack nearest enemy" higher than "cast whatever on flying enemy" in my gambits. And once you fix that, the combat gets dull because its just the same spells being cast over and over, there was never any variety in the combat unless you took the time out to change gambits.
Obviously, my, and a lot of people's, big gripe about FFXII was/is the combat. It was close to be great but it turned out lackluster at best. I'd like to say that FFXIII is going to improve on it, but it looks like all they did was make that into FF10 with NPC group members and a dumbed down menu.
The story is standard FF boilerplate, which is fine, but there's no real sense of immersion because its so convoluted and you never really sympathize with anyone. And if you decide to do any of the side quests, especially the hunts, it breaks the little bit of flow that they managed to hang onto.
The bad combat is especially shocking when Square Enix has Star Ocean under its belt, which has some of the better group member AI in any game I've played. It was made even worse when I got the .hack//GU games at the same time. The .hack//GU games, in my opinion, did combat like what FFXII was trying to do, and did it better. If FFXII had AI profiles like melee, caster, ranged, healer, etc. and then allowed you to fine tune and customize from there, it would have been infinitely better.
For me, the thing that killed all interest was when I'd be working through a pack of mobs and hit a group of fliers, and watch my group pointlessly hack away and not land a hit because I had "attack nearest enemy" higher than "cast whatever on flying enemy" in my gambits. And once you fix that, the combat gets dull because its just the same spells being cast over and over, there was never any variety in the combat unless you took the time out to change gambits.
Obviously, my, and a lot of people's, big gripe about FFXII was/is the combat. It was close to be great but it turned out lackluster at best. I'd like to say that FFXIII is going to improve on it, but it looks like all they did was make that into FF10 with NPC group members and a dumbed down menu.