It has been an arduous journey from maker Square’s last full console Final Fantasy to this release, which has included shallow sequels, spin-offs and it dabbling with other game consoles.
For Final Fantasy fans, it has felt like a lot of procrastination with little of the trailblazing output that Square’s reputation is built upon.
But finally it’s here, and the question on everybody’s lips is ‘has it been worth the wait?’.
Our initial reactions were mixed. The intro is largely irrelevant to the rest of the game and the tutorial mode feels strangely detached and almost tacked on at the last minute.
It is necessary, however, as the combat system for Final Fantasy XII is totally different to anything we've played before. It is hard to get an initial handle on, but once the game hits its stride it is one of the title’s biggest assets.
Playing almost like an MMORPG itself, your team-mates now travel alongside you on your quests and battles are no longer random. If you see an enemy you can attack or avoid them, and your team mates will follow preset orders, set through the ‘Gambit’ menu.
It is similar to the combat system of Star Wars: Knights of the Old Republic, where there is no need for a constant stop-start to set new attacks, although notably this isn’t the only effect Star Wars has had on FFXII.
The net effect of the Gambit system is, however, that you no longer have to worry about menus. If you’ve set your Gambits right you can get through long sections of dungeons by controlling just your lead character’s movements.
With level design so plush and detailed, each area has clearly been given serious thought. This is a real pleasure – it takes the pressure off the gamer having to think constantly and allows them to really revel in the adventure.
As with every new Final Fantasy, it also comes with a new system of making your character’s stronger. This is managed through the License Board, which quite closely resembles the Sphere Grid from Final Fantasy X.
Notably, character development is far more open in FFXII than in previous versions since FFIII, meaning that you can customise your characters right down to the very last skill. While this is possibly intimidating for inexperienced gamers, it is good for hardened RPG fans and turns out to be rewarding as the game develops.
Graphically, FFXII is unrivalled in its scope on the PS2. Taking leaps forward from FFX in the detail and level design, each city now really feels like a city, streets bustling with a broad range of species, the characteristics of which become clearer with time.
It’s also predictable but reassuring to see the return of Moogles and the big, yellow bird-like Chocobos (note: we've seen a black Chocobo - what this means in FFXII, however, we’re still unsure!).
Possibly the most notable influence on the style of FFXII’s world is the aforementioned Star Wars saga, most notably The Phantom Menace. While slightly concerning to begin with, it’s pulled off with panache. Also surprising is the staggering complement of new monsters which, alongside staple creatures like Cactuars and Flans, really broadens the sense of adventure.
Significant also is the sense in FFXII that if you stray too far from your path you are liable to meet monsters far stronger than you’re ready for. It is actually quite possible to be wiped out in Final Fantasy XII which, as any FF fan will attest, is usually a fairly rare occurrence. Completists therefore be warned – explore too far and you may well pay the price for it.
Lastly, of course, there is the epic storyline. Despite all the spells and prophecies, Summoners and curses, what really makes the Final Fantasy series magical is the ambitious but undeniably gratifying plots. Although FFXII starts as a slow burner, it is a real humdinger, paced perfectly between action and exposition in a way that is rare in RPG gaming.
Final Fantasy XII is a complete pleasure. It has been worth the wait and is a contender not only for best Final Fantasy game to date, but also for the best game on the Playstation 2.
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