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Final Fantasy XII demo impressions thread

SolidSnakex said:
Hopefully its good enough to hold people over for awhile, because Square has apparently delayed the game again.

lukescreams.jpg

Noooooooooooooooooooooo!
 
Thanks for the impressions. Sounds like the changes aren't bothering people at all. I gotta wait until this weekend to pick up my DQVIII copy, can't wait
 
I really fucking love the battle system, YES. This is my personal FF fanboy wetdream.

Wish there was more story oriented shit though
 
The battle system survived translation to another idea!
This also makes the game faster paced, I love it!
 
MotherFu**er. I'm going to try and get the X360 which will put DQVIII out of my grasp for a nice while. Its makes it even harder hearing the warm comments about the FFXII battle system. I'm happy its turning out well.
 
Yeah, the new battle system rocks. Being able to reposition your character is awesome and it works much better than KOTOR's system, for sure. That and the load times are pretty much nonexistent this way! I am definitely pleased.
 
neptunes said:
Can I rent the demo at, let's say...blockbuster?

I tried doing this with the Devil May Cry demo that came with Code Veronica X on the PS2, and sadly they didn't let me rent it with the game.

They did however give me the demo for free.
 
I wish there was more environmental interaction than there is now. :-| That's my #1 complaint. As is, it feels like PS Online or WoW more than KOTOR, which at least had a lot to do in its worlds..
 
With the gambits off though the battles still run in real time, your characters just don't DO anything until you give them the combat(similar to FFX-2), is that correct?
 
Just played this (both battle systems) and LOVED IT! It was really fun. The music is awesome, gotta love Sakimoto. There are definitely shades of FFT/VS in the music.

Somehow, the graphics don't look quite as jaw-dropping as I thought they did before, but they still look awesome. It's probably the fact that I've been looking at next-gen media more than anything.

I'm not sure which battle system I prefer, they're both great.

Anyway, on to DQVIII.
 
Pimpbaa said:
Get DQ8 and forget the demo. DQ8 is the better game.

Since you've made it abundantly clear how much you scorn FFXII, why not give your demo to a poster here who wants to play it but doesn't want to buy DQVIII?
 
Hi all,

Thought IÂ’d drop some quick impressions of the FF12 demo as well...

To preface all of this, the last FF I played all the way through was FF10. I couldn't get into FF10-2, played FF11 only for about a month, and my favorite FFs of all-time are FF4 and FF6 on the SNES (also loved the Job system in FF5 and thought Gilgamesh was one of the best mid-bosses of all-time :)).

With that being said, I'm not quite as excited as the thread originator, and am a little worried about where this series is headed. Maybe I'm too much of a purist.

The demo itself is split into two parts that take place in two different environments: Wait Mode (outdoors, coast) and Active Mode (indoors, dungeon). Only noticeable difference so far is that when you open menus in Wait Mode, the game pauses. In Active Mode, game time doesnÂ’t stop for you to make decisions. Sort of like ATB mode in past FF games, or what combat is like in FF11 and other MMOs.

Speaking of MMOs, the game feels a lot like youÂ’re playing FF11, except without the "MMO" element. What results is a world that feels pretty darn dead. IÂ’m sure towns, castles, etc. will feel better and more populated with NPCs in the final game, but in its current form, combat feels kind of strange for a single-player experience. You can see all the enemies around you, theyÂ’ll sometimes fight each other, and if you get too close, youÂ’ll aggro them, and theyÂ’ll come in for the attack.

You play almost the entire game with the X button. It brings up your menu (attack, magic, summon, item, etc.), and you select your actions. Summons, so far, are like how they were in FF10 – you summon them, and they fight alongside you until you "dismiss" them. The summons themselves are dramatic, but not as dramatic and cool as they were in past FF titles. Most spells that I’ve cast so far (Fire, Blizzara, Firaga, Flare, etc.) are pretty weak looking, too. I guess they sort of have to be brief, since the fights are happening in real-time, but they surely don’t have the spectacle that they do in the traditional turn-based way of past FF games.

If you aggro a group of enemies, the resulting mashed-together "katamari ball" of characters creates situations that are extremely confusing. YouÂ’re not sure who is getting hit or what enemies youÂ’re hitting. You have to sit there and stare at your health meter to make sure everything is OK. I also donÂ’t like the fact that you pretty much just control your main character (Vaan or Ashe)Â… the other 2 characters in your party do their own thing; most of the time, just attacking or casting heal spells. Useful, but it just doesnÂ’t feel as strategic as it should, and while you can control everyone, it's a bit tedious to do so.

Looks like the game will be broken down into "missions", a la FF10-2. Seems a little weird to me and a bit too straightforwardÂ… kill 3 monsters, it lures out a T-RexÂ… kill it, mission complete. Explore dungeon, kill turtle to get key, open big gate, kill boss, mission complete. Not that FF games haven't been linear in the past, but mission structures just feel a little odd in a traditional RPG. We'll see how cohesive it feels in the final version.

The bosses themselves are gorgeous, thoughÂ… beautifully animated with clean textures and great sound effects. Most of the monsters your kill out in the field look like they were lifted directly out of FF11, which seemed a little weak to me.

Music sounds good, with familiar themes throughout. Sound effects are typical Square quality.

In the end, the juryÂ’s still out. I donÂ’t want to play an offline version of an MMO (Dot Hack), and I think they mightÂ’ve strayed a little too far away from what makes an FF game what it is. I guess weÂ’ll just have to wait and see what the final version is like sometime next year. I hope in the context of overall storyline progression and character development, my tune will change.
 
Zilch said:
Since you've made it abundantly clear how much you scorn FFXII, why not give your demo to a poster here who wants to play it but doesn't want to buy DQVIII?

Cause I melted the disc with a lighter. I passed out from the fumes, and had dreams of effeminate boys trying to feel me up. It was a rather scary ordeal.
 
Just finshed the demo. Supremely awesome.

You get 2 areas to explore: The Phon Coast (beach area) and The Stilshrine of Miriam (ruins/cave).
Coast has you playing as Vaan, Penelo, and Basch and is has combat set to Wait mode for a slower, more strategic introduction to FFXII's Enhanced Battle System of Awesomeness. Combat here is something like traditional FF meets KOTOR. You control one character at a time -- and can switch characters by pressing up and down on the D-pad -- and issue orders to other players during pauses in combat.
The Coast has Vaan and co. tracking down 3 Sleipners in order to fight the giant Rockeater (T. Rexaur to the rest of us). You're given complete freedom to move about the large, open beach and tackle tasks as you see fit -- even once the boss appears, you can continue to run around and fight Mandragoras to your hearts' content. Very fun, and a nice intro to the new battle system (of Awesomeness).

The Stilshrine of Miriam demo gives you control of Ashe, Fran, and Balthier and is more action-oriented. Perfect for those of us wanting a trial-by-fire experience, there are no pauses in battles here; forcing you to make quick decisions and utilize all your characters to their fullest potential, lest you become overrun by Bombs, Gazers, and Headless warriors. This is where the genius of the new battle system is realized, giving players a more streamlined FFXI experience. Players are forced to think on their feet and keep track of all 3 characters at once, while being bombarded on all fronts. This is the most thrilling battle system yet seen in a Final Fantasy, building on the strengths of the ATB system and perfectly introducing real-time movement.
The Shrine charges your team to hunt down an Adamantoise and obtain the Dragon Key to unlock the path to the Ring Wyrm, the boss of the Shrine area. As in the Coast, players are given freedom to run around and explore the area, learning the intricacies of battle and finding hidden treasures.

While not as indepth as the E3 2004 demo, this is still a real treat to fans of Final Fantasy, especially those who've been waiting for a new single-player experience. Mid/late 2006 is so far away...
 
This FF actually felt like a real evolution of the series. IT had great exciting combat.




Which means i have a feeling some of the traditional FF fans will hate it.
 
Kabuki Waq said:
This FF actually felt like a real evolution of the series. IT had great exciting combat.




Which means i have a feeling some of the traditional FF fans will hate it.

Spells that look less dramatic? <raises hand> Yeah I think I'm going to be one of those folks who may be done with the FF series at X.... sadly.
 
Explore dungeon, kill turtle to get key,


Did you notice that the turtle will respawn(like a real MMO) and he'll drop more keys? :lol


I finished both modes and the game is beautifull and the ATB mode is a blast to play. Also the A.I. is fantastic, but I hope the MMO structured simple mission/quest (kill turtle for key/kill 3 of those horses for trex) will not be in the final game and was only used to make the demo simple.
 
DarienA said:
Spells that look less dramatic? <raises hand> Yeah I think I'm going to be one of those folks who may be done with the FF series at X.... sadly.


Spells look less cheesy.


Summons look fucking awesome in this.
 
Kabuki Waq said:
Spells look less cheesy.


Summons look fucking awesome in this.

Cheese was part of the charm dammit, I don't want one piece of light hitting the target and having to imagine WTF it just was....(have not seen FFXII at all)
 
DarienA said:
Spells that look less dramatic? <raises hand> Yeah I think I'm going to be one of those folks who may be done with the FF series at X.... sadly.


Well when the summon does a special move its very dramatic so maybe the more powerfull spells(ultima,etc..not the ones in the demo) will be just as exciting to watch.
 
DarienA said:
Cheese was part of the charm dammit, I don't want one piece of light hitting the target and having to imagine WTF it just was....(have not seen FFXII at all)

:lol

Although, this could be real cool if they make the more Rare "advanced" spells found later in the game look amazing. In that sense it would actually make you appreciate Ultima or "Place obscenely powerful spell name here".
 
Finished both demo areas and I can't say the experience did much to excite me. My interest had fizzled over time, but I did hope the demo would ignite it once again. Once I got the key to the door from the Adamantoise, I just ran past every enemy from then on, mashing R2 to get everyone to flee with me. Didn't find the combat all that engaging, the whole time I kept thinking I would rather just go play WoW.

Granted, it's hard to cull much from such a limited demo, but DQ8 is the real event here.
 
I think the areas are structured as 'missions' just for the demo, guys. And we've known some sort of mission-type gameplay was in the game already... it's kind of like FFT.

I really really want to explore the areas past the blue boundaries! The coast looks HUGE and cool!

edit: and if you're playing FF for lengthy, flashy spells... well, you were probably weaned on the PSX FF games. There wasn't much flash in the FFs before FFVII...
 
Kabuki Waq said:
This FF actually felt like a real evolution of the series. IT had great exciting combat.

Which means i have a feeling some of the traditional FF fans will hate it.
Yeah, so far, I'm one of them. Not that I hate it, but I just think it's a bit much of a departure. I'm trying to be open-minded, though, and will reserve final judgment until I play the release version.

I've been telling my friends from years that I thought FF11 should've just been called Final Fantasy Online. I couldn't really accept than an MMO was a true iteration of the series. To make some kind of meaningful comparison, I like that Blizzard didn't call WoW "Warcraft IV". Now, the WoW series can exist on its own as a separate entity. I wish Squenix would have done this with FF11, but that's a moot point now.

With FF12, I was originally very excited about the thought of this being the spiritual successor to Vagrant Story. But then I thought, if it's going to be closer to that series, why not make it part of the VS series?

Anyway, Final Fantasy is a series that's been around for what, close to 20 years? It's a series that fans expect certain things out of, and if you stray too far away from what made it great in the first place, you risk making a lot of people angry. Like the Super Mario Bros. series, it retained elements that made it what it is, and when it strayed from the formula too much (SMB2, Yoshi's Story (not Island, of course :)), the results were pretty mixed.

...then again, lots of people cried outrage during the second half of FF6, calling BS on the open-ended nature of it. I loved it, but many players and fans of the series wanted more direction.
 
Remember:

1. Just because the demo is mission-based doesn't mean the game will. Or, at least, maybe not as blatantly mission-based (you'll get quests from NPCs maybe, etc).
2. After you press x to access the battle menu, press the left/right directional pad to give commands to the other characters. Press up and down on the main screen to change the lead character.
3. After a while Ashe's summon Belias unleashes the move "Hellfire", which is cinematic-summon goodness. Some say you have to wait until his HP drops to , but IIRC it happened before that in my case. I don't know about Hasmal.
4. The music on the "press start" screen fucking ROCKS. Go Sakimoto.

Great graphics, great controls, great battle system. Excellent music. Wait mode is nice, and without gambits it feels just like FFX or FFX-2. Active mode is action-packed goodness. At one point there were 2 bombs, 2 sleipners and 1 headless one one screen just bashing it out with the party - this is where the blue lines come in handy, and I hope there'll be an option to keep it displayed until the attack commences. I can't imagine the chaos that'll happen with stronger enemies.

Overall, I'm really excited for the game now. It'll be a long year!
 
Zilch said:
I think the areas are structured as 'missions' just for the demo, guys. And we've known some sort of mission-type gameplay was in the game already... it's kind of like FFT.

I really really want to explore the areas past the blue boundaries! The coast looks HUGE and cool!

edit: and if you're playing FF for lengthy, flashy spells... well, you were probably weaned on the PSX FF games. There wasn't much flash in the FFs before FFVII...

What happens when we assume? I've been FF'ing since the NES days my friend.
 
Couple of notes:

1. Mission structure is not in the real game. Just for the demo AFAIK.
2. There are supposed to be a shitload of gambits which let you kind of create your own personal AIs for your support characters. This was in the May '04 E3 demo...not here.
 
Alex said:
My impressions: FFXI Offline, neat, but almost kinda creepy.

Yeah, it feels really comfortable to me because of the FFXI-ness of it. However, its *faster* than FFXI, and definitely faster than any other FF game before. Full freedom of movement means taking no time-outs for crappy battle screens to load. I *do* hope this game has the level of depth as FFXI, though. I know you can chain, because I saw "Chain 2" pop up a few times, but I'm not sure how deep that goes.

Also, <3 Mandragoras!

And the music is very, very nice. The Temple of Miriam or whatever tune sounded like a Tactics song with a few FF6-styled riffs thrown in for good measure. Two of the greatest FF soundtracks ever? Hell yeah!

FFXII demo gets my seal of approval, but I want more now. :(

Edit: I also love how they've gone back to calling Summons, Espers!
 
I do not understand this demo in the slightest. I choose attack and an enemy. The character doesn't listen to me. If I go up to an enemy and press circle or triangle, the character listens to me, RARELY.
 
Zilch said:
Then why in the world are you gonna quit FF now?

Because I have zero interest in a real time battle system... I have zero interest in a semi real time battle system(a la FFX-2), KOTOR's system I would have gone for because it actually had turns and you could play it turn based if you wanted to, or just buffered your commands.

This system sounds like the FFX-2 system where regardless the enemies run real time. I'm going to try the demo for sure, but from what I've read... I don't have high hopes.
 
read the manual!

There was a tutorial in the E3 2004 demo, right? I hope they'll keep it in the final version, because it seems that the controls aren't as immediately obvious as previous FFs.
 
DarienA said:
Because I have zero interest in a real time battle system... I have zero interest in a semi real time battle system(a la FFX-2), KOTOR's system I would have gone for because it actually had turns and you could play it turn based if you wanted to, or just buffered your commands.

This system sounds like the FFX-2 system where regardless the enemies run real time. I'm going to try the demo for sure, but from what I've read... I don't have high hopes.

Dude, you have a choice between active and wait mode.
 
Kinda sucked. I realize that RPG demos (save for that of DQ8, amusingly enough) are, in general, too short and limited to really get a gauge for the game, but there was nothing substantial to the FFXII demo that I would call fun or engaging.

From the surprisingly drab graphics to the slow combat gameplay, it felt like I was playing something like FFXI. I played through and beat both scenarios, and though I dug the music, the return of the Bombs, the Espers, and the pseudo-classic style fanfare (post-mission this time, not post-battle), those are all rather minor details given just how lacking of fun or charm I found the gameplay.

I really hope this isn't an indicator of what the final game will play like.

Sadly, even the "Active" combat did little to make it any better or faster than the "Wait" mode.

Ah well.

DQ8 awaits now that this short and shoddy demo is forever done with.
 
How can you think its slower, when its FASTER than any other FF battle system (including entering/exiting battles and going through experience/item screens).
 
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