Finally beat the game this morning; Kind of sad that it is over. I'm probably going to leave the side stuff for the US version. It seems some side stuff actually fills some history of the world. Personally I wish the game is like Guild War in the sense that it's a complete game on its own but it's easily expandable with expansion pack. Oh well, English version of the game can't come soon enough; hopefully the translation and voice over are good. It's probably going to be the first FF I play through both versions. (Previously I could only get so far in English version after having played Japanese version.)
Read the last page, Bebpo even linked to his review. It's apparently awesome but you can see where the production problems started and the story at the very end of the game is a little underwhelming. It's also like an MMO in that there's so much stuff that it's easy to get burned out on it so be careful. Ranks up there with the best of the series though, so I'm stoked for it.
Right after the fight with Judge Geeth (or whatever his name is) on the Dreadnaught Leviathan.
I'm thoroughly impressed so far but there are a few niggling issues. The documentation in the game is kind of bad overall. The explanations are very surface level and the equipment differences and weapon differences are never explained. My other complaint is that the weapons don't seem to be all that different from each other so far. I haven't found any significant differences for any of them.
I'm mixed on the license board so far. Nice idea overall but there's just something about it that bothers me and I'm not quite sure what it is. At the very least, it allows me to tailor my characters accordingly.
Right now, I'm tailoring two party set ups with characters heavily focused on varying areas that make up a balanced party.
One thing that's missing (unless I'm missing it) is a FFT/Ogre Battle-style recapping of past story events and background history. FF has been sorely missing this, especially FFXII where there can be incredibly long stretches between story sequences. As it is I'm having to keep saves of key story events.
(Even better, of course, would be an option to watch previous cut-scenes again - I gather FFVII DoC has this, so bodes well for FFXIII.)
Also, I'm loving the gambits, but I'm thinking they should have integrated it better into the combat system rather than having it as a menu item. It's pretty annoying to have to open the menu every time you want to change your gambits. I reckon I'd be changing gambits a lot more often - which would in turn make the battles a lot more interactive and fun - if you could change them more easily.
Does the story get ridiculous like in FFT after the Brave Stones enter the picture? The plot in FFT was amazing until the end of chapter 3. I ddin't care for it much after that though.
I'm about 30 hours into the game now. I've got huge sections of the License Board done and I'm still underleveled I think. Pretty amusing fighting most mobs by the skin of my teeth.
I've found the differences between weapons but I think they still should've been differentiated more in the game. Something like weapon skills from FFXI would be neat and would mix things up for weapon using.
The biggest beef I have now is the license board is poorly designed overall. It's a bit too mish mashy with how everything is laid out and is quite annoying in that regard.
Sorry if this has been asked a million times, but I'll ask it once more. I want to get the Final Fantasy XII PS2 and was just wondering if the system does in fact come with the game. I don't want to pay $330 for just the system.
Sorry if this has been asked a million times, but I'll ask it once more. I want to get the Final Fantasy XII PS2 and was just wondering if the system does in fact come with the game. I don't want to pay $330 for just the system.
I figured it did, but I just didn't want to go through all 25 pages. I ended up doing that anyway and almost ordered it from NCSX.com. Play-asia has it for quite a bit cheaper so I'm gonna go with that and since it's cheaper I'll pick up Okami to boot.
The ending was not as bad as I thought it would be. The story felt like the middle part was VERY hollow. I'm just glad its over. It was a great game, the battle system and gambit system made it a solid game, however the story needed a little more depth.
The end. This will sit in my bookshelf not to be touched for another 10 years.
As mentioned several posts earlier, some gamers may be disappointed. I happen to be one of those, and due to many of the problems Bebpo outlined in his review. And I think he still scored it too high. Unfortunately, I have to classify this as the least enjoyable FF I've experienced.
Of course my philosophical playstyle probably made it very painful. I wanted to level all characters (yes I know that's not necessary - it's a philosophy thing), I wanted all the summons. So all those who played can imagine the grind I'm going through.
I'm paused at around 80 hours so far, Okami is providing me very very good relief.
Okay, I haven't really been following this thread, mostly because of spoilers, but I got the impression that a lot of the people (including Bebpo) that were like "Oh my GAWD, bed game EVERRR" ended up being a bit disappointed. Can somebody please sum up why that is without any spoilers please ?
What story is there is excellent - there just wasn't nearly enough of it. Gameplay-wise, the foundation is excellent - great new combat system, and very open-ended systems, gambits very cool. But too many overlarge and not very interesting dungeons/environments. The words 'overdone', 'padded' and, erm, やりすぎ spring to mind.
It's a shame, because there's so many things FFXII does right, and they really tried to push the series forward. Just didn't quite come together in the end. Hopefully FFXIII can take the best bits of FFXII and put it into a tighter, focused experience.
Story = good for first half (or so), boring/bad second half.
Characters = cool designs, no development
Gameplay = great base system, license board needs fixing, combat is generally very shallow overall.
I'll write up a big thing sometime this week and post it for folks to read.
I'll like to add 'compulsory grinding if you tried to make good your investment buying this'.
Or, you don't need to grind if
1) You only spend money and resources solely on 3 of the 6 characters.
2) You ignore most side quests
3) You are OK with not getting several summons.
FFXII's storyline was good, despite the fact that it got bland at around the middle (But gets better again near the end) and that the ending wasn't that great. But that's what happens when Matsuno leaves his projects in the middle...
FFXII still has one of the greatest character in any FF so far, imo. Larsa, Balthier, Basch, Ashe, Gabras/Gabranth, Cid, etc. They all rock.
Finally summoned the courage to pick up FFXII (with my work schedule, a 100 hour game is likely to kill my social life in a gruesome and explicit fashion), and...wow.
1) Camera control is GREAT. Reminds me a lot of the camera control in FFXI, which was great on PS2.
2)
The gambit system is absolute genius! Not only is it intelligently based off of if/then programming statements, but it`s set up in a visually appealing manner that really helps non programmers get a handle of it quickly. Being able to sit back and let my guys fight in a intelligent manner is great. Finally, I can tell my AI party members to do EXACTLY what I want them to do. This is exactly what I wanted to do in DQ8.
3) License board ftw. I love this system.
4) Even 4 hours in, the story is engaging and interesting.
Balflear
is awesome.
I`m sad I didn`t pick this up when I was jobless and had more time, but being able to come home from work and cool off playing this is a total delight.
I`m also glad to see such a huge departure from other FF games. It feels so fresh. Kudos to Matsuno and the team. Can`t wait to play more.
Question: Is there any point where I HAVE to use certain characters, once I`ve gotten all 6? For instance, if I want to just use Basch, Ashe and Balflear for the rest of the game, can I?
Is there much replay value through being able to approach anything differently? (Totally different License routes? Story dialouge options? Etc?)
On "Licenses" specifically, I keep hearing good things about the License system in general but I've read some comments that it doesn't end up being complex. Is that through a lack of variety or does it offer variety but just a lack of depth for each 'style' or 'route'.
Does it catch any of that Ogre/Tactics vibe when it comes to customization? (The class/skill vibe, that is, not the army element.)
Is there much replay value through being able to approach anything differently? (Totally different License routes? Story dialouge options? Etc?)
On "Licenses" specifically, I keep hearing good things about the License system in general but I've read some comments that it doesn't end up being complex. Is that through a lack of variety or does it offer variety but just a lack of depth for each 'style' or 'route'.
I don't really remember many story dialog options, but someone else would probably have a better idea on that.
The only License routes are the ones you make. Everyone has the exact same License board (except for 2 specific exceptions of squares) to be unlocked. Whenever you activate a square, the surrounding squares are 'unlocked' and then can be bought with License Points, to repeat the process. The path travelled along the board for each character is chosen by the player by what the player decides to buy on the board for each character. So as the game progresses, there is less difference between characters as more squares are activated. The difference is decided by the player from choosing whether or not to equip a Sword or a Gun, or to cast spells or not (you buy spells/abilities for the party. If a character has the spell or ability bought on the board, he or she can use it. Spells/abilities are not bought for individual characters at shops). That is why there isn't much variety unless you force it. Make a character not learn any spells, or have crappy equipment. But you may as well use the LP on something.
KyanMehwulfe said:
Does it catch any of that Ogre/Tactics vibe when it comes to customization? (The class/skill vibe, that is, not the army element.)
It didn't to me..I saw no point in NOT giving spells to characters. Unless that is a specified personal goal I wanted to try at the outset of a replay. I go with whatever weapon type I prefer to use and just upgrade them. Sometimes I just went with something if it had an elemental bonus. Characters were mainly just "jacks of all trades".
Well, even though the storyline is a bit bland and slow at the middle, it does gets better at the last 1/3 part again, imo.
Once you get to Archades
Until then, the storyline feels like a filler to make the game longer. (But it still has many good moments) Then we have the ending, which is fairly decent, imo, but does not answers many questions.
I don't really remember many story dialog options, but someone else would probably have a better idea on that.
The only License routes are the ones you make. Everyone has the exact same License board (except for 2 specific exceptions of squares) to be unlocked. Whenever you activate a square, the surrounding squares are 'unlocked' and then can be bought with License Points, to repeat the process. The path travelled along the board for each character is chosen by the player by what the player decides to buy on the board for each character. So as the game progresses, there is less difference between characters as more squares are activated. The difference is decided by the player from choosing whether or not to equip a Sword or a Gun, or to cast spells or not (you buy spells/abilities for the party. If a character has the spell or ability bought on the board, he or she can use it. Spells/abilities are not bought for individual characters at shops). That is why there isn't much variety unless you force it. Make a character not learn any spells, or have crappy equipment. But you may as well use the LP on something.
It didn't to me..I saw no point in NOT giving spells to characters. Unless that is a specified personal goal I wanted to try at the outset of a replay. I go with whatever weapon type I prefer to use and just upgrade them. Sometimes I just went with something if it had an elemental bonus. Characters were mainly just "jacks of all trades".
So it is sort of like FF X... in that early-on you can have character fairly unique because they are in different areas of the 'Grid'. But by the end of the game, characters will have all mastered the entire Grid, and thus there is no variety left?
This is in regards to "Aqquiring Licences", correct?
Does "Equiping Licences" experience the same problem? By the end can a mastered-character equip all the best Licences and thus all your characters are basically the same?
Or is it more like FF Tactics where everyone can master the 'Grid' (read: all Jobs) but because because only equiped a few "Licences", there remains a lot of variety between each character type?
Everyone starts at the same part of the license board, so you will have to teach many characters the same skills and magic etc., before they can even specialize in a certain area. That's one big difference from the sphere grid.
So it was sort of like FF X, in that early on you can have people somewhat unique because they are in different areas of the 'Grid', but by the end, because you basically 'master' the entire 'Grid' for each character, there ends up being little difference?
This is in regards to "Aqquiring Licences", correct?
No, they all start with a weapon and armor unlocked, then you can go unlocking whatever you can afford in the same general order as earlier party members. It doesn't take very long to get everyone about the same. Not even 1/4 into the game, then beyond.
It would take some time, but I could make a small video showing everyone's starting 'unlocked' licenses; they are all mainly right next to each other. One character may have the first Knife level unlocked, while another may have the first Bow level unlocked instead, but they are nearby each other. If one character unlocks the stuff going towards the others, and vice versa (ie like 2 squares), they are pretty much the same at that point, then they can differ if you choose to make each character go a different direction on the board. Each type of 'set' is in a specific section of the board.
Weapons, Armor, and Spells are ranked by numerical 'levels' on the board, and in order to get to a spell, you have to make a path towards it by unlocking nearby squares. So although you can go around the board a different way, you're bound to be learning the same stuff after not too long (because you will probably want to unlock things you can currently equip/use).
KyanMehwulfe said:
Does "Equiping Licences" experience the same problem? By the end can mastered character equip all the best Licences and thus no variety?
Way before the end you can have people be the same 'unlocked'-wise, but just with different stuff equipped for variety, or have everyone with the same stuff equipped if you can find/afford it. Before you can individualize, people will have learned the same initial stuff to get a 'path' going. That path is up to you (stolen from Jonnyram!).
Character 1 may have some more Accessories unlocked than Character B, but unless that Accessory is in the party's possession, it doesn't really make a difference between the two characters (this goes for spells and other equipment, too). When you can buy said Accessory and think its really cool, Character A can equip it right now, but Character B just needs to make a path to the square and unlock it and can then equip it, too. Since the board is the same layout for everybody, there aren't any surprises in which way to go to get the desired square unlocked. Character B may make a different route (like 1 row under A) so you can see what is unlocked (that's what I tended to do the first time; a 'team effort' at unlocking different squares to try piecing together a fully unlocked board by going from character to character on the License Board page), but unless the stuff on the squares is in the party's possession, neither character can make use of the square until the equipment/spell/ability is purchased at a shop or found.
KyanMehwulfe said:
Or is it like FF Tactics where, while everyone can master all Jobs, you can only equiped a few things from a massive variety, and thus there remains a ton of variety?
Not really, no. Unless you choose to do so. Here I'll talk about the actual board a little bit, so I'll use a spoiler tag in case people don't want to read it.
Basically everyone gets stuff in the same area unlocked (the low-level weapons), what you choose to start unlocking is up to you and can make characters vary from what they equip, like heavy armor or light armor. But you're going to have to unlock the same stuff to get to the higher level equipment things anyway. Unless you purposely avoid certain squares and go the 'long way around'. You have to activate a square in order for the adjacent squares to become unlocked, so you can either go the same path with everyone or start branching off and taking different routes, but you can't progress on the board itself without unlocking squares.
Due to the low LP amount you get for a lot of the game, you will probably just unlock what you can actually use equipment-wise. There isn't too much of a point of making a bee-line for SUPER SWORD OF DOOM if you aren't going to be able to get the sword until 95% of the game is done. Same goes with spells and abilities.
Status boosts help quite a lot, and they are instantly useable. If you find a good bonus (say Max HP +500), I'd imagine you'd try to get that for everyone once its location is found.
The only real 'individuality' on the board between everybody (not path, actual squares for individuals) are the 18 Mist Knack squares; once a character unlocks one of those, it is gone for any other character to unlock, he or she must find another one to unlock. The other one are Summons; only 1 character can learn those.
Would a small video of the License Board help? I'm trying to convey *MY* experience with the license board and I think there is a bit of miscommunication between us. I'm trying to explain it but am having a few problems. The License Board is 1% as "individual" as the Sphere Grid is until the later parts of FF10 when people start crossing over.
It's the same board, and in order to progress on the board you have to start unlocking stuff. There is no set path to go for unlocking, but you have to 'buy' a square in order for new ones to show what they teach, like a chain.
edit: As Jonnyram takes 2 sentences to say the same thing, basically.
Really? I think I confused myself a few times. Basically everyone pretty much starts at the same point and they become different by what you choose to let them do/not do, equip/not equip, or unlock/leave locked.
In was thinking someone should do a thread where they could post their favorite FF, with XII now included! but there aren't that many people who have finished XII in GAF so mayber after the american release...
Ignore the haters, if you enjoyed the stories in previous FFs, you will enjoy this. There's nothing that disappointed me at all. Storywise, nearly everything happens towards the end of the game and you suddenly see everything fall into place quite a short time before the game ends. There's lots of little touches that make it really nice, though.
I need to really ask Bebpo and co., at which point do you think Matsuno was taken off the scenario, because there wasn't any clear divide between his typical stuff and the typical FF story. For me, at least.
Ignore the haters, if you enjoyed the stories in previous FFs, you will enjoy this. There's nothing that disappointed me at all. Storywise, nearly everything happens towards the end of the game and you suddenly see everything fall into place quite a short time before the game ends. There's lots of little touches that make it really nice, though.
I need to really ask Bebpo and co., at which point do you think Matsuno was taken off the scenario, because there wasn't any clear divide between his typical stuff and the typical FF story. For me, at least.
I suggest you start a thread about it, and then I'll contribute to that. This thread is still embargoed for ending discussion since people who have not played it are still interested in reading our original impressions while playing the game.
I need to really ask Bebpo and co., at which point do you think Matsuno was taken off the scenario, because there wasn't any clear divide between his typical stuff and the typical FF story. For me, at least.
Agreed. While the story is more engaging in the first 1/3 or so, I never at any point felt anything was 'off' and certainly didn't get the impression that the story turned into something it wasn't intended to be.
Which was part of the problem for me, because nothing very exciting really happened. It was cohesive and focused, but not very engaging. I guess part of the problem is that although I fully expected FFXII to be much more 'Matsuno' than 'FF', I still expected some FF-style epic events and character interaction. I dunno, I loved Matsuno's other games, but can't help but feel disappointed by FFXII.