LordOfLore
Banned
Full article.
Controversy trails behind the Final Fantasy series with each new release. From cries of betrayal when Final Fantasy 7 jumped ship to PlayStation to frustration over the story changes Final Fantasy 15 underwent during its tortuous 10-year development process, there's simply no such thing as an easy birth when it comes to Square Enix's biggest franchise.
Final Fantasy 12, the 2006 PlayStation release whose overhauled high-definition remake The Zodiac Age launches July 11, may well have been the most tortuous release of all. Arriving years late and abandoning numerous established series traditions in favor of a radically overhauled play style, FF12 immediately inspired ardent enthusiasm and passionate hatred among the series' faithful, with seemingly little room in between.
Worse, its troubled history and belated arrival led to a cascade effect throughout subsequent Final Fantasy titles. Because it shipped so far behind schedule and appeared at the tail end of PS2's life, Final Fantasy 13's creators had to abandon plans to bring that game to PS2 and instead target next-generation HD hardware a disruption with an impact on the franchise the company is only now beginning to get under control.
It wasn't supposed to be like that. FF12 was meant to be the safe game, the comfortable fan-fodder. Like with the charming Final Fantasy 9, the idea behind FF12 was to double down on series traditions and easy wins. Its creative team brought together Yasumi Matsuno, the visionary writer and director responsible for Final Fantasy Tactics, and Hiroyuki Ito, the systems designer who created the series' two defining play mechanics: The Active-Time Battle system and the flexible Job class system.
FF12 would combine the best and most beloved elements of the franchise in a setting steeped in Final Fantasy's established rendition of Western high fantasy: Kingdoms and royalty, knights and airships, pirates and nihilistic gods. While Yoshinori Kitase's team explored sci-fi futurescapes with Final Fantasy 10 and 13 and Hiromichi Tanaka led the charge into massively multiplayer online collaboration with Final Fantasy 11, Matsuno and Ito's names hinted at a game that would embrace fans who felt increasingly disenfranchised by the series' movement into new settings and genres.
Of course, Matsuno and Ito didn't create the game single-handedly. Their collaborators on Final Fantasy 12 included such luminaries as illustrator Akihiko Yoshida, composer Hitoshi Sakimoto and designer Hiroshi Minagawa all of whom had been largely inseparable from Matsuno since working together at Quest on groundbreaking tactical RPGs Ogre Battle and Tactics Ogre. They'd all moved over to Square together to team up again on 1998's Final Fantasy Tactics and the stunning cinematic action RPG Vagrant Story, and Ito had contributed heavily to Tactics, refining the character class Job system he had designed for Final Fantasy 3 and 5 to its next evolution.
Square as a company, and Final Fantasy as a property, were collectively in a state of flux around the time FF12 was announced. In 2001, the company released the ambitious first (and, it would turn out, final) full-length motion picture of its Square Pictures movie imprint in the form of Final Fantasy: The Spirits Within. That film's crushing failure at the box office in part led the "father of Final Fantasy," series lead designer and producer Hironobu Sakaguchi, to depart from the company and establish his own studio, Mistwalker. Amidst this turmoil and the uncertainty surrounding the online-only Final Fantasy 11, fans could at least rest assured that the next numbered Final Fantasy would be a mature, grounded work created by some of the most talented people at Square. And so it would be but the end result wasn't necessarily what series fans had been dreaming of.
Now, more than a decade later, two key personnel on FF12 hope series fans will give this polarizing entry a second chance.