Amir0x said:I mean I guess they did that in FFXII INTERNATIONAL version, but I didn't play that. While I agree with the basic complaints that it was too easy and too quick to master the entire board, I wish all my RPGs would allow the possibility of mastering every last ability and magic for all my characters. I want the option because I like freedom. :SALUTEUSA:
Yup I loved that in FFXII, I can get rid of all tedious grinding. I could actually have fun exploring dungeons because traveling wasn't a studder-step of crap, transitioning every two seconds into some lame generic battle that takes two seconds to complete and no strategy. In FFXII, gambits not only made buffs/debuffs extremely important (FINALLY), but it made all the basic tedious repetition to the backburner and allowed optimal freedom and tweaking as battles progressed. You COULD at any time "break into" the battle and edit a move if you needed to.
As anything, it wasn't flawless. It needed at least a good dozen more extremely specific gambit types to allow more micromanaging of certain tasks like stealing and then attacking (if enemy has no items, then attack).
But for my money it was the best Final Fantasy yet. People talk about the storyline as if it was bad (it certainly wasn't good!), but I guess they never played a Final Fantasy game yet since they're all unanimously atrocious. Have any of them tried playing through FFVIII today to experience the horror that is its storyline? The endless plotholes and bizarre senseless twists? Or FFVII? Or FFVI? At least FFXII waited until its final few hours to become "yet-another-Final-Fantasy storyline", and had the best localization and voice work of any (non-Paper Mario) jRPG to date.
Vagrant Story and BKO had great localizations. Same with the remake of FFT and DQVIII