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Final Fantasy XII Review (continued)
More User Submitted Final Fantasy XII Reviews
Date: 2007-10-19 The Well Runs Dry, But The Potable's Still Potent OVERVIEW
Since the point of these reviews is to help others make a decision about whether to purchase an item or not, I will get to the heart of the matter and say that I fence-sat on buying FF XII for about eight months, but within an hour of opening the package and playing it, I was completely hooked - I cannot stop playing this game! It's definitely not the best of the series (for me, that would be FF X), and it's definitely lacking in some areas, but my basic recommendation would be buy it, you'll like it. You probably won't love it, and you probably won't play through it more than twice (if that), but you'll find plenty to keep you busy (I'm already up to 130+ hours). If you're acquainted with the series, it's familiar enough to get right into, but different enough to challenge you for a good while and keep you interested.
PROS
Graphics The first thing that will strike you about this game is how beautiful it is. This has got to be the prettiest game I've ever played, including anything on the PC. The cut scenes are jaw-droppingly gorgeous, the best I've ever seen in any game, even next-gen ones (including Halo 3, which - while more detailed and realistic - depicts more naturalistic (and therefore less interesting) settings). The in-game character models are still on a par with FF X, at least as far as poly count, but the environments are so much richer, more detailed, and non-repetitive that the gap between CGI movies and actual gameplay is getting even smaller. And there are additional in-game details, such as the graphic representation of whatever shield or weapon your characters have equipped, which take this game just a step beyond (of course, even FF I had different art for the particular weapon each character had equipped, but it only showed up on the battle screen - here, weapons and shields appear in full 3D in the world exploration/battle view).
Design The second thing I noticed about this game is how user-friendly the gameplay is: I have never played a game that seemed so intent on actively helping you succeed. For example, with regard to found items, whereas in every FF game prior there was nothing other than the graphic of the barrel or treasure chest itself (and sometimes even that was hidden!) to let you know there was something to investigate, FF XII gives you additional sound and graphic clues to let you know a treasure container is nearby. Even doors have these additional clues to help you find your way around. Save points appear immediately before or one map loading section away from almost every boss fight, and many special save points (identified by their orange colour) let you teleport to any other orange crystal save point you've used before (as long as you have a Teleport Stone in your inventory), so you don't have to waste a lot of time and effort walking back and forth between places. Even the Map Screen helps you out by putting a big, orange "X" on the spot you need to go to next in the early part of the game, then later on providing more generalised clues as to where you need to go to advance the story (for example, one hint reads "We can get the Sword of Kings in the Stilshrine of Miriam."). This is especially useful for those times when you have to leave the game for an extended period and are trying to figure out just what you were doing and where you were going when you left off.
The game also manages to incorporate some pretty great surprises through map layout and creature placement. Even though the Square/Enix team have done away with the random-battle aspect of the series, the designers have still managed to throw in some stinger encounters made even more shocking by the fact that you now expect to see all possible enemies in advance. For example, certain Flans drop down without warning from the ceiling, while frog-like Lizards can leap up from the floor below the one you're walking on, appearing as if out of nowhere. And Ghosts can materialise out of thin air - literally! Don't expect scares like the one in System Shock II or those in Resident Evil, but they are startling!
CONS
Character Development For their next iteration of Final Fantasy, Square Enix has chosen to create something similar to the node system used in FF X, but without its class limitations or sophistication. You will ultimately have available to you six different playable characters, with occasional non-controllable, non-equipable "Guests" who temporarily join the party at certain points (and this feature I DO applaud, since it means you never have to worry if the super-duper expensive, all-powerful spear you just equipped that character with is going to disappear forever if and when that character leaves the party, as was often the case as far back as FF II). Yet, unlike any other FF game, there are no class-specific limitations or bonuses - every character can be developed just like any other, with only slight variations in each character's statistics (for example, some characters level up with more spell points, others with more hit points or strength). A very large (and very cool) part of practically all the FF games before XII was figuring out how to balance a party (or, in the case of XI, which one class you would play as), determining the right mixture of attack magic versus healing magic versus sheer brute strength (and the edge-of-your-seat tension that came with those particularly tough areas or bosses your party was not particularly well-suited for!).
But now all of that is gone, and what has taken its place is the License Board. In a nutshell, each character has a grid - the SAME grid - made up of dozens of adjacent squares, each of which represents an ability - a certain set of spells, a stat augmentation (like "spells cost 10% less to cast" or "HP total increased by 50 pts."), or the ability to equip certain weapons, accessories, or armour (yes, sports fans, you must now "LEARN" how to equip a Broadsword before you can actually use it in battle!). However, you have no idea WHICH particular ability is represented by any square, just that it's of a certain type (Black Spell Level 3, Weapon, Armour, etc.) and how many License Points (awarded like Experience Points for all non-boss enemies you kill) it will "cost" you to learn the ability. Not only that, you must "buy" the abilities in the order they're laid out - you can't pick any square you like, you can only "buy" abilities that are next to abilities you have already bought. This means that occasionally you will have to spend a bunch of LPs (and the time it took to earn them) on abilities you don't want to be able to clear the way to the one you do want.
I suppose you could force yourself to only have each character learn abilities for a particular imagined class, like having one character only learn White Magic spells and magic-casting augmentations so that he or she "becomes" a White Mage, but because of the way the grid is laid out, you will sometimes have to learn abilities outside of the class you're "creating" in order to get to the ones you need. And anyway, why would you, when there are certain rewards in the game for learning every spell, every Technique (like spells, but can be "cast" without using Spell Points), and completing everyone's License Board? And, frankly, some enemies are just so tough you'll need everyone to have every advantage, and the best-developed characters are so bland anyhow that to limit their development in any way would be close to suicide. Again, I'm glad Square/Enix are trying to create something innovative with each iteration and add excitement and newness to the series, but this just wasn't it.
Button Mashing/Menu Raiding The battle system allows you even more freedom than in FF X, allowing you to not only switch in and out characters (as long as the active member you're switching out isn't the target of an attack or spell, friendly or otherwise), but also to change your battle commands and equipment on the fly. However, while the added customisability is great, it also changes the very nature of battle. Because enemies can change tactics, or battles can acquire additional enemies with different attacks or spells from the one you initially chose to engage, the equipment you have on may prove inadequate, and you will find yourself constantly going back to the Equip Item screen to swap it out. For example, if you start fighting a Fire Elemental and equip everyone with Flame Shields, and an Ice Elemental joins the battle and starts casting Blizzard spells, you will find yourself constantly switching to the Equip menu to exchange Ice Shields for the Flame Shields (and vice versa), which really detracts from battle. This frustration is only compounded when you don't have enough of the desired piece of equipment to equip everyone, and your non-active party members are wearing the pieces you want to equip on the active members. For a while, this may be pulse-pounding, reflex-testing fun, but after hundreds or even thousands of battles, it just gets tedious.
Minigames For the first time since their inception, the added-element "mini" games are incredibly one-dimensional and of limited duration. Where FF X had Blitzball and FF VIII and IX had the card game Tetrad, both of which had the depth and complexity to be released as games unto themselves (and were!), FF XII has...um...talking to townspeople. At one point in the story, you will have to convince a predetermined amount of people that Basch, their one-time hero in the resistance against the empire, has returned from the dead. To do this, you will have to flex your fingers, hone your reflexes, train your leet skillz to razor's edge sharpness, and...talk to people. Of course, there is the added element of making sure you talk to them while they are out of range of the wandering docents, who - if they hear your gossipmongering - will reset your success rate to zero. But that's it. Then, later on, to gain access to certain areas of the empire's capital city Archades, you will once again have to "bring it" with severe gamer pwnage and...yep, you guessed it, talk to people. Basically, this time it's a game of concentration, where you find two people with a shared need (for example, a young, aspiring actress needs advice, while a faded, retired starlet needs purpose in life). After paying a street thug to gain the "memorize/relate" ability, you talk to various people until you find one whose need you can "memorize," then you walk around until you find someone whose need corresponds to the memorized one, and you press the Talk button to relate the memorized speech to him or her. That's it.
When I played FF X, once I understood the mechanics of Blitzball, I played that almost to exclusion, ignoring the main quest for hours on end. In FF XII, there just isn't any side quest or mechanic or game that keeps you hooked and coming back for more. The closest thing to it are the Quickenings, which are sort of like playing a slot machine, but because they're so random and so limited (requiring full magic meters and being based on a constantly shrinking time meter), you really can't "play" them like you can Blitzball or Tetrad. Shadow Hearts had a similar battle mechanic, which required you to watch a sweeping second hand on a clock and press "X" at certain points in its sweep, and even allowed you to chain attacks as with Quickenings, but this was available for every battle, and didn't require a meter be filled. Even the Hunts, which are basically bounty hunter tasks, aren't really a game at all, they're just boss fights with really, really hard enemies and a lot of searching around for bounty postings and someone to hire you to make the kill - and the rewards are usually of less value than the items you had to use to accomplish it! All in all, the side mechanics/"games" in FF XII feel so small, shallow, and one-dimensional you really get the sense that the game was rushed, or that the game designers have simply run out of steam.
PROS WITH CONSEQUENCES/MIXED BAG
Interface - the Good The maps are incredible - I don't care what else they change, I just hope Square/Enix use this map system in every Final Fantasy game they make from now on. You get not one, not two, but three versions of the map to access. There's an onscreen radar-style map that appears in the upper-right corner of the world view screen showing the "walls" of a limited section of the area you're standing in, with party members, friendlies and enemies appearing as blue, green, and red blips, respectively. There's the map you can access via the Select button, which shows you a "fog of war" version of the area you're in; and then there's the World Map, available via the Menu Screen, which shows you an overview of the entire continent, with a beautiful rendering representative of whatever area you're currently in, and access to maps of all the places and area maps you've bought, found, or explored.
The menu system is also much better laid out, with a greatly increased division of items based on function and the addition of a grid that allows you to see who has what equipped or "earned" (in the case of License Board skills). For example, the game provides an overall menu for all weapons, but also allows you to look at just the one-handed weapons, just the two-handed ones, and just the ranged ones separately. You can also choose to have the game auto-arrange items (according to the designers' preconceived notion of which will be most useful appearing at the top), or arrange them by quantity or strength (in the case of weapons and armour) or even one-by-one wherever you care to put them. You can also arrange the spells within any given category (White, Black, Time, etc.) so that the ones you tend to use most will appear at the top of the spell selection menu during battle/exploration.
Interface - the Bad Unfortunately, it is an apparent truism of game design that you cannot have every aspect of a game's interface be optimally user-friendly, especially if you insist on changing the basic game design and functionality from previous versions, as was done in FF XII. Having played every other game in the franchise, I found it very difficult to get used to there being two different sets of menus (and two buttons to access them): an action one (which accesses usable spells and items in the world-view mode) and the inventories one (which fills the screen and pauses all action in the game, and which - unlike every other game in the series - does NOT allow you to use potions or cast spells). After 130 hours of play I still find myself pressing the wrong button for the menu I want. Another example of ill-considered functionality for the new interface is that you cannot change the order of the spell schools in the spell school menu (which would allow you to put the Time school at the top of the list so you could quickly access "Haste," without having to use the X and the directional buttons to access it); this might seem like a minor point, but when you go through all the menu raiding I described above, plus find yourself using a particular persistent-effect spell quite often (as they tend to wear out quickly, even with the "Increase Spell Power" and "Increase Length of Spell Effects" Licenses earned), it becomes a bigger irritant than you might expect.
The most annoying aspect of the interface I have found, however, is in the shopping menu, where you are unable to see what a particular accessory or piece of armour does beyond the plus or minus points effect it has on Defense and Magic Resist ratings, any persistent effects (like Reflect or Immune), and what elements (Fire, Ice, Water, etc.) it is resistant and/or weak to. While the interface does show the positive or negative numeric effect an item will have on these parameters, it only shows the values relative to what your characters are currently wearing; more importantly, any bonuses the item has to Hit Points, Spell Points, and Attributes (Strength, Speed, Evade, and the like) are not shown at all! If you want to know exactly what ALL the effects a particular accessory or piece of armour will have on your characters without wasting money on items you don't want, you will have to save your game, go to the shop, buy the item(s) in question, try them on, compare results, then reload the saved game and buy just the items you know you want. The shopping menu should have been a variation of the item equip menu, which shows every effect an equipped item has on a character, as it was in most of the recent FF games, but for some reason the designers chose to go the less user-friendly route.
Layout Towns are lavishly detailed and filled with a variety of sights, shops, and residents with unique scripts which actually change over time depending on your actions...but to be able to achieve this with the PS2's limited memory, the towns are broken up into unnatural, arbitrary segments divided by a kind of glowing string of beads hanging in midair. You might be walking down an alley and suddenly in the middle of it cross one of these section dividers, resulting in a longish load-time wait until you can get to the end of the alley and continue on. I guess I prefer this to the incredibly small but still single-load villages that were in FF X, but - hopefully with FF's upcoming next-gen system iteration (i.e., PS3) - we can have our cake and eat it, too.
Battle System As always, Square/Enix have come up with something new for the battle system, and while I was initially hesitant and less than sanguine, then confused, then okay with it, and finally intrigued by the change of pace, it's not something I ever hope to see again - one game's worth is definitely enough. Basically, the designers have attempted to give you a way to "script" your characters' actions so that battles can be waged without you pressing a button. This goal in itself should have set off some alarms at the Square/Enix design roundtable - how much fun is a game you let play itself? You want to increase player involvement, not lessen it! Then there's the matter of the commands (called "Gambits") themselves. In simplest terms, the game lets you construct a command that tells your characters what to do (and whom to do it to) based on the status of the active character himself, an ally, or a foe. These three elements - target, status, action - form the entire basis of the Gambit; create a succession of Gambits, and they wind up being a sort of AI script. Unfortunately, AI can never come anywhere near to the finesse of a real, thinking human brain, and this is painfully clear in FF XII. For example, you can create a Gambit that tells a character to attempt to steal from an enemy, but you cannot include in the Gambit the instruction to STOP trying to steal (and move on to the next Gambit in the list, or another enemy in the playing field) once that enemy has been successfully robbed - the character just keeps trying to steal, to no avail. This means you wind up micromanaging your party, doing even more menu raiding by either countermanding the stealing character's actions in the action menu, or by going into the Gambits menu and turning the steal Gambit off until there are new enemies to steal from (which still doesn't guarantee that character won't keep trying to steal from an enemy with no items - there is no Gambit status "enemy with items" to select as the target for a Gambit).
Another inadequacy of the Gambit system is that there is no way to incorporate an "unless" statement, especially based on your other party members' actions. For example, two very common status ailments inflicted upon characters are Blind, which lowers their attack success percentage, and Silence, which prevents them from casting spells. You can create a Gambit "telling" a character to cast Blindna or Esuna, while will remove the Blind status from the spell target, but if the character with the "cast Blindna" Gambit is suffering the Silence ailment, he or she will keep trying to cast Blindna in vain, wasting time and spell points, until you manually override the Gambits and either remove the Blind status by using an item or having a non-Silenced party member cast Blindna, or you remove the Silence status with an item or having another party member cast Vox or Esuna on the Silenced character, so he will finally be able to cast Blindna. On the other hand, you could create a Gambit for every party member to cast Blindna if any one of them is Blinded, but then all three will cast it, and you will waste precious magic points and time, especially in heated battles (and it is often all too likely that all three will be Silenced, anyway). To deal with this, the Gambits would require branching if/then ("unless") statements - in this case, "if party member = Blinded then cast Blindna unless (self) = Silenced or other non-Silenced party member is casting Blindna; if (self) = Silenced + party member = Blinded, then use Eye Drops; if other party member is casting Blindna, return to higher-priority command in Gambit list." And even these convoluted commands do not address the situation in which another party member is already casting Blindna, but that party member is also Silenced. (What this whole example should make clear is that to adequately deal with the situations in a game which uses Gambits without redundancy or wasted effort would border on using programmer language, which - while perhaps fun to those who might actually go on to become programmers - is extremely complicated and does not actually make for a rollicking good time. I expect my games to come already programmed, so that I can just PLAY them....)
Another major failing of the Gambit system is that there is no way to save lists that you've created. Effective Gambit strategies vary from boss to boss, and area to area; this means that you will constantly be tinkering with your Gambit lists in order to maintain optimum efficiency (read "stay alive") for whatever enemy you're fighting or area you're exploring. For example, for 99% of the game, you will use magic to heal your party and cast Quickenings. However, there is at least one notable exception, where you have to fight a boss without being able to use magic. That means you have to recreate your Gambit list so it doesn't include commands like "cast Curaga on ally with < 50% hit points" - for ALL SIX CHARACTERS (most boss fights are so tough that you will wind up switching in replacement characters for the ones who have been slaughtered, so you will need all six characters prepped and ready for battle). Then, once that battle is over, you can go back to your magic-based Gambits...but you have to recreate the entire list from scratch...again, for ALL SIX CHARACTERS. There really should have been a way to save at least three lists per character to rescue the player from some of the tedium which seems to pervade every aspect of this game.
And finally, the entire Gambit system, with all its inherent weaknesses and shortcomings, is itself poorly incorporated into the game. Once you finally are given the Gambit ability, you start off with only two Gambit slots (spaces for creating a command), only two target "pieces" (target, status, or action) for enemies ("nearest" and "targeted by leader"), and only one status piece for allies (HP <70%). You have to "buy" additional slots (up to 12 total, which - given the limitations of the system, is not enough) on the License Board, and you have to buy the command pieces with money at Gambit shops or find them randomly located in pots. This in itself is not so incredibly terrible, but because money is so tight in the game you have to spend a lot of time fighting (WITHOUT benefit of Gambits) in order to be able to earn enough experience points and money to create a halfway decent Gambit list. Also, maybe it was just me, but I didn't get the Gambit pieces I really needed until late in the game, usually after they weren't needed so much anymore. For example, the "ally status = Dead" piece of Gambit (which would have allowed me to "tell" a character to cast Raise or use a Phoenix Down to bring a dead character back to life) did not become available until after my party was so well off that members were hardly ever killed anymore. That's ridiculous! And while you can play the game with the Gambits turned off, the menu system for fighting means you wind up pressing a LOT of extra buttons, and sometimes countermanding the commands you just gave, which makes your characters incredibly inefficient in battle.
Money While many have complained about the radically changed money system in FF XII, with hardly any creatures dropping actual Gil, instead leaving behind items which must be sold to obtain Gil, I did not find this aspect particularly vexing, and was rather intrigued by the new item creation system, much like the one in Etrian Odyssey for the DS (once you've sold the right amount and kind of dropped items in the right combination, new, unique items become available for purchase in a subset of the market called the Bazaar. Many of the game's unique items cannot be gotten any other way than by "creating" them in this manner.). Since you have to go to a market anyway in order to purchase something, it's not like you have to go out of your way to get the money for the dropped items. However, it is an added step, and - since there is an inventory screen upper limit of 99 for any item (which there should not have been, at least not for the "Loot" items - those that cannot be used, like Potions or Motes) - you will often find yourself maxed out on a particular item that gets dropped in the area you are exploring, thus causing you to lose out on a great deal of money unless you run to sell items every time your inventory for that item reaches 99. And while it is not a failing of this new exchange system, the pricing of many of the items is outlandish, forcing one to minimax/level-grind in order to be able to afford necessary items and equipment. This, in turn, disrupts the whole balance of the game: in order to be able to afford the items the game is offering, you have to collect enough items to sell to be able to afford those items, which means your characters are usually much beefier than they should be to make the gameplay fun. I think the designers really blew it on this one: the very strategem they were using to keep the difficulty ramped up (expensive item pricing) only winds up making the game tedious and easy.
Patches While overall the game design and layout seem competent and well-considered, you will often come across areas or characters or interactive items that feels like they are bandages applied to the game after focus groups ripped it to shreds. Certain townsfolk you must talk to in order to complete a quest have their houses or locations earmarked with a special graphic on the map...but not all of them (I'm guessing just the ones the QA department had an impossible time trying to locate). At one point about one third of the way through the game, you reach a village where not one, not two, but three separate NPCs tell you not only where the different exits from the map lead, but where to find the moogle who will sell you the map to the region...who also gives you "verbal" directions! While this is great if the sticking point the designers were trying to address just happens to be one of the points you got stuck at, the measures taken seem obvious and contrived and unnecessary to the point of being silly and breaking the suspension of disbelief required to tell the tale if the sticking point is something you breezed through. Technically, this doesn't "break" the gameplay or design in any way, but it does make the overall game experience seem less smooth and well-considered. When you come to the above-mentioned village, for example, whose layout is nor more difficult than any other area you've explored so far, you can't help thinking, "Gee, I guess the Square/Enix CFO couldn't get through this point in the game!"
Sound Overall, the sound is great, with much attention to detail (for example, the sound effects of the party traveling by foot change depending on whether they're walking or running, and again to reflect whether they're running on dirt or stone or in rain). Although there aren't any new musical themes as iconic as the ones that are borrowed from the first FF, there are a few that are memorable, particularly the plaintive ones from the fishing villages and the refugee camp (after first encountering the refugee camp late at night, I woke the next morning with the theme song stuck in my head and couldn't remember for the life of me where I'd heard it. These songs are not initially prepossessing, but they do wind up sticking with you.). For the most part, the voice acting is creditable and serviceable, although Frann, the Playboy Bunny slash forest dweller character who joins your party, has an accent that will make you say "what the hell was that?" Also, the actress voicing Ashe, the female lead, sounds too old for her graphic representation. But the one thing that bothered me the most was the nonstandard pronunciation of a number of words, in particular "fete" (should rhyme with "bet," not "bait") and "marquis" (usually pronounced "markee," as in "the Marquis de Sade," not "markwiss"). Of course, all the words that are uttered using the nonstandard pronunciation are featured prominently in the script (I think "fete" is said twenty-two times in the first hour of gameplay/cut scenes!). Why they couldn't have checked this, I don't know, but it sticks out like a sore thumb in an otherwise competent, clearly well-budgeted soundtrack.
Story Whether you enjoy the story in FF XII or not is strongly subjective; I liked that it was incredibly mature, realistic, and required me to stay on top of the plot and action in order to understand all the cryptic little asides the characters made in the cut scenes. There were also several references to epic classics, like Dune and Star Wars, that were fun to try to catch and decipher. On the other hand, this just wasn't as emotionally involving a story line as, say, FF X or VII, and I could go for long periods of time without feeling like I had to complete the next stage of the main quest to find out what would happen next. If you want to be intrigued and mentally challenged by a story, this is a great game; if you want to feel connected to and invested in the characters' backstories and get emotionally involved, go play FF X (or even III, for that matter).
Final Verdict The well may very well be running dry, but hey, it's Square/Enix' Final Fantasy well - still drinkable after all these years. You will find plenty to criticise, but there is enough here to have a great deal of fun with until the next magnum opus, FF XIII, comes out, which will hopefully address all the weak spots so evident in XII.
Date: 2007-10-14 Final Fantasy XII I purchased this as a gift for my boyfriend, and he says it's hours of entertainment and fun. I enjoyed watching him play, and video games usually bore me to death! I even decided to play it myself and enjoyed it very much.
Date: 2007-10-13 Execellent game!!! First let me tell you that im not a stupid kid who just played his first RPG, no im a season player who goes back to the days of zelda:a link to the past(my first RPG by the way),I have playad them all,xenosaga,star ocean,breath of fire,kingdom hearts,final fantasy...you name it.
Im not fond of online RPGs and for some reason this game feels like one, dont get me wrong this is a good game but just not that good THE Graphis are great, the caracters are well desing each with distintive personas, the backgounds are amazing and each place feels completely different, the dungeons are a little tediuos and very easy to get stranded wile playing THE Music is probably the biggest letdown in this game,the are times in the game where music doesnt feel in pace with the game,there are scenes that i think are watered down by the poor performance of the music, I really regret Nobuo Uematsu departure SE The Gameplay feels fresh, the battle system has been completely revamped to a more MMORPG kind of game, love or hate it the old turn based final fantasy we used to like is gone ,replace by a fast paced battle system that leaves little room for error, given that everything happens in real time it becomes impossible to control the up to 4 party members you may had assing,heres where the gambit system kicks in a system that lets you preselect the actions you want your party members to perform so they can automatically attack,heal, or whatever you want them to do in the middle of a battle. This gambit thing is pretty fun but it doesnt feel like youre in control, because youll be only playing with 1 character at a time wile the others are control by the AI
Overall is a awesome game, great story, probably the most complex story ever told in a FF game, but to my taste this game is just not up to par when compare with games like FFX,Xenosaga 3 or Shadow Hearts Covenant...
Date: 2007-10-07 This was awful. I hated this game. I grew up watching my older brother playing final fantasy games and I loved watching it. I finally got a ps2 and started playing them for myself and loved them. This one I got for christmas last year and .... well... it's a year later and I still can't stand to play it. I hate the fighting style. I didn't CARE about any of the characters and didn't really get intrigued by the story line. I gave it 5 hours before switching to Mortal Kombat just so that I could have a character I could REALLY control. This game sent me looking for my old sega! My roomate tried made it about 16 hours into the game before giving up. I couldn't even watch him play it I was so bored.
The graphics were great. That's the only good thing this game has to offer.
Date: 2007-09-27 completely different from all other final fantasy games This isn't your average final fantasy game. Completely different, there is no random battles, you really don't need to use magic at all other then to heal, and with its own "class" system where anyone can be and do anything, meaning nobody has there own strengths. This game has had some very mixed reviews, some think its actually pretty good, while others think its utterly horrid...
Well, I'm leaning more towards the horrid. I absolutely hate games with out defined characters, job systems just are a bad idea. Magic is pretty useless, other then for healing. And to make money, you have to sell junk you attain from battles, like stones and pelts. The battle system isn't that great either, to start a battle you need to get close to the enemy. Battles are very sparse, so it takes forever to level, but if your just running somewhere there are enough monsters to annoy you. While the graphics are absolutely beautiful, graphics just don't make a good game. I stopped playing it after level 25.
When I first read the description, I had though that this game would be the dynasty warriors version of final fantasy, but it isn't even close! Do not buy this expecting a lot of button mashing action. Buy it if you enjoy good graphics with bad British actors, and if you never liked casting spells during your final fantasy adventures.
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