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    Peter Dalldorf's Final Fantasy XII (PS2)

    [March 9, 2008 03:19:54 PM]
    (this gamelog is being written LATE)

    Gameplay:
    The gameplay continues to frustrate with the use of the License board and the awkward battle system. And another issue is beginning to come to light. This issue is more of a story issue, but for me, it greatly affects the gameplay. Final Fantasy games are classically known for having vast, world (and sometimes multiple planet) scoping evil plots. Sephiroth wanted to destroy the planet to return the planet energy to the life stream, Kuja wanted to destroy TWO planets to make sure nobody could be as powerful as him, Seymour wanted to end the cycle of death by simply killing everybody. As of where I am in the game (and through the entire game. I read through a strategy guide to see what was in store) there is no such plot. The plot that comes closest to this is by corrupt officials of Arcadia who want to take over their country and the others. There is no plot to kill everybody, or become supremely powerful, just a political desire to take over the world. While this seems pretty dastardly and evil, it is nothing compared to the usual evil FF plots.

    Design:
    I have sort of addressed the design problems in the previous entry under the gameplay section. The design of the battle system is far from perfect, either requiring the player to rely on crudely crafted Gambits to control other characters, or interrupt the real time battle feel to control each character individually.

    The leveling system is extremely lacking and annoying, making characters pay for use of items both with their hard earned Gil and equally hard earned License Points.

    There are some good design elements which I enjoy. The good side of the License Board system is that the character development feels much more like that of the Online Final Fantasy XI. Each character has the ability to use every weapon, and learn every spell. Meaning that You can take every character to the max and learn everything, or, the more prudent choice, take particular characters to specific places on the License Board and making them strong in certain areas, to create a well rounded fighting force. This is hard to do however, since you can only have three characters at once, and there are a total of 6 characters to use, which means some will have to overlap in abilities to be able to switch characters in and out during battle to make sure everybody gets experience points.
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    [March 9, 2008 03:10:31 PM]
    (this gamelog is being written LATE)

    Summary:
    In Final Fantasy XII, the main character is a young boy named Vaan. At first just a lonely street thief, he quickly becomes involved in larger issues when he steals a particularly valuable treasure also being sought by sky pirates Balthier and Fran. After refusing to give up his treasure to the pirates, his friend Penelo is kidnapped by mercenaries trying to capture Balthier, thinking that since he is spending so much time around Vaan trying to get the treasure back that Penelo must be someone Balthier cares about. After rescuing Penelo, it becomes clear that they are involved in much more.

    Vaan's country, Dalmasca, is caught between two larger warring nations, Arcadia and Rozarria. He, and his new friends met along the way must navigate themselves through this difficult political climate to try and prevent corrupt officials from Arcadia from getting their hands on dangerous Magicite.

    Gameplay:
    I am a die-hard fan of the Final Fantasy series. As such, I enjoy when the series comes up with new ideas. The battle system in XII is very different from other installments (however it is extremely similar to the battle system used in XI, the MMORPG Final Fantasy). The new battle system allows for a more frantic feel when battling, giving the player more control of movement. Instead of being transported to a "battlefield" when encountering a monster, the player fights the monster within the real world, meaning that it is much easier to avoid and run from enemies, however it also opens up the unfortunate instance of being bogged down by multiple enemies when only wanting to fight one.

    This style of battle also brings another problem. In previous installments, with a turn based and (my favorite) the Active Time Battle system, you could give commands to each character in turn and wait for them to carry out orders. however, in a real time battle, it is almost impossible to give each character instructions individually. To compensate for this, XII has two solutions. The first is that you can pause the battle, and switch control to other characters to give them instructions. This is preferable to most hard core FF players, however it does make the real time battles seem very halting and tedious. The second compensation is the "Gambit" system. You can acquire (in treasure chests or by purchasing them) Gambits, which are vague instructions which you can give to characters. As characters unlock more gambit spots, you can continue to give them more commands. These consist of things like "Cure", "Use potion", "Attack", etc. combined with "Target Gambits" which are things like "Closest enemy", "allies with >70% health", "self", etc. This can create effectively computer controlled characters, however, it is somewhat finicky and often creates problems where a character will always be trying to cure them self or others when they do not need it. Another problem is when characters have the gambit "Attack" "nearest enemy", avoiding enemies is hard because your party members will immediately attack, however without this gambit, when entering battle, you must manually pause and tell each character to attack.

    Another problem is the leveling up system used. In addition to leveling up regularly, characters earn "License Points" or LP from battles. these LP are used on the "License board" to unlock the ability to use specific weapons and spells. So, in addition to having to purchase a weapon or a spell, you must also use LP to unlock the license to use it. The problem with this is that each character must individually unlock things on their own license boards. With this system, I cannot escape the feeling of paying for everything numerous times. Fortunately, you only have to buy spells once, and then as long as a character has the license they can use it. However, for weapons, I have to buy weapons for each character, and then (sort of) buy them again to be able to actually use them. It does allow for creative character creation, as you don't have to unlock EVERYTHING for everybody. You can take certain characters through certain paths on the license board to unlock, for example, all the swords and shields, and make another character unlock all guns or bows. The problem is that, an effective character should know most (if not all) the spells, and have the ability to equip multiple type of weapons to avoid having a character become underpowered later in the game.
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    Status

    Peter Dalldorf's Final Fantasy XII (PS2)

    Current Status: Playing

    GameLog started on: Sunday 9 March, 2008

    Opinion
    Peter Dalldorf's opinion and rating for this game

    Not my favorite of the series. Has some merits and new ideas, however, it deviates too far from the norm for Final Fantasy.

    Rating (out of 5):starstarstar

    Related Links

    See Peter Dalldorf's page

    See info on Final Fantasy XII

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