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In Defense of FFXII

Next Generation has an article defending many of the somewhat 'controversial' decisions made in the design for the newest chapter in the Final Fantasy series. While it recieved a 40/40 from Famitsu, Final Fantasy XII has recieved some harsh criticisms for straying as far as it has from the Final Fantasy norm. From the article: "With Gambits turned on (and configured with just five minutes of commonsensical thought), battles go at least twenty times more quickly than in any other RPG. At their best, Final Fantasy XII's battles resemble rollicking fights in fantasy movies. The player merely directs his party through an area, freezing the action when he sees fit to make adjustments on the battle plan (stronger enemies appear, et cetera). This alone should be enough to qualify XII as a 'videogame.' The controller's vibration, for example, provides wonderful feedback. Yet players feel betrayed. They say, 'I want to press buttons.' They say, 'I don't want to watch my videogame.'"

146 comments

  1. Uh.. story link? by Anonymous Coward · · Score: 0

    Link to TFA?

    1. Re:Uh.. story link? by BlightShadow · · Score: 2, Insightful

      I'm going to have to agree, the reason I enjoyed the old FF games was due to them dealing more with your attack stratagem. Not just setting the strategy, and running around.

    2. Re:Uh.. story link? by aichpvee · · Score: 1

      At least from the demo that shipped with Dragon Quest 8 the combat system in FFXII is just boring. The real-time version (is that gambits?) was a little more interesting than the other one. But it still couldn't hold my attention long enough to finish that portion of the demo. The one where it pauses for menus held my attention for a much shorter time, but it was also like 4 minutes long so I actually finished.

      As far as I'm concerned Final Fantasy is just about finished. Dragon Quest 8 did a great job leveraging an old school system in a way that was still pretty fun. And series like Shadow Hearts and Grandia have been so far past anything they've been doing with FF for a long time that it's actually pretty sad.

      Despite what many people seem to believe, the combat system is the heart of a console-style RPG. I have yet to see one where the story was so great that it could carry a game with hour upon hour of boring combat. I have played ones where the combat was so good it could haul along a pretty weak narrative till the end of the game though. I think Shadow Hearts (not the first one, but the other two) and Grandia could carry a game even if the story was as deep as Mortal Kombat's.

      Perhaps if they skewed the story-to-exploration ratio to something more like one of the Metal Gear Solids they could get away with it. It's hard to say since I've never seen a game like that. I doubt it would work though since the stories in Final Fantasy games aren't really good enough to be movies, which is what it would become.

      Personally I'd like to see Final Fantasy turn into, since Square|Enix seems set on over-simplifying the combat system to the point of boredom, is maybe 12-15 hour games with far, far fewer fights but with more weight put on each one. Maybe along the lines of Shadow of the Colossus, only with turn-based battles.

      --
      The Farewell Tour II
    3. Re:Uh.. story link? by sdhankin · · Score: 1
      Dragon Quest 8 did a great job leveraging an old school system in a way that was still pretty fun.
      Disclaimer: I am basing this comment on a DQ8 demo disk I received in the mail.

      I guess I'm finally gaining an understanding of the term "old school". It means "Haven't I played this game (or at least fought this exact battle) a hundred times before in previous games?"

      Perhaps others really like playing RPG's using the exact same battle mechanics (and same monsters) that played in old 8-bit games, but I didn't enjoy the battles in the DQ8 demo at all. The opponents were 2 dimensional in every sense of the word.

      Too bad, really - the rest of the game had some promise. But I'm really glad they sent me the demo disk - it saved me $40.
  2. Sounds more like a "Role Playing" game by Jeff+Carr · · Score: 4, Insightful

    I find it just a bit odd that Final Fantasy is seeming to be trending more towards the story aspects of the game, while the latest D&D isn't much more than a button masher.

    Good for them!

    --
    The television will not be revolutionized.
    1. Re:Sounds more like a "Role Playing" game by Anonymous Coward · · Score: 0

      Sounds more like a roll playing game to me.

    2. Re:Sounds more like a "Role Playing" game by Anonymous Coward · · Score: 1, Interesting

      I don't know much about XII, but in previous games there has been very little roleplaying. One just watches the story unfold without any input into how it progresses.

      While I certainly find the series to be enjoyable, I never get the sense that I have any real control of the character outside of combat and exploration.

    3. Re:Sounds more like a "Role Playing" game by KDR_11k · · Score: 1

      I'm more partial towards "Rail Playing Game" myself.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Sounds more like a "Role Playing" game by Anonymous Coward · · Score: 1, Insightful

      "Final Fantasy is seeming to be trending more towards the story aspects of the game, while the latest D&D isn't much more than a button masher."

      Where have you been? Any serious FF fan has known FF has had decent story for almost the entirety of the series excepting the first and maybe 2nd - (using the 'true' sequel numbering).

      The things that make games distinct from movies is your level of control over what is going on, and the only wasy you can do that is through the interface - the gamepad.

      The thing I grew to hate about FF was its lack of control over your character and it became a sit and watch fest. FF since FFX has been a "leave your controller on the floor, go make dinner, come back" kind of game, if thats what gaming means in the future, where it's entirely passive and lazy and reduced control and challenge, count me out.

      The thing that made video games great was interactivity and using the gamepad to control and make choices and perform actions on objects in a virtual space, this is part of the reason fighting games are so fun, you go up to a character, decide to perform a move, use the correct buttom combination and timing and BOOM, payoff. Anyone who refers to these games as "button mashers" are simply not gamers, gamers know that games require some level of interactivity and the focus eithe goes towards the action-end of the spectrum, or towards the "management" / tactical end of the spectrum (i.e. when you have to control crowds of units say in Warcraft 3, controlling each individual unit and its abilities realtime becomes simply impossible / unmanagable task, hence the need to condense or make it managable.

      I prefer RPG's either to focus on one or the other because most RPG's when they dilute the control over your avatar get extremely boring, and story based RPG's that lack in combat/items/character development, are one shot wonders... once you play them rarely do you want to play them again.

      Diablo series IMHO was nearing the pinnacle of what an RPG should be - replayable, addictive, fun - the diversity of the skills and actions you could perform was immense but the were simple to perform.

    5. Re:Sounds more like a "Role Playing" game by Sj0 · · Score: 1

      When I think of some of the great western RPGs -- Knights of the Old Republic, Neverwinter Nights, Baldurs Gate, and even quasi-RPGs like System Shock 2 and Deus Ex, I find that I have to disagree. The story was integral to all these games, more or less as expected.

      --
      It's been a long time.
  3. Gameplay? by twistedsymphony · · Score: 2, Insightful

    Since when has the FF series ever been about gameplay?

    Isn't it's major selling point the whole story line and cinematic visuals. Having played a few of the more recent ones I think this feature would be really beneficial when you get about 3/4 of the way through and spend hours tediously looking for fights to level up before the final battle.

    1. Re:Gameplay? by Anonymous Coward · · Score: 0

      No, actually, the FF series has - in recent times - been more about amazing graphics and sorcesses in tube tops. ...I still play them.

    2. Re:Gameplay? by Anonymous Coward · · Score: 0
      Isn't it's major selling point the whole story line and cinematic visuals.

      I picked up one of the newer FF games (don't remember which number) seeing that it scored really high on user ratings and I was really dumbfounded by how lame the game is. For 10 minutes I had to sit through this girl dancing and singing on some floating platform and then these guys came in and fought with them. All this time I'm sitting here going "Am I supposed to be able to do anything right now?" The visuals are stunning if you're a 12 year old girl and are impressed with low-resolution flashy pastel graphics but were pretty unimpressive to me since I was expecting something on par with Warcraft III or some other decent computer game. Sadly I wasted about $40 in used games only to realize that console gaming still sucked. Controls are awkward with a gamepad (why hasn't anyone made a *decent* keyboard and mouse for a Playstation 2?), aiming is difficult, etc.

    3. Re:Gameplay? by ShakaUVM · · Score: 1

      Oddly enough, FFX-2 is the best FF game to be released since FF Tactics. If you can get through the horrid singing and gratuitous fan service, the game is actually non-linear and kinda fun, which stands in stark contrast to interactive movies like FFVII and FFX.

    4. Re:Gameplay? by DeadMilkman · · Score: 2, Informative

      You picked up FFX-2

      Things you should know...That was a disney like "direct to video" sequel of FFX..it is a fanboy/girl title. It quite honestly is a joke of a FF title.

      You picked up the lowest rated FF game, ever "."

      Sorry you made an uninformed illgotten choice. Next time bother actually reading reviews and you might find what you want.
      Here's a quick pro-quo guide.

      FF4 Classic good vs Evil Fantasy story. (SW like, but no injokes)
      FF5 Lite on story, heavy on new battle system at the time (jobs)
      FF6 Classic Fantasy Empire vs Rebels. (Yes there are SW injokes)
      FF7 One of the best, heavy psyco-scifi Steam-punk theme'd
      FF8 Still Steam-punk theme. Heavy love story, light on the Scifi but its still there.
      FF9 Classic Fantasy in a truer since. Overall story disjoined at times but a frolic nontheless.
      FF10 Classic Drama (almost shakespeirean) One long dramatic Deathmarch. throws in a love story to boot. Part scifi part fantasy.
      (one culture for each)
      FFX-2 Austin Powers directs a Charlie's Angels remake featuring characters from FFX.

    5. Re:Gameplay? by Malevolyn · · Score: 1

      This is one of the problems plaguing modern gaming. DeadMilkman, a person's gaming preference is pure opinion, not fact. So the game got bad reviews and scores, so what? A lot of gamers have at least one game in their collection that they enjoy that got a bad review. Also, I noticed you left out the Final Fantasy games from the NES.

      --
      Your ad here.
    6. Re:Gameplay? by minus_273 · · Score: 1

      not to mention the job system which is incredibly well done.

      --
      The war with islam is a war on the beast
      The war on terror is a war for peace
    7. Re:Gameplay? by rob1980 · · Score: 1

      Next time bother actually reading reviews and you might find what you want.

      Remind me again why reviews matter? They're someone else's opinions, not your own.

    8. Re:Gameplay? by Trepalium · · Score: 1
      Here's an alternate survey, based on the gameplay.

      FF4: The standard. Requires level grinding but not nearly as much as previous games. Above average difficulty.
      FF5: Same gameplay as FF4 with the job system that adds a lot of depth. Requires some level grinding. Hard difficulty.
      FF6: The esper system makes many of the character seem a little bland, but the gameplay is still solid. Well paced - little or no level grinding required. Average difficulty.
      FF7: Slightly weaker gameplay system that often seems limited by the materia choices. Reasonably well paced - a little level grinding required. Average difficulty.
      FF8: Weak. The lack of money and the requirement to draw magic out of your enemies make it very tedious. Slow pace due to draw system and hunting components to upgrade weapons. Level grinding usually works against you. Average difficulty, but tedious.
      FF9: Returns to FF4 gameplay with some further limitations. Some combat is a little too specialised like in FFX, but not nearly as severe. A bit of level grinding is required. Average difficulty.
      FFX: Glorified Rock/Paper/Scissors game masquerading as strategy. Use the right character, and you do massive dammage. Use the wrong character, and you do almost nothing. Level grinding required if you make mistakes in upgrading your characters. Easy difficulty, unless you make mistakes.
      FFX-2: A return to the gameplay from FF5, as long as you can tolerate its new found cutesiness. There multiple ways to defeat any given enemy unlike FFX. Little or no level grinding required. Easy difficulty.

      Completely ignoring story, that's what I come up with.

      --
      I used up all my sick days, so I'm calling in dead.
    9. Re:Gameplay? by rsilvergun · · Score: 1

      FF's I, II and III where pretty deep with a lot of choices that could effect the game. IV and V had complex job and leveling systems and VI had a ton of options for each character and several really tough boss fights. Even VII had a good chunk of real gameplay (mini-games, chocobo raising, etc). It wasn't till VIII that it started to stray from gameplay, and even IX was trying (even if the chocobo search game fell flat, I think they still wanted a gameplay driven rpg). X, X-2 and now XII is where the series really became slap-the-controller-on-your-butt-and-win easy. Kinda sucks, but at least Tri-ace and Factor 5 are still making gameplay driven rpgs. And there's always Oblivion.

      --
      Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    10. Re:Gameplay? by geminidomino · · Score: 1

      FF's I, II and III where pretty deep with a lot of choices that could effect the game.

      Wait, what now?

      FF I had a lot of deep choices? It was almost completely linear. (the only real "choice" was whether you go to Gurgu Volcano before or after the ice cave.

      IV and V had complex job and leveling systems

      FF IV had no job system. The levelling system was simple: Get enough XP, go up a level. If level = X, learn spell (for shifting values of X).

      FFV was really when the game started giving you choices and becoming less linear. Of course ,that was done away with when FFX came out.

    11. Re:Gameplay? by Neoprofin · · Score: 1

      Except that the only job class you actually need is the warrior, followed by 2 dark knights and an alchemuist, a team of which can win any battle in the game simply by holding down the X button until the fight is over and occassionaly throwing mega elixirs. I beat the game like that. Literally. 0 spells, 0 in battle dress sphere changes.

    12. Re:Gameplay? by KDR_11k · · Score: 1

      I find it quite sad that any FF can get a lower rating than FF8.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:Gameplay? by KDR_11k · · Score: 1

      You mean Level 5, not Factor 5. Factor 5 is known for games like Turrican and Rogue Squadron.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Gameplay? by wernercd · · Score: 1

      Mod parent down!!! not rely on someone else to give u ur opinion?!

      next we'll be hearing positive things about microsoft and Bush and negative things about apple and lunix!!!

      group think is there to protect u from personal responibility and educated opinions... and from the black helicopters

    15. Re:Gameplay? by Krakhan · · Score: 1
      VI had a ton of options for each character and several really tough boss fights

      Tough boss fights? Give me a break. Perhaps they might have been slightly annoying before the world of ruin, but afterwards, once you get every character past level 40 and do all the extra side quests to get the rest of the good gear and spells, you can pretty much stomp over all enemies in the game. Overall, I found this Final Fantasy to be one of the easier ones.

      It's still a great game though!

    16. Re:Gameplay? by Pluvius · · Score: 1

      The version of FF8 I played didn't require you to draw magic at all.

      Rob

    17. Re:Gameplay? by WaterBreath · · Score: 1

      once you get every character past level 40 and do all the extra side quests to get the rest of the good gear and spells, you can pretty much stomp over all enemies in the game

      Well, yeah, once you do all that. But not everyone finds all the secrets, or cares about all the sidequests. And the bosses on the "critical path" of the storyline shouldn't be impossible for them.

      The only way to keep both groups happy would be to scale up boss difficulty with party strength. I am actually pretty convinced some games actually did this. For example, in "Chrono Trigger", you could beat the end boss without doing too much of the extra junk. But even after 2 or 3 play-throughs on new-game-plus to get alternate endings, the end boss was still challenging. I remember screaming at my TV on my 3rd play-through, after getting annihilated by a super-strong spell that Lavos hadn't used even once in all the previous times I'd battled him.

    18. Re:Gameplay? by WaterBreath · · Score: 1
      Even VII had a good chunk of real gameplay (mini-games, chocobo raising, etc)

      Mini-games are the absolutely most annoying part of RPGs for me. I'm playing for story, for drama, for the strange new world I get to explore with each new game (and ideally, though less often these days, for the ability to make decisions that affect the story in serious ways).

      I don't want to have to deal with reflex or memory challenges when I'm playing an RPG. I'm not here to hone my twitch skills, or test my patience. If I wanted that I could play any of thousands of other games that have been created since the dawn of video-gaming. I want to experience a new story in a way that film doesn't allow. And I don't think its fair to lock away portions of story contingent upon my ability to enter 30 5-button combos in the correct order in less than a second each, or to figure out which of the trees in the Forest-of-a-Thousand-Oaks the last golden crest is hidden in.

      Give me role-playing, not glorified Speed or Concentration. Which isn't to say I don't enjoy action-based games, or search-and-retrieve missions. But I'll play Metroid or Zelda for that, where the mechanics of those challenges are well-developed and (usually) fully integrated into the story.

    19. Re:Gameplay? by Throtex · · Score: 1

      Hey hey now, you also had to choose which three spells you wanted from the four spell selection per level. Granted, there was usually a fairly clear choice, but there was a choice dammit! :)

    20. Re:Gameplay? by ElleyKitten · · Score: 1

      I'm pretty sure they didn't scale up Lavos. My second time beating him was kinda hard, since I only had Marle and Chrono, but all the rest were really easy.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    21. Re:Gameplay? by alva_edison · · Score: 1

      Everyone knows that after you get the Canoe, you park your ship in the mouth of the river north of Castle Ordeals and get the Rat's Tail. Then you go through the Ice Cave, and go back to the Desert to raise the Airship. Go see Bahamut, and get new classes. Go to the Caravan and buy the Fairy. Visit the port town by the underwater temple to find out that Oxyale is needed for the submarine. Release the Fairy in her home spring to get the Oxyale. Then you go back to the submarine and go down to the underwater temple. Get the stone tablet from the top floor of the temple. Visit Leifen to see the locals talking funny. Go all the way back to the town north of the Earth Cave. Get the translation for Leifen. Talk to the locals there (now that you can). Go visit the Waterfall to get the key to the Tower, go all the wa up and defeat Tiamat -- make sure to pace the corridor in front of her room to fight WarMach first. Then go back to the underwater temple to defeat Kraken, then go back to the Gurgu Volcano to defeat Kary. Once all that is done, you can continue on in a more linear fashion.

      --
      He effected a bored affect.
    22. Re:Gameplay? by geminidomino · · Score: 1

      Wow. +1, Disturbing for turning Final Fantasy I into Perl Golf. :)

  4. Classic RPGs by Eightyford · · Score: 3, Interesting

    Maybe it's time that the mainstream Final Fantasy games take a cue from FF Tactics, and add a little more strategy to the game. I wouldn't mind seeing a Zelda style, action oriented Final Fantasy game either.

    1. Re:Classic RPGs by Gulthek · · Score: 1

      Why not just play Zelda? What is to be gained by making a "Final Fantasy" Zelda? Final Fantasy doesn't involve a cohesive set of characters, a standard world, even a set storyline. It's a blanket term to collect otherwise disparate RPGs. So for all we know, Zelda *is* a Final Fantasy Zelda just without Final Fantasy in front of it and not made by Square.

      Perhaps you should say, "I wouldn't mind seeing a Zelda style, action oriented Final Fantasy IV [or VI, or VII, etc.] game."

    2. Re:Classic RPGs by SpottedKuh · · Score: 1

      I wouldn't mind seeing a Zelda style, action oriented Final Fantasy game either.

      Then perhaps take a look at the Seiken Densetsu series?

      Final Fantasy Adventure was the first game in the series. It was later remade as Sword of Mana. The second game in the series is a favourite RPG for many people: Secret of Mana.

    3. Re:Classic RPGs by Gattman01 · · Score: 1

      Final Fantasy doesn't involve a cohesive set of characters, a standard world, even a set storyline.


      The name FINAL Fantasy seems to imply that the adventure (fantasy) would be the FINAL one for those characters. This idea of course was broken with FFX-2 and the several offchutes of FFVII.

      I do remember hearing a theory a few years ago that could have tied the first 6 to the same world, just not in that order.

      Storyline:

      Good vs. Evil

      Usually the main characters have a prexisting relationship with the one of the final bosses (Someone was related to Cecil but I forget who and how, Cloud is a Sephiroth clone, Zidane's brother (basically), and of course Tidus has to kill his daddy.)

      Crystals are sometimes involved, also.
    4. Re:Classic RPGs by Gulthek · · Score: 1

      Try relating any of the main characters of Final Fantasy I to the main boss. Cecil didn't have a relationship to the ultimate evil, although he does defeat himself at one point by refusing to fight.

    5. Re:Classic RPGs by Malevolyn · · Score: 1

      To jump off topic real quick...

      Final Fantasy had a crossover with Mario RPG (Culex and the Crystals that parent was talking about). More things like this need to be done.

      --
      Your ad here.
    6. Re:Classic RPGs by Anonymous Coward · · Score: 0

      Cecil might not have had a relationship to the final boss, but he was Golbez's brother and for most of the game Golbez seemed to be the main villain.

    7. Re:Classic RPGs by Anonymous Coward · · Score: 0

      A Final Fantasy similar to Zelda? Am I the only one who remembers the Final Fantasy Adventures series for Gameboy?

    8. Re:Classic RPGs by Gattman01 · · Score: 1

      A little bit of cross over is ok, like Cloud in FFT.

      But I got alittle annoyed with Kingdom Hearts.
      Sure all those other "worlds" being attacked was part of the story, but I thought it got to be a bit too much.

      I never played Mario RPG, but which FF game is Culex from?
      The only references I can find say he wasn't from any FF game, but just designed to look like he was.

    9. Re:Classic RPGs by rob1980 · · Score: 1

      Not to mention, Seiken Densetsu 3 was hands-down one of the best 16-bit era RPGs. It's a shame it didn't make it to North America, but a translated ROM is out there.

    10. Re:Classic RPGs by Starsmore · · Score: 1
      "and of course Tidus has to kill his daddy."

      Well, now at least I don't have to actually play through that game....

      --
      "If Common Sense was so common, it wouldn't be such a valued trait."
    11. Re:Classic RPGs by Anonymous Coward · · Score: 0

      Culex isn't from any Final Fantasy game. He is a Final Fantasy style optional boss (right down to the remix of the battle music from Final Fantasy 4), but has not actually appeared in any other game before or since.

    12. Re:Classic RPGs by cgenman · · Score: 1

      I'd guess that scripting your team is a lot more strategic than simply responding to stimulous during a battle, and probably a lot more interesting. Sure it may break down to a question of who casts cure on the guy who is at 30% health, but that kind of planning is the strategic element of RPGs. Now it has been distilled in a unique package.

      I'm utterly excited about this. I haven't bought the last 4 Final Fantasies, but I'll buy this one. I can only hope it lives up to the promise of being the Final Fantasy for mind rover players. Even if it is as simple as Y's walk-through-em-to-instantly-fight model, at least that cuts out the weakest part of an RPG.

      BTW, if you want more action oriented FF, try Secret of Mana for the SNES. This was a sequal to a Game Boy zelda clone, which happens to be the only 3 player action RPG out there (you get the second and third characters several hours into the game). Likewise, Crystalis was one of the last SNK titles for the NES, and it too is absolutely amazing.

    13. Re:Classic RPGs by ClamIAm · · Score: 1

      I wouldn't mind seeing a Zelda style, action oriented Final Fantasy game either.

      Crystal Chronicles?

    14. Re:Classic RPGs by aichpvee · · Score: 1

      Final Fantasy Adventures were actually part of the Seiken Densetsu series. They just called them Final Fantasy when they came Stateside because no one had ever heard of Seiken Densetsu, which later came over as Secret of Mana. Similarly Final Fantasy Legend and Legend II for Gameboy were actually part of the Saga Frontier series. Which makes them about as much a part of the FF series as Final Fantasy Mystic Quest.

      --
      The Farewell Tour II
    15. Re:Classic RPGs by Anonymous Coward · · Score: 0

      Cecil is the brother of Golbez, who are both half-Lunarian. Zemus/Zeromus is a Lunarian who refused to abide by the seal, not unlike Cecil & Golbez' dad, although in a much more evil way.

      So they are related to the main evil by their Lunarian heritage, even though Golbez is NOT the main evil, but rather a puppet of Zemus/Zeromus :)

      Yes, I played FF II/4j waaaay too much... Damn pink tails.

    16. Re:Classic RPGs by alva_edison · · Score: 1

      You left out the fact that FuSoYa was their Uncle.

      --
      He effected a bored affect.
  5. Not planning on getting this one by the_demiurge · · Score: 4, Informative

    I've played Grandia III and the battle system is superb. Classic turn-based, no "active battle system", but the battles are fluid and full of motion and strategy. The demo for FF XII seemed exactly as the quote described (although a link to the article would have been nice...): the game plays itself.

    I like RPGs not just for the story, but for the challenge of beating some bad guys using some tactical thinking. The demo didn't offer any thinking. I'll watch a movie or read a book instead if there's no meaningful interaction with the game.

    1. Re:Not planning on getting this one by Anonymous Coward · · Score: 0

      So you auto attack... Big deal. Just because you auto-attack it doesn't mean you're not playing the game. Out of the games I've played, it reminds me of Neverwinter Nights than anything... and Neverwinter Nights never felt like the game played itself.

    2. Re:Not planning on getting this one by aichpvee · · Score: 1

      Grandia actually uses a system very similar to Square's Active Time Battle and is pretty different than "classic" RPG combat systems (NES Final Fantasys, Dragon Quest, etc). Though maybe I'm just getting old and "classic" has moved up 10 years or so.

      And if you liked Grandia and haven't played it yet you should give Shadow Hearts a try.

      --
      The Farewell Tour II
    3. Re:Not planning on getting this one by lazyl · · Score: 1

      Try reading the article.

      --
      Aw crap, ninjas!
    4. Re:Not planning on getting this one by MikeBabcock · · Score: 1

      In fact, I love watching my dwarf monk on zoom-in dodging attacks and getting in last second blows while I choose what special moves to have him do, or which enemy to focus on.

      --
      - Michael T. Babcock (Yes, I blog)
    5. Re:Not planning on getting this one by Anonymous Coward · · Score: 0

      Why bother? If someone has to post an article "defending" a game that's not even released yet, you know it's going to be crap.

      Besides, if you do read the article, and ignore the blatant fan-boy-ism, you realize that the game is, in fact, CRAP!

  6. Link? by gelwood · · Score: 0, Offtopic

    I think you forgot to "a href=."

  7. It's funny by Pluvius · · Score: 1

    People act like watching a video game is something new, when the Final Fantasy games have generally been more about bashing a button than thoughtful gameplay since at least FF6. Now-a-days you play FF for the story, and FF12 does nothing to make that any more or less true.

    Rob

    1. Re:It's funny by Anonymous Coward · · Score: 0

      Yep. If you had enough patientence, you could make it through any FF game - from the first one on - just by mashing the "choose action" button. No thought. No strategy. No challenge.

      Final Fantasy has always been about the story (which is funny, 'cause you can summarize every single one of them as "group of kids goes and saves world from evil"), and never about gameplay. Final Fantasy "fans" have never been about playing video games, they play them "for the story", "for the music" or "for the" just about anything that has nothing to do with video games. (It's almost as pathetic as people who read porno mags "for the articles" - except more so. With porno mags, there's a respectable reason, with Final Fantasy, it's just flat-out pathetic.)

      As someone about Final Fantasy gameplay and see if they can tell you anything insightful. They can't. They'll talk about the worlds, the characters, the music - but never the game.

      My local library has a lot of cool books with much more interesting worlds and characters. It even has CDs you can check out, satisfying the need for cool music.

      I really wish Final Fantasy fans would stop pretending they were gamers, and just own up that the only reason they play those games is to oggle the pretty graphics. Any other reason people list to "play" the games has been done better in something else.

    2. Re:It's funny by Pluvius · · Score: 1

      If you had enough patientence, you could make it through any FF game - from the first one on - just by mashing the "choose action" button.

      Not quite. You'd have to be very lucky indeed to make it through FF3 with that strategy.

      Then there's the fact that many of the FFs put their gameplay in the things surrounding the battle system, such as the advancement system and the equipment system. You may not have to min/max to make it through, but it makes it easier and more fun to do so. But with the exception of FF8, none of the FFs I can think of make min/maxing require much thought. FF6 and FF7, for example, only require you to level up (through button-mashing) Espers and Materia respectively to do most of the job, with a little bit of party-customizing and clever equipment use on the side. It doesn't help that most of those games give you items and abilities that completely throw off game balance.

      I said that most of the late FFs have this problem, but really the FF series is just the most well-known example. The majority of traditional console RPGs made since Dragon Warrior (including the majority of ones popular with both the critics and the general population alike) have had little intelligent or even engaging gameplay to speak of. That sort of thing is generally reserved for computer RPGs like Fallout and Planescape: Torment as well as fusions between console RPGs and other genres (e.g. Vagrant Story, Final Fantasy Tactics).

      Final Fantasy has always been about the story (which is funny, 'cause you can summarize every single one of them as "group of kids goes and saves world from evil")

      You can summarize some of the greatest works of literature in about as many words. That proves nothing.

      My local library has a lot of cool books with much more interesting worlds and characters.

      Simply because one medium has superior stories to another doesn't make the other medium useless at storytelling. Sometimes people don't want to read text on a page, and sometimes people would like to partake of a literary work that has different advantages and disadvantages from prose. This is why things like the cinema exist. Video-game stories are just an extrapolation from that.

      Rob

    3. Re:It's funny by rob1980 · · Score: 1

      I really wish Final Fantasy fans would stop pretending they were gamers, and just own up that the only reason they play those games is to oggle the pretty graphics.

      As someone who has been playing Final Fantasy since long before the graphics became any kind of selling point, I'm going to have to go ahead and say that's one of the most worthless things I've read all day. Thanks buddy!

  8. Here we go again. by Rob+T+Firefly · · Score: 4, Insightful

    Is it just me, or has pretty much every FF game changed something major that pissed off the fanbase to no end until they played it and possibly found it groovy? People bitched and moaned about FFX's sphere grid and Blitzball, FFX2's lack of blitzball, FF7's steampunk-over-standard fantasty, FF9's standard-fantasy-over-steampunk, the dress-up, the card games, the battle systems, etc, etc, etc...

    I'm an RPG fan in general, and a Final Fantasy fan in particular. I like some of them more than others. The one's I'm not much of a fan of - wait for it, this is the good bit, the bit with "+1 insightful" written all over it - I don't play with anymore.

    1. Re:Here we go again. by MobileTatsu-NJG · · Score: 1

      "Is it just me, or has pretty much every FF game changed something major that pissed off the fanbase to no end until they played it and possibly found it groovy?"

      With games like Final Fantasy, it's hard to pin down exactly what it is about the game that made it so compelling. Was it the setting? The story? The battles? The graphic style? OMG if they change one of those aspects, are they going to ruin the magic? Honestly, I think the reactions you mentioned are perfectly normal and to be expected. People live their lives within their comfort zones. Breaking out of that comfort zone can be scary.

      I think it's safe to say that Square doesn't make its choices lightly. When a company behaves like this, there are bound to be negative reactions.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    2. Re:Here we go again. by Anonymous Coward · · Score: 0

      Well, that's all well and good for you, but my video game retailer doesn't charge me on a sliding scale.

    3. Re:Here we go again. by shawn(at)fsu · · Score: 1

      I'm going to assume you mean you get charged the same no matter how much you like it or hate it...

      That said you don't have to buy it on a sliding scale either. You can just chose not to buy it. Now here's the great part, if it's released on a console you can rent it and try it for a few days for a substantially reduced cost (compared to buying it) and see if you like it.

      --
      500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    4. Re:Here we go again. by Daetrin · · Score: 1
      Let's see, i thought FF10's sphere grid and Blitzball sounded cool and played it and it was. I was annoyed by FF7's steampunk-over-standard fantasy then played it, thought the game was okay but would have been better without the steampunk. I thought FF9s standard-fantasy-over-steampunk sounded awesome then played it and it was. Furthermore i thought FF8s non-leveling up sounded like crap, then i played it and it _was_ crap.

      As far as i know FF4 and FF5 didn't change much and they're two of my favorites. FF6 started the transition to steampunk but was very good despite it, perhaps because they didn't carry it as far as FF7. So it seems to me that sometimes they change a lot of stuff and sometimes they don't, and sometimes the end result is good, and sometimes it's mediocre, and occasionally it's just crap. And so far at least the experience upon playing the game has generally confirmed the impression i got about it beforehand from hearing about changes and plot. At the moment i'm hoping that FF12 will manage to stay in the mediocre category and not turn out to be utter crap. Perhaps this will be the first time that i'll be truely surprised and the game will turn out excelent despite my current misgivings, but i'm not going to let me hopes get up because of that possibility.

      --
      This Space Intentionally Left Blank
    5. Re:Here we go again. by Anonymous Coward · · Score: 0

      From what I can gather, real Final Fantasy fans want to play identical remakes of FF4 again and again, complete with the spoony bard gubbins.

  9. -1 REDUNDANT by Anonymous Coward · · Score: 0

    get your post in line at the bottom like everyone else who wants to post at +2

  10. LINK TO ARTICLE by Sean0michael · · Score: 1, Informative
    --
    Funtime Candy Wow! - my plan for eventually conquering Japan.
  11. Not only is there no link, there's no story by WillAffleckUW · · Score: 0, Offtopic

    people will still buy Final Fantasy in record numbers and it will still be in the top three games purchased in Japan and Asia this year.

    There's the game the critics want.

    There's the game the designers want.

    There's the game the marketers/vendors want.

    My guess is the first game (critics) would be unplayable, the second game (designers) would be really cool but not break even, and the third game (marketers) would be totally unoriginal but have snippets that make you wish they did it right.

    --
    -- Tigger warning: This post may contain tiggers! --
  12. LINK???? by l33t-gu3lph1t3 · · Score: 0, Offtopic

    Way to go for promoting a comment on an editorial without any source link provided. */smacks Zonk with a large trout*

    --
    ------- "From bored to fanboy in 3.8 asian girls" ----------
  13. That would be horrible by turbopunk · · Score: 2, Insightful

    I think the critics have something correct to say. I absolutely hated KOTOR and found it completely unplayable due to the fact that it never felt like I was controlling the character. The controls for battle were completely disjointed from the on-screen action. If the new FF has the same schema, I think it really will alienate the die-hard fans. Of course, it could also help pick-up all those XBox players that made KOTOR game of the year . . .

    1. Re:That would be horrible by Gattman01 · · Score: 1

      Actually, I quite like Kotor, and beat it several times. I also enjoyed the sequel.

      But then again I played on the PC, not x-box.

    2. Re:That would be horrible by AgentDib · · Score: 1

      Did you try turning off the auto-pause in KOTOR? Or were you playing a guardian and just queuing flurry?

      I find myself drawn to games where I can micromanage and yet I loved the combat in both KOTOR and KOTORII (but the story in KOTORII sucked).

      Square is definitely trying to remove some of the "grind" through automation and this is definitely a welcome change in terms of modern gameplay. The problem is all of the gamers who grew up on dungeon crawlers and the early FF titles and have posters of Chrono Trigger on the walls. Automating the leveling is as significant as removing random spawn encounters - and that definitely disappointed a *lot* of the older RPG fans.

    3. Re:That would be horrible by ClamIAm · · Score: 1

      "RPGs" like Final Fantasy don't really feel like you're controlling your character. It's more like: wait for your timer to charge, wade through a menu, watch a pretty animation. Wash, rinse, repeat. If FFXII has more of a "real-time" version of this, I'd think it's at least more interesting than the previous system.

    4. Re:That would be horrible by revlayle · · Score: 1

      Heck, I know a lot of people disappointed with Chrono Cross (made 5-6 years ago) for similar reason. Personally, I thought it was a wonderful idea getting rid of XP farming and level grinding. You HAD to get through the story to advance.

    5. Re:That would be horrible by Pluvius · · Score: 1

      I thought the level caps in Chrono Cross were a great idea poorly executed. After you reach the cap, there's no way to turn off the wandering monsters, so you inevitably end up getting into completely pointless fights even if you have good reflexes and so forth. Then the battles take forever to load before you can run away. All of that combined with the boring, slow-paced story made Chrono Cross a very sleep-inducing game.

      Rob

  14. Gambits sound *great* by Lewisham · · Score: 2, Interesting

    Disclaimer: I've only ever played Final Fantasy VII, and I don't generally like RPGs.

    So, I was thinking about the gambit system, and I have come to the conclusion that it sounds great. RPG combat (from what I've seen, and the games I've seen other people play) is not really a battle of brains, but situational timing. And so being able to program how I would play ahead of time, sounds pretty cool.

    I wondered how much this would translate to MMO play. I decided it would make for a horrible game, where you just continually ran forwards and hoped your gambits didn't suck. But what if the gambits were perhaps meshed to a trading card battling type thingy? Maybe that's too geeky.

    But if you could program a gambit system for World of Warcraft... I think it would be worryingly simple for some classes like the Rogue. This makes me question my whole love of WoW: why do I love something so very... repetitive? Guild chat and stuff is why I keep coming back, so maybe gambits *would* be better, then I could just sit in the chat room and see whether I live or die.

    It's an interesting system, and I'll definitely give the game a rental when it arrives, just to see how it all plays out.

    1. Re:Gambits sound *great* by halltk1983 · · Score: 1

      I thnk youi just designed the Yu-Gi-Oh MMORPG...

      --
      Watch for Penguins, they eat Apples and throw rocks at Windows.
    2. Re:Gambits sound *great* by Cerium · · Score: 1

      An idea very similar to that has been done, but in a different context. If you have a PSP and are into mech games or third person shooters, check out Armored Core - Formula Front. The AI system in the game sounds very similar to what youve described.

    3. Re:Gambits sound *great* by Lewisham · · Score: 1

      Oh cool, thanks! I do have a PSP, I'll check that out :)

    4. Re:Gambits sound *great* by Neflyte_Zero · · Score: 1
      "But if you could program a gambit system for World of Warcraft..."

      You could always get one of them programmable keyboards from say, Logitech, and then go set up everything so that your battles are fought almost automatically while you watch movies and press a button. Of course, you'd then run into the same problem that other fella had in doing exactly the same thing: you'd get banned for unattended gameplay.

      http://infernix.net/wowban/ is the fella-in-question's site about his case.

      --
      Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
  15. ZONK IS A PYLON by Anonymous Coward · · Score: 0

    If you haven't noticed, Zonk, the signal to noise ratio for comments on your stories is very low; in other words, you really bring out the trolls. Remember Michael Sims? He had the same problem, and, uh, well - just ask Taco.

    C'mon, man - I really don't want to create a ZONK IS A PYLON /. meme.

    1. Re:ZONK IS A PYLON by Anonymous Coward · · Score: 0

      No, no, you've got it all wrong. Zonk is a CYLON.

  16. Enix's Influence by TheZorch · · Score: 1, Insightful

    In FFXI you start to see Enix's influence. Its a subtle change, most of FFXI is still very much a Squaresoft dominant game, but game elements like missions and the rank system are Enix influences.

    FFXII is the first Single-Player FF game since the MMORPG was released. Square and Enix have settled into their new role as a combined company, thus ideas from both sides will unsurprisingly be incorporated into the game. So, future FF games will start to look like a cross between FF and Dragon Quest. Dragon Quest VIII is a darn good game and seeing some of the gaming conventions from DQ in FF will add to the game rather than ruin the experience. Future FF games will be very different from those we are more familiar with, but that's not a bad thing. I look forward to the future of FF.

    --
    Michael "TheZorch" Haney
    thezorch@gmail.com
    http://thezorch.googlepages.com/home
    1. Re:Enix's Influence by Anonymous Coward · · Score: 0

      What the heck are you smoking. Square and Enix merged in April 2003. While FFXI was first released on the PS2 in Japan on May 16, 2002. Ranks and Missions were already in the game long before they ever merged.

      http://www.square-enix.com/jp/company/e/history/
      http://en.wikipedia.org/wiki/FFXI#Release_dates

  17. ... can I have yours, then? by hanako · · Score: 2, Insightful

    Setting the strategy and watching rather than button-pounding is something I've been wishing more RPGs would do for AGES. Some of us have RSI and don't like doing pointless repetitive things. Hearing about this new battle style makes me want to play the game even though I lack a console...

    1. Re:... can I have yours, then? by jandrese · · Score: 1

      Yeah, I get tired of hitting "Attack->With my Sword" a gazillion times too. I just hope there's a way to override the player's actions in battle when you want them to do something unusual.

      Also, if the system is not sophisticated enough it could be a problem. Say I run up on an ice creature, normally I'd have the mage cast "fire" on it. Is there going to be a rule like "Target (Fire Weak) creature"? The article made it sound very primitive, although I can easily see the battle system designed to require no more knowledge than the scripting system has.

      The entire first page of the article seemed like a waste too. Some players are too dumb to realize that some huge monster right outside town shouldn't be attacked, even though it's obviously going to crush you? The game is "too hard" because they're morons? On the other hand, the writer might have just been unfair and lumping legitimate complaints about the difficulty in with people who are total retards and complain the first time they get game over.

      This will also be great news to my old roomate who played FF games for the storyline and considered the battles a nusance that he had to get through to get more story. On the other hand, he's found the past few FF games a bit too hard for him (he never stops and levels up his characters anywhere, nor does he like farming spells or whatnot to power up his items), so who knows?

      --

      I read the internet for the articles.
    2. Re:... can I have yours, then? by WaKall · · Score: 1

      Final Fantasy Tactics (for Playstation) has this. There's only 4 AI's to choose from, but you can have the computer run all the fights and you just tell it the priorities. Your choices are:

      1 kill this specific target (you choose which)
      2 protect this specific ally (your choose which)
      3 flee/run away from enemies.
      4 attack enemies but save allies if they are critically wounded

      #4 is the basic AI that most enemy characters play with; some do #1 instead, targeted on your main character.

      The downside? These are overriding concerns. If you assign #2 to a character, and they can revive/heal their target but will kill themselves (or the rest of the team) in the process, they might do it.

      So for Gambits, you have to be able to quantify (or make value judgements) if you want adaptive play. And that's what people are good at doing interactive, but not necessarily up-front.

    3. Re:... can I have yours, then? by Cornflake917 · · Score: 1

      This might sound a little crazy, but what if the next FF had a battle system that went in the total opposite direction from XII's. I've always thought that if the battles were more like a fighting game or possibly something like a third-person shooter that the RPG games could be tons of fun. I realize that some FF's already had realtime, skill-based sequences though. I played FF VII up to the point where you race chocobos. I really enjoyed that more than any of the battles. I guess I'm one of the types of people who want more than just a story out of a game. But I'm more of an FPS nut then anything else.

    4. Re:... can I have yours, then? by Robaato · · Score: 1
      Yeah, I get tired of hitting "Attack->With my Sword" a gazillion times too. I just hope there's a way to override the player's actions in battle when you want them to do something unusual.

      Yes. The circle button always brings up the standard menu. Changing your action -- even targeting another enemy -- causes your ATB meter to reset, though.
      Also, if the system is not sophisticated enough it could be a problem. Say I run up on an ice creature, normally I'd have the mage cast "fire" on it. Is there going to be a rule like "Target (Fire Weak) creature"?

      Yes, I assume so. Although you can't do more than targeting "enemy in front of me", or "enemy in front of leader" at the start, as you progress you can buy more targets to use in gambits. There are a lot of open "target" slots in the gambit menus. My educated guess would be that specific creatures (like flan/purin) will be available targets, and "cast (specific spell)" is definitely one of the available actions.

      (I haven't gotten that far yet, so take this w. a bit of salt)
    5. Re:... can I have yours, then? by apoc06 · · Score: 1

      not many people like grinding or farming spells. hes not alone.

      i think the author was touching on the fact that in most final fantasy games its quite rare to see the game over screen. not all, but the majority of RPGs are way too easy and simple. if you level properly, and buy the right equipment and magic, you are guaranteed for the win. with only few exceptions, such as fighting the final weapon bosses in ffvii, you can pretty much trample on anyone. if you find yourself in trouble, you can always run.

      in RPGs its kinda stupid to build yourself up into this fighting demigod, and be able to defeat any and everything. stopping only to worry about equiping the right gear/ magic. sometimes youre NOT supposed to do the stupid things. in games overall you tend to envision your character as such a badass that you try dumb things just because you know youll get away with it.

  18. Here we go. by CashCarSTAR · · Score: 1

    It's about min-maxxing. It's about coming up with the best variety of skills, and using the strategy to beat the baddies. There are a couple of facets to jRPG gameplay. (Not just Final Fantasy, but everything in general)

    #1. Setting up your characters in the right way for the situation at hand. Practically every jRPG since..FFV? Has featured some sort of ultra-involved and flexible character setup. Limiting it to FF series alone..it's about having the right Jobs, having the right Espers, having the right Materia, having the right Junctions, having the right Abilities, or having the right Gambits equipped.

    #2. It's about the strategy and timing of the battle. Should you heal or attack? Buff or Defend? In some FF games, X in particular, it's about party formation and speed stats relative to the enemy. Fun stuff.

    #3. The rapid advancedment of your average jRPG is fun. Very fun in my mind.

  19. Should be "In Defense of A Non-Game" by Anonymous Coward · · Score: 0

    I already wasn't planning on getting FFXII (it's obvious that the people behind the FF games people enjoyed playing left ages ago), but this article just cements that.

    It starts out mentioning that the first enemy most players meet is unkillable and can kill you instantly, and completely dismisses those facts as irrelevant because you don't have to attack it. Apparently it serves no point other than to irritate. In most RPGs, if there's an enemy you can optionally attack, choosing to fight it grants some reward. Instead, FFXII just offers instant death. No thanks.

    Then we get this gem:

    Yet players feel betrayed. They say, "I want to press buttons." They say, "I don't want to watch my videogame."

    No shit, really? People like playing video games and don't want to watch them?

    In removing the need to constantly press buttons, the game changes completely.

    Yep. It's no longer a game, for one.

    Seriously, reading this article (and seeing the absolutely terrible screenshots from the game) have cemented what I already knew: I will not be buying this barely-interactive movie.

    With games like Oblivion available now and FFXII coming out who-knows-when, I can't imagine that Square-Enix will be selling many copies outside of Japan. I know no one interested in this non-game.

    1. Re:Should be "In Defense of A Non-Game" by Anonymous Coward · · Score: 0

      Forget "defence", the entire article read like a massive fellating of Square-Enix combined with outright dismissal of any criticisms.

  20. "I don't want to watch my videogame" by Rydia · · Score: 1

    Then why are you playing Final Fantasy?

  21. As someone currently engrossed in the game... by SinGunner · · Score: 2, Interesting

    ...I have to say, the gambit system is just a little bit of genius. The thing is that, to maintain an active, well-paced battle system, you have to have some automation. That said, the people who see the gambit system as some huge, new, radical thing are complete idiots. This is the exact same way you've always played an FF title. You make your choices in advance, then your characters follow through on those actions. Honestly, did you need the freedom to tell your mage to cast ice on an ice elemental? No. Set that shit up in advance and control the less tedious actions of the game. I usually don't even use gambits on whoever is my lead character at the time and let the other 2 rock whatever we're fighting however I told them to. And if you really wanted to go the tedious route and tell your character "use a regular attack" or "steal" or "cast fire" or "heal me", the option is still there, it just slows down the gameplay back to those FF7 and before speeds. Every round would require you to input your commands. They didn't take anything away from you. This article is just shouting for the sake of shouting. Just like this comment.

    1. Re:As someone currently engrossed in the game... by Whyte+Panther · · Score: 1

      I'm happy to see that the game will let you slow down and micromanage back to the old FF levels if you want to. The demo with DQ8 didn't really help show this off. It also didn't help you show how to set up these AI scripts for your characters... basically the whole thing felt like it was an auto-pilot, I was just leading a band through a dungeon. Are there better camera angle options to facilitate the deeper level of control? In the demo version I had trouble watching my party members let alone controlling them.

    2. Re:As someone currently engrossed in the game... by SinGunner · · Score: 0

      Controlling your partners just involves hitting right or R1 or L1 or whatever. I do it all the time to switch to my magic user or to have someone use a special skill or summon. As for the camera angle, in tight dungeons, it can get tricky, but they largely avoided tight dungeons in the game. I've only been in one dungeon so far that gave me even the slightest camera trouble. As long as you pull the camera back a bit to allow all your characters to be seen, you're good. Of course, there are some enemies that are so massive that you can't see all of them, but that sort of contributes to the feeling of scale. I mean, when I fight a 30 foot tall statue that I thought was just a decoration on the wall, it'd look pretty silly to see the whole thing, as my characters would be so tiny in comparison.

    3. Re:As someone currently engrossed in the game... by AuMatar · · Score: 2, Interesting

      THe problem is that when I play a RPG, I *don't* use a small set of easily macroable commands. So I'm fighting an elemental and he hits me below 70% health. Do I automaticly heal? Maybe not- maybe I know he's down to 1 round worth of health, and I decide killing him will save mp or hp. Maybe I'm in a really wierd configuration of monsters where I want to cast an unusual spell (maybe a crowd control). Maybe I usually kill the highest damaging mobs, but this time they added a healer in and I need to kill it first.

      There's just too many variables involved. I can't script my playstyle. I don't see any way this improves the game, and just hope I can do everything manually. If not, I won't be buying it- I played Dragon Warrior 4 where everyone but the main character had an AI controller, and hated it. And it would have been a great game otherwise.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:As someone currently engrossed in the game... by evangellydonut · · Score: 1

      lol yeah... you won't be able to use those health-dependent weapon-combos like the ones in FF-X2 where you get 9999 damage regardless of enemy's defense if your health is at 1... (more than 1 rpg have done this) that is, unless you spend tons of time micromanage when the game's level-up system is designed around zipping through battles... i can see that as a potential issue...

    5. Re:As someone currently engrossed in the game... by hiei · · Score: 1

      This is why you can easily switch to any of the characters in your party at will and override their gambit coammands. Also, MP regenerates now, so you don't have to be worried about one character wasting 8mp casting Cure on a member of your party.

      --
      Upgrade your grey matter, cause one day it may matter
    6. Re:As someone currently engrossed in the game... by patio11 · · Score: 1

      There are three ways to disable scripting for your characters (in battle, click an option right below the Attack/Magic/etc bar, on your menu screen mark all of their programmed Gambits as Off, or give them Gambits which are intentionally unsatisfiable ("Target someone not in your party with Potion", etc). Any of these will let you play the game in the traditional FF fashion. There's one MAJOR problem with this work-around, though -- you don't get the traditional prompts for action. This means, every time you get done with the cooldown on, say, an attack, you have to click circle, navigate to the proper character, and THEN give them an order -- and they only start charging for the order after its input, meaning you're wasting efficiency on both them and all your other characters this way.

    7. Re:As someone currently engrossed in the game... by patio11 · · Score: 1
      There are "go crazy when your HP are low" attacks. They take a lot of License Points turn earn (go south from your characters' inital investments in the top License Board), which means you'll need to kill monsters to get the LP to learn the abilities and this naturally cause you to level. You can, however, cleverly script a party to keep one member of three at perpetually low HP if really want that. Here's a quick example:

      Say you've got one Tank, one damage platform, and one healer (these can be any of the main characters since you've got almost an entirely free hand in customizing their ability loadouts -- they have no personality in terms of combat other than that you give them and a weeeeeeeeeeeeee little bit in their initial skill selection which lasts about 5 minutes if you're determined to overcome it). Customize your healer's gambits to something like 1) Target: healer (by name), Action: Cast healing spell. 2) Target: tank (by name), Action: Cast healing spell. 3) Target: leader's target. Action: attack. There is not to my knowledge (12 hours in) a "target X if HP Y%" target available for discovery, but your guys have a modicrum of AI and won't cast spells or use items if its a complete waste (i.e. if your first command is Target: Leader, Action: Use Potion you won't use a potion if the leader hasn't taken damage). This will, of course, be a heck of a lot more mana intensive than Target: Party member with 70% HP Action: Cast Cure.

    8. Re:As someone currently engrossed in the game... by SinGunner · · Score: 1

      You just haven't gotten there. There are gambits for that type of command, and they are insanely useful. I have one person set to cast weak cure spells on moderately injured people and another casting huge cure spells on people near death. Of course, I'm about 50 hours in and have found a ton of gambits in treasure chests, so I can't tell you off the top of my head where this particular group is found/purchased.

  22. watching : playing ratio in FF games by PaganRitual · · Score: 1

    'I don't want to watch my videogame.'

    This is a joke, right? Are they actually talking about Final Fantasy games? Outside of Xenosaga, the FF games have the highest ratio of watching : 'playing' I've ever seen. And the stories (at least in the later ones) are pretty amateur trash that hardly bears sitting thru. Although having said that, the only FF game I've really put time into was FFX, and the rock/paper/scissors gameplay of that game turned me off the FF games forever. Although I hear the earlier ones were better.

    1. Re:watching : playing ratio in FF games by Anonymous Coward · · Score: 0

      The others are, if anything, worse. You'll have more choices than just "rock, paper, scissor" but there's still always at least one thing that will do massive damage on top of all others. (Sometimes more than one.) The reason I'd say that they're worse is that, unlike FFX, there's no guarentee that you'll have access to whatever the counter is, so some battles involve fighting rocks when all you have are characters with scissors.

      The best (by which I mean, stupidest) thing about FFX was that any single character could collect enough abilities to essentially be rock, paper, and scissors all at once. About midway through the game you stop caring about rock, paper, scissors, because it didn't matter any more. Your scissor character could cut rocks and other scissors just fine and was no longer limited to just chopping at paper.

  23. Final Fantasy Chronicles by Bardez · · Score: 0

    There is a Zelda-esque Final Fantasy. It's called Final Fantasy Chronicles and it's for the GameCube. Unfotunately, it's designed for multiplayer gaming, not solo action, and it really isn't all it could have been.

    --
    Perception is the thin dividing line between reality and fiction.
  24. teaches those who run into battles aimlessly... by evangellydonut · · Score: 1

    final fantasy series never had a whole lot of strategy and difficulty to it... the 99 limit in number of items, the endless casting of pheonix down and such made dying "just another part of the game". some of the "hardest" fights were fairly easy, and i've managed to defeat toneberries with little trouble when the walkthrough said they are impossible at that stage of the game. (in FF8's battle arena, in the last fight, i was berserked after being turned into a toad and mini'd, so i only dealt 1 point of damage without any way to get out of the infinite loop... turns out the monster didn't have physical attacks and i was totally immune to his magic, which he ran out after some time... so i left the tv off and playstation running for a week before winning o_O)

    In comparison, i'm currently playing Star Ocean 3, where you have no pheonix down casting, and limit to 20 "revive-item" in the earlier part of the game, and i've actually ran out of those (or mp-replenish items) during normal map-walking... i also remember xenogears where one of the first boss i fought was close to impossible unless i upgraded my gears... so in that sense, the new system is welcomed... either that, or make the fights more tatically challenging, but not a button-smasher.

    my list of completed rpgs include:
    ff4-x2 (no tatics)
    xenogears, xenosaga 1 (got kinda bored with xenosaga 2)
    star ocean 2, (in the process of playing star ocean 3)
    one of many dragon quests
    one of many breath of fire
    lunar - silver star story
    chrono trigger, chrono cross
    secret of mana
    and probably one or two other ones i forgot about...

    1. Re:teaches those who run into battles aimlessly... by DavidBrown · · Score: 1

      Dude, you need to be playing Shadow Hearts. The judgment reel rocks.

      --
      144l. ph34r my 133t l3g4l 5k1lz!
  25. Rock paper scissors gameplay isn't that bad by technoextreme · · Score: 1
    Although having said that, the only FF game I've really put time into was FFX, and the rock/paper/scissors gameplay of that game turned me off the FF games forever.
    I've played the Fire Emblem series and I never really had any problems with this type of gameplay. I've also played Age of Empires Age of Kings where this was also prevelant. It's not a feature that will doom gameplay. In some instances it makes sense like Age of Empires where a pikeman definately has the advantage over someone on a horse and in Fire Emblem where dark beats animas?? magic.
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
    1. Re:Rock paper scissors gameplay isn't that bad by PaganRitual · · Score: 1

      Well then it must be okay then. It may not doom gameplay but it certainly dumbs it down. I don't call it tactics if all I have to do is make sure a certain unit attacks a specific other unit to guarantee a thrashing. I want relative positioning, terrain, attack direction, cover, etc to all affect the result, not just that my swordsman dealt 95% damage to their pikeman while only taking 10% because swordsman > pikeman.

      The RPS style of combat in Fire Emblem was exactly what inspired me to put that game up on Ebay. And in 'stand and deliver' type combat like FFX, I prefer a more advanced system with enemy weaknesses and resists and spells and ablities to counter or enhance those, like Shin Megami Tensei for example. Or even better, something skill based, like Shadow Hearts. In games like Fire Emblem I feel the answer is already there in front of me and I just have to push the buttons to make it happen. Yawn.

    2. Re:Rock paper scissors gameplay isn't that bad by KDR_11k · · Score: 1

      However, in FE or AOE you have more than three units in play and they can stand in more than one position and they may be needed in more than one place. In FF there is no flanking, no luring troops out of their advantageous terrain (e.g. base), just "select your character and the matching monster".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  26. A.I. Innovation by echocharlie · · Score: 1
    From the article: "Meanwhile, the Gambit system is, well, probably the most brilliant thing ever to appear in a Japanese role-playing game...." and later "...This is where producer Yasumi Matsuno shines most -- in creating straightforward game concepts that eliminate waste. Matsuno saw a way to get rid of the tedium of role-playing games (heal when low on HP, attack, attack, attack, get hurt, heal again, attack, attack) by implementing a simple AI programming scheme. The dead simplicity of the AI programming scheme, however, rather violently lays bare the fact that RPGs are, generally, predictable and tedious."

    Now I'm as much a FF-fanboy as the next otaku, but this little section makes it seem like the AI is a revolutionary new idea. Not so. The enemies in the games have been using a similar AI since the beginning of RPG's. So essentially, all they did was turn the tables and give the protagonists access to these simple routines. It's a stretch calling it "brilliant". I'd say it's been overdue.
    1. Re:A.I. Innovation by 108 · · Score: 1

      It's brilliant BECAUSE it's overdue. You see, the Japanese videogame industry tends to be populated by business-school guys who don't know much about videogames. Matsuno is one of the few guys that knows his stuff.

      That, and the setup for the Gambits is really something. I mean, it's really easy to implement. And it looks nice and clean. It's appealing. The game is, in structure, more like Baldur's Gate II than, say, Final Fantasy X. However, there's none of that PC game feel to it. It still feels very much like a videogame. It's not like Star Wars: Knights of the Old Republic, where it still felt like a PC game (what with being able to go into the menu and turn down the difficulty level in the middle of a fight) -- this evokes a feeling like an old 8-bit game, where you didn't always know why things happened. Only now, the game has decided to let you figure out what's happening, if you want. You don't have to if you don't want to, though. Either way, it's kind of . . . friendly.

      If anything, it stands a chance of turning normal people into hardcore RPGers -- because it really is deep and interesting, while at the same time not excluding anyone with real-world common sense or logic. It's just AI scripting, yeah. It's just the execution of the context that makes it "brilliant." See, previous Final Fantasy games had just turned people into Final Fantasy fans. That's why you get so many Final Fantasy imitators. "If you like Final Fantasy, try . . ." FFXII is bewildering to people because it's not a Final Fantasy imitator. You'll see!! You will play it!!

      I'm . . . rambling, I guess. That's what I do. That's what I did in the article. And, uh, they cut out a lot of the good stuff. I can't blame them, though hell. I should have calmed down before I wrote it. A lot of the Gambit description got cut, though I reckon that's what's most important here.

  27. Well I'm Sold! by blueZhift · · Score: 1

    Actually, this all sounds pretty good to me! I actually hate all of the menu popping in battle. And I mainly play FF games for the story. So I'll be grabbing XII asap.

  28. Talk about beat by Hubbell · · Score: 0

    The most fun in the FF games/other single player 'party based' RPG's was that you had complete control. Your guy has 5 hp left, and the enemy is near death, what do you do? Heal, or make that last ditch attack to end him? Put all your hopes into that lucky roll that lands you a crit and ends the fight, or heal and hope he doesn't kill you in the next move?
    This Gambit system just turned me off from the game entirely.

  29. You have died^H^H^H^H fainted. by tepples · · Score: 1

    the endless casting of pheonix down and such made dying "just another part of the game".

    Items such as Pick Me Up in Super Mario RPG and Phoenix Down in FF7 had the effect of turning dying into the equivalent of fainting. The Pokémon series just ran with this realization.

    1. Re:You have died^H^H^H^H fainted. by KDR_11k · · Score: 1

      I think the FF games don't call it death, they say the character is wounded or incapacitated. Which would also explain why you can revive a characer a hundred times during battle but it suddently stops working when the character is killed in a cutscene. Though it does not explain why damage in a cutscene is fatal in a single blow while you can take tank shells to the face without even flinching in combat.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:You have died^H^H^H^H fainted. by Anonymous Coward · · Score: 0

      I recall "Swoon" being used to denote the "dead" status in earlier FF games.

  30. Maybe it's just me... by Zack · · Score: 1

    But I love the old FF games. I actually just loaded up LJP and played FF1 (yes, 1) all last week. Love it. I've got 2 and 3 loaded up and they're the next on my list.

    Of course this might have something to do with the fact that I haven't had a game console since the N64. And even that was a hand-me-down from a friend.

    Maybe I'm just getting old...

    1. Re:Maybe it's just me... by Anonymous Coward · · Score: 0

      not just you, my favorite FF games are the first six :)

  31. Redundancy by punkrockguy318 · · Score: 1

    This is a good thing (TM). In many RPGs, the fighting engine ends up being nothing more than mindless button mashing. I game that removed that redundancy would really appeal to me. Change isn't always bad!

  32. The new tagline for the game by eamonman · · Score: 1

    FF 12

    Where The Spirits Within meets Progress Quest. (With 5 minutes of setup via GUI).

    --
    0- Eamonman Proud member of DNRC
  33. Gambits Are *Awesome* by EXTomar · · Score: 1

    I've seen the Gambit system in action and its one of the best ideas to come out of RPGs let alone console RPGs in a long while. Compared to the archaic systems like Dragon Quest 8, Gambits make the fights move much faster in a franetic fashion that makes it move more like how you'd think a fight scene in a movie would go without the pestering you. Not the whole Xenosaga thing where you are watching the "movie of the game" but it is controlable. Considering that the game tries to present the other people in your group as "real", unless the activity is tedious or requires exacting precision why should I tell my party or subordinates each and everything thing they should be doing? I should be saying "We are going over here, kill that first" and instead of directing each minute detail of my side of the battle.

    I really don't understand some of the bitching FF12 is getting. Some people are going "oh its the same old Final Fantasy". Have we been playing the same games? Ignoring the setting choices they use (and the name), each Final Fantasy is fairly unique and tries some experimental things that are not often reused (which is good and bad). Very few parts of this engine are from any other game so what about this is the same old FF "The game is too automatic! I want to push the buttons!" are probably the same people who thought Dragon Quest 8 was a great game but ignore the fact its a boring, if not flagulation of a game.

    I don't think FF12 is the "best game ever!" but it does have interesting ideas and features that make it stand out and heck even recommendable for playing. Heck FF is actually gravitating towards making the player notice the story more than the combat engine. How is this a bad thing??

    1. Re:Gambits Are *Awesome* by Tridus · · Score: 3, Interesting

      Or you know, maybe they DID think that DQ8 was a good game? Just because you find something boring doesn't mean other people will.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  34. final fantasy by sentientbrendan · · Score: 0, Troll

    Square has made a few very good games in the past, few enough that they can be listed in their entirety right here:
    1. Secret of Mana
    2. Chrono Trigger
    3. Final Fantasy 7

    You should note that only *one* of those is a final fantasy game, and they have made 12 of them. The plots, dialogue, and characters generally suck. Essentially all most final fantasy games are is mindless mob grinding, and item collection. Sadly for square, this space has been taken over by MMORPGs, and arguably blizzard has taken the lead in this market.

    What Square has shown in the past, is that they have the talent and raw resources to create really great games, but no real motivation to do so. Coming up with a good plot and dialogue that people over the age of 12 can enjoy is difficult and requires that they give someone smart a lot of creative freedom, which is always dangerous. It's easier for them to just throw lots of money at artists and developers to create a beautiful expansive world, to cover up how utterly mediocre their game is at its core.

    My hope is that Blizzard now feels under a certain amount of pressure to buck their old demographic of obsessive compulsive gamers, and to appeal to an average joe like me who isn't really interested in random encounters, or ultimate weapons, but who just wants to play a genuinely enjoyable game with a cool story and interesting characters. I haven't checked out the latest final fantasy, but I'm hoping that all the whining I hear from the old guard suggest some improvements.

    1. Re:final fantasy by Anonymous Coward · · Score: 0

      FF7 sucked. Secret of Mana was OK, and Chrono Trigger is what FF should have always been. But FF7 sucked ass.

      The story in FF7 was one of the weakest in the series. The gameplay was dumbed down to the point where you didn't care which character was in the battle, just which materia was on your selected three. Under utilized a character? Pop off the leveled materia off another character and, presto, a character you've never used becomes amazingly uber.

      Essentially all most final fantasy games are is mindless mob grinding, and item collection.

      FFXI is well-known as being nothing but a mindless mob grind, where item collection involving many hours of waiting for random drops is required to continue the mindless mob grind.

      FFXII's system is based on FFXI, just with AI characters to replace the other players.

      You can expect FFXII to be every bit as bad as the rest of them.

      I really wish people would go back and play the FF games they "loved" - I loved them as a kid too, but I also loved the Transformers as a kid. Going back and looking at them now, I have no clue what the fuck I was thinking - they both suck major ass. The only reason people like FF is because they were too young to know better when it came out.

    2. Re:final fantasy by sentientbrendan · · Score: 1

      FF7 was one of the worst?! Because of story?! It actually *had* a story, and characters... that puts it miles ahead of the rest of final fantasy.

      You hated materia? because then you didn't have to mindlessly level up all your chars?

      The point of materia was that you got to *create* a new character from scratch by giving him whatever kind of abilities you wanted to. Kind of like the sphere grid, except you could do it over and over again. I personally thought this was fun.

      My main beef with final fantasy is that you shouldn't have to spend so mach god damn time leveling up your chars. Materia made the task at least a little more interesting, by allowing you to level up whatever abilities that you thought were cool, instead of just linearly improving your characters hp and mana.

      *all* ff is well known as being a mindless mob grind, not just FFXI. I don't know the system in particular, but it would be hard to make any worse than the *have your characters line up and take turns attacking the enemy* system.

      I never played FF7 as a kid... I can assure you I enjoy it as an adult.

  35. Sounds like Dungeon Siege by Belgand · · Score: 1

    Quite frankly I really liked Dungeon Siege when I first started playing. Sure, some of the obvious problems showed up pretty early (e.g. the obvious linear road through the entire game, the lack of game balance, etc.) but when you were just controlling one character it felt like a fun, pretty Diablo II clone. As soon as you started adding party member though you lost almost all of your control. I often felt like I was merely playing the manager making sure they were stocked up with plenty of potions and in charge of breaking open containers every so often. The game stopped being fun because instead of actually playing it you just watched it.

    Some people really liked Dungeon Siege (I know my girlfriend got rather into it), but to me it just didn't seem like much fun at all. I've played the US Final Fantasy games as they game out since the first one was released for the NES, but sometime around FFVII I just sort of dropped out as they felt the need to making increasingly large changes to the games and focus less on the the gameplay (plus, I've only owned a PC and Nintendo consoles). From the sounds of things Final Fantasy has jumped the shark.

  36. How could they?! by TimCeeteSmith · · Score: 1

    Fans are critical when the director leaves, the musician leaves, the company goes bankrupt, and they change the fundamental system?

    How totally bizzare!

    May the wind be always at your back,
    -Tim_Ceete_Smith

  37. Some of your facts are off... by Kuukai · · Score: 1

    Check Wikipedia. FFXI came out about a year before the Enix merger. And FFXII isn't the first single-player FF since then: FFX-2 was released half a month before the merger, nearly a year after XI. Although DQVIII and FFXII were both published by Square-Enix, the actual staff involved in creating each game was completely different (DQVIII was developed by Level-5 vs. the in-house FF team). Simple things like DQ's lack of voice acting (completely absent in the original Japanese version, which is heresy by modern FF/Kingdom Hearts standards) help show how seperate the projects are. I'm not saying that interaction couldn't happen or isn't happening, just that if it is it's not quite located where you said it was...

    --
    Sendou Wave Kick!!
  38. I didn't agree with the 40/40 by The+Renegade+Saoshya · · Score: 1

    ...and even though I haven't played the game yet, I still don't agree. There's better games out there, and even better plots if that's what people play FF for.

    I also agree pretty much with this article, but it's directed at all of the series, not just XII.

  39. that and... by Zantetsuken · · Score: 1

    the pokemon series was much more clearly marketed towards little kids - it doesnt sound good with kids yelling and screaming "DIE DIE DIE" to a pokemon in front of their parents, whereas yelling and screaming "FAINT FAINT FAINT" doesnt sound so bad - its not good to keep your game from getting bought cuz of parents that control what their kids buy cuz it "makes" them violent and want to kill stuff

    1. Re:that and... by Rob+T+Firefly · · Score: 1

      Reminds me of the instruction manual to one or another of Pac-Man's original Atari console incarnations.. even my mom reacted with an "oh, come on" when reading that touching a ghost makes Pac Man tired and ends the round.

  40. "Rock beats everything, right?" by cluke · · Score: 1

    Your scissor character could cut rocks and other scissors just fine and was no longer limited to just chopping at paper.

    Just like Chuck Norris! He always chooses rock. If you choose paper, he punches you in the face with his clenched fist and says "I thought your paper was going to protect you".

  41. Progress Quest by wickedj · · Score: 1

    It sounds like Progress Quest with a prettier interface. One of many available "fire and forget" rpgs.

  42. Moral of the story: People like to complain. by dannycim · · Score: 1

    When Grandia III came out half of the player base complained that it was too short and that some enemies were too hard (Melc Crystal, for example). Meanwhile, it has the most fun combat system I've ever seen. If these people would have just taken the time to rip through every monster on the way, they would have found the game long enough and plenty easy.

    When FF7 came out, people complained that it didn't have a job system. Meanwhile, you can clearly configure any character any which way you want with the equipment and materia options so that any character can clearly be a damage dealer, magic dealer, magic healer, thief, etc...

    I could go on with many other examples, but I'll spare you.

    Now FFXII comes out and people complain about the gambits, and that the combat isn't interactive enough.

    They're complaining about something they can turn off entirely.

    I can't wait to play FFXII. To me, having the characters constantly attack without me pressing the X button every hit makes a lot of sense. I want to concentrate on giving orders that are out of the ordinary (debuffing at start of combat, performing special finishing moves, using items and spells when I judge it necessary...)

    I liked the demo, even if it was a bit too easy. I really liked that the party's members are always on-screen and that there is no battle transition. It makes the experience a lot more immersive.

    {See you again!}

    1. Re:Moral of the story: People like to complain. by Anonymous Coward · · Score: 0

      When FF7 came out, people complained that it didn't have a job system. Meanwhile, you can clearly configure any character any which way you want with the equipment and materia options so that any character can clearly be a damage dealer, magic dealer, magic healer, thief, etc...

      FF7 sucked. The people who liked it are what are known as "Sephiweenies" - people who ignore the actual game and just concentrate on the crappy story behind in the game. It's the same type of people who like Sailor Moon or Dragonball Z - they're just oggling the eye-candy, and ignoring the fact that there's no substance.

      FF7's problem is exactly what you described - you can make any character do anything, there's no class system. The problem is that you can make characters do multiple things. Want a tanking warrior with heal spells and nasty magic? You can do that. All at once. There's no strategy, no tactics. The characters are all just walking materia slots - they might as well be identical.

      FF6 sucked too, I have no idea why anyone thinks it's "the best thing ever", although it sucked less than FF7. Same problem as FF7 - the characters are just walking Esper containers. Once characters start learning magic, they all just merge into the same character, and strategy and tactics go out the window.

      FF8 had the same problem - junction magic the right way, and all your characters became effectively identical, magic-weilding meleers with massive HPs. FF9 should have fixed this, since they brought back classes, but they somehow managed to make all the characters similar enough that I can't actually remember the classes or the characters. Or the story.

      FF10 was even worse. Get far enough into the sphere grid, and you can - yet again - make all you characters identical. Unlike FF7 where you're constrained by the number of materia slots (but not constrained enough), FF10 gives the abilities permenantly when unlocked.

      Now FFXII comes out and people complain about the gambits, and that the combat isn't interactive enough.

      Of course people are complaining the combat isn't interactive. Most people play games with the expectation that they'll get to play something, and FFXII takes that away. Having your characters attack automatically takes away all strategy and tactics - you might as well be watching a for-PS2 movie.

      To me, having the characters constantly attack without me pressing the X button every hit makes a lot of sense.

      Get a controller with a Turbo option, and you can do that in any other FF game. Actually, I think Turbo isn't even needed, I think holding down "Accept" will accomplish the same thing.

      The FF series have been crap for ages, FF12 is just Square finally realizing that they've long ago alienated the people who play games for the experience of playing games, and just catering to the "slightly interactive movie" crowd.

  43. Only when gambits are on by Cyber+Akuma · · Score: 1

    Ok, the article is slightly misleading. First of all, the characters will only act on their own if Gambits (basically, the character's AI) are turned on. Also, there are two modes, active mode and wait mode. In wait mode, the game pauses when you open the menu, it doesn't in active mode. Although ill admit, playing active mode with all 3 characters having their gambits off is near impossible, but its more than possible to set the gambit of the character you are currently controlling off and control him well in either mode. Basically, if you play active mode with all character's gambits on, or only the lead character's gambit off, its slightly like a "rollicking fight in fantasy movies" as they mentioned, if you set it to wait mode and turn all gambits off, it plays very much like traditional Final Fantasy games. The best way to describe the battle system is that it's a faster paced version of FFXI's battle system, except you control three characters at once. When you go into attack mode, your character takes out his/her weapons and starts attacking. They have a delay how often they can use them, say, they can swing/fire their weapon once every 5 seconds, they will automatically attack every 5 seconds while in attack mode, but while they are doing that, you can cast a spell, use a skill, use an item, etc, basically you don't have to keep mashing attack, just concentrate on other strategies. When you use a spell, they stop attacking with their weapon while the spell charges up, once it does they cast it, then automatically go back into attacking with their weapon. If gambits are on, the characters will sometimes decide to use magic/items instead of doing nothing but attacking. All characters will enter attack mode if the lead character does regardless if gambits are on or off, and all characters will disengage and run if the main character runs away.

    --
    A train station is where a train stops. A bus station is where a bus stops. On my desk I have a workstation...
  44. The Best Sign of a Poor Battle System.... by Prien715 · · Score: 1

    ....is the ability to automate easily. The point of games is to be interactive, not to watch battles take place and have you gain experience. Why not just have instant battles if you're not making any of the decisions? Just to waste your time watching the same animations over and over again? Please -- I have better things to do.

    My girlfriend and I are playing through Dragon Quest VIII and learning chess at the moment. In one, we set the thing on autobattle and watch animations. In the other, we make careful decisions whose execution takes a mere moment.

    I would say the more easily automated the game, the less fun. People generally praise Starcraft, Final Fantasy Tactics, and Tetris precisely because the AI for them wouldn't be 5 lines to write and (to my knowledge) the AI is far inferior to a human player.

    (And for those of you who say story is important in FF, I'd agree (having played all of them). But then why not just take out the battles entirely?)

    --
    -- Political fascism requires a Fuhrer.
    1. Re:The Best Sign of a Poor Battle System.... by Anonymous Coward · · Score: 0

      I would say the more easily automated the game, the less fun. People generally praise Starcraft, Final Fantasy Tactics, and Tetris precisely because the AI for them wouldn't be 5 lines to write and (to my knowledge) the AI is far inferior to a human player.

      It's easy to write a Tetris AI that is better than any human player. I know about this but that's a separate issue.

      The thing about Tetris is that, although the game seems difficult at first, it's easy to get better at it, and the difficulty ramps up smoothly. Also, once you've played the game enough, you're able to make decisions about block placement and act on them without consciously thinking about it. This keeps the game from being too repetitious, and it means that really good players can play the game at amazing speeds.

  45. An almost playable Final Fantasy game by ThePuceGuardian · · Score: 1
    I tried out the FFXII playable demo - oh, ages ago, now; it was on the bonus disk that came with some other game I've since forgotten completely about. I was genuinely impressed! It was the first Final Fantasy game that didn't make me want to throw a shoe through the TV tube.

    It was FFVII that turned me completely off the 'F*cking Tedious' genre of Japanese console RPG's - in fact until that demo I'd never returned to console RPG's - but this seems like a step in the right direction.

    Now if only there were a 'jump' button.

  46. Hah. They want to play the game? by kyle+(in+stereo) · · Score: 1

    If playing a game is what someone wants, then Final Fantasy, and RPGs in general, are the wrong place to go especially since that cinematic crapfest FFX.

    --
    ---space.is.the.place---
  47. I haven't played FF XII but by Wescotte · · Score: 1

    I believe I have a good idea how the combat system works and I assume it's similar to Tales of Symphonia where you can tell the AI players kinda what to do. What I'd really like to see is several different methods of combat. Think along the lines of 7th guest RPG where you like maybe a handfull fights in a game and they are all significnatly different and actually challenging to the point where when you fail a few times in arow you don't just power level to make up for lack of skill.

    WHile I do like the Tales of Symphonia's idea to merge a street fighter game into an RPG eventually you learn all the combos and it gets boring 1/2 into the game. Then the 2nd half you can pretty much just turn the full auto AI and let the computer do the whole thing.

  48. Betrayed? by ElleyKitten · · Score: 1

    Yet players feel betrayed. They say, 'I want to press buttons.' They say, 'I don't want to watch my videogame.'

    I thought everyone who felt that way stopped playing FF years ago?

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.