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Mrbob said:
RPG of the year.

It'd be indisputable too, if only Oblivion didn't come out. But still, FFXII has the prestigious position of being the greatest Final Fantasy ever made... which, judging by the endless parade of fanboy nostalgia masturbation around the franchise, is very good indeed.
 
RaijinFY said:
Doesnt sound like unfortunately... :(

going to have to agree from what i played. not that i could understand what was happening without my frien dhelping me out though.

just couldnt get into th ebattle system. feels so.. i dunno it just bothers me

of course i cant fully judge it i dont think so +1 day one purchase for me. collectors edition no less
 
Well, I set up priorities incorrectly the first time through (attack was first, heal was lower down the list), which made me manually heal. I liked it better that way, myself. The second time through, I put healing/revival ones first so the party would attack and heal when the if/then statement of current hp/max hp was met, thus letting me go and make pizza if I wanted.
 
Amir0x said:
It'd be indisputable too, if only Oblivion didn't come out. But still, FFXII has the prestigious position of being the greatest Final Fantasy ever made... which, judging by the endless parade of fanboy nostalgia masturbation around the franchise, is very good indeed.

Oblivion is great and all but it isn't concentrated enough for me. It's great at what it sets out to do, but before I can declare an RPG better than another, it also has to have a superior story, characters, and things of that sort. And though Oblivion is littered with sidestories and characters, I don't think they really amount to too much in the main story.

Well, I set up priorities incorrectly the first time through (attack was first, heal was lower down the list), which made me manually heal. I liked it better that way, myself. The second time through, I put healing/revival ones first so the party would attack and heal when the if/then statement of current hp/max hp was met, thus letting me go and make pizza if I wanted.

:lol That post actually helps me understand it better for some reason.
 
RaijinFY said:
I hope this one wont disappoint me like FFX did in its time...

But seeing different reviews in past months (here and on different boards) didnt reassure me at all.
Best thing to do is to stop being held by the hand and play the game on your own merit. If you are the type to be swayed by other gamers then you aren't a gamer yourself.

As much as I trust certain RPG afficiendo's on this board like Bebpo, ducky and Scarlet.. it just doesn't compare to what you experience and enjoy in the same game they are praising to the heavens or dragging through the mud.
 
speedpop said:
Best thing to do is to stop being held by the hand and play the game on your own merit. If you are the type to be swayed by other gamers then you aren't a gamer yourself.

As much as I trust certain RPG afficiendo's on this board like Bebpo, ducky and Scarlet.. it just doesn't compare to what you experience and enjoy in the same game they are praising to the heavens or dragging through the mud.

Very true. I personally loved FFX, especially when replaying it last month. If I actually took into account what people say, I would have skipped FFVIII, IX, and X. :lol
 
Ark-AMN said:
I'm better more on Tales of the Abyss, since those who played the Japanese version say it was even better than Symphonia.

wow what an award, Abyss is better than one dimensional wank fest Symphonia. so excited :D

seriously i'm getting it ('cause it's supposedly gonna be $29.99), but being better than Symphonia is not like a high water mark :lol
 
Why would you trust my opinion? I'm one of the weirdest gamers around. Like with DQ8, I don't want anybody to go out and purchase the game thinking it's the BEST THING EVER and be disappointed.

I'm sure lots of people will love the game, I'm just stating my experiences with it. I wasn't really looking forward to the game overall (played the demo the day before the game arrived), but had fun the first time..much less fun the 2nd time.
 
Only thing I'm remotely concerned about is the general dismay for the
third act of the game and the ending.
I don't really remember what was "wrong" with them, but I hope I don't agree with whatever it happened to be.
 
I didn't even know I was at the end. The credits started going by and I said "oh, it's over".
It was pretty abrupt, if that is what other complained about.
 
Yeah Oblivion is pretty sweet Amir0x. I have some issues with the game though, which keeps it from getting rpg of the year status.


Ark-AMN said:
I'm better more on Tales of the Abyss, since those who played the Japanese version say it was even better than Symphonia.

Tales of the what? That series is a dime a dozen, getting a new one every year. FF releases are special because we see real sequel once every 3 to 4 years. My friend has ToS, and I watched it for about 15 minutes before I had to leave the room due to the horrific voice acting. It was either this or take a drill to my eardrums.

Bask in the glory of FF12. :D
 
Yay let's get another Himu thread locked!

VP2 > all other RPGs!

On the note of Gambits, as long as I can micromange and play around with them, the automaton they create doesn't bother me TOO much...I hope.
 
"the most anticipated rpg of all time"?

just watched the trailer on the site

"from the creators of final fantasy, comes.. another final fantasy" lol
 
I actually liked the Gambits, I just wish the game had given you more of them from the get go. It takes like 4 hours of gameplay to get a decent set up of them, and then maybe another 6 or so before you really get a reasonable amount. I don't agree with making you have to find/buy them. It seems like the sort of thing where if you really wanted people to learn the system and learn to love it you should make more of it available earlier. I know it's a 100 hour RPG or whatever but eh.

I still found myself micromanaging boss fights so I don't fully agree with the "it takes away control" crowd. I think it reduces tedium of low level fights but the difficult stuff still takes as much or as little thought as it ever did.
 
MoxManiac said:
Yeah but doesn't the interface make that horribly annoying and unresponsive?

You have to use gambits unless you're batshit crazy and want to do every single command for all of your characters at every single moment. Even I used a few basic Gambits to reduce the insane tedium and difficulty of not using any of them at all. I'd elaborate more but I'm working on getting my computer going right now after I had to reinstall everything and wipe my HD =|
 
Shouta said:
You have to use gambits unless you're batshit crazy and want to do every single command for all of your characters at every single moment. Even I used a few basic Gambits to reduce the insane tedium and difficulty of not using any of them at all. I'd elaborate more but I'm working on getting my computer going right now after I had to reinstall everything and wipe my HD =|

That's something about the demo that did get tiresome, which was constantly managing characters and attacks. So I guess the gambits are good for that. I'm just saying I doubt I'll use them all that much on my first playthrough (or at least the first time I clear each area of enemies).
 
I need this Game NOW

after I tried it at E3 this year I have been dreaming of this game, battle system is so awesome and the game seems HUGE and I like that!

oktober cant come fast enough
 
Red Scarlet said:
I don't remember if the demo had Gambits or not. With the proper Gambits, you don't have to do anything for battles. No strategy, just dododo make a pizza like Bebpo did. If that's your cup of tea, then you'll have a grand time, I guess. Battles are one of my main reasons for playing this type of game, so I can't really say I am a fan of the Gambit system. The way battles are designed make not using Gambits really cumbersome and annoying. There *is* a middle ground though, so it isn't too bad, but if you use Gambits how you are 'supposed' to, about 99% of all the fights in the game when you have Gambits going are pointless in a 'play' perspective. Just run to some enemies then put the controller down until they're beaten.

Want a video? I know the perfect non-story spoiling place I've made a video before of.
That's one of the things I love about Gambits. They show to the player that most of the turn-based RPGs have almost 0 control in battles. In fact, imo, there is much more control in creating a AI system AND manually issuing commans from time to time to micromanage your strategy, than like in other turn-based RPGs without gambits, where all you MUST do (you have no other choice, or else it's game over or makes the battles harder or more boring) is to use your strongest attacks and heal when needed.

Gambits do not remove control, they remove that fake sense of control found in most of the menu-based RPGs. It reminds me of FFX's world map system. Everyone bashed it for being linear, but it did not removed the exploration that the world maps had, it just removed their fake sense of exploration. (Only very few world maps were actually explorable, like FFVI's world of ruin. And only few turn-based systems needed TRUE control and strategy to win the battles, without the need to force the player doing the same three-four commands over and over 90% of the time, or else, the player would be wasting turns)

EDIT:
Creating a gambit system (it's fun to do so, btw), and then make a pizza while your characters fight >>>>>>>>>>>>> Issuing the same three-four commands over and over and over and over and over and over and over and make no pizza. You only end up losing without Gambits. :D

P.S: Manually controlling the lead character while the others are controlled by the gambits you have created is also fun. :)
 
Grivenger said:
That's one of the things I love about Gambits. They show to the player that most of the turn-based RPGs have almost 0 control in battles. In fact, imo, there is much more control in creating a AI system AND manually issuing commans from time to time to micromanage your strategy, than like in other turn-based RPGs without gambits, where all you MUST do (you have no other choice, or else it's game over or makes the battles harder or more boring) is to use your strongest attacks and heal when needed.

Gambits do not remove control, they remove that fake sense of control found in most of the menu-based RPGs. It reminds me of FFX's world map system. Everyone bashed it for being linear, but it did not removed the exploration that the world maps had, it just removed their fake sense of exploration. (Only very few world maps were actually explorable, like FFVI's world of ruin. And only few turn-based systems needed TRUE control and strategy to win the battles, without the need to force the player doing the same three-four commands over and over 90% of the time, or else, the player would be wasting turns)

EDIT:
Creating a gambit system (it's fun to do so, btw), and then make a pizza while your characters fight >>>>>>>>>>>>> Issuing the same three-four commands over and over and over and over and over and over and over and make no pizza. You only end up losing without Gambits. :D

P.S: Manually controlling the lead character while the others are controlled by the gambits you have created is also fun. :)


^
 
Amir0x said:
anyway as i was gonna say in the closed thread, every other Final Fantasy team sucks compared to what Matsuno and Co. have achieved with the GREATEST FF EVER™, FFXII, and stripping away things like random battles and inserting Gambits, a hugely realized and explorable worlds and the most "alive" cities ever in a FF game, a Sakimoto soundtrack and more...

...this is something that takes time! Rushing through development is for the fail, and you get inferior products. Matsuno leads the light.

:lol :lol :lol you crack me up, man
 
TheJollyCorner said:
:lol :lol :lol you crack me up, man

The only amusing thing is that our dreams took this long to be realized. It's gonna be a long, cold downward spiral to FFXIII :(
 
What he said made 0 sense, unless the person starts the game with the strongest spell in the game and infinite MP.

How setting 'attack the nearest enemy' once then having the game do that for you every single time you see an enemy in range is more control than choosing what to do depending on whatever situation comes up in a game? No.
 
at whatever given time in the game, you'd be using your strongest current spell/attack that you currently have available to you is what he is saying

anyway he's a good guy because he knows just how awesome FFXII, and why it utterly destroys every other FF game, so he's on the good team of righteousness.
 
Red Scarlet said:
Ever hear of 'conserving MP'?

yeah i've heard of it, and it's only one of many fake little veils of control that continually emphasize why gambits own the world.
 
brandonh83 said:
I've always thought that Sakimoto's work just sounds better than Uematsu, but I would never say that Sakimoto is a better composer, at least when it comes to memorable tunes.

Uematsu's strength is as a pop composer. He's very much like the John Williams of videogames -- his themes tend to be sappy but very memorable and extremely fitting. It's because his work is so focused on melody that people say he's getting "worse" -- really what's happening is that in later years he's had to pad his 25-30 strong compositions per soundtrack up to 100+ and he's been forced to arrange his own work, even though his arrangements are terrible. (Look at FFX, where the best tracks are Uematsu melodies arranged by other composers). His chiptune work is still some of the best videogame music ever written, and some of it is criminally underappreciated (the NES soundtrack to FFIII being the outstanding example.)

Sakimoto is much more symphonic and bombastic. His strongest suit is creating mood (rather than melody), and unlike Uematsu (who evokes pure, simple, nostalgic emotions), Sakimoto is great at complex, mature themes -- he fits so well with Matsuno because his happy pieces carry deep currents of tragedy and his sad pieces burgeon with hope. He does produce memorable pieces (both FFTs havesome pieces I hum to myself) but they're very arrangement-driven and don't work if you try to extract the melody. "Beyond the Wasteland" is a really catchy, bouncy battle track, but without the syncopated percussion and such it's pretty empty.
 
Red Scarlet said:
How setting 'attack the nearest enemy' once then having the game do that for you every single time you see an enemy in range is more control than choosing what to do depending on whatever situation comes up in a game? No.
But it is no less control neither. :D

If I want to conserve MP, I don't blast away 100HP badguys with a spell that does 800 damage.
And who would be dumb enough to have such a bad gambit setup? :D
 
Yeah it is, you don't do anything anymore, the game does.

I'm talking about your 'use the strongest stuff all the time in a regular game' thing. Does anybody actually play like that?

Try setting a Steal gambit that doesn't suck ass and see how much 'better control' gambits have.
 
hahaha Red Scarlet is still bitter that she can't pointlessly steal to perfection potion Y from every little creature
 
Yeah, stealing sucks gambit wise. :/
When you see how crappy money is in the game you will want a good stealing gambit, which I have yet to find one that doesn't make me have to manually try to steal anyway due to how gambits are.
 
Scarlet, I can absolutely see your stance here but I'm very excited about gambits myself. My favorite part of the older ("gameplay-oriented") FFs was generally to work out the ideal groove to most efficiently beat the monsters in each area, but I'd basically never deviate from that once I found it. I think I'd probably really enjoy replaying a mythical FF4 where I could record my ideal move order, let the game execute it for me, and only interrupt if I wanted to change something. I only tend to actually think strategically in most RPGs during boss battles anyway. :lol

Red Scarlet said:
I'm talking about your 'use the strongest stuff all the time in a regular game' thing. Does anybody actually play like that?

I usually play like that. :( Not so much in, say, FFIV where you typically need to conserve resources a little more carefully, but in FFVI or IX?
 
Yeah it is, you don't do anything anymore, the game does.
So, mindlessly mashing the X button over and over is control? Maybe it really is more control, but it's useless control. Gambits remove all that useless, time-wasting crap. The player still DECIDES what the characters will do, and when, the player just doesn't needs to waste his/her time to issue the same crap over and over to have control over his/her characters, anymore, thank god. Gambits rock.

Try setting a Steal gambit that doesn't suck ass and see how much 'better control' gambits have.
Gambits are not perfect, indeed, but keep in mind that they are not there to play for you, they are there to assist you, to make the battles more fast-paced by removing all the time that is usually wasted in issuing the same three-four commands countless and countless times. It might be annoying to control a whole party, but it's not annoynig to open the command's menu sometimes to issue commands.

Well, when I tried the game, my Vaan character had a gambit that would make him steal everytime the enemy's HP was 100%. When I wanted him to steal a specific item, and did not want my characters to kill that enemy before Vaan had stole the item, I opened the command's menu, turned OFF the gambits for the other two characters, and then keep opening it every time the party needed to be healed. Once I got the item, I opened the command's menu again, turned ON the gambits and issued the "attack command" for Vaan so he wouldn't waste a turn. But I rarely needed to do that, though, as most of the items were pretty much useless but to sell, so the gambit to steal when the monster's HP was 100% would at least grant Vaan to steal at least ONCE per enemy, and that is ENOUGH after fighting countless enemies. :D
 
Himuro said:
Some of the newer FF's are just as gameplay oriented. It's just that they don't require sitting in one spot for hours leveling up.

Neither do the old ones.

Grivenger said:
So, mindlessly mashing the X button over and over is control? Maybe it really is more control, but it's useless control. Gambits remove all that useless, time-wasting crap. The player still DECIDES what the characters will do, and when, the player just doesn't needs to waste his/her time to issue the same crap over and over to have control over his/her characters, anymore, thank god. Gambits rock.

X is cancel, that won't do much. If that's how you REALLY play, then you aren't really doing anything anyway to start with. That's your control, however. If battles are that annoying, why even play the game? Read a story synopsis. Gambits make them useless, to the point of not even having to do anything.

Grivenger said:
Gambits are not perfect, indeed, but keep in mind that they are not there to play for you, they are there to assist you, to make the battles more fast-paced by removing all the time that is usually wasted in issuing the same three-four commands countless and countless times. It might be annoying to control a whole party, but it's not annoynig to open the command's menu sometimes to issue commands.

Well, when I tried the game, my Vaan character had a gambit that would make him steal everytime the enemy's HP was 100%. When I wanted him to steal a specific item, and did not want my characters to kill that enemy before Vaan had stole the item, I opened the command's menu, turned OFF the gambits for the other two characters, and then keep opening it every time the party needed to be healed. Once I got the item, I opened the command's menu again, turned ON the gambits and issued the "attack command" for Vaan so he wouldn't waste a turn. But I rarely needed to do that, though, as most of the items were pretty much useless but to sell, so the gambit to steal when the monster's HP was 100% would at least grant Vaan to steal at least ONCE per enemy, and that is ENOUGH after fighting countless enemies.

They are there to play for you. That's the whole point of them.

Yeah, and if you miss that steal, then the badguy gets hit, then the steal gambit you have set up won't go. So if you really want an item, you have to go and steal yourself anyway.
 
Red Scarlet said:
I'm talking about your 'use the strongest stuff all the time in a regular game' thing. Does anybody actually play like that?

Yes, people do. Most people don't bother, sitting at each encounting thinking "OH WHAT DIFFERENT SHIT SHOULD I DO THIS TIME?". Instead most people just try to rush past each encounter as fast as possible to finish the game and move on to the next one.

Unlike you, many people have no than one game to play every month. Who the **** wastes time replaying crappy RPGs anyway when we can be playing the NEXT crappy RPG instead? :P
 
So, is the PS3 going to upscale to 720p/add-AA/improve load times of this game? FFXII is coming out at around the same time as PS3, and it's pretty much the last PS2 game on my radar before the PS3's release.

C'mon, at least AA! Come on, Sony!
 
Himuro said:
Yes they do require many hours of sitting in one place leveling up. FFV in particular.

No it doesn't. Want me to play through it sometime for you? Hell, what about 2 player?

Eh, you guys are being silly. These topics are stupid, filled with people that haven't played the game and are viral marketing it (Amir0x) or people that play for the opposite reason I do, and it just turns into a bicker-fest. Fine, have fun with your game and I really hope you enjoy it as much as you think you do. If you do, awesome. If not, well, sucks for you. FF12 topics here turn into gamefaqs-calibur retardation.
 
i think only for you it does Red Scarlet because you play Final Fantasy games (and RPGs in general) with near incomprehensible levels of claustrophobic taste and ridiculousness!

but it's ok Scar, you don't have to think FFXII is the best FF ever. It is, of course, but everyone has their guilty pleasures!
 
Red Scarlet said:
X is cancel, that won't do much. If that's how you REALLY play, then you aren't really doing anything anyway to start with. That's your control, however. If battles are that annoying, why even play the game? Read a story synopsis. Gambits make them useless, to the point of not even having to do anything.
X and O are reversed in most of the FF's english versions. I meant "OK button", or whatever it's called.

They are there to play for you. That's the whole point of them.
Not true. IF that was the point, then the player would not be allowed to open the command's menu anytime and micromanage his/her strategy to make it more effective. Gambits are there to assist you, and to make the battles more fast-paced by removing much of the time wasted issuing commands. They were build so the player doesn't needs to issue the commands many times, YET, still have control over the characters.

Gambits only fully play for you when:
-You are fighting easy battles that can be won by just attacking/healing, or other basic stuff;
-Later in the game, in which you should have enough gambits to create a near perfect gambit's setup;

Yeah, and if you miss that steal, then the badguy gets hit, then the steal gambit you have set up won't go. So if you really want an item, you have to go and steal yourself anyway.
Yes, you must do some things manually for an effective stealing, but the 100% Enemy's HP = Steal is enough when fighting all those random, weak enemies, because you will most likely steal once for every enemy, and it's not like it takes time to steal common items, so you can still get plenty of items to sell this way.
 
charlequin said:
Uematsu's strength is as a pop composer. He's very much like the John Williams of videogames -- his themes tend to be sappy but very memorable and extremely fitting. It's because his work is so focused on melody that people say he's getting "worse" -- really what's happening is that in later years he's had to pad his 25-30 strong compositions per soundtrack up to 100+ and he's been forced to arrange his own work, even though his arrangements are terrible. (Look at FFX, where the best tracks are Uematsu melodies arranged by other composers). His chiptune work is still some of the best videogame music ever written, and some of it is criminally underappreciated (the NES soundtrack to FFIII being the outstanding example.)

Sakimoto is much more symphonic and bombastic. His strongest suit is creating mood (rather than melody), and unlike Uematsu (who evokes pure, simple, nostalgic emotions), Sakimoto is great at complex, mature themes -- he fits so well with Matsuno because his happy pieces carry deep currents of tragedy and his sad pieces burgeon with hope. He does produce memorable pieces (both FFTs havesome pieces I hum to myself) but they're very arrangement-driven and don't work if you try to extract the melody. "Beyond the Wasteland" is a really catchy, bouncy battle track, but without the syncopated percussion and such it's pretty empty.

This is a fricking brilliant description. Sakimoto's tunes, to me, do not lend themselves to be hummed, but they do create an experience that is deeper and richer than Uematsu's--and I'm a gigantic Uematsu fan. You can see the contrast even on the FF12 OST...compare Kiss Me Goodbye, with its sweeping, nostalgic (eyes on me total) melody to something much more complex like the Empire's Theme or even the Opening March. There isn't any one real repeatable hook phrase (or even a rondo throughout the entire OST), but Sakimoto's opening could easily be plugged into any Star Wars march and easily outdo John Williams.

It's fantastic.

FF12 will be "awesome" regardless of how disappointing it is for some. It is a huge step forward for a traditional series that is experimenting in ways the franchise hasn't. If I don't like it, FF13 is there. If I do, I can branch out into other RPGs that are just as--and more--complex than FF12.

I am very, very excited to play another Matsuno title.

This is not a game spoiler, but a music spoiler:
CLASH ON THE BIG BRIDGE OMFG FTWWWW
 
Himuro said:
Yes they do require many hours of sitting in one place leveling up. FFV in particular.
I actually beat FFV recently with restricted classes and very little of that. I was even lower leveled than Scarlet!
YOU LOSE.
 
Himuro said:
The funny thing is that similar to past FF titles, or many rpgs in general, whenever you fight really weak enemies all you need to do is press the confirmation button over and over.

LACK OF CONTROL GAMBITS I HATE YOU!

I WANT TO PRESS X OVER AND OVER GODDAMIT.
yes, why can't you understand this?
Plus separate battles roxxx. You're just not willing to allow for me!
 
Himuro said:
Seperate battles?
Battle systems as opposed to this MMO clone stuff. Sure FFXII is fun, but it's not what I want from a FF game!
 
Himuro said:
So what you mean is that, instead of engaging in something new and different, you want the series to be nothing but random battles ad infinitum for all eternity.
Yes. I want it over and over again. Difference is what other series are for.
And no I'm not implying FFXII lacks a battle system. That would be silly.
 
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