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Final Fantasy XII - License Board in COLOR!

Cause this is Matsuno! Need I say more?

I for one am pretty happy we get to see a whole new different cast of summons, was getting pretty weary of constantly seeing Ifrit and cohorts in a different look. But I guess we will see them return in FFXIII.
 
lunlunqq said:
This is my translated explanation of the license system in FFXII.


The article also mentioned that this new system looks similar to the Sphere Grid system in FFX, but it allows more freedom in developing your charactors. After a license/block is purchased, the blocks next to it become available to purchase. Players can go into any directions they want instead of being restricted to a specific route like in FFX.

So it's kind of like in Rogue Galaxy? You can buy any skills as long as you have unlocked the previous ones? Like you don't really move around? No point lost for buying earlier skills you might have skipped?
 
Yann said:
So it's kind of like in Rogue Galaxy? You can buy any skills as long as you have unlocked the previous ones? Like you don't really move around? No point lost for buying earlier skills you might have skipped?

I never played Rogue Galaxy before, so I don't know if they are similar. Are you talking about unlocked blocks which contains skills that you've already acquired? Maybe they will be automatically unlocked and then you have another starting points on the board.
 
lunlunqq said:
This is my translated explanation of the license system in FFXII.


The article also mentioned that this new system looks similar to the Sphere Grid system in FFX, but it allows more freedom in developing your charactors. After a license/block is purchased, the blocks next to it become available to purchase. Players can go into any directions they want instead of being restricted to a specific route like in FFX.

I have one small remark to make, well, a friend of mine had to. Are you sure it's translated to Flare, and not Prana? Prana could be a different name for the Life spell (since Prana is translated to Life Energy from Indian), which would make a whole lot more sense than Flare, which is a Black Magic spell.
 
Vashu said:
I have one small remark to make, well, a friend of mine had to. Are you sure it's translated to Flare, and not Prana? Prana could be a different name for the Life spell (since Prana is translated to Life Energy from Indian), which would make a whole lot more sense than Flare, which is a Black Magic spell.

Thanks for pointing that out. Actually I'm not sure if my translation of that spell is correct.

double checked... i think you are right, the last Kataka is "Na," not "A."
 
Is there any indication of how much planning you can do with the License Board?

I.e. will you be able to see abilities that aren't next to ones you have unlocked already? If not then will it be the same board layout for each character, so once you have a number of characters moving about you can get a better idea of the layout, or will it be a different layout for each character? Will similar abilities be grouped together in relation to their job function (white magic spells in roughly the same vicinity, same with black magic, thief abilities etc.)?

Might need to wait until play it to answer those questions.
 
Oh Goodness

This is great looking. For those bitching because you no longer upgrade in a menu system, grow up. The 8-bit days are over. Character advancement should have become less menu-dependant in the 16-bit days.

The only thing that could make this even better is a rank in each of the skills (advanced by use of the skill, not LP)


Blahblahblahblahblahblahblah.......... Ermmm yeah ok.......


As for traditional summons not appearing....... Are you sure? I you saying to me I won't see Bahamut in this game? ; ; I mean if it's a choice between FFX ("I'm going to generate me some power with this here wheel!") Bahamut and nothing I'll take nothing, but, the idea of not seeing the normal Bahamut really has me dissapointed. :-/
 
Well, we could be seeing Bahamut, as some of the summons are pretty much a given. I'm not really sure which summons we can expect. But I won't mind playing with an all new cast, that's what I meant.

Some summons that are confirmed: Ifrit (Fire based, of course), Ultima (humz, now what could that be? :D), Velius (Earth Based I believe) and Adrammalech (seems to be a dragon).

Anyone got some more? Oh yeah, ehm, what are those two Totema from FFTA called? I still need to play as far as to the summons. :p
 
Where exactly is the FFXII world map??? I NEEDZ TO SEE IT.

If the in-game overworld it's anything like FFT's POS...that'd be a huge disappointment after playing DQ8.
 
To be clear, the grid is not where you buy the abilities. You only purchase the LICENSE to use it. So it is possible to buy all kinds of Magic and Sword Skills, but without a proper license, you can't use it. Licenses can be bought with LP points, and you earn these in addition to exp points.

The grids are not limited to only sword skill and magic. From the picture, we can see Wands for White Magic, Scroll for Black Magic, Rings, Arrows, Clock, Sommons, and Gambit (what kinds of strategy you want the CPU to use automatically). So basically, everything you will be able to do in FF12 will require a license to use.

Gambit is actually a very interesting feature in FF12. You will be able to buy new gambit in stores, but obviously this is not the only way to get them. There will be rare ones that can only be found in chests and such. Aside from that, there will also be collectors in the world that will trade gambits with you. Obviously, it's not only something that you can collect, there will be more advanced usage for gambits, maybe in conjuction with the grids.

Those of you who are unimpressed by the combat in FF12 due to the cpu controlled nature, you would do well to reserve judgement until the final version comes out. This is because it's possible to customize your own gambit based on strategy and target. For example, you can mix and match various gambit and targets, such as "Cast Cure to party members below 70% of health." Or even customize it like "Focus attack on a single monster," or associate it with character status and action like "Use antidote only Van is poisoned." Of course, you'll need licenses in addition to acquiring these gambit in order to used them.

With regards to items, you'll be able to see who has acquired the associated license when you buy items. So you won't need to go in and out of menus to check if you are buying something you can't use.

To earn new magic/skills, these are categorized under Actions. Not much is known yet on how to get these. I'm guessing some can be bought if you are not able to remember them from usage.

Also, interestingly, FF12 has a new point value called "Vitality." The magazine is not sure what this point value is for, but probably has something to do with HP, or maybe not.
 
Vashu said:
I have one small remark to make, well, a friend of mine had to. Are you sure it's translated to Flare, and not Prana? Prana could be a different name for the Life spell (since Prana is translated to Life Energy from Indian), which would make a whole lot more sense than Flare, which is a Black Magic spell.

Actually, it's Purana, which is a white magic that cures blindness.


Die Squirrel Die said:
Is there any indication of how much planning you can do with the License Board?

I.e. will you be able to see abilities that aren't next to ones you have unlocked already? If not then will it be the same board layout for each character, so once you have a number of characters moving about you can get a better idea of the layout, or will it be a different layout for each character? Will similar abilities be grouped together in relation to their job function (white magic spells in roughly the same vicinity, same with black magic, thief abilities etc.)?

From the given info so far, it seems like either 1) You have different grids for each type of licenses, or 2) There are all on the same grid but with different types of license grouped together. I'm also assuming that each character will have different kind of grid.
 
Welp, I don't think I'll like it as much as I liked the sphere grid, but it still looks pretty damn cool. Why Square didn't develop a system similar to this one or the sphere grid for Final Fantasy XI baffles me.
 
duckroll said:
Go buy Dirge of Cerberus and stop infecting this GLORIOUS thread you silly FF7 fanboy. :lol

Not being an ass to people would be great! :insert overused laughing smile here:

Wakune said:
This is great looking. For those bitching because you no longer upgrade in a menu system, grow up. The 8-bit days are over. Character advancement should have become less menu-dependant in the 16-bit days.

Gonna have to disagree. You say "should have". Why? It works great a lot of times.

People who still want it that way have to "grow up"? Come on.
 
Ronok said:
Why can't they do something like the FFIX or FFVII systems? It's so much more fun not having to navigate around a big board to get skills. v.v;;

Because that's not everyone's opinion? :P

I hated the FFIX system, and materia, while cool, was a little too simplistic for me. My favorite is still the guardian force system, but this looks really promising.

Magicpaint said:
I liked the Sphere grid system of FFX, so I'm glad to hear this is a more beefed up version of it. Game looks incredible. :)

i loved the sphere grid. This looks like a more customizable extension of that (although, I don't really know that much about it, so I could be wrong). I'm pumped for FFXII. :)
 
Ok.. So they're taking the sphere grid idea from FFX and putting it on a chest board, and even expanding it's area of effect in regard to your characters' ability. Essentially giving you even more control over your characters' attributes than ever before.

Then they're turning around.. and there's talk of me assigning AI scripts to my comrades in the middle of a REAL TIME battle? Where's the logic in that? I'd rather have full control of all my characters and their attributes. For those who are fans of this real-time/ AI script approach, I'll point you towards all the complaints about Kingdom Heart's battles. Which were real-time, AI scrpit dependent.

LP system - Great control of character development
Battle System - Hope for the best with your AI

Does that seem a little contradictory to anyone else? I'd like my turn based battles back please!
 
The Guivre said:
Does that seem a little contradictory to anyone else? I'd like my turn based battles back please!

If you actually played the demo, you'd know you can switch to wait mode, and control all of your characters. Your precious control isn't gone.
 
TheTrin said:
What are the points on the map? There seem to be two kinds.

It looks like some represent (major) cities, towns and maybe "wild" areas? I'm guessing it is set up like the FFT map in that regard.
 
TheTrin said:
If you actually played the demo, you'd know you can switch to wait mode, and control all of your characters. Your precious control isn't gone.

I did play the demo, and I don't think switching to a character to control him or her while the other two go by themselves is "controlling all of your characters" and the fact is, you don't need to. It was better to just let them go themselves.
 
I <3 Katamari said:
I did play the demo, and I don't think switching to a character to control him or her while the other two go by themselves is "controlling all of your characters" and the fact is, you don't need to. It was better to just let them go themselves.

Well, you're not talking about what I'm talking about. Half the demo let's you play in wait mode. When you go to the menu, the game pauses, and you choose actions for your entire team. Then it unpauses, and they perform their orders.

You're thinking of active mode.
 
Srider said:
Actually, it's Purana, which is a white magic that cures blindness.


Isn't that normally &#12502;&#12521;&#12452;&#12490;? It's impossible to tell &#12503;/&#12502; on the scan, but the difference in length makes it unlikely.
 
I <3 Katamari said:
I did play the demo, and I don't think switching to a character to control him or her while the other two go by themselves is "controlling all of your characters" and the fact is, you don't need to. It was better to just let them go themselves.

Well, that was the demo. Hopefully in the full game where you can equip weapons and abilities there will be good level of strategy that will force you to control all your characters individually or at least equip a good combination of Gambits.

Anyhow, it's all much better than just holding the X button like you do in the fights in every PSX FF game.
 
I think the US version may be out sometime during the summer. Instead of fall.

If square was able to translate KH2 in 3 months why couldn't they do the same for FFXII?
 
Zilch said:
Well, that was the demo. Hopefully in the full game where you can equip weapons and abilities there will be good level of strategy that will force you to control all your characters individually or at least equip a good combination of Gambits.

Anyhow, it's all much better than just holding the X button like you do in the fights in every PSX FF game.

Not only that, but it looks like you can switch between active and wait modes on the fly. I enjoyed active mode much more, but wait mode would make things a lot more manageable on something like a boss that has a specific weakness or something. being able to switch any time would be awesome.
 
Idioteque said:
I think the US version may be out sometime during the summer. Instead of fall.

If square was able to translate KH2 in 3 months why couldn't they do the same for FFXII?

Yeah, that's what I'm hoping. I have a feeling that's a little too optimistic, but I think it's definitely feasible.
 
Mandoric said:
Isn't that normally &#12502;&#12521;&#12452;&#12490;? It's impossible to tell &#12503;/&#12502; on the scan, but the difference in length makes it unlikely.

Yeah, it normally is, but Chinese Famitsu is saying that it means Blindna, and so does FF12.org, so I went by that.
 
Thaedolus said:
So there's no overworld again? :(

Not sure, but Watch posted this today of people playing FFXII aand it looks like that map

ffcon07.jpg


http://watch.impress.co.jp/game/docs/20060220/ffcon07.htm

Could just be a menu screen where you look at a map to see where you are.
 
Well in the E3 demo way back when you could leave the town and then walk straight out into a desert which I assume you could follow to the next town or whatever.

I don't think there will be a 3d map with a flying airship and all that though if that's what people are asking for.
 
The game looks fantastic. LP-system looks very interesting.

I think that FFXII will be getting an overworld just like DQVIII's. I would love that.
 
Second said:
I think that FFXII will be getting an overworld just like DQVIII's. I would love that.

Well I wouldn't compare it to DQVIII's overworld because I just don't expect that to happen. I think the world will be fairly linear and maybe if you leave town A and go into the desert the desert will have a fork with one path ending at town B and the other path ending at Dungeon A. So you'll still have to pass through Town B to get to the next forest/desert/overworld type area leading to the next town/dungeon.

That's how [EM]-Enchant Arms- did it recently and as long as you don't have to do A LOT OF WALKING and as long as there aren't random battles every 5 steps...I think it works pretty well and keeps the game realistic.

That being said, after DQVIII, I would expect Kitase's FFXIII to have true world map DQVIII style with next-gen realistic looking graphics. The main problem this gen was that the PS2 just couldn't handle something like that, but they should be ok next-gen.
 
RaijinFY said:
:((((((((((((((((((((((((((((

I hope it's wrong, I'm still hoping something a la DQVIII...

If you want something that's like DQVIII...then why don't you go play DQVIII?

It baffles me why people make these "they're trying something new why can't they make it exactly like game X?" sorts of posts when a dev creates a new gameplay concept. The industry will stagnate fast if they keep making the same shit every year...
 
belgurdo said:
If you want something that's like DQVIII...then why don't you go play DQVIII?

Because I'm still waiting for Square-Enix to bring the game into Europe, heh?

It baffles me why people make these "they're trying something new why can't they make it exactly like game X?"

Actually, this is not new because it is like X...
 
Himuro said:
What we want is a full fledged world, not some point and click and go there bullshit.

I'm glad you want that, but that's like asking for bag of infinite money dropped at your door tomorrow.

It's impossible

I don't get why people don't understand this. DQVIII was able to do it because it used a simple cell-shaded world. Look at the DS, remember cell-shading lets you get away with lower polygon counts and non-detailed textures, thus DQVIII was able to do it. Other games with world maps this gen do it SNES style with a giant human larger than towns walking across the world. Grandia III was able to do it because they could stick to planes and never have to show a human walking on the world map. No one has done a DQVIII style realistic sized world map in normal non-cell shaded style because it's just NOT POSSIBLE ON THE PS2.

Did you really want to see this ultra realistic gritty war FFXII have an SD 3d map? Did you really want a cell-shaded world like DQVIII? I sure don't. I don't want anything that won't 'fit' with the visual level of the rest of the game. So if they want to use KoTOR style traveling along with a FFT style map...well good for them. I'll get my realistic world exploring next-gen and I've had it plenty this gen with SD-style so I'm perfectly satisfied.

*edit* Yes I realize that MMORPGs do what you're asking for (I think) with realistical looking world in true proportions like DQVIII. Since FFXI and Everquest are on the PS2, I guess it's true that the PS2 can do these type of worlds. But I've never played an MMORPG before so I'm not sure how they pull it off there. I do know that the plot/worldsize structure in MMORPGs is very different from an offline RPG though.
 
Bebpo said:
*edit* Since FFXI and Everquest are on the PS2, I guess it's true that the PS2 can do these type of worlds. But I've never played an MMORPG before so I'm not sure how they pull it off there.

"Large 'regional areas' with small load times inbetween each of them" is how it's done in FF11. Of course that has the HDD on its side to stream the geometry off and the game itself was designed to be like that from the start, whereas FFX was done a lot earlier in the PS2's life which is why I think it doesn't have a world map (maybe they hadn't sussed streaming out as being a good idea at the time, or maybe they thought that "hey, a pilgrimage is a pretty linear concept, let's base the story around that to save us lots of work").

In fact the look of the FF12 map there somewhat reminds me of how the in-game map is handled in FF11, which increasingly makes me think that it WON'T be FFX style and the game might have some sort of "proper" world map.

Of course all of this is total supposition and there's no point in trying to guess at this stage; we'll know for sure in just under a month anyway.
 
I wish they'd go back to the way they did it in FF7 and 8 (not sure about 9, never got around to it). I would also take DQ8s style, but the world inevitably feels way too small when it's scaled like it is there.

Am I the only one who prefers the FF7/8 overworld over something like DQ8? (although DQ8's is still miles better than the stupid point and click map shit in FFX and X-2)
 
fronn said:
I wish they'd go back to the way they did it in FF7 and 8 (not sure about 9, never got around to it). I would also take DQ8s style, but the world inevitably feels way too small when it's scaled like it is there.

Am I the only one who prefers the FF7/8 overworld over something like DQ8? (although DQ8's is still miles better than the stupid point and click map shit in FFX and X-2)

:lol WHAT!? DQ8's world feels fucking huge to me, bigger than any FF even, by a big margin.
 
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