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FINAL FANTASY XII -- US Demo Preview (1UP)

Reilly said:
The thing that really bugged me about FF11 wasn't even the community, the latency, or the jacked prices in the auction house. It was the fact that you can't do anything in that game unless you have a white mage(s) in your party.

Depending on what you're doing, you need either a Red Mage or a Bard. White Mage is kind of useless sometimes, which makes white mage players angry to no end, since they get called in to Raise dead Red Mages and Bards all the time.
 
Reilly said:
The thing that really bugged me about FF11 wasn't even the community, the latency, or the jacked prices in the auction house. It was the fact that you can't do anything in that game unless you have a white mage(s) in your party.

Well, that depends on what the party is for (AF hunting, quests, missions etc.) and even for EXP parties you can get away with dual Red Mages -- but for the most part it's true you need WHM.
I would go as far as saying what made FFXI suck were the job and party ideas themselves. More specifically how non-flexible everything was - you either had certain jobs for a party or you would fail miserably - resulting in hours and hours of waiting for the right job setups.
 
Dr. Kitty Muffins said:
Sounds like they copied KOTOR alot.
Ugh. No, no they didn't.

If you want to know the basis for a lot of these elements, you need look no further than the MMORPG genre, or mainly just Final Fantasy XI.

Matsuno has said that he wanted to implement certain MMORPG elements into a single-player, story-driven RPG. To achieve this, he basically used FFXI as his template, and worked closely with the FFXI development team during the planning stages -- this is evident when you realize the battle system, aggro schemes, linking schemes, the summon system, and even the Mandragora model were taken from that game. Another element, the Gambit System, was set-up to mimic the actions of real players, and certain job classes.

Obviously, some of these systems have been tweaked to better fit a single-player title. For instance, the battle system has not only been expanded to allow for more depth (as apparent from the write-up), but it's also been heavily tweaked to make the systems more user-friendly. For a few examples: you can now see visible ATB bars between actions, see rings indicating the target area for AOE (Area of Effect) abilities/spells, there are targetting lines that you can toggle on and off to clear up the confusion on who is attacking who, summons are now ticking off a timer instead of your MP, and you can even set things to a "Wait" mode or pause the game entirely to issue commands (this bit being the main, and pretty much only, similarity with KotOR).

Other systems, like the aggro schemes, have even been expanded a bit here. For instance, in FFXI, things were based on your typical PvE (Player vs Enemy) MMO scheme -- monsters would aggro you based on sound, sight, etc. That is still present in FFXII, only Matsuno has added in an EvE (Enemy vs Enemy) scheme -- now, monsters/wildlife will also aggro eachother if they wander into eachother's territories. This is actually something you can use to your favor, as you can let certain enemies just wear eachother down while you stand off in the distance, and then run in and pick them off for the XP/loot. :P

I could probably ramble about this game all day, and I haven't even gotten my hands on the demo yet... My poor friends next week, they'll never get me to shut up. :D
Zilch said:
I think pretty much everyone was tired of those turn-based random battles (and for good reason, they suck!).
Not I. Unlike most people, I actually like variety in my games, and I'd hate for everything to go down one set "visible encounters" & "psuedo real-time combat" path. I like my turn-based battles, dammit, and I like random encounters in certain titles (like Dragon Quest), as well.

But you guys go ahead and continue your crusade against that satanic bitch called variety, in some "Die monster! You have no place in this world!" way. I'm sure it'll work out well.
SolidSnakex said:
I thought they were moving in the right direction with FFX and X-2 and this is like turning around and taking a leap backwards.
Final Fantasy X and Final Fantasy X-2 weren't even going in the same direction, so I don't even know what you're getting at here...
birdchili said:
Does positioning make any other difference? (back attacks, high ground, cover, etc?)
I believe positioning makes a difference with the types of weapons you're using -- ie: you won't be able to attack while you're right on-top of the enemy with a ranged weapon. Outside of that, I can't say I know...
Himuro said:
The game actually sports a day time cycle? Please say yes!
Final Fantasy XI did, what's the surprise? ;)
Speevy said:
There's a reason that Bioware hit the bullseye, and that's because the company wasn't mired in convention.
Um, because it's not like every one of their RPGs, prior to Jade Empire, wasn't mired in D&D conventions... Yeah, ...good luck backing up that claim.
Pellham said:
Maybe the brilliance from the Enix side is rubbing off on the Square side. ;)
I'm really, really hoping that was a joke...
Zilch said:
Yep, there's a LOT of cross-over from FFTA to FFXII. The Viera (rabbit), the Bangaa (lizardmen), the moogle design (and some other designs), the judges, the summons, etc...
It's been said that Final Fantasy XII is the story present in the "Final Fantasy" book the kids are reading in FFTA, before getting sucked into Ivalice. Not sure how accurate that is, but it'd be fitting considering the "cross-overs" as you put it.
Reilly said:
Random battles are what made the RPG.
What? Visible encounters pre-date random ones.
BlueTsunami said:
The moogles of FFXII seem to be a variant of them.
Eh? They're Bunny Moogles, like in FFTA. No Tarutaru variant or influence from what I can see.
Aurora said:
And perhaps more importantly the whole aspect of latency, and the fact that "no JP? u loze!!".
Latency? Hell, game actually played rather smoothly on a 28k connection for me... well, minus Lower Jueno, at least. ;)

And what's this about "no JP? u loze!!"? Never encountered that, myself...
UltraMarioMan said:
Sooo if I understand FFXII battles will be (depending on settings) much like in a Tales game?
Only similarity will be in the AI-controlled allies. Nothing else.
MoxManiac said:
Considering this game has the touch of two geniuses (Matsuno and Kawazu) I have high hopes.
I don't believe Kawazu has had any part in the actual development of the game.
 
Scott said:
Ugh. No, no they didn't.

If you want to know the basis for a lot of these elements, you need look no further than the MMORPG genre, or mainly just Final Fantasy XI.

Matsuno has said that he wanted to implement certain MMORPG elements into a single-player, story-driven RPG. To achieve this, he basically used FFXI as his template, and worked closely with the FFXI development team during the planning stages -- this is evident when you realize the battle system, aggro schemes, linking schemes, the summon system, and even the Mandragora model were taken from that game. Another element, the Gambit System, was set-up to mimic the actions of real players, and certain job classes.

Obviously, some of these systems have been tweaked to better fit a single-player title. For instance, the battle system has not only been expanded to allow for more depth (as apparent from the write-up), but it's also been heavily tweaked to make the systems more user-friendly. For a few examples: you can now see visible ATB bars between actions, see rings indicating the target area for AOE (Area of Effect) abilities/spells, there are targetting lines that you can toggle on and off to clear up the confusion on who is attacking who, summons are now ticking off a timer instead of your MP, and you can even set things to a "Wait" mode or pause the game entirely to issue commands (this bit being the main, and pretty much only, similarity with KotOR).

Other systems, like the aggro schemes, have even been expanded a bit here. For instance, in FFXI, things were based on your typical PvE (Player vs Enemy) MMO scheme -- monsters would aggro you based on sound, sight, etc. That is still present in FFXII, only Matsuno has added in an EvE (Enemy vs Enemy) scheme -- now, monsters/wildlife will also aggro eachother if they wander into eachother's territories. This is actually something you can use to your favor, as you can let certain enemies just wear eachother down while you stand off in the distance, and then run in and pick them off for the XP/loot. :P

I could probably ramble about this game all day, and I haven't even gotten my hands on the demo yet... My poor friends next week, they'll never get me to shut up. :DNot I. Unlike most people, I actually like variety in my games, and I'd hate for everything to go down one set "visible encounters" & "psuedo real-time combat" path. I like my turn-based battles, dammit, and I like random encounters in certain titles (like Dragon Quest), as well.

But you guys go ahead and continue your crusade against that satanic bitch called variety, in some "Die monster! You have no place in this world!" way. I'm sure it'll work out well.Final Fantasy X and Final Fantasy X-2 weren't even going in the same direction, so I don't even know what you're getting at here...I believe positioning makes a difference with the types of weapons you're using -- ie: you won't be able to attack while you're right on-top of the enemy with a ranged weapon. Outside of that, I can't say I know...Final Fantasy XI did, what's the surprise? ;)Um, because it's not like every one of their RPGs, prior to Jade Empire, wasn't mired in D&D conventions... Yeah, ...good luck backing up that claim.I'm really, really hoping that was a joke...It's been said that Final Fantasy XII is the story present in the "Final Fantasy" book the kids are reading in FFTA, before getting sucked into Ivalice. Not sure how accurate that is, but it'd be fitting considering the "cross-overs" as you put it.What? Visible encounters pre-date random ones.Eh? They're Bunny Moogles, like in FFTA. No Tarutaru variant or influence from what I can see.Latency? Hell, game actually played rather smoothly on a 28k connection for me... well, minus Lower Jueno, at least. ;)

And what's this about "no JP? u loze!!"? Never encountered that, myself...Only similarity will be in the AI-controlled allies. Nothing else.I don't believe Kawazu has had any part in the actual development of the game.

Holy shit
 
Also it seems, though I'm not completely sure, there's also a hate system involved in FFXII as well. I noticed during the seen where the guy and Ifrit (I think?) are fighting a large mob, and the guy seems to not even be looked at, it's just completely swinging away at Ifrit. It's also shown a couple of times where the guy is capable of running away to cast a spell but not have the monster follow as it's too busy going after another character. That alone is just great, random battles are nuisance yes, but never as much as random targetting. If you have any control over who is being targetting in FFXII that should allow for a much more strategic battle system.

Also Scott, you rock.
 
New IGN and GameSpot previews are up too.

Some of this game still needs some serious polishing though:
final-fantasy-xii-20051111003423890.jpg

final-fantasy-xii-20051111003424937.jpg


Other then that it looks nice.
 
Meh. Oh, I don't have to type much!

Scott said:
lotsa stuff

ty.

For the '2 attacks' thing, if you are talking about '2 swords', what's Matsuno have to do with that? It was introduced in FF5 as an ability, and was in 2-3 for anyone and Edge in 4.

And they were never called 'Espers' originally, they were 'Illusionary Beasts' or something like that.
 
Scott said:
Hell, game actually played rather smoothly on a 28k connection for me... well, minus Lower Jueno, at least. ;)

And what's this about "no JP? u loze!!"? Never encountered that, myself...

I think it was pretty clear that the latency reference was to the JPN locals having a much lower latency for pulling all of the open-world bosses & purchasing the items that got dropped into shops once daily (crafting and whatnot).
 
How pathetic is it that I won a 360, and I pretty much won't be touching it until after X-Mas because of FFXII and Dragon Quest on the "old" PS2.. I love FF and other good RPG's.
 
Scott said:
Latency? Hell, game actually played rather smoothly on a 28k connection for me... well, minus Lower Jueno, at least. ;)

And what's this about "no JP? u loze!!"? Never encountered that, myself...

1) I was referring to the latency issue between gamers playing from Japan compared to those playing from the US. The Japanese had a clear time advantage regardless of what internet connection you may have had if you lived in the US. This was due to the location of the servers (all in Japan).

2) I meant that in order to fully experience the game you had to either be Japanese or speak the language. All the most skilled players were Japanese, and if you even want to talk about experiencing true end-game FFXI you absolutely had to speak Japanese since only 4 North American Linkshells (out of the thousands all over the servers) even came close to matching the skill and knowledge that the Japanese had. And even if you were one of the few that got into those Linkshells you would still get owned everytime due to the aforementioned latency issue. And let's not even begin to talk about Moderator favouritism.
 
I've become much more excited about this game. Maybe because I finally get to play it next week. I'm just not getting my hopes up because I thought FFXI was trash and I don't like KotOR much.
 
Zeo said:
I've become much more excited about this game. Maybe because I finally get to play it next week. I'm just not getting my hopes up because I thought FFXI was trash and I don't like KotOR much.

How long did you give FFXI? i.e what level did you reach and so on?
Because if you gave it a genuine try I don't see how you could call it trash. There were some great ideas in the game.
 
I'm guessing this is just the 2 area demo from the S-E show last August from those impressions. :\

I mean it's cool and all that it's FFXII. But it's just a couple of dungeons out of context that don't even give you a good idea of the level design or systems beyond the battle system. Can you even pause the game and go to a status menu in this demo (I didn't think you could at the show)?

Back at E3 '04, the FFXII demo had like 6 areas complete with great cutscenes, lots of story, towns, progressive dungeons where you kept moving forward, and I swear you could get a status menu because I thought you could change what magic was equipped and weapons IIRC. I want this demo ;_;

Oh well, 4 months and 5 days remaining.
 
Aurora said:
How long did you give FFXI? i.e what level did you reach and so on?
Because if you gave it a genuine try I don't see how you could call it trash. There were some great ideas in the game.

I've tried it three times, my longest was having, I think, a level 32 or 33 character. The other two were low twenties.

You need to put time into that game. And while I generally don't like MMORPGs at all, WoW didn't take nearly as long to get into and I played less of that. I don't care what genre of a game it is, if you need to "try" a game for more than 15 hours to "get" it, it's not a very good game.

FFXI did have some nice ideas I thought. They just weren't implemented well.
 
the graphics engine looks unchanged from ffx, which looked great back then but dunno how itl hold up now


still getting it
 
Glad to hear they haven't changed things too much from the original (Matsuno-era) system. Although I enjoy Kawazu's games, I would have been pretty skeptical about any massive change kludged in at the last minute. Plus, I like Matsuno's stuff and I hope we can still see most of what we wanted to do with this title :)
 
I think it's pretty neat that the summon monsters are actually called "Espers". Could it really be connected to FFVI!?!?!?


...nah.
 
1up had a video preview which basically explained both battle systems. dunno if they took it down though.
 
DSN2K said:
no ingame footage up yet anywhere ?

The link in the very first post in this thread has video footage in it, dude.




Random battles are a thing of the past, guys. You have to accept that or stop playing RPGs.
 
Looks great to me. The music sounds like it does retain the Iwata/Sakimoto flavor (a very good thing).

I think the fact that they offer two different types of battle systems should basically please most everybody who was initially worried. I haven't decided which one looks better though.
 
Finally, what I wanted. I'm REALLY happy that FFXII is shaping up to be both excellent and a huge progression for the series as a whole. I haven't given a shit about Final Fantasy since FFIX so it'll be nice to return.
 
The battle systems looks much better in practice than it did in description. Can't wait to try the demo out for myself next week. :D
 
THE WHOLE FUCKING THING ROCKS!!!
HOLYSHIT!

FFXIII FTW GOTY 2006
jam.gif


I think I will be buying FFXII with my PS3 at launch time :lol
 
I love the music. The music I love.

The gameplay videos don't give me a Final Fantasy vibe, even with all the returning "elements" such as enemies, items and what-have-you's. However, I must say that since we're on the 12th installment in the "core" line of Final Fantasy titles, this seems to give the franchise a new feel, and a great one at that. Maybe I'll miss the traditional feel, maybe I won't, but this is a step in the right direction for me.

edit: no fucking way, did I just hear... I did. Mine ears do not deceive me. The victory music is from FFVI. Don't know if that's been mentioned yet, but it's the first I've heard of it.
 
Wow, thanks Che!

I was skeptical of the real-time combat system before, but after seeing the thing in action I'm so hyped (for whatever whoever is working on this game is doing, whenever they did it.)
 
brandonh83 said:
edit: no fucking way, did I just hear... I did. Mine ears do not deceive me. The victory music is from FFVI. Don't know if that's been mentioned yet, but it's the first I've heard of it.

Yes! It seemed to be a variation of it. That was awesome and unexpected since they said it wouldn't have victory music after each battle. I guess I plays after beating bosses. :D
 
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