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Revisiting Final Fantasy XII: please help me beat this game

We're at the exact same bit, Himu. I can't beat the boss after that, because I need to grind for a bit, even though I've spent ages grinding already. Fucking status attacks.

And honestly, I can't really be arsed right now. I'll do it one day, but the motivation just isn't there right now.
 
There's lots to look forward to. The mines dungeon can be kinda meh if you don't like mines to begin with, but there were some nice ideas there. The boss is a pretty cool dragon right out of Vagrant Story.

alistairw said:
We're at the exact same bit, Himu. I can't beat the boss after that, because I need to grind for a bit, even though I've spent ages grinding already. Fucking status attacks.

And honestly, I can't really be arsed right now. I'll do it one day, but the motivation just isn't there right now.

Hint: Larsa has UNLIMITED ELIXERS.
 
You have to acknowledge the game has a lot of flaws (what game doesn't!?), with that in mind you might enjoy it (I did).

I guess it's a matter of those flaws bothering you a lot or not. The only dungeon I felt was pretty cool in terms of design, was Barheim Passage. The dungeon was designed around keeping the electricity at a certain level, so that zombies and stuff wouldn't appear. I would've like dungeons with more gimmicks like that one.
 
Aeana said:
It's hi potions, not elixirs.

Sorry, bad memory, same end result! Basically how I won the battle was to cast decoy and bubble on Larsa. Then I moved my entire party as far into a corner as possible AWAY from him. The end result is that he takes all the shit and he'll heal himself if he's dying, and the range effect status clusterfuck spell wouldn't get to my party. :lol
 
He has access to a lot (infinite more like) of high potions. Good for grinding, hunts, bosses, you name it.
 
-Try appreciate the nuanced detail of the game. Don't rush through it, and try set a quiet few hours aside to play it. Read the encyclopedia of lore (with it considered, XII has way more raw text than any other FF, and it even bolsters the story and helps explain a lot of smaller setting/minor character details); explore nooks and crannies (i.e. helps appreciate all the architecture detail and variety); watch for facial expressions as much as dialouge (they're important to the game's storytelling, especially with Vaan and Ashe), and try enjoy the use of camera or its Elizabethan dialect.

-Use the Gambit system to try add RPG flavour to your characters. If you just copy/paste the same 'best' Gambits on everyone, it'll become boring. Instead, make a sort of metagame out of using the Gambit system to add personality to the characters. Have Ashe cast Brave on Basch to represent how she inspires him; have Vaan specifically watch Penelo's health; create Balither/Fran complimentary Gambits.

-Add a bit of challenge. Try keep underleveled. Avoid using Berserk, Lure, Bubble, and instead use all the weak Abilities. Don't use Mistknacks, and don't even train them so that you don't get the 2x/3X MP bonuses. You'll not only add much more variety to your general combat (since you'll be using the massive library of abilities instead of just the few best) but it can also make the game more challenging and intense. Playing on Active helps, too; not only for intensity but also both challenge and Gambit importance (smart reactive Gambits become more important).
 
I was going to post something mean and spiteful to FFXII, but I decided against it.

Instead I will say this, no game is worth playing over it's name alone.
 
Simple Gambit hints that might help out:

I used to be confused by the lack of ability (or seemingly lack of) to auto use phoenix downs or protects or status removals as soon as they were needed. Later I found out that just setting the phoenix down item on any occasion meant that the AI would ONLY use the item when needed (meaning, a fallen ally)

Im not doing a very good explaining this, sorry

Basically, the AI will only use an item or spell on the party when a condition is met. For instance just set protect on the person with the least defense and that will ensure that the caster has protect on the whole party at all times and will recast as soon as it dies off (since the AI knows to not cast Protect on an ally with the protect status already, and whoever DOESNT have the status on will be the person with the lowest defense)

Simple Gambit rules like that to make most of the grind stuff real easy, having usually two casters out at all times (or at least one) and mixing gambit play with paused menu play will make your life trough the game a lot easier, I think
 
Ferrio said:
I was going to post something mean and spiteful to FFXII, but I decided against it.

Instead I will say this, no game is worth playing over it's name alone.

It is very pretty though
 
I played this game kind of sort of "role-playing" each character as a certain class, and it actually was perfectly balanced that way (a bit hard, but balanced).

Sucks that the International version can't make it here in some form. :(

I have two bits of advice for you:

1. Embrace gambits.

2. If you really hate the gameplay, it's ok. The game is a flawed beauty. It's amazing artistically, graphically, and it does a lot of revolutionary stuff, IMO, but it's totally understandable that some people just won't like it. Don't feel like you have to play it because it's Final Fantasy, appreciate it (or don't) on its own merits.
 
I say battle with no gambits and with the battle mode on wait. Makes the game feel a little more FF-like with its battle system to me. That and try to designate character classes to each character instead of powering them up completely.
 
What I did was the following:

Figure out a weapon type for your characters to use and stick with them. Figure out 1 or 2 for your people. I used I think Hammers->Zodiac Spear, Swords, and Guns/Poles the last time I played the game, but a lot of that depended on knowing where to get dropped/found pieces of equipment.

Have a fighter that doesn't use items, and have a main healer/buffer and a minor healer/buffer (set the HP% higher for main, lower for minor).

Auto-berserk your main attacker if you want (either buy the Berserk spell or a bunch of Bacchus Wine) which will allow you to have some breathing room for choosing some spells for your characters.

Figure out a working set of status curing gambits if you want that to be automatic. Setting two people to cure stuff that immobilizes should work pretty well, and then get Esuna for the minor mage and have the major one use items instead.

Skip the cutscenes if you want. Every 'after scene' that tells you where to go next is unskippable, I think.

Just go through areas without exploring if you don't want to, this should make boss fights tougher. You will miss some good equipment though.

You can get some REALLY good equipment at the Cerobi Steppe, which is reachable about 3/4 through the game (you are pretty much at the halfway point). You need a Diamond Armlet for the stuff, though.

Don't go overboard with elaborate gambits. I had 'any ally->item/spell that cures status', 'ally HP<40% cura', 'ally HP<60% cura', 'andy ally Phoenix Down/Raise', and 'Self->Libra' as basically the only gambits for the entire game.
 
Red Scarlet said:
What I did was the following:

Figure out a weapon type for your characters to use and stick with them. Figure out 1 or 2 for your people. I used I think Hammers->Zodiac Spear, Swords, and Guns/Poles the last time I played the game, but a lot of that depended on knowing where to get dropped/found pieces of equipment.

Have a fighter that doesn't use items, and have a main healer/buffer and a minor healer/buffer (set the HP% higher for main, lower for minor).

Auto-berserk your main attacker if you want (either buy the Berserk spell or a bunch of Bacchus Wine) which will allow you to have some breathing room for choosing some spells for your characters.

Figure out a working set of status curing gambits if you want that to be automatic. Setting two people to cure stuff that immobilizes should work pretty well, and then get Esuna for the minor mage and have the major one use items instead.

Skip the cutscenes if you want. Every 'after scene' that tells you where to go next is unskippable, I think.

Just go through areas without exploring if you don't want to, this should make boss fights tougher. You will miss some good equipment though.

You can get some REALLY good equipment at the Cerobi Steppe, which is reachable about 3/4 through the game (you are pretty much at the halfway point). You need a Diamond Armlet for the stuff, though.

What does diamond Armlet do again? Is the LP doubler?
 
KTallguy said:
I played this game kind of sort of "role-playing" each character as a certain class, and it actually was perfectly balanced that way (a bit hard, but balanced).

Sucks that the International version can't make it here in some form. :(

I have two bits of advice for you:

1. Embrace gambits.

2. If you really hate the gameplay, it's ok. The game is a flawed beauty. It's amazing artistically, graphically, and it does a lot of revolutionary stuff, IMO, but it's totally understandable that some people just won't like it. Don't feel like you have to play it because it's Final Fantasy, appreciate it (or don't) on its own merits.
Yeah it's sort of the same thing with FF Tactics (but to a greater extent in XII's case since it's a little less natural for most people I find).

Consider FFT. Most abilities are weak. You can use just a few characters like Thundergod Cid, concentrate on the powerful abilities like Math, and essentially dominate the game.

But FFT is much more fun when you take a RPG 'flavour' approach. Create a theme. Choose roles or personalities for your characters. Create a [weak] Geomancer and Oracle combo, an 'army of thieves' or 'war wizards'. Use odd abilities to add personality to your character (e.g. give your 'proud Knight' Vigilant, even if its weak, just to add that extra flavour). Level up 10 different characters so that you can switch in different ones for added variety. And so forth.

It's the same with XII. I've beat the game 4 times now, and I find that when I level everyone up, try to add 'character' to their Gambits and Equipment, and just generally get creative, then the game is much more fun. I do the same with FFT and Tactics Ogre, and it's why I've been playing both since the 90s -- and it's what has worked for me with XII.

If I never put in that effort, and I just let Berserk/Lure/etc and my overleveled 3 best characters autoplay the gameplay for me, I wouldn't enjoy it either.
 
HK-47 said:
What does diamond Armlet do again? Is the LP doubler?

It changes what is found in pots; it's usually how you get better stuff usually, and in the Cerobi Steppe I think it's the only way to get the good stuff there. I used it to get a Fomalhaut in my US playthrough video.

Golden Amulet is the LP x2 accessory, which Himuro almost got asap, but just 2 areas off (can get it immediately after beating Belias/Vossler).
 
It sounds like you're trying to force yourself to finish it just because it's a Final Fantasy game. It's just a game, if you're not digging it you shouldn't force yourself. Play games for fun, not some sort of obligation. FFXII is one of my favorite games and I generally recommend it, but you've obviously given it a fair shake, I don't see the point in punishing yourself here.
 
No easy solution there...

If you hit that 'no point' burnout, best to just take a break. I've been there myself, even with my beloved FFT. Can't force it.

Revisit it when you've got more incentive to play, perhaps. I never really 'plan' to play FFT, TO, or FF XII. I just get in a mood for it all of a sudden, get an idea in my head for characters, an army, etc, and then I just get in a hardcore grinding/character customization/etc mindset for a few weeks.
Red Scarlet said:
It changes what is found in pots; it's usually how you get better stuff usually, and in the Cerobi Steppe I think it's the only way to get the good stuff there. I used it to get a Fomalhaut in my US playthrough video.

Golden Amulet is the LP x2 accessory, which Himuro almost got asap, but just 2 areas off (can get it immediately after beating Belias/Vossler).
ot: That Agrias the Chemist avatar is brilliant. Makes me wish the PSP remake had custom potraits for main characters per each unique Job.
 
Himuro said:
I hate copy pasta characters.

You have something against Italians?

Himuro said:
Now, the thing is...I was doing this before I realized there was no point. My biggest beef with FFXII is that even if I *wanted* to make characters that are unique, distinct they really aren't because the license board basically wants you to learn every thing on the board. This means the game WANTS you to have copy pasta characters. So even if you have them use specific skills, it seems silly because everyone's got the same skills anyway.

This is 100% true, and the biggest flaw of the game, which I feel was rectified in the international version (Scarlet, do you agree?).

Really, there is no point in making different classes.
In fact, it makes the game harder. Also there's no visual difference, which is a shame (I wish there were class models or at least new armor models, this game begs for it).

But for me personally, up until the very end (where it got too hard), I had very unique characters and it was a lot of fun. Then I had to go more general at the end because it was just too hard.

Such a flawed game, but I loved every second of it.
I can't wait for Matsuno to come back.
 
Himuro said:
Now, the thing is...I was doing this before I realized there was no point. My biggest beef with FFXII is that even if I *wanted* to make characters that are unique, distinct they really aren't because the license board basically wants you to learn every thing on the board. This means the game WANTS you to have copy pasta characters. So even if you have them use specific skills, it seems silly because everyone's got the same skills anyway.

Well sure but that's not unlike other Final Fantasies much (VI or VII) Even by the end of the game when everybody has learned most things, you will still have a mage, a healer, a tank and a support person.
 
FFXII is actually one of the few games where I just played with the min three people and left the others to rot. Normally I play the whole party, but there is little incnetive to, unless you die a lot.

I liked how FFX made everyone unique during the main game but allowed you to give everyone everything for the after end game missions
 
Red Scarlet said:
Larsa can use X-Potion, iirc.

Sure can...I grinded with him in my party for a good 10-15 hours. Made the game a bit easy later on obviously, but it was fun. First FF game I've played to "completion". Over 110 hours and I still didn't do everything.

Most people that hate on FFXII do so cause of the story. To me, what I payed attention to was cool. Easy to get back into after grinding or boss hunting for six hours. I never liked the FF games for the stories and really never got into them till XII.

I'm a rare breed though. I simply don't care about the story in an RPG. All I like are battle the systems. Unless it's super good I usually scan/skip text scenes and half of CGI shit. I did read most of Persona 3, but it's rare for me.

They coulda called it Shirtless Vest Dude Looks For A Spear and I'd still like it. The Final Fantasy name meant nothing to me. I've never really played an MMO so the whole thing felt very fresh to me. Changed the way I look at JRPGs.
 
HK-47 said:
FFXII is actually one of the few games where I just played with the min three people and left the others to rot. Normally I play the whole party, but there is little incnetive to, unless you die a lot.

I liked how FFX made everyone unique during the main game but allowed you to give everyone everything for the after end game missions

I had 3 real builds, and I used the other characters as templates to experiment with wacky ideas. If the ideas worked on them, I would implement it on my main characters. :lol
 
Funny, I'm pretty much at the exact same spot as you (just beat Henne mines), and I think the game is fantastic thus far. I have yet to be bored, and I'm 21 hours in. My question to you is: what is this secret for easy gil? I constantly find myself short of cash, and I usually make repeat visits to Raithwall's Tomb in order to farm the Demonsbane sword. Any easier (or less time-consuming method) would be much appreciated.
 
You're a bigger fan than me Himuro. I really really wanted to love XII but it was just too damn boring. Don't get me wrong I love the hunts and the battle system, just everything else was ass. Well Basch and the Balthier, Fran combo were ok but everything else was ass imo. I got a little farther than you and just gave up. Don't plan on ever selling XII, but have no plans to ever beat it. I'd rather deal with the long load times in the Anthology collection than forcing myself to play XII.
 
SabinFigaro said:
Funny, I'm pretty much at the exact same spot as you (just beat Henne mines), and I think the game is fantastic thus far. I have yet to be bored, and I'm 21 hours in. My question to you is: what is this secret for easy gil? I constantly find myself short of cash, and I usually make repeat visits to Raithwall's Tomb in order to farm the Demonsbane sword. Any easier (or less time-consuming method) would be much appreciated.

When you get up to the Weirwood I think its called, I liked to get chains on the wolves there for mucho cash. Chaining is a great way to get cash quicker if you can find a good enemy for it

Edit: Feywood...damn bad memory
 
SabinFigaro said:
Funny, I'm pretty much at the exact same spot as you (just beat Henne mines), and I think the game is fantastic thus far. I have yet to be bored, and I'm 21 hours in. My question to you is: what is this secret for easy gil? I constantly find myself short of cash, and I usually make repeat visits to Raithwall's Tomb in order to farm the Demonsbane sword. Any easier (or less time-consuming method) would be much appreciated.

Those Panthers at the entrance to Golmore Jungle drop some pelts that sell for about 412 gil a pop. Just walk around the entrance of the jungle (go left on the map until the glowing dog, then go back and past the entrance until the gargoyles) and you should kill about 16 Panthers. Leave the jungle and walk past the save crystal (interacting with one kills all chains) at Ozmone to the next screen over, then re-enter the jungle. The Panthers should be back, and as long as you don't kill anything else nor interact with the save crystal, you should be chaining the Panthers. In about 15-20 minutes (less later on) you should get 99 of the pelts and make about 45,000 gil from the stuff they drop. They're weak to ice, so when you can get Icebrands it may only take about 10-15 minutes to get 99 of the pelts.

You can also have as many Gold Amulets (double LP) as you need, do you have those yet?

Later on at the Feywood, you can chain those metallic owl guys to get Mirror Armor dropped, but I've tended to just do the Panther thing instead.
 
Sweet, thanks for the advice. I noticed that I was farming a lot of coeurl pelts, but I forgot to sell any, so I didn't know they fetched that high of a price. I do have three golden amulets, so this will be a nice way to beef up my cash reserve and LP. Also, I have the Icebrand from the ring wyrm hunt, so that should make the process even easier.
 
I was loving this game.. got to Giruvegan, then never played again. I hate when games throw places like that at you. Ugly design, no sense of direction, repetitive as all hell, the top half is stupidly hard, also the music was bad in that section. It was like hell. I would turn on the ps2 with a huge sense of dread, i don't want to pay money for that experience.

I suspect Matsuno went insane because of Giruvegan. Or maybe that place is so shit because he wasnt there when it was designed.
 
Himuro said:
Thanks for the tips. Where can I get Berzerk?

These are the gambits I currently have equipped. I haven't bought any gambits at all in this game.

I only use gambits when grinding for chains or items or LP.

Foe: party leader's target -> attack
Foe: nearest visible -> attack

I think you can buy Berserk in front of Raithwall's Tomb, but the person may not be there anymore. Try Rabanastre, as it seems that when you see new stuff to buy it usually goes to the Rabanastre shops too.

I buy self for 1 person to do Self->Libra. That way you can see traps whenever. Also what is your gambit order? I set Revive at the top for 2 people, Heal at the top for the main healer, then status stuff, and attack last (Self->Libra very last for the person that uses it, usually the mage I am not using).

I used to use the nearest visible and party leader ones, but then I'd notice there would be a bunch of switching and if I had to change the party leader, then the person wouldn't attack. International starts with what I now use, but maybe you can buy it in the regular one: get 'enemy with lowest HP' and 'enemy with highest HP'. That way your party will concentrate on the same monster to reduce their numbers. That's what I prefer, anyway.
 
I've got about 35 or so hours into it. I'm at an ice dungeon or something If i remember correctly. Can't be bothered to finish it. I love the art design and I love Balthier and Basch but jesus im completely uninterested at how the story resolves at this point. I'd more interested in playing and finishing FES.
 
It works like a buff; it will be re-cast when it wears off. Either have someone cast it on the person or him/herself. Just set it to 'Fran->Berserk' or whoever is your fighter. The nice thing about Berserk is attack power is probably doubled, and they seem to be hasted too.
 
fuck, I'm never gonna beat this game

I too put it down last year sometime and have no desire to pick it up again. I think I'm fairly close to the end though. iirc I'm in the big capital that starts with the letter "A".
 
I forgot where this was because I did this over a year ago, but there's a spot in the game where if you set your gambits right, you can fight some type of ghost who endlessly spawns zombies. As long as you don't attack and kill him, you're safe. I left the game on for about 12 hours doing this and leveled up greatly and got a lot of cash.

I did it just to see if it worked... don't know if that's a positive thing or not to say about the game; it can play itself.


I still enjoyed the game, and felt it was worth every penny I spent on it.
 
I'm in pretty much the same boat as the OP. I was hyped to hell and back for this game, solely because Matsuno was overseeing it, and Vagrant Story is one of the best games to come out of Square in, well, ever.

But after hearing that he left the project for whatever reason, and hearing the initial, somewhat negative, impressions from the JP version, my anticipation began to dwindle.

Fast forward to October 2006. The demos and trailers raised my hype again, and I was ready to play -- no matter how much or how little of Matsuno's original vision was left intact. But goddamn, was this game ever boring.

Vaan is a worse "lead" than anything Nomura and co. ever shat out, as he has no purpose AT ALL. This obviously wouldn't be so bad if he wasn't the only character forced on you for the opening hours hours of gameplay -- which in itself is boring. Gambits and Licenses were a bitch to figure out, and while the story was fairly interesting, I'd often catch myself falling asleep at random parts while trying to play. I eventually stopped playing altogether when you arrive at the floating city, and moved on to Zelda.

Like the OP, I WANT to finish it, though. My brother played it through to the end, and swears it's the best FF since VI. I just have no desire to ever pick it up again. I've tried a few times over the months, but never seem to make it past the desert prison. Maybe one day I'll make it through, but it's looking less and less likely.

Edit:
Man I hate how I'll buy equipment but can't equip it because I don't have the license. -_-
This also is a major reason I probably won't play it again. Seriously, what the fuck, Square?
 
Himuro said:
Man I hate how I'll buy equipment but can't equip it because I don't have the license. -_-
Just think of all the web comic jokes you can get out of this mechanic
 
Figure out your weapon type, then just buy those weapon licenses. See what path costs the least, and you can just save before buying a bunch of liceneses and see what is where, then reset and go via the cheapest LP-cost path.

Do that for armor too, but I kinda like going with Rubber Suits at the end of the game for everyone. Those plus White Masks would be even better. They're both near the top of the armor section I think.

Space out your purchases; I normally would not buy something unless it either had +10 defense/attack or if it gave some extra bonus like an elemental attack/defense or something like that. It's completely possible to go through the entire game with Gold Amulets as the only accessory you equip; I did that all the time.

I think now, I tend to go through with <10 armor upgrades, maybe <5 for some people but I'm not absolutely sure. Keeping Protect on will give you a free armor boost. Regen is helpful, but I stopped using that and I pretty much never cast Shell on my people. Protect+Haste is more than good enough.
 
If Doom and myself can't help you, nobody can. Give it up already buddy, this game just isn't for you. You don't have fun in the battle system, none of the characters interest you in the least, and you aren't even gripped by the first half of the story which is actually good.

But you of all people should like this game. It's innovative, it takes big risks and chances with not only the gameplay but the way it tells the story. You seem to like things like that as you have gotten into the SMT series as of late, you like Dragon Quarter, etc. The gambit system took friendly AI to an entirely different place and made things that used to be a chore or were completely overlooked - like casting passive protection spells - completely automated and simple. Yet, it isn't like Persona 3 and takes away your entire control from the party, as you can always switch over and have them do exactly what you want. The story itself is something new, as it's told from the perspective of someone who isn't even really part of it, but rather along for the ride - much like Luke is in A New Hope. There were huge chances taken and unfortunately for us, the story wasn't seen through until the end so we'll never know how it might have really turned out, but there was still an incredible chance putting that into a numbered Final Fantasy.

The game gets so much flak from people - oh, you barely need to use magic - oh, you only need to use a few weapon types - oh, you don't need to use quickenings ever; but in my opinion, FFXII gives you the option to do whatever you want with the characters. I'm glad it wasn't a class system, since we just had that in XI and for the most part in X-2. This was a callback to VI, VII, and VIII; where characters had individuality in their own special moves, but could be developed however you wanted through the license board. That's why I've replayed the game so much and had a blast, because the combat was so extremely enjoyable that I didn't feel like doing anything else. Only since Blitzball have I been more addicted to something in an FF game, and this time it was the core gameplay!

That isn't to say XII is the best FF I've played or anything. I just don't think it gets its due for what it does well, much like XI doesn't. I'm just sad we'll never see another combat system like this again in a Final Fantasy where it's so open.
 
rotaryspirit said:
This was a callback to VI, VII, and VIII; where characters had individuality in their own special moves, but could be developed however you wanted through the license board.

I guess... but the only individuality was the mist knacks really. I liked the balance of FF6: all the characters could learn magic but each character had one unique type of skill.
 
Himuro said:
I dunno. When I expressed my disinterest in the game, you guys just railed on me instead of understanding my complaints about it.

No, we definitely listened. It's your complaints we rail against because you just don't get the game and it isn't for you. You absolutely hate Gambits but refuse to turn the battle speed down so you can switch through characters. You are extremely bull-headed and stubborn about things and you whine like a child sometimes when you can't get things your way, without realizing that is how this game is and you either have to play it this way, or suck it up and quit. You impose too many rules for yourself and completely refuse to adapt to the style of game you play by not grinding, by not using specific game mechanics, etc. There is a way for you to play without using gambits but you just don't.

It's times when you say things like...

half assed character customization that basically wants every character to learn every single thing on the board instead of using imagination to come up with customized beasts, with sparse story and little to no characterization in between. And every time I'd get a cutscene for my supposed "reward" for trudging through these boring dungeons and world that lack any variety whatsoever, the party would simply say,"We need to go to this next place. What we are seeking is not here."

These things piss me off because they simply aren't true at all. Firstly, if you hate this kind of character customization then you are basically calling everything that isn't a class system shit, because that's what it is. The only major difference is the actual weapons can be changed, and I think that pisses so many people off subconsciously. It's always been that Cloud has the Buster Sword and Barrett has the machine gun arm; you can't switch those! Yet in XII you can, and you feel that takes away from some of the "characterization" of the characters when in actuality, it doesn't at all if what weapons they use aren't related to the plot. This game gives you free customization of skills and magic, just like Materia, just like GF's and drawing, just like Espers.

Secondly I don't get you saying that the world looks "the same" everywhere. Yes, for the first part of the game you are basically stuck in desert environments, but those places are still amazing to look at. The desert that has the Big Shell-looking huge towers in the Sandseas, the pristine beaches of the Estersands, the ever-changing Giza Plains. Then you can get to places that look completely different from each other, like the Necrohol and Paramina Rift. I thought the whole swamp/bog area in northwestern Ivalice was awesome and really hadn't seen that used often enough.

Look, I could argue that you've never really given the game a fair shake because on the other message boards we are at you were ripping it all the way up to launch. Whatever - none of that matters. You don't want to like this game or you would like it. We've expressed our views to you countless number of times and I'm sure the people here have as well, but it's really up to you and you clearly don't get the message this game is trying to send and you don't like the style and manner in which it presents it. It's a shame that you can't get into it because I think it does a lot of things that should be on the "next wave" of RPGs. Persona 3 is a nice throwback to some really hardcore, old-school drag your knuckles on the ground ass-kicking RPG gameplay with a slight twist, but XII should be where we are going - no random battles, sophisticated and intelligent AI that you still control, open-ended character building with unique attributes so you can do whatever you want, and vibrant, large open worlds to explore.

KTallguy said:
I guess... but the only individuality was the mist knacks really. I liked the balance of FF6: all the characters could learn magic but each character had one unique type of skill.
Himuro said:
Ditto. I liked how each character COULD be the same in FFVI, but at the same time, they still all had unique abilities so they wouldn't ALL feel cookie cutter.

See, this is what I just don't get and makes me extremely frustrated. To me, FF VI skills like Sketch/Throw/Runic = Limit Breaks = Mist Knacks. I barely ever used, if at all beyond the first few hours of the game, people's skills in VI. Same thing with Mist Knacks. I'm just astounded by the limitless things you can actually do with XII to the point where you can build the character to be however you want them to be. Also, let's not overlook that you do start out in "paths" to begin with in the licenses your party members already know before joining.
 
rotaryspirit said:
See, this is what I just don't get and makes me extremely frustrated. To me, FF VI skills like Sketch/Throw/Runic = Limit Breaks = Mist Knacks. I barely ever used, if at all beyond the first few hours of the game, people's skills in VI. Same thing with Mist Knacks. I'm just astounded by the limitless things you can actually do with XII to the point where you can build the character to be however you want them to be. Also, let's not overlook that you do start out in "paths" to begin with in the licenses your party members already know before joining.

I totally understand where you're coming from, but it helps with believability and attachment to characters more when I know that Locke is my "go to" thief, because his story is that he's a treasure hunter. Basically his in game persona reflects his abilities in battle.

The mist knacks were amazingly colorful and beautiful looking, but because they had to work with every weapon, and because they we're really arbitrary and had nothing to really do with who the character was, they kind of just came off as flashy effects with no real weight. Cloud's Limit Break sword combos fit his character, Edgar's "tools" ability reflected the fact that he's an inventor and tinkerer in the story, the summoning abilities of Yuna in FFX were a central part of the game's story.

I love combat in FF games, but everything just has more meaning if it flows naturally together. Combat shouldn't be completely uplifted and detached from the story, because then we might as well be playing with paper dolls.

And you never used "Tools" in FF6? Or "Rage"? Or "Sketch"? Wow, you missed out on some cool shit. Likewise, FF7/FF8 limit breaks were awesome.
 
Himuro said:
Yeah, that's why I'm disappointed I could never get into it, because it's so damn different and I like "different" stuff.

I'm doing a few hunts now to space the story, because when I'm doing story section after section I start to get disinterested because it's all mostly familiar terrain.

I've given up on it. I got this game at midnight launch and have never failed to enjoy an FF before and this was the first one I couldn't beat. I tried my hardest, got bored, and came back 6 months later. Got a bit farther, quit and tried back again recently. I've found a way to get a lot of money quickly, and I'm nearing a story destination, but why should I bother? Everything has been such a chore, and I feel no connection to my characters from either a story standpoint or a gameplay one. Everything feels to disconnected, and I'm not satisfied at all with the combat roles my party has.

So I could beat the game fairly easily, but I'm simply disinterested. Which is a shame. I find little charm in the environments, and there's almost nothing to seek out. A lot of people say that places like Rabanastre are simply stunning. I don't think these places are even comparable to some of the beautiful towns and wayward forests and areas of the previous games.

I've said it before and I'll say it again. The game simply lacks the spirit of the series. Forests are forests, deserts are deserts. I've yet to find anything like exploring Shinra HQ, FF7's Nibelhelm, a simple jazz bar in FFVIII or a myriad of 'meaningless' things that help to give a very diverse and lively feel to previous games.

For anyone interested, I'm not at all far from
Archades
.

Ah well. I really hope that FFXIII will improve on this. I can't wait to see that game in action.
 
Himuro said:
You say FFXII is where rpgs should be going because of open ended customization and stuff, but I think SMT, VP2, and BOF5 are where jrpgs should be going. I think Persona 3 does almost every thing FFXII does and better. And DDS1+2 have FAR better open ended customization systems, DDS2 in particular. VP2 emphasis on terrain and strategy makes almost every other rpg effort look like a laughing stock. Ditto to Dragon Quarter.

I fucking love Dragon Quarter.
I agree that there were some wasted opportunities with FF12. The environment and maneuvering your characters skillfully should have played a larger role in the combat. The problem is making that accessible.

Himuro said:
I've given FFXII a fair shake. I've given it a fair shot MULTIPLE times, I just don't think it was nearly as good as it could have been.

This is 100% true.
This game could have been a lot more.

There were too many problems in production, and it's sad, because I absolutely love the world, the atmosphere, the music, the graphics, and the scope. When I played it, I felt it was a 90% game, but on reflection it has a lot of flaws, even though I loved it.

Dragon Quarter... man that game's battle system and other systems were genius...

I haven't played much of Persona 3, but the style didn't really do too much for me, and I don't care for the daytime story segments too much. I also like total control of my party. To me, playing Final Fantasy is like controlling a little army and strategizing how to defeat big bad monsters. I don't see the benefit to leaving other characters to AI.
 
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