There is one last thing I would like to test your patience with, and it may indeed surprise you: there is so much to love about Final Fantasy XII.
Yes, I’m surprised by it, too! I try to bear it in mind, but I forget sometimes.
I will maintain once more that I could not have gone through all this effort and thought for a game I thoroughly disliked. I have been somewhat unkind to it, but I only care in the first place because there is something in this game that seized my imagination and hasn’t yet let go. There are people who can play a game they hate, that gives them nothing but pain, and remark upon it, and say meaningful things about it and entertain people with their lamentations. I admire these people, but I am not one of them.

The setting is brilliant, and alive. There is remarkable care and thought into making the world and its environments feel equally like a high fantasy we could never know and a living, comprehensible place that we are immediately at home in. This is not something that exists in a single part of the game, but must be distributed throughout it, and it is undoubtedly the work of people who treated this game and its creation with care, and love, and genius. Yes, the creation of the game was not untroubled, nor quick, and the creator of the very setting, Yasumi Matsuno, was tragically removed from the project by untimely illness. But somewhere in the midst of all that, people put their hearts into this game, and it is impossible not to feel it. You can hear it in Lowtown, while people sit and chat near sunshafts breaking in from the noisy streets above, hanging colorful cloths over the bare stone walls and lounging with a small circle of friends on crates that were bound for the city back in the good days. You can feel it at a small shrine, observing an unbroken vigil in silence overlooking a marsh of the miserable undead, lamenting wordlessly their anguished incomprehension, a great palace barely visible through the roiling mist, protruding at a grotesque angle from the shattered landscape. You can see it in the eyes of a madman, hanging in the air before a crystal that blazes like the sun, howling exultant laughter and praising a new era at the very edge of the world, gazing out over an endless abyss from a tower dedicated in ages unknowable to the deities he has usurped. There is life here. Put your hand on the screen and you can feel the pulse.
I love the real-time gameplay, and, with it, the brilliant open-world environment design that necessitated it. I like the gambit system, both as a concept and in practice, and I think with a little more development it could have served as a solid basis for a lot of games, but I know not everyone agrees. I needn’t defend it overmuch; it worked for me as a solution to a need created by the top-level design decision. The principal thing, to me, is that they took a huge risk on a radical paradigm shift for the series that I feel improved the game indispensably. The environments had to be crafted with the expectation that both players and monsters would inhabit them, and need to work within them, and I believe that the designers succeeded in crafting what feels like a grand, contiguous world teeming with life and possibility. There is not “dick around and hunt treasure world,” and “fight scary monsters world,” partitioned from one another by a big swirly wall. There is just Ivalice wild and free, where beautiful and savage creatures roam across sandy, rolling dunes and icy rivers flowing through frostbitten crags. There’s the palpable feeling that, walls of the world be damned, the setting extends in all directions, on and on. Environment design is not something to take for granted. When you play a game without it, it distresses you, mentally and physically. Whether you know why or not, you can feel it all the same. And when it works, you go to the top of a hill and stare out to the horizon, taking on faith that there is anything and everything lying beyond it, even if you know from experience that there isn’t. A well-crafted world like this gives your imagination license to supersede any realities you deem other than preferable. This game does this for me.

I love the monster hunting. I mentioned the Hunts only in passing at the outset, and never mentioned the rare game at all. But what I said then was true: they make up a huge proportion of the game’s content, far more than traditional sidequesting. My penchant for using my equipment, abilities, and gambits cleverly— or, uh, trying at least— to take on the game’s toughest foes as soon as it was marginally possible to defeat them made for frequent white-knuckle, drag-out brawls, fighting retreats, last-chance improvisations, and bitter close attempts and Pyrrhic victories. I’ve frequently joked about being overpowered for the main story content, but make no mistake: I more than earned that privilege barging in early wherever I could and getting my sorry ass kicked from Leá Monde to Louisville. Hunting the infamous Yiazmat only once1.98 times, actually; on my first serious attempt, I brought the pale wyrm within an inch of death, only to realize I had stopped dealing damage to wage a losing battle of attrition that would see my item reserves totally depleted before a sudden defeat. I fled. Ow. is enough for my lifetime, but several of the most fearsome Marks in the game— Fafnir, Deathgaze, Behemoth King, the Shadowseer, the top-tier Gilgamesh cameo, and that fucking Cluckatrice— stood for years as some of my favorite fights in gaming.
The music is some of the very best in the entire series, and I mean that. When the game starts up and “FINAL FANTASY” begins to roar out of the speakers, it shakes my fucking bones, and I am immediately eager to adventure far and wide. When you start the game for the first time, and are greeted by an Opening Theme like this, you have only your rotting, sexless heart to blame if you are not ready to at least give the game a chance. It contributes so indispensably the feeling of the setting, and the game simply could not be the same without it. Composed by Hitoshi SakimotoComposer for the Ivalice games, the quasi-related Ogre Battle/Tactics Ogre, Bloody Roar, Odin Sphere, Dragon’s Crown, the Valkyria Chronicles series, and The Adventures of Hourai High: Transfer Student Dramabomb. That’s right, you could have been reading an LP of that instead of reading this shite! and Masaharu Iwata, who, together, have created the unique and beautiful music that has so wonderfully characterized the games of the Ivalice setting since Final Fantasy Tactics in 1997. The score of the game is built from high strings, soaring horns, flute, timpani, and harp, and if any complaint can be leveled at the music, it is, perhaps, that they rarely depart from this instrumentation. But when it works, it works amazingly, and it works nearly all of the goddamn time. In particular, the credits identify the horn player as Osamu Matsumoto, and I can only infer that this man descended onto the Japanese shoreline in a pillar of silvery light, tromboning all onlookers to tears. I have been listening to the soundtrack on loop since I started writing this, and every time The Battle for Freedom comes on, I have to suppress the urge to make war on my neighbors. Note that track in particular: Sakimoto and Iwata, already the only two natural choices for Ivalice’s biggest title yet, also do the main series proud by carrying on grandmaster Final Fantasy series composer Nobuo Uematsu’s well-developed tradition of making excellent use of leitmotifs to convey stories musically. If you’ve been following me so far, your time is clearly worthless, and you owe it to yourself to at least give these tunes a chance.

The game is unrelentingly and remarkably beautiful— yes, future people, even in 2022! This was a game created in the closing of a long, long console era and the creators knew exactly what to do with the hardware, technologically speaking. But that’s only the foundation, not the edifice. The art in this game was put together masterfully. Everywhere you go, there is vibrant color, and beautiful, intricate environments of every landform and climate, architecture tragically unknown in our own world, and creatures bizarre and beautiful alike. There is more color and variety in the game’s sewer level than some games display in sum. The game is so frequently and expertly pleasing that when you go to a place like Old Archades, which is so drab and barren, you can believe it’s because the town is simply an awful place to live, and not that the artists couldn’t be bothered to put in the hours— which they did, because even these areas are intricately detailed and filled with thoughtful design.
As I mentioned long, long ago, I have a total preferential weakness for the style and delivery of the game’s writing. The game strikes an amazing balance, relying on faux-Elizabethan vocabulary and sentence structure while remaining immediately comprehensible, and the intense variety in diction and construction keep the dialogue vibrant and immensely readable. And going hand in hand with that…
The voice acting is some of my favorite in any game I have ever played. Reportedly, for the English translation, they simply hired a bunch of Shakespearean stage actors, and let them go nuts on the script, improvising as much or as little on the prose as they felt appropriate, and in a game that already has the kind of writing that I adore, I cannot help but feel speared by the effect. There is such genuine feeling and nuance, and emotion, that playing this game after many others of the era left me feeling richly spoiled. Hilariously, the main cast are the only characters that seem not to have gotten the benefits of these casting and direction decisions, having been made much more “conventional,” and the result is that literally everyone in the world is many factors more interesting to listen to than every member of the main cast besides Fran and Balthier. Characters like Ondore, Al-Cid Margrace, Vayne, Doctor Cid, Anastasis, Bergan… Anyone. Nearly everyone! I can’t get enough of the voice acting in this game. Comparing it to its predecessor, and its successor, is an act of madness. There is not even any point.
Come to think of it, the cutscenes in this game are consistently quality. I’ve looked at a lot of cutscenes checking and rechecking details for this write-up. A lot. I watched many, many cutscenes. Believe this. Frequently, I’d just get engrossed in what I was watching for a while! The framing, blocking, pacing, it’s journeyman work. And everything I said about the art, music, and voice-acting goes just as strongly here. Games have long sold themselves on the “cinematic” buzzword, but it’s a pleasure see a game with a decent grasp of visual storytelling, just working it like it as a matter of course.

But lastly, I think these games have some amazing characters. It would have been great for some of them to end up in our party! But they’re in there, and they aren’t uncommon. A lot of the better characters seem to be enemies, actually, but that’s likely because our dear party tends to piss off so very many people. This, too, is a function of the writing style; any dumb, no-name NPC you run into has some sort of personality crammed into them, and when you throw that much stuff at the wall, you end up with a lot that managed to stick. And, knowing the alternative, I’d say it would have been just great if that’s what the main cast had ended up with. Forget about narrative arcs, or thematic relevance. All the characters needed was some memorable personality. Balthier is far and away most people’s favorite party member, and it’s because the guy actually has some life in him! For what desperately little there is to her character, I ended up always liking Penelo for the slab-simple reason that her voice acting is decent, she has a little personality, and I found humor in the idea of this confused peasant girl being thrust into this crap after being randomly kidnapped by lizard people one day. But even beyond just having memorable people, there are a number of characters who really do have some depth to them. Vayne, Cid, and Venat, of course. The Ministry of Law tend to make able use of their limited screentime. But I’ll do you one better: you know who the best character in the game is? In fact, you know who the main character of this game is? Halim Fucking Ondore.
Marquis Halim Ondore IV is most everything that a major character of an Ivalician game should be. He’s moral and warm-hearted, but never soft or naïve. He’s cunning, but not conniving. He can play the Great Game as well as his opponents in Archadia and Rozarria despite having a fraction of their power. He’s a natural leader of men, uniting the Rebellion into a force that could legitimately oppose the Empire and leading them in battle at the front of the fleet. He’s handsome, well-dressed, his voice is outstanding. He is practical without being ruthless, reasonable without vacillating. He never seems selfishly tempted by the power he wields, which the setting promotes as a near-impossibility. He games the course of nations and history for his nation’s benefit, and for the benefit of his friends and allies— not because he, personally, profits from it, but because he desires peace and freedom for these nations. While the Big Six dick around in a swamp collecting rainbow slime and zombie fritters, he’s moving the pieces around the board facilitating the entire plot thanklessly behind the scenes. He makes a better opponent and counterpart to Vayne than Ashelia does, when she was designed to fill that role. Put simply, he’s a good ruler, and a good warrior, and a good man, in a world where being the last of these is a constant trial and being all three makes you a creature of myth. Ondore MVP 2006.

…I, uh… I think I’m out. Yeah, I know, you’re so disappointed.
But I’ve said all there is for me to say. Anything beyond is for you to find out for yourself, and I think I’ve put enough out there for you to know pretty definitely if you want to, or not. I wouldn’t blame you either way.
If I had to describe Final Fantasy XII in two words, I would pick “fascinatingly flawed.” I’d be very hesitant to call it a great game, and at times I’d balk at calling it a good game. But nonetheless, I found myself entranced by it. So often, I find myself shaking my head at the missed opportunities, left only to wonder what might have been if things had been different, if other decisions had been made or if more or less emphasis had been put on this part or that. Yeah, there are times when I can’t stand Final Fantasy XII. But sometimes, in the right light, or from the right angle…
I think I might love this fucking game.
Thank you for reading.
Footnotes:
[1] 1.98 times, actually; on my first serious attempt, I brought the pale wyrm within an inch of death, only to realize I had stopped dealing damage to wage a losing battle of attrition that would see my item reserves totally depleted before a sudden defeat. I fled. Ow.
[2] Composer for the Ivalice games, the quasi-related Ogre Battle/Tactics Ogre, Bloody Roar, Odin Sphere, Dragon’s Crown, the Valkyria Chronicles series, and The Adventures of Hourai High: Transfer Student Dramabomb. That’s right, you could have been reading an LP of that instead of reading this shite!
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T w e n t y S i d e d
So what’s the next retrospective going to be about?
Well… there’s not going to be one, unfortunately. =(
I opened this page to finally see the end of the Retrospective and then I see Shamus is Dead.
And holy shit that hit me. I’ve been following his work for like a decade at this point, since he was contributing to the escapist and now…..well, now he’s not going to be talking about anything else, ever.
When you compare the voice acting in XII to its predecessor, do you mean X (Ha! Ha! Ha! Ha! Ha!) or XI?
[Obligatory “the laughing scene in X is not bad voice acting; it’s supposed to be awkward, it was written that way” response.]
That response is absurd. So absurd, in fact…that it makes me laugh out loud!
No. That response is true, but the game has plenty of poor voice acting elsewhere, so it’s understandable that people believe so.
I think I’ve mentioned here before that one of the things I like about XII is that I felt genuinely rewarded for my completionist tendencies. In most FF games, obsessively exploring the entire map might get you an Elixir or something to go with your cheevo, but in XII, there are whole chunks of the map that the main plot never sends you to (e.g., Zertinan Caverns or the rest of the Henne Mines. And I don’t think the main plot sends you to the Necrohol, either), and when you do explore those areas, you get serious rewards in terms of equipment and technics and spells, as well as rare monsters (both Rare Game and repeatable rares) that you otherwise wouldn’t get to fight (or be destroyed by…I’m looking at you, Archaeoavis*). And you get extra flavor about the world as well (especially in the Necrohol).
*tip: use Wither
And I did beat Yiazmat twice – once on PS2, which took four freaking hours, and once on PS4, wherein I shamelessly used invisible weapons and otherwise generally cheesed the crap out of it.
The Necrohol is indeed totally optional, yes.
Zertinan Caverns may be one of my favorite things in the entire game. It takes a long time before any sidequests actually lead there, so it’s actually very likely you will stumble on it before you’re “supposed to”.
I know I made recommendations in the past, but regardless of any desire on my part, I would certainly love to see you do another series if you’re up for it. However, I also know how much work these things can be.
So, just know that if you’re toying with the idea, you definitely have an interested audience.
Seconding this.
I third it. I’d love too see more of your stuff Rocko!
It has been a long but very interesting read. I appreciate all the effort you put here and I would definitely read another series if you decided to do so.
Now, in the interest of fairness I will too mention some positives about FFXIII:
– The visuals are kinda nice. I mean, sure, the art direction is ass, but clearly the graphics quality is top notch for the time, so there was real effort put there.
– Uh… some of the music is not entirely forgettable, I guess?
– Eh… did I mention the graphics already?
Look, I’m a bit of a defender of the Star Wars prequels. Yes, they’re not very good films, particularly when compared with the original trilogy, but you can see the planted seeds for great stories and characters. They just weren’t properly watered, but the signs are there. You can infer the intention behind the mess, pick at the threads and piece together on your own what could have been a fantastic story hidden behind the awfully unconvincing visuals, pratfall-style humor and preposterous dialogue.
There’s no such thing for FFXIII. No matter how much I look I cannot by the life of me find anything valuable in its ridiculous story and irritatingly stupid characters. Sure, there’s potential in some of the ideas presented when taken in their basic forms (powerful beings being forced to enslave lesser ones in order to find a way to stop their own slavery, heroes being doomed into a situation where they must do the villain’s bidding or turn into mindless monsters, so death isn’t even a possible escape, etc.) but the game never entertains the possibility of taking these ideas and characters into any direction that’s not the dumbest possible one. There’s no interesting underlying narrative or real depth to its characters no matter how hard you dig. Every possible turn of events where characters and plots are revealed to be more interesting than shown is nothing but fanfiction.
I can’t stress enough just how much I despise this game. It is the epitome of style over substance. If I ever run into a genie who grants three wishes I’ll waste all three asking him to delete this game from existence, just in case.
Some time last year or so someone posted a link to your initial posts of this and I followed them down an enjoyable rabbit hill. Having served so much time in the military I typically speak like your profanity riddled narrative read, so it didn’t bother me, amused me, and was a nice counterpoint to say Shamus’s typically more dry analysis. With the other news posted today, this reaffirmation that you did this because it was something you enjoyed,maybe loved, feels so much more apropos than just deconstructing something that would make for laughs. Thanks again for the entertainment Rocko
Unfortunate timing for the end of a series, but I just wanted to say I greatly enjoyed reading this in escapist forum post and again on the blog.
Seconding this.
Such an unfortunate note to end on, but I do hope The Rocketeer keeps writing. I’ve definitively been enjoying this entire retrospective analysis, even if I didn’t have much to say at times due to never finishing FF12.
I am confused about Ondore. It feels like half of the games tells us that he put together his fleet in the last act by being a super-statesman. The other half says that he got it by uncritically leaping into bed with Rosearia, and that the piper will need to be paid.
…oh yeah, this got posted too. Overshadowed by other news, somewhat…
It’s really nice to see Rocko being unequivocally genuine and positive at the end. A reminder that the game’s not all bad, nor does he really hate it.
Though actually, the love for the game did kind of come through in the other posts. It’s hard to rant that much, and that hard, about something that you don’t care for. In retropsect, Rocketeer comes across a bit like a parent complaining about their beloved child who keeps doing stupid things.
I haven’t commented much on this series, because it didn’t seem like my place. I’ve never really played a Final Fantasy game, though I did help some friends with their emulated playthroughs of the old sprite-based ones. The most I engaged with a Final Fantasy game was VII, but again because friends were into it. I’ve never been particularly interested for myself.
Part of it is the conceit of a “story game” in itself. I’ve always felt that, if a game is going to tell a fixed narrative with cutscenes and such, if my input and direction isn’t going to be respected beyond deciding pre-written dialogue options and pre-determined ending cutscenes, then why is it a “game” at all? Why not have it be a hybrid pre-rendered and in-engine movie that I can watch at my leisure? And in that case, why make the experience necessarily tens of hours long? Seems like there should be a setting for “how long do you want us to take telling this story” and I can dial it up or down as suits my tastes and available free time. Sure, this would be a lot of work, but surely no more work than devising, programming, and playtesting all of the engagement and gameplay features. I understand this kind of “game” appeals to some people, but the exercise never seemed worth it to me.
On top of the problems I have with the “story game” genre in general, the Final Fantasy games have never done the “story” bit particularly well. Rocketeer basically summed it up already in this post:
three teenagers and maybe an elf or a robot can beat some ancient invincible god-being with the power of goodness
Which is pretty clearly some kind of retelling of the Hero’s Journey, but the thread nearly inevitably (as this entire travelog(ue) attests) gets lost somewhere along the way. Part of this may be the “J” on the front, as the cultural differences are difficult to bridge. If the story is culturally Japanese, the character motivations and plot beats may be lost on us. If the story is western, then those same features are often lost on the authors themselves.
I hope I’m not saying that “story games” in general, JRPGs as a genre, the Final Fantasy games specifically, and FFXII in particular are all a stupid waste of time and looking for meaning in their narrative is like gold panning in the untreated sewage runoff down by the treatment plant after a big rain storm. I’m not trying to say that anyway, but I guess there’s a part of me that has a suspicion. So that’s some of the motivation for holding my tongue. No point in badmouthing someone’s investigation into Truth, Beauty, and Goodness just because you suspect it will be fruitless.
But there’s another part of me that sees those Virtues shining around the cloud of objections, like the blinding rim of a cloud which hides the sun for that long moment of mid-day twilight. I wasn’t able to summon the fortitude to stick it out through this series when it went up on the forums, but I made it through this time. Maybe I wasn’t mature enough back then. Maybe I’ve just developed more patience and empathy. But I’m glad to have read this all the way through, and I can see where the attraction lies in this form of storytelling. What a journey you’ve taken us on!
I don’t know if you have it in you, but I’d be interested to read the story of FFXII from the perspective of Marquis Halim Ondore IV. Either way, thanks for pouring your heart into this Rocketeer. Shamus mentioned to me several times how much he admired and appreciated your participation here on the blog. More than venting his frustration with an idle hobby, Shamus always wanted to deeply think about, participate in, and create stories and computer programs. JRPGs are, for better or worse, the pinnacle and confluence of his two deepest passions. It seems oddly poetic that both this series, and his life, drew to a poignant close at almost the same hour.
The story in Final Fantasy XIV is actually very good. Granted, I am grading it against other MMO’s, but I think even if you push outside of that genre it compares well.
The problem is that it doesn’t really respect your time with regards to “busy work quests”, at least during the early parts of the game. Also, the truly magnificent parts of the story don’t begin until the first expansion, so you have to go quite a long way before you see the good stuff. So its possibly not worth your time (but I really enjoyed it).
I’m perplexed at some of your complaints. Just wanna address a few:
Usually gameplay is the deciding factor, and personal agency to explore the world more. You have absolutely no agency in a movie/tv show. The “Game” part usually comes from learning and mastering the mechanics of the game. In this case, it’s the gambit system.
I think you overemphasize Western/Eastern differences. Sure there’s things we’ll overlook, but especially as translation and the internet opens idea sharing, there’s less and less that doesn’t get localized. FF14 is a great example of localization.
I’ll hard disagree there. Some games do characters and story better than others, but FF has a great lineage of fantastical worlds that are unique and well realized. FF14 has continued to be one of the best stories I’ve ever seen. FF10 wraps everything up to a tragic twist. FF7 has the most iconic dueling protagonist/antagonist duo in the gaming industry.
Personally, I bounced off of FFXII because I didn’t like the gambit system (constantly felt un-optimal), and the main party was the most contrived main party I had ever seen. I’m surprised because from reading this series, I got about 2/3rds of the way through the game – much much further than I would have expected.
It really sounds like you don’t understand them because you’ve never experienced them, and mostly only hear from their critics. I recommend giving FF 10 a good full try from the beginning.
Final Fantasy 12 might occupy a unique space in gaming (at least for singleplayer games). The primary gameplay loop is moving forward and fighting hordes of spawning monsters, similar to something like Dungeon Siege or Diablo, but the environment feels like a series of interconnected places, instead of the typical Diablo-style straight line. And while it isn’t as immersive a setting as something like Morrowind, those kinds of games don’t offer the breadth of strategy that 12 allows; two AI partners that can be given complex commands, and enemies that require that complexity. Enemies that drain your MP midfight, enemies that become invisible, enemies that block your ability to heal, enemies that shut down your spellcasting through the mere threat of them going hostile; there’s a breadth to the mechanics that only shows up when played.
The plot is absolutely the game’s weakest point; it’s first overwhelming, and then too slow, and then flies apart at the end. And as the driving force behind the action, it does hurt the experience. But there’s a lot of game outside of that, and even worldbuilding; a monster appears in an environment that suits it (or doesn’t), and the player is left to craft their own explanation.
I’m not sure if I would recommend FF12; for the most part, whatever you’re looking for is done better elsewhere. But if you’re looking for a cross between them, I don’t know of anything else like it.
Honestly, I still don’t know that I agree with that, even after all this.
This series, by it’s nature, has focused on the plot, but the gameplay, in my view, is just as much of a junk sculpture where some genuinely brilliant aspects are mixed in with a host of perplexing decisions, missed opportunities, and downright frustrating design choices.
And especially if we’re talking about the original version – while the remake basically did nothing but put a shinier coat of paint on the game’s cutscenes, it did some major improvements to the gameplay – in particularly to the RPG elements of this JRPG – and it really needed it.
Just to try to list out some of my mechanical gripes: the ‘combo’ system (pointless at best and actively gets in your way at worst), the bazaar is peak “Guide Dang It”, the completely interchangeable party members, the Hunts that kind of fizzle out, the weird and tedious ‘limit break’ system, and a lot of time when the “fast forward button” is nearly indispensable. (By contrast, I played FFX and basically never touched the fast forward button)
The entire License Board System is incredibly “better” in the remake, yet I’d argue still falls short of “good”. I like the fact that you now pick classes .but the entire system of the license board itself is basically nothing but busywork, and I say that as someone who enjoyed the Sphere Grid. The amount of time I spent scouring the license board trying to find which square unlocked a particular piece of equipment that I just paid for was depressing.
… and busywork aside, there’s just not that much good stuff to unlock on the license board. Every sphere on the sphere grid was a nice bonus, while the license board is filled with chaff. Gambit slots I don’t need for most of my characters, unlocks for equipment and accessories that I never used, entire categories of weapons that I never used, magic stat boosts for physical characters, vice versa. I’d legitimately argue that less than half the squares on the board were actually useful.
For all that, I did, on the whole, enjoy the mechanics of the game, especially the second half when it opens up more (and when I ditched half my party).
But between the gameplay and the story, I definitely was more actively frustrated by the gameplay.
The worst part about the original license board is that it didn’t even tell you what the unlocks were until you had already unlocked something adjacent to it. So you couldn’t even plan a build without a strategy guide in the first place. This probably helped contribute to the way most people defaulted to making a squad of samey tank-mages.
A nice summation of why, in spite of me agreeing with almost everything in this Shamus-esque macro-rant, Final Fantasy XII remains my favorite Final Fantasy game.
XII has some serious flaws, and most of those I feel are probably due to going over-budget and the team being forced to ship a game half the size they intended. But even so, I’d rather play a game with XII’s flaws yet again than finish playing a game with XIII’s flaws even once.
But beyond liking it better than the worst FF game, I really do like XII just a little more than IX, my previous favorite. IX has fewer flaws, better characters, and a complete story, but I really do enjoy the gameplay and atmosphere of XII more. IX almost feels like a stage play or opera you play through (which is partly intentional), but XII seems like there’s an actual world with locations that you happen to visit in a specific order.
I don’t know what will happen with Shamus’ weblog, but I’d like to read more by The Rocketeer if you have more to write.
Thanks for the series! It was an enjoyable read I looked forward to every week.
I think that “fascinatingly flawed” sums up FF12 nicely. I’ve enumerated my gripes with the game elsewhere, but I think that its primary failing is the story’s habit of not presenting itself to the audience. Its like, there certainly is a story, quite a lot of it actually, but the game seems to be rather coy about revealing it in a way that the play can digest, understand, & appreciate. The lore has a lot of depth to it, but the player is forced to tease it out & put it together themselves. With some stories, the audience has to meet it halfway, but here, the ratio feels like far more than 50 percent.
I was going to make a joke about how utterly belabored the endings of RPGs and RPG analyses alike are. Except abrupt endings… I think I hate them more.