Final Fantasy XII: The Zodiac Age (Coming to PS4)

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May 26, 2014
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#21
I'm not fond of Final Fantasy XII at all, but I guess it's pretty sweet that all main FF games are now available on modern devices (or will be once this comes out). Anyway, I would've thought that they'd give you the option to choose the original license board or just straight up include the original game.

Also I didn't find the story that great up to where I played. I got lost / stuck finding somewhere called Giruvegan, was that anywhere near the end?
Pretty close to the end, yeah. If the story wasn't doing anything for you up until that point then the bits you had left weren't going to change your mind.
 

DrBretto

Warrior of Light
Mar 18, 2016
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#22
There are many different reasons for people to like FF games. Each one excels at a different aspect. FFXII's dominant draw is for the tacticians and combat enthusiasts. It's arguably the best in the series in that department. It's a bit divisive that way, but aren't they all in one way or another?
 

DrBretto

Warrior of Light
Mar 18, 2016
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#24
I'm comfortable with those words. It's definitely combat dominant, and it's definitely got a case for best in that department. Doesn't mean it has to be everyone's favorite.
 
May 26, 2014
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#25
There are many different reasons for people to like FF games. Each one excels at a different aspect. FFXII's dominant draw is for the tacticians and combat enthusiasts. It's arguably the best in the series in that department. It's a bit divisive that way, but aren't they all in one way or another?
Yep. I mainly play these games for the story, so it's not hard to see why I didn't like XII. I mean it had its moments - it really did - but overall it was one of the weakest stories imo.
 

Lulcielid

Warrior of Light
Oct 9, 2014
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Argentina
#26
Yep. I mainly play these games for the story, so it's not hard to see why I didn't like XII. I mean it had its moments - it really did - but overall it was one of the weakest stories imo.
Why not the gameplay?

Speaking of story, XII narrative mainly sufferes from uneven pacing (see the second half of the game, the third and second last dungeon are probably the most guilty examples of padding)
 
May 26, 2014
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#27
Why not the gameplay?
Uh... cause I like the story more than the gameplay? I like the gameplay too obviously.

My major gripe with the gameplay in XII isn't the combat. It's just that a lot of the areas are irritating to traverse. It's not too big a deal most of the time. More of an annoyance really. A few people have already mentioned the end-game areas, and yeah, they're the absolute worst. If only they shortened some of those areas and made the real final area (one of the weakest final areas in the series) a bit longer/better.

Although you know what? I never thought of this until now, but it sure would make a lot of sense to consider the second-to-last dungeon as the real final dungeon and the actual last area as sort of just the final boss' room/lair/whatever. Looking at it in that light actually puts a slightly better taste in my mouth.

Regardless, I can actually kinda forgive those last couple areas anyway cause... well, there are actually events there that advance the plot. For so much of the game it just felt like absolutely nothing was happening. The game always had you going to some or another new location, but most of the time once you got there it felt like not much really compelling happened.

Of course I think you can chalk a lot of that up to the characters, and the characters you can chalk up to the "troubled" (I guess?) development of the game and perhaps the developers' intentions/goals/vision for the game. I think maybe those intentions/visions kinda clash with what I (and no doubt many others) want and/or expect from a Final Fantasy game.
 

Chocobocoholic

ShinRa SOLDIER
Mar 29, 2016
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79
#28
There are 2 more dungeons after Giruvegan, which equates to 4 hours and some more minutes of gameplay (assuming you finished Giruvegan, cause Giruvegan itself takes 1:30 hours to complete)

Edit: there was so much padding in the last 3 dungeons.
I can't believe I was so close to the end! Oh well. And no, I didn't complete Giruvegan. I remember having to look for some mirage like entrance, which I found in the end, but once I got in I believe there was a boss that slaughtered me and I never touched it again.
 
May 26, 2014
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#30
I can't believe I was so close to the end! Oh well. And no, I didn't complete Giruvegan. I remember having to look for some mirage like entrance, which I found in the end, but once I got in I believe there was a boss that slaughtered me and I never touched it again.
It's possible to completely wreck many of the bosses in the game by abusing Quickenings. There's a guide for it on Gamefaqs: https://www.gamefaqs.com/ps2/459841-final-fantasy-xii/faqs/46039 It's kinda cheap, but you can take out 90% or more of their health if you use this method.

Considering Daisuke Watanabe (one of XII's scenario people) was later in charge of writing/executing XIII's story (which had less story than XII overall from my p.o.v.)... I think I see where the pacing issues come from.
XIII was superior imo because it had more interesting characters and its "nothing's happening!!!" moments (I thought there were way less than in XII, maybe it's just me?) were filled out with good character development.

I'll just escort myself out now.
 

Chocobocoholic

ShinRa SOLDIER
Mar 29, 2016
160
79
#31
It's possible to completely wreck many of the bosses in the game by abusing Quickenings. There's a guide for it on Gamefaqs: https://www.gamefaqs.com/ps2/459841-final-fantasy-xii/faqs/46039 It's kinda cheap, but you can take out 90% or more of their health if you use this method.


XIII was superior imo because it had more interesting characters and its "nothing's happening!!!" moments (I thought there were way less than in XII, maybe it's just me?) were filled out with good character development.

I'll just escort myself out now.
That guide could help a lot, thanks! I've bookmarked the page for when the time comes (I was as useless with Quickening's as I was with Gambits).
 
Jun 7, 2014
898
625
Poland
#34
This is great news. XII is pretty much the only major FF that I haven't played yet (oh ok, this and IV).

Can't wait to not open some treasure chests. Kappa
 

Lulcielid

Warrior of Light
Oct 9, 2014
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#35
This is great news. XII is pretty much the only major FF that I haven't played yet (oh ok, this and IV).

Can't wait to not open some treasure chests. Kappa
They removed that condition from the International Zodiac Job System (which is the version The Zodiac Age is remastering) to get the strongest weapon.
 

DrBretto

Warrior of Light
Mar 18, 2016
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#36
This is great news. XII is pretty much the only major FF that I haven't played yet (oh ok, this and IV).

Can't wait to not open some treasure chests. Kappa
Not only will you not have to not open chests, you'll be able to open even MORE chests because they respawn every time you zone now, too. So many wonderful improvements over the original. Damage cap removed, speed up mode, money is easier to come by, two different New Game + modes, a 100-battle trial mode, so much more.

Highly recommend thinking long and hard about your team build though. There are a TON of factors to consider. More than you'd ever think of on your own, and these factors are significant.
 

Lulcielid

Warrior of Light
Oct 9, 2014
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#37
Highly recommend thinking long and hard about your team build though. There are a TON of factors to consider. More than you'd ever think of on your own, and these factors are significant.
I question a bit the Job System of the IZJS due to the characters stats, they all tends to go to select jobs, so there´s no too much incentive in making distintive cmbinations.
 

DrBretto

Warrior of Light
Mar 18, 2016
1,605
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#38
I question a bit the Job System of the IZJS due to the characters stats, they all tends to go to select jobs, so there´s no too much incentive in making distintive cmbinations.
There's a ton of incentive. I'm not sure what you mean here? It's not even all about the stats, though that is one of the layers. It's also about innate abilities, zodiac unlocks and minimizing conflicts, and making sure you have access to all of the buffs/debuffs you need. There are some very interesting combinations. And it gets even more interesting once you move on to Weak Mode. It's actually pretty hard to make a viable team that's not going to shoot itself in the foot later on.
 
Jun 7, 2014
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Poland
#39
Haha, I'm glad I won't have to be paranoid about those chests. But I will probably be paranoid about choosing the right jobs. Honestly, reading about thad Zodiac Job System, I feel I'm not going to like it much.
 

DrBretto

Warrior of Light
Mar 18, 2016
1,605
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#40
Haha, I'm glad I won't have to be paranoid about those chests. But I will probably be paranoid about choosing the right jobs. Honestly, reading about thad Zodiac Job System, I feel I'm not going to like it much.
I think most will like it eventually, but there's a lot of consideration. It really is akin to the expert sphere grid in that it kind of really requires you know already know what you're doing to get the most out of it. Not having 6 identical super soldiers in the end, and a reason to use any character situationally is totally worth it though.

I would be happy to help anyone here build a team for them to get started, though. It'll be a lot less overwhelming if you have someone who can boil it down to what matters. The biggest problem with the system's inability to switch jobs is reaching a point where you suddenly need something you didn't realize you needed.

And, maybe they'll add the ability to switch them, too, which would be the best thing for the game. That's the last big glaring flaw (that's fixable and not a matter of personal taste).


Edit: If all you're planning to do is beat the game, btw, it's not as complicated.