November 18, 2006

  • Review: Final Fantasy XII

    I was sitting there in Couch Potato Heaven (an actual place, not a
    metaphor, with my back propped against one arm of a soft old sofa next
    to the woodstove, feet stretched out under two blankets and a cat,
    facing the PS2 monitor at the opposite end of the couch).  I was
    playing Final Fantasy XII, thinking that I really should write a review
    of this game.  I said I’d do it, and that thought has intruded on
    my play off and on for a week or so.  When it became necessary to
    get up for food and a bathroom break, I decided to get this thing done
    and over with so I can guiltlessly go back to FFXII.

    First, a
    little history and my credentials:  I’m a gamer from ‘way
    back.  I played electric shuffleboard in the 1940s and pinball
    machines in the ‘fifties and ‘sixties.  I have been video gaming
    and loving it since the 1970s.  First, it was on the first
    generation arcade consoles, until I got a Fairchild home system with
    cartridges for things like Pong, Cat and Mouse, ESP (I was good 
    at that one), and Nim.  That’s when I first got carpal tunnel
    syndrome from the joystick action.  Fortunately, I found the
    nutritional supplement solution to that problem (and, no, I won’t prescribe it for you
    because that would be a crime — you can probably find it with a
    websearch), so I can play hour after hour for days and daze, pain-free.

    FF
    III was the first game we bought for Doug’s first Game Boy, back when
    he was in elementary school and on Ritalin.   We both found
    it to be much more fun than Tetris, which had come with the
    device.  It helped him withdraw from Ritalin, strapped down in the
    passenger seat of Gina, our Fiat X-1/9, on the 18,000-mile road trip we
    took for that purpose.  It helped me pass many hours in our tent
    in
    various campgrounds along the way, in the early mornings while he
    slept.  Before the trip was over, I’d bought a Game Boy for
    myself, so I wouldn’t have to wait for him to fall asleep before I
    could play.  When we got home, Doug borrowed the first two GB FF
    games and we played them for a while.

    When Doug’s friend, Sephiroth,
    moved in with us, he brought his PlayStation, and some games including
    Chrono Trigger.  It really hooked me on the new generation of
    consoles.  At the time, he was waiting for the release of FF
    VII.  When we got it, I formed a love/hate relationship with it,
    hating that filthy post-apocalyptic city in which it starts, whose name
    I’ve blocked from my mind, and loving chocobos and Cosmo Canyon. 
    I’d move to Cosmo Canyon if I could.  I bred a line of chocobos so
    fast that nothing could beat them, by keeping a somewhat standard
    stud-book record of my matings.  In the process, I gained a high
    level of respect for the knowledge and skills of the game’s
    designers. 

    Squaresoft, and then Square-Enix, became
    heroes of mine.  On the day that FF VIII was released, I bought
    it, and the player’s guide to go with it.  We bought nine as soon
    as it came out, and had Ten and Ten-Two pre-ordered months in
    advance.  When the “golden oldies” of FF were re-released, we
    got  Five, Six, and TACTICS
    (!).  Affectionately known as Tic Tacs to its loyal fans, it
    remains the premier game of its class and type for its time.  The
    only thing about it that I did not like was that clunky old turn-based
    battle system where the hero party stands there and takes turns beating
    on a bunch of unrealistically well-behaved monsters that politely wait
    their turns to retaliate.

    Twelve has fixed that for those of
    us who prefer more versimilitude in our battles.  (Doug says the
    new system began with Eleven online, which we haven’t played.) 
    Setting up “gambits” for our characters beforehand allows them to
    initiate battles, move around, fight multiple enemies at once, and do
    healing and buffing support magic while the player sits and watches,
    has a snack, or carries on a conversation.  I have done all three,
    and played the game, all at the same time, thanks to a speaker phone.

    Fuddy-duddy
    old reactionary turn-based purists have no just cause for complaint
    however (though some of them are complaining), because there is a
    simple one-click way to turn off gambits completely and revert to the
    old system.  One can also turn each character’s gambits on and off
    separately, so that, for example, two members of the party can be
    directed in battle the old-fashioned way while a healer automatically
    provides the HP recovery and status-effect relief they need.  I
    play it with gambits on, and buy as many new gambits as I can as soon
    as they become available in shops.  They are cheap, only 50 Gil
    each, and you only need to buy each one once for all characters to have
    access to it as soon as they get the license for it.

    The
    License Grid is similar to the grid for abilities in Ten, but different
    in that there is just one grid-form for all characters instead of 
    Ten’s separate tracks for each.  Basch, the brawny ex-soldier, can
    be trained as a cleric, while the more feminine characters can be
    buffed up as fighters if that suits the whimsy of the player. 
    Eventually, with enough experience and LP (License Points, earned in
    battle), all characters can fill in the entire grid and use whatever
    skills the player chooses.

    If I have any objection at all to the features of this game, it’s a minor
    one:  I have had to learn how to flee from battle.  Doug has
    often commented on my stubborn unwillingness to run from enemies. 
    I prefer to stand and fight, even to Game Over, then go and buff up
    before approaching that enemy again.  After all, it’s only a
    game and Game Over is not actually death in any real sense.  Even
    if it were, isn’t there something dishonorable about running from
    battle?  Death before dishonor, I say…or, I said.  One
    battle, early in Twelve, can only be “won” by running away, so I am
    forced to compromise.

    Fleeing for short distances can also be a
    good tactical move while power leveling and accumulating Gil for
    important purchases.  Enemies drop loot that is only good for
    being sold to merchants (another touch of relative realism, over having
    monsters without pockets drop money all the time).  More and
    better loot can be obtained by defeating “chains” of same-class
    monsters.  My longest chain so far was 169 skeleton-types in the
    mines.  Such long chains can only be achieved by avoiding enemies
    of other types, and by leaving an area you’ve cleared out, crossing TWO
    area transitions, then returning to the previously cleared out area,
    upon which your chosen enemies will have respawned.  Getting
    through the neighboring area without breaking the chain often requires you to hold down R2 and flee.

    Okay,
    now I can get back to the game without feeling guilty for leaving this
    commitment unfulfilled.  I said I’d review it, and I have. 
    If I have any further comments on the game as I go on, I’ll be
    back.  Meanwhile, it’s back to Ivalice and Couch Potato Heaven for me.

Comments (8)

  • Errata from the Kid:

    All references to Game Boy Final Fantasies refer to the “Legend” series, which is actually a retitling of the SaGa series. I only borrowed the first FF Legend, although I bought the first two and Adventure (Actually a Seiken Densetsu/Mana title, Sword of Mana is a retelling). Sephiroth first brought his Super Nintendo, although we did obtain our first PlayStation from him when he left and had to travel light. We do not currently have IV, although we did play it for a while as II on the SNES. George W. Bush’s name is not Nancy, but mud. All power to the people, and ban the fucking bomb.

  • YAR!!! I have carpal tunnel issues… they come and go… I wasn’t willing to have the disgusting surgery so I have my own cures too… I have discovered that my hands are less painful than they used to be even though I’ve quit some of the therapies I discovered. It would really mean a lot to me if you might see clear to let me know what suppliment helps you. If not, that’s ok. I just don’t have time (or money) to search online and try random things. I know I could if I had the time for it, but I also know I just shove it out of the way by giving myself another and another impossible deadline for work.
    I never played FF. We run Wolfenstein Enemy Territory servers – I think we have 3 up right now. I still have my Atari in the closet

  • Sounds cool.  I think this is a game I’ll pick up later on.  I need to sell my old game systems (I still have the 8 bit & 16 bit Nintendo machines & a Sega Game Gear handheld… plus a bucket load of old games) so I don’t have to cough up too much $$ to pay for new games.  The old stuff is collecting dust, anyway.

    btw, I’m glad the turn-based battles are a thing of the past, that was one thing I did not like about FF… 

  • Don’t play FFXI … It’s punishing.

  • If I wasn’t at work, I think I could sit and read your entire site without a break.  Thanks for subscribing to me….the few entries I have been able to read this morning are very intriguing

  • I suppose a game of Chess would be out of the question.

  • The only Final Fantasy game I have ever played was one of the very old ones—I don’t remeber which one.  I enjoyed it at the time (I was about 14) but as I got older, I became a Nintendo “fan girl” all the way.  Right now, we are currently enjoying the new Wii system, and the new Zelda game “Twilight Princess” that goes with it.  The controller is crazy, but awesome, and easy to use once you get the hang of it.  The game itself is just amazing.  Beautiful.

    Good luck with your game!!!

  • Kathy — I don’t blame you for dropping spammers… I sent it to see what people think of it; I hate it too and I’m sick of it.  I’m not a gamer, but I hope you enjoy yours

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