Final Fantasy XII
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Your party is still three people strong, but characters can be switched in and out easily enough. It may not be an on the fly button press like in FFX, but its no problem accessing the party menu to make a change. Additional characters may join the party as “guests” from time to time as well, giving you an extra hand in battle. These NPCs can not be directly commanded, but will act appropriately in most battles and sometimes give a real edge against difficult enemies.

RPGs are only as interesting as their storylines and characters, of course, and Final Fantasy XII is stocked full of both. Main characters Vaan and Panelo drive the story, but it is hardly really about them. Instead there is an epic story is being played out and we, the players, are merely seeing it through these characters’ eyes.

The Sky Pirate’ Den serves to show off various in-game achievements, Xbox Live style.


The story is largely political in nature and revolves around intrigue, betrayal, and espionage rather than a typical rag-tag band of colorful characters out to save the world from some mighty enemy. In just the first eight hours or so we will see a military invasion, an act of regicide, a daring raid on a fortified palace for the purpose of thievery, a prison escape, a botched assassination attempt, and a kidnapping and subsequent rescue. That’s a lot of story in just the first twenty per cent or so of a game. The player really gets the feeling that his or her character is merely a part of something bigger – a cog in a machine operating toward the greater good.

Talking about graphics in a Final Fantasy, game is a bit like talking about art while standing in the Louvre. It goes without saying that the models, environments, and cut scenes are simply ridiculous in their splendor and beauty. This time around, however, the FF team has truly outdone itself. In these “end days” of the PS2 it is amazing to see what the developers were able to get out of Sony’s old hardware. Standard gameplay is beautiful in and of itself with vibrant environments (although there are still some draw distance issues in the open-world areas and trees, foliage, and rock structures will sometimes appear out of nowhere) and detailed characters, but the CG cut scenes are the most amazing the series has ever seen and, in my opinion, rival even some next-gen graphics. It is a truly beautiful game.

Chocobos are back!


One element that has changed with each FF iteration is the method in which characters gain abilities. While FFX’s sphere grid system was fantastic once learned, it was time for something new. This game offers a “license board” on which characters spend LP (License points – think of them like AP from earlier games) to unlock skills, abilities, and access to weapons and armor. Each license square (the board looks like a big chessboard) purchased opens adjacent squares for purchase, but beyond that it is impossible to know exactly what lies beneath the uncovered squares. Highlighting unopened squares will reveal some information (titles like Magick ????? appear at the top of the screen), but it does make character development difficult to plan.






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