SinistraJoined: October 31, 2003Status: OfflinePosts: 2531Rep:
Final Fantasy XII Tue Oct 31, 2006 8:18:57 PM#26314Perm Link
I got the preordered collector's edition of this game. I also purchased the special guide book. The bonus artwork is cool. Even though I'm a great fan of Tetsuya Nomura's artwork it's great to have some diversity in the series. Having Akihiko Yoshida do character designing this time seems... I don't know. Refreshing? I've become a bit bored with Nomura's style.
Like past few Square-Enix games I've played the omgLONG history lesson and tutorials are mind numbing but the battle system is proving to be very cool indeed. More later.
I'm rather interested in this one after being cast out by the corniness of X. I'd like to know what this one turns out like, and whether it will be as good as XIII (which is in my opinion the best of the new ones).
I found something hilarious that was FF related. Give me a minute to scan it in.
Michael: Jodie, how's my schedule look for today? Jodie: You've got a conference and dinner party at the Japanese Embassy regarding wildlife protection. Michael: Oh, yeah...sorry, but I'll have to cancel that. I'm heading out to save America!
I believe this is the first Final Fantasy that doesn't take combat into a completely different screen. You can see monsters before you actually engage which makes for good sneak attacks or complete avoidance. Random encounters haven't been completely eliminated though, but they are usually accompanied by a quick cutscene.
Instead of three members fixed in a line, team members move about freely. While you only get control of three, multiple guests can be present.
You purchase skills, licenses (the ability to use those skills), and gambits (a new type of AI which sets specific reactions to battle for each character--primarily used for teammates).
The Gambit system is somewhat alike to the way Donald and Goofy were controlled in Kindom Hearts but far more in depth. But even with Gambits on you can still give specific commands.
Lets say Penelo was in the lead because there was an assortment of elemental absorbing foes and I didn't want her indiscriminantly casting spells that would heal them... Vaan has his gambits turned on with Foe: Party Leader's Target: Attack, Foe: Nearest: Attack, Ally: HP < 30% Cure, and Penelo: MP < 10%: Use Ether.
I see a new enemy and decide I want to try stealing from it. Vaan doesn't have the steal skill programmed into his gambits so by opening the combat window and pressing the right direction button I command Vaan to steal.
Once he is done with this action he will fall back on his gambits.
I underestimated the gambit system again. I thought if I wanted my toons to revive a fallen ally I'd have to either do it manually or have a precise gambit like Ally: KO'd. I ought to have known better...
Just putting Ally: Any: Revive/PhoenixDown works just fine. Same goes for status effects like blind or silence.
WARNING!
If you want to obtain all 13 Espers and achieve the highest rank in Clan Centurio (which requires you have all 13 Espers), don't make the same stupid mistake I did: Once you complete the lvl 10 Marauder in the Mines hunt (Nidhogg) DO NOT SELL THE GREAT SERPENTSKIN.
Unlike the other plot items necessary to obtain the hidden Espers, the Great Serpentskin goes into your Loot and not your Key Items section... I accidentally sold this important item and only got 70 gil for my trouble.
It is a one of a kind item and if you intend to play the game to it's fullest you will have to return to a previous save or start again.