Final Fantasy XII

Final Fantasy XII

  • Publisher
    Square Enix
  • Developer
    Square Enix Product Development Division 4
  • Release date
    16 Mar 2006

The game takes place in the fictional land of Ivalice, where the empires of Archadia and Rozarria are waging an endless war. Dalmasca, a small kingdom, is caught between the warring nations. When Dalmasca is annexed by Archadia, its princess, Ashe, creates a resistance movement. During the struggle, she meets Vaan, a young adventurer who dreams of commanding an airship. They are quickly joined by a band of allies; together, they rally against the tyranny of the Archadian Empire.

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AGM score 84%
IGN 7.5
GameSpot 9
Metacritic 87
military
e3 2004
health
death
explosion
bomb
gun
helmet
cutscene
pistol
classes
melee
real-time combat
political thriller
hit points
mercenary
grenade
polygonal 3d
pirates
mad scientist
crate
terrorists
third-person perspective
mustache
game over
multiple protagonists
shotgun
e3 2005
fantasy
dagger
action-adventure
turn-based
critical hit
loot gathering
party system
experience points
red herring
anthropomorphism
voice acting
greatest hits
role playing
love triangle
non-player character
multiple characters on box art
a.i. companion
stat tracking
not-so-bad guys
fireball
bed
special attacks
table
currency
tragic hero
tragic villain
boss fight
bosses
jump
explosives
lava
save point
staircase
heads up display
final boss
minimap
scripted events
magic
sword
prequel
fire
backtracking
princess
inventory
shield
sword & sorcery
fish
human
shopping
bow
rat
health potion
key
treasure chest
side quests
slashing weapons
potion
knight
coming of age
map
been here before
multiple enemy boss fight
poison
fast travel
context sensitive
status effects
twins
duality
statue mimic
original soundtrack release
resistance
barrel
blindness
tech trees
micromanagement
gold
grinding
day/night cycle
random loot
leveling up
crossbow
piercing weapons
vendor trash
haste
conning
asian style
sandbox
summoning
chimera
romance
steampunk
artificial intelligence
open-world
dialogue trees
sacrifice
conspiracy
mounts
attributes
revive
transforming boss
axe
knife
meteor
questing
ring
male antagonist
optional boss
damage numbers
mp
floating island
depression
english accent
message
healer
level cap
elements
summoners
plot twist
regicide
androgyny
steampunk machinery
flare
end credits songs
plate armor
surprising character switches
behemoth
basilisks
chocobo
innocent people die
airship
spell
phoenix down
moogles
black magic
malboro
fictional currencies
roman numerals
buff
cactuar
flan
elixir
heroic sacrifice
war veterans
dark past
evil empire
reluctant hero
adamantium
white magic
silence
ether
dullahan
attachments
false protagonist
magical stone
kill quest
killing rats
pom-pom
cid
adamantoise
gil
eidolon
zu
limit break
e3 2006
gigantoad
holy
ahriman
remedy
magic pot
apple
motion blur
creature compendium
story driven
beard
tyrannosaurus rex
ice
facial hair
collector's edition
depth of field
bandana
subtitles
revealing attire
mana
motion capture animation
particle system
hair physics
eyepatch
minigames
breath attack
in-engine cinematic
restoration
trophy room
cure ailment potion
usurper
sexualized women
skill points
full motion video
cutscene pause
sexualized men
pole
fictional locations based on real ones
bounty hunting
profanity
miniskirt
teenager
j-pop
promotional drink tie-in
the future
steelbook
skill tree
passive ability
in-game achievements
color coded enemies
metal armor
giant axe
corruption
masamune
disc streaming
assist
aggro
imp
pausable real time combat
advancing wall of doom
seasons
fate
faux europe
kingdom
rat tail
ai programming
cockatrice
soft reset
gargoyles
ivalice alliance
company
judge
gunblade
lance
gambits
judge magisters
pickpocketing anatomy
active dimension battle
geomancer
garuda
bow gun
international version
mist
localized soundtrack
illithids
loto's sword
death claw
viera
bangaa
nu mou
seeq
antlions
weapon
hecteyes
licenses
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About Final Fantasy XII

Final Fantasy XII is released by Square Enix in 16 Mar 2006. The game is designed by Square Enix Product Development Division 4. Final Fantasy XII is a typical representative of the Role-playing (RPG) genre. Playing Final Fantasy XII is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Final Fantasy XII will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.

In addition to it in 16 Mar 2006 released games such as:

In addition to Final Fantasy XII, the representatives of Role-playing (RPG) games also belong:

A complete list of games like Final Fantasy XII can be found at AllGame here.

Final Fantasy XII is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.

Final Fantasy XII is perfect for playing alone or with friends.

At AllGame you can find reviews on Final Fantasy XII, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.

Final Fantasy XII : The Zodiac Age - Critique

Author: Heidi Kemps
Date: 2020-03-03 01:48:39
The Final Fantasy XII was a very good game, arrived at the worst time. Launched when the PlayStation 2 was at the end of its life, close to the release of the PS3 and the Wii, it unfortunately did not have the success it should receive from the players. But those who were able to approach it discovered a superb adventure, with a sublime visual universe, an incredible world, and a very free approach to exploration and combat. Now that Final Fantasy XII is back with The Zodiac Age on PS4, it benefits from high definition and slight - but rather positive - changes, giving players, new and old alike, a second chance to experience the world of Ivalice. .

Final Fantasy XII is a refreshing return to earth, with a story focusing on solid characters, evolving between a sprawling political context and a war, but with the very stereotypical objective of "saving the world" as the J-RPG have the habit. The choice of scenario to focus on characters and their small role in this imposing story brings many twists, betrayals and victories, making it more impressive. It is helped by one of the best English localizations ever made (even if Japanese is still available in Europe), which makes the dialogs more interesting, and makes you want to discover more about lore. It is a game in which we will take guilty pleasure in talking to all the NPCs, which is particularly impressive when you consider that you will have 60 to 100 hours of play depending on your level.

While the story is linear, the world is semi-open, and allows you to explore large portions of the map from the start (with a few restrictions, however). And escaping from the main path offers you some quality loots and treasures, but it can also cause you some troubles by going for example to the area where you can easily find very powerful monsters. The rewards are many: the narrowest passages, looking like dead ends, can hold priceless treasures, and elite enemies can give you loot for items sold at the bazaar. Craft plans also hide in completely optional areas.

The battles take place directly on the map, which is an interesting variation of real time and what the previous Final Fantasy has offered us so far. You control only one team member at a time - the rest being managed directly by the AI. Fortunately, Final Fantasy XII conscientiously avoids the problems of other RPGs where team members are precisely controlled by the console, in particular by proposing the very good system of "Gambits" allowing to pre-program actions according to certain situations. For example, you can ask an ally to use a healing item or to cast spells when your main character suffers, or to focus on enemies with the lowest - or highest - hit points, but also to launch an elementary skill when the opponent has known vulnerabilities. Managing your gambits leaves you free to spend your time elsewhere, focusing on more interesting things like your position in the combat zone, while keeping hold of your comrades when necessary.

This is all identical to the original version of Final Fantasy XII, while one of the main changes in The Zodiac Age is the completely reinvention of the progression system, which determines everything from the armor you can wear, to the powers that 'it is possible to use. Called "License Boards" , this takes care of your passive skills, your magic spells, as well as your ability to wear armor and weapons, in the form of points to be won. In the original version, each character could unlock all of their abilities over time, which ultimately made them very similar. With this redesign, the characters can only complete two corresponding boards (out of a total of 12), which offers more limited specialties, but above all more narrow. This forces you to give each character a unique role, to be more creative when spending talent points and creating classes.

One of the other additions turns out to be Trial Mode. It takes the form of optional challenges that put you in front of a hundred waves of increasingly difficult consecutive enemies. You can test it whenever you want, but it is made up of elements of the game accessible at high levels - so you need to have a solid team, be quick, and carefully select the powers and gambits to get there.

Final Fantasy XII also benefits from visual improvements with The Zodiac Age. It is more HD textures than a real remake, however, but it remains truly splendid, especially in terms of scenery and creatures - proving that the game was avant-garde at the time. A function accelerating the gameplay (to double or quadruple the racing speed) also allows you to be faster when it comes to crossing a city or farming large areas, and avoid unnecessary low level monsters.

And if these additions and improvements are good invoices, there are also some unhappy omissions concerning the interface which would have deserved a painting. For example, the race speed function is nice, but it's always forbidding to cross an entire area, when there could have been a teleporter.

Other additions also seem poorly implemented. By pressing L3, you can bring up the whole map, but there is always a piece of the mini-map that remains on the screen, even if you uncheck the option. Furthermore, while most of your credits are earned by looting items from monsters, you still have to sell them one by one, and manually, which is an incredible waste of time. But the worst part of it all is the hunting quests: finding potential customers and hunting areas is always an eyesore, especially since they are not marked on your map, even when you have enough information to know the location of your opponents. This can be understood with certain monsters, but once I have the info in my possession, why does it not add to my map?

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