
At that time, I couldn’t play FF11, so I thought this was the latest FF game since FF10! But then the battles were kind of underwhelming, and I couldn’t really get into the story with the protagonist, so I was pretty disappointed.
There might be a reason that I was too excited because I loved FF10 so much.
PlayStation 2 FINAL FANTASY XII SQUARE ENIX.
I heard that the original Super 12 doesn’t have a turbo mode, so I thought it was impossible.
The battle is a masterpiece.
Regarding 12, my impressions change depending on which version I played.
It’s understandable that the very first one is tough in various ways.
As it is called a walking game, I think it’s a similar type of game to Romancing Saga 1, where shopping at the bazaar is also vertically long and quite tedious.
I’ve only done the very first one, but moving is indeed a hassle.
But it’s interesting.
I think the barrier to battle is a bit high, but it’s really fun and I love it.
It’s a game where the detours are infinitely enjoyable, different from 10, so I guess it doesn’t suit those who particularly like 10… It just has no motivation to even slightly lean into the combat.
Understanding the Gambit system is so fun that I feel like I might go bald.
Gambit is a system that I want in all games where non-player allies move automatically.
It’s also a straight path, but there are collectible elements and mini-games to distract you… It’s not as extensive as the collectible elements in 12, though…
When revisiting it, the random nature and flaws of the enemies in the second half become more noticeable.
Add status ailments to normal attacks.
I hate viruses.
The lack of any follow-up on the system is, well,
There’s nothing left to do.
Should the protagonist be left to the player’s discretion?
Since flying is a hassle, I just decided to use a stick for everything, and it turns out that a pretty strong stick is actually quite powerful.
Damage reduction can’t really be justified.
The latter half of the development was somewhat lacking, but…
I love the world of online games.
>>16
Even without the fact that 11 serves as the foundation for 12 as a game, there’s been that kind of feeling about Ivalice since the time of FFT, right?
I bought a PS2 designed for FF12, and it came with the software included.
Is the battle in FF12 interesting? It feels like just setting up weaknesses and watching.
I have various thoughts about whether instant-death resistance being a safety feature is good or not, but it’s a great game.
Is combat interesting?
Even though I said that preparing in advance is enjoyable, I didn’t find it interesting because during the battle I’m mostly just watching.
>>20
It’s fun just to watch.
>>29
Even so, isn’t it tough without a turbo?
It becomes a different game balance every time it’s released or remastered.
When it comes to doing the original specifications, having to do the PS2 version is quite tough for various reasons.
>>21
I feel like the board was compliant with the original mod, but other than that…
I think people who find Gambit interesting would definitely enjoy setting up boss patterns in Tsukūru.
It feels like a solo MMO, doesn’t it?
There was a feeling of being moved by the fact that I could walk freely in this world…
Building gambits was so much fun.
Even the very first one was not as hardcore as online games at the time (like FF11).
When I first saw this display, I was pretty excited, but it was different from what I had imagined.
Rather, it’s because there is a ridiculously awful garbage system called the job system, which forces a play style restriction that makes me not want to play unless it’s unbranded.
I recently replayed it, and the story isn’t that bad after all…
But still, it feels like there are various descriptions that are lacking…
>>31
It’s not that it’s poorly done, it’s just unclear and there seems to be no intention to make it understandable.
The finale’s scenario is a bit too sloppy.
Will it work well?
It moved!
It’s enjoyable because I’m having fun preparing in advance, just as I said.
For some reason, there is no Wataga.
It was received poorly at a level I’ve never seen from anyone other than the 11 players who praised it right after its release.
>>36
Because it’s a Square Enix game.
>>42
Speaking of which, was it the first FF from Square Enix?
>>44
The Toro’s sword is nice, isn’t it?
FF12 is definitely interesting, but TZA is just too much of a masterpiece.
When the next remaster comes out, please make it possible to move the camera further away.
Fighting a giant boss is incomprehensible.
One can guess how many foreigners have had their brains fried by the abundance of mods.
>>39
The obsession with tinkering with the system is connected to Dragon’s Dogma 2.
It’s like modern games where you can progress freely.
Basically, it’s Star Wars, and I don’t think the story is as complicated as people say.
As the protagonist, I had the feeling that I preferred to mainly control Balthier over Vaan.
>>46
I think it’s fine to use Vaan since Balthier is quite a gloomy character.
It was the first time I couldn’t really like the main character in Final Fantasy.
>>47
The protagonist is Balthier, right?
Even though it’s the end of the virus festival, the antidote can only be bought from the airship.
Being mean in a strange way.
In the early game, there isn’t much freedom to experiment with Gambit, so it’s quite tough.
The underground tunnels where you become Bash buddies are dark, and the combat is mostly just watching, so I got extremely sleepy and thought, “Is this game even okay?”
The game by this battle designer is definitely the best, Final Fantasy V.
I think I want to create a gambit, but I remember often operating it myself anyway.
Since it is unlocked as the story progresses, there are things you want that you didn’t have in the first half of the game.
Because the construction needs to change depending on the situation, it has become troublesome.
>>53
While complete auto play in Gambit is good, mixing in manual play allows for more fun.
Also, if you switch Gambit to support, you can play it as a seamless ATB.
Originally, Ashe was the main character and Penelo was a character added later.
>>54
Furthermore, at the climax, it seems that Vain was originally intended to be at a position similar to Seymour or Kuja from FF10, as he is supposed to fight various things described in myths.
>>60
No wonder I thought the summoned beast was atmosphere.
>>48
It was there that the delusion of being able to defeat Yiazmat and others while sleeping on auto, which only comes from those who haven’t played, became a reality.
>>56
Being able to defeat it while it’s in auto mode during sleep means that it’s weak, right?
>>63
There’s also a possibility that they’re just a tough and weak opponent.
In reality, it’s because the normal attacks have an instant death effect, so it’s impossible.
>>66
They also shoot Cyclones and special moves.
But there are people who get really into playing Kingdom Front even without Gambit…
I liked that there were many places to take detours, giving a relaxed sense of adventure.
Balflare seems kind of pathetic…
I like it, but the original version didn’t have a fast-forward option, so it really took a long time.
Even after sleeping and waking up, I was still fighting.
At that time, I didn’t really understand how to play.
I didn’t even know the concepts of roles or hate existed.
Gambit is fun, but it was a hassle to reset it each time…
I think it would have been nice to have features like presets.
If I took my eyes off Yazzmat, we were wiped out.
Revenge in the international version.
I feel like it leaned more towards action RPGs from this point on.
>>68
The ATB system, which originally started in FF4, has aspects that incorporate action elements into command-based RPGs.
>>68
After playing FF10 for the first time in 20 years, I realized that standing still waiting for command input, running to the enemy to punch, and then returning to the original position feels really out of place the more realistic the graphics become.
If you’re a gamer from the SFC era, you can probably just brush it off like that, but I wonder how recent kids feel about it.
I’m self-proclaimed as the protagonist, and I was trying to act cool by myself.
If I had to choose, the protagonist is more like Ashe.
>>69
I think the antagonist, who is Sid and also a former judge and father, has a much more protagonist-like role than Ashe.
>>89
The ones with a strong connection to the final boss are Ashe and Balthier, and it’s the protagonist who wishes for revenge and ultimately overcomes it in the end.
Well, the story is too short, but…
I like RPGs with expansive cities.
>>70
I kept passing through Rabanasta even though I had no reason to anymore.
I’m feeling a bit excited.
>>78
The three-dimensional spread between the upper and lower layers is also good.
Rabanasta ranks high on the RPG city rankings.
It’s incredibly fun to overpower the madness mode with that Gambit.
There are also mist-nuts as a form of relief measure.
For now, some of the “It would be good if ○○” mentioned here have been improved in the current ZJSHD remaster.
In Unicorn Overload, the command contents were available to use from the beginning.
I almost broke in the warp dungeon and broke in the restricted dungeon.
I turned Ashe’s job into Mononofu and had him wield Masamune.
However, even without the job system, there is still the enjoyment of creating your own role assignments…
>>79
“Because there were so many people saying that they couldn’t do that and were complaining about a lack of individuality after being taught everything from the beginning, they introduced a job system in the internet (paraphrased), as discussed in the Ultimania.”
Why isn’t anyone mentioning Fran’s butt?
>>80
How old is Fran?
>>80
I’m going to take Penelo’s ass.
>>80
I remember you were talking about the boy from Dalmasca who bumped his face into someone’s butt.
I wonder what kind of game Dragon Quest 12 will be.
It is natural to think that Matsuno was completely immersed in FF11 at the point when the camera had a reverse setting in that era.
Hunting mobs was more enjoyable than the story.
Create a game where you live as a citizen of Rabanastre while participating in mob hunts…
I think the lack of a game system-like guidance in Muji was also a problem.
Players who try to make everyone capable of doing anything are actually causing a decline in efficiency.
>>88
Simply hiding numbers intentionally like in Romancing SaGa doesn’t match the customer base at all.
Kids won’t notice things like mangoes.
I was always swinging my frail.
Ashe’s outfit is kind of lewd, isn’t it?
I feel like there has been a trend of harsh reviews for each new release from around this time.
Well, it was generally the case that most things were harshly criticized during that era.
It’s the best in terms of playing casually.
At the time, the level of strategy was so low that there wasn’t even an opinion suggesting that roles would naturally be divided among the three patterns of magic weight lightness once everything was mastered.
>>99
Whoa, defense priority! Everyone cast Curaga! That’s a situation that’s easy to fall into…
I feel like this kind of thing resembles FF2 or FF4.
>>111
It’s hard to think about dividing roles when there are no jobs available…
Also, the fact that the difficulty is low enough to win mostly through sheer force seems to add to it.
Waaahhhhhh ← Van’s defeat voice
I understand that preferences vary, but the battles in 12 are definitely the most fun.
Well, I can’t defend the strongest spear…
The ending is lacking in excitement, but the story itself isn’t bad.
The lighthouse was just really hot.
Which one should I do now? Steam?
>>104
I recommend the Steam version where you can generally modify any undesirable features in the MODs created by a large number of foreign users.
Playing the Switch version while lying down isn’t bad either.
There are no particular benefits to the PS version.
I want a new game with this concept, where exploration and combat are redesigned with current technology.
The transplant version is still just a modification that does not go beyond the realm of a remaster.
>>105
It would be great to have a super-wide area remake that includes Anago-san’s country, but I simply want to see several games that utilize this combat system produced.
Archeadia’s map is way too small contrary to the setting.
The sense of incompleteness is strong, and the story is rubbish, but the combat is interesting, isn’t it?
I understand that there are people who don’t get along.
I love Sidolfas’s special move, Hachamecha.
Both the scenario and the battle system share a lack of immersion, so the balance as a game is maintained.
I love it, but I think 12 is a bit too selective with the choices.
I’ve been hoping for a game that adopts Gambit for 19 years now…
It sounds good to call it an ensemble drama, but…
It’s a bit awkward how the story keeps progressing without the protagonist being involved.
An empire that has become all wobbling on its own.
>>116
FF common traits
>>116
The empire that is falling apart on its own in FF15 was terrible too…
Speaking of which, the Empire’s downfall in FF6 was also due to the final boss.
>>116
Originally, there was a history of tension between the Senate and the Emperor, with the Judges moving back and forth, so it was rather unified and stabilized under Larsar.
I was shocked to see people writing like it was crap because the BGM didn’t change during battles at that time.
It’s designed so that it’s not a strong new game plus, but just starts with a high level from the beginning.
Is it just the Switch that allows for a proper “New Game Plus” where equipment can be carried over?
I wish Steam would adopt this specification too…
As a fan of Hitoshi Sakimoto from the legendary Ogre Battle, I am satisfied with the music.
In the past, I could do it, but now I don’t want to search for mob hunt targets by myself anymore.
I feel like the underground waterways were complicated and a nightmare.
It’s painful that Matsuno doesn’t mention it at all.
It’s already past the statute of limitations, so I wonder if they’ll share something.
I thought that games like Secret of Mana 3 and Gambit would be interesting.
It had a vibe like Star Wars.
Chasing Baleflare, the Buggermonan or something.
Twitter Great Plains
Isn’t the difficulty level quite high…?
For now, just leveling up won’t be enough to win; if you can’t play properly even at level 99, you’ll end up being overwhelmed by weak enemies in the later stages.
>>128
I have a memory that if you set up a Gambit, you could finish battles fairly easily.
It gets a little dangerous occasionally, but it won’t be completely destroyed unless it’s something really serious.
When talking about the story of 12, Mistnack is spoken of as if it never existed.
>>129
You’ll probably use it like crazy in the early game when hunting stronger opponents.
It seems like it would be popular if it had an open world, made exploration easier, and featured AI support that is somewhat intelligent.
Walking and exploring a dark map is tough.
Ah, speaking of which, the music was really good.
I can’t remember if it was a pre-order bonus or a first-time bonus, but I have a memory of really liking the song I downloaded with the iTunes download code and listening to it constantly.
When I first ventured into the East Dalmasca Desert and saw the dinosaurs, I must have been thrilled.
I still like the opening song.
Whether playing Carnage Heart or Armored Core Formula Front, one tends to have similar points of dissatisfaction.
It seems that there were various niche requests from dedicated players, considering that they prepared a weak mode and a new game option.
Gambit feels like it takes unnecessary effort and the results are just mediocre.
It gives the impression that it is recommended if you like Carnage Heart.
I felt like it often seemed like characters were dying off-screen, and having the bodies displayed on the screen as icons added some impact to the game.
I love games where weak enemies drop powerful weapons as rare loot.
It was tough that I had to do a marathon because I was too lacking until I doubled my MP.
I remember running around leveling up in the area where slime-type enemies appear after using Fire Set.
A versatile gambit is something that an AI can normally handle in a regular game.
In the PSP version of FFT, Balthier is a playable character and is as incredibly strong as Duke Sid II.
The cloud was a total weakling slug, you know.
Just when I was about to say I’ll do a hen marathon, my max-level party got wiped out in an instant by some weak bats and I was left in shock.
The Switch version is the completed version.
Except for transparent weapons.
Mistnack is lacking in explanation and it’s hard to understand what it really is, but once you can consistently produce black holes, it starts to feel like a special move, which is nice.
I think this is the FF that was the most marathon-like earning activity.
>>151
In reality, it’s easier to maintain the chain with Larvaiater, so collecting Danjuro isn’t as tough as it sounds.
I puked during a ridiculously long tower marathon cycle.
It was fun adjusting the gambit while watching the actual behavior.
When you seriously build it, you end up lacking gambits.
The story may be what it is, but I think the sense of adventure in the world is more amazing than in recent works.
Transparent weapons are searched using the loading sound, right?
Command RPG-type social games should be equipped with Gambit as standard.
At first glance, the increase in attack power of weapons seems modest compared to staffs or weapons that boost stats, so I didn’t really understand what the purpose of those weapons was.
When you actually use it, you will be surprised at how much the recovery rate increases.
It’s often said that 12 has a bad scenario, but I personally found the romance and tear-jerking scenario of 10 less appealing.
I like ensemble dramas of 12.
>>157
That’s a matter of preference, isn’t it?
Political dramas and ensemble dramas are really no good for people who are genuinely not good at them.
>>169
It seems like a response that tries to show off like it knows something, but I don’t think the fact that Scenario 12 is being mocked has much to do with it being a political drama or an ensemble piece.
I’ve definitely used Gabranth’s from Dissidia more times than Mistnacht’s from Bash.
Enemy HP 100% = Steal
I remember that my teammates weren’t able to land any attacks, and it felt like they kept trying to steal even after the stealing was done.
If we’re talking about the meaning of the story, I prefer 10.
Overall, I prefer 12.
Well, it might be because I was also 11 at the time.
That said, having fixed character types that fight with skills or magic like in Romancing SaGa 3’s Commander Mode lacks depth in terms of gameplay engagement.
Auto-battling is tricky because it strikes the right balance between convenience and depth.
Whether or not you’ve done FFT greatly affects the evaluation.
>>164
When I’m doing it, I start to feel anxious like, “Will this really lead to T after this?”
>>170
Even if we say we’ll connect, it would be a few hundred years later, right? Also, Baygra.
I think Saint Ajola was probably planned to be the final boss.
Matsuno’s scenarios are too expansive and end up being thrown away without being folded properly.
Somehow, the ones that managed to land somewhat successfully are Ogre and FFT.
Mistknack was treated as an MP gauge bonus.
The final boss is not very memorable.
I think he was Larsa’s older brother.
>>167
Is that so? Doesn’t it suddenly feel weird to get all muscular…?
>>174
I have continued to train this body in case something like this would happen…
>>167
I only remember that the barrier is annoying.
Wasn’t it that defeating Zodiac would lead to a power-up?
8 kilometers!!
The reproduction of Van’s voice in Dissidia was unnecessarily high.
I don’t think the story is criticized simply because it is difficult to understand.
>>173
I’ve never heard anyone say that the story of FF12 is difficult to understand…
The player base has leveled up compared to the past, right?
It’s reckless to release this system as an official numbered title for FF in 2006!
I think people who like this also enjoy tower defense games.
As expected, saying that 10 is no good for the scenario but 12 is better is just too contrarian.
I think the battle system itself, even now, falls into a rather mediocre category.
It’s simple and not busy, so it is suitable for casual wear.
>>178
Even back then, I wondered why the count time battles have degraded from the ATB up to 9…?
The evolution of graphics was incredible.
I don’t think the story is bad, except that Van isn’t the protagonist.
A vivid memory of the long-desired remote attack being somewhat disappointing.
As an ensemble drama, it really is that “10” is better made.
>>184
Isn’t it completely Tidus’s story?
>>189
It is both Yuna’s story and Auron’s story.
I was happy that the hidden one was Zodiac.
It’s rare to have a political discussion in a ff.
I really love this feeling of adventure.
In the sequel, Van is properly the main character.
12 is just completely dull both in terms of conversation and character, so it’s not that it’s difficult or anything.
>>190
Uh… It’s great that the royalty, soldiers, commoners, and wanderers traveled separately, but in the end, we all agree to protect our town!
I think there was certainly some similarity to 11, but…
In 2006, the culture or strength of thoroughly tackling consumer RPGs had not really been developed outside of the 11 players.
A single region has too much diversity in climate, terrain, and buildings…
Do we need a summon…?
I’ve never heard of CTB degrading before…
Is it alright to think that the appearance of the Empire and the Judges in FF14 is what they actually wanted to do in FF12?
I am Bash!