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Anyone here play FFXII International?



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0
 08.01.2013 6:46pm


kirbenvost
Give Life Back To Music



Spidey said:

I used to be harder on FF12, but now I realize I can enjoy it for its strengths. It's like an x girlfriend you realized was much better to you that you realized took for granted because you dated another girl who made you cry every second (FF13)

Thread win!

Though I guess it's hard to say for me. 12=Boring ass story, okay characters, awesome world, fun-ish but boring gameplay. 13=Okay story, retarded characters, world with wasted potential, fun-ish but ultimately frustrating gameplay.

Actually, yeah. I'll take Vaan and Penelo over Hope and Snow any day. At least the former were inoffensive.




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0
 08.10.2013 12:40pm


Iaian
Retainer



It's been ages since I touched FFXII International, and while it did make a huge effort to improve on the game it succeeded at it, and yet at the same time those successes introduced new issues as a result. FFXII is not a game that can easily be fixed.

Job System: Fantastic idea given that the open-ended license board of the original was complete crap if you wanted to specialize your characters. The new job system fixes that problem... but also screws it up because each of these license boards have sealed off areas that you can only access by giving a character a specific Esper. Therefore you have to make atrociously painful decisions on which character gets to their sealed off area with that Esper at everyone else's expense. I'm also not a big fan that the moment you pick a job that character is locked into it for the rest of the game. Great improvement marred by an incompetent design decision.

Controllable Summons: I really liked this at first as Summons in the original game were largely pointless and could only be useful in extremely specific situation. However Summons are still pretty weak, and their use doesn't make up for sacrificing the rest of your party. So while being able to control Espers is an improvement over the original, they're still largely useless anyways. So having a controllable summon you won't really use basically renders the feature pointless.

Best Weapon: Getting the Zodiac Spear in the original game was stupidly obtuse, so the designers fixed that and made it easier without the contrived bullshit. However for FFXII international they included even stronger weapons. The strongest weapon in the game is amazingly even MORE stupidly obtuse. It is, and I'm not joking, a completely invisible chest that only spawns something like 1% of the time and 5% a chance of it having the weapon in an area you would probably never even plan to visit (mid-flight on an airship). Why Square, would you do that... why?

MP / Mist Charges: They've been split into two seperate gauges now, so now your MP doesn't automatically go to 0 when using quickenings. However this also means you can't spam Quickenings either by consuming Ethers and Elixirs. So while you now have more MP for magic during battles at the beginning of the game, using quickenings is something best saved for bosses and is no longer the win button it once was.

Gambits: I was so glad to find that every single Gambit Target is available right from the start to purchase as it should've been in the original with the obtuse requirement of being at a certain point in the story to get better AI Scripts eliminated. There's still no satisfactory Gambit for stealing though which is just plain bizarre as I swear that was the ONE thing everyone wanted from the Gambit system.

Damage Limit: The one thing Square did right with this game without any unintentionally created problems is getting rid of the damage limit entirely. So annoying that so many bosses just arbitrarily take much longer than necessary because of a fixed 9999 damage cap. It's now possible to hit for over 100,000 in a single attack.

It's still FFXII though and while the International version does change things up a bit, it doesn't actually fix FFXII's main problem of it just being a slog from start to finish. I think having a fastforward button, as the International version does, is kind of indicative of a game with some major design problems, and serves as only a band-aid to them.




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0
 08.13.2013 2:45pm


Old Juan
filled with hate



That whole random treasure thing that XII had was just horrible. I have no idea who thought that was a good idea but they need to be shot on site.

Quickenings I found were the most usuful if you wanted to power level early in the game. Other than that I never had to use them.

Other than that to this day I still feel that XII was one of the biggest lost opportunities in gaming. It had the right ideas, it simply executed them poorly.

While the International Version sounds interesting, given I don't know a lick of Japanese its a moot point for me anyways.




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0
 08.13.2013 3:41pm


Crono
Crono can cross dimensions too!



Well my sources say there is a fan translation patch out there for it (I'd have to assume it's damn near the same as the official) so you could always patch and emulate if you've got a decent computer. 



Currently Playing: Dark Cloud 2: 3 hours.
Also Playing: CT, FF VI, Solatorobo, Secret of Mana, Halo 4.
Just Finished: Fable II: 7 hours.




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0
 08.13.2013 6:24pm


Ashilyn
Career GM



It actually is, for the most part, exactly the same as the official script. The program used to create the patch requires an actual ISO or disc copy of XII US so that it can extract the text data from it, and then apply that + new translations for the new content directly to the XII IJSE ISO. This does, unfortunately, create a few small inconsistancies and problems, but they're more or less negligable. 







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