Monday, March 19, 2007

Review: Final Fantasy XII (2007, Square Enix, PS2)

Hopefully the arrival of this review will go some way to explaining the Shed's recent, inexcusable absence. Final Fantasy is always an epic affair, effortlessly consuming your spare time with its absorbing narrative. Unrivalled in scope and grandeur, FF is the undisputable granddaddy of all RPGs.
Following the online only PC and 360 exclusive FF XI, the latest in the long running series has taken its sweet time arriving on these fair shores. And the first thing you notice after a few hours play? FF XII stinks...absolutely reeks...of George Lucas. There's more than just echoes of Star Wars (1977) inherent in FF XII, it practically lifts the movie's central characters and drops them in a different universe. Protagonist Vaan is an orphaned local boy who crosses paths with a roguish sky pirate and his sidekick. Together they embark on a journey to rescue a kidnapped princess. Heard this before? So far, so very, very familiar.
Once you get over the obvious similarities between this and a certain popular space opera, FF XII really comes into its own. The usual thrill of exploration remains ever present as you're presented with a rich and brilliantly realised world. Meticulously designed towns and cities give way to vast, sprawling deserts and plains inhabited by (now avoidable) monsters.
There are however a few problems with FF XII. First of all, the game can take a while to get into and doesn’t draw you in right from the off like previous instalments. Secondly, there can be a lot of aimless wandering, fighting creatures that whilst avoidable, will track you relentlessly, attacking you as you attempt to flee. The new free roaming combat system is a bit of a cheat too, as all it really allows you to do is move freely while you fight.


It actually has no effect on the course of battle as moving away from attacks doesn’t prevent hits from connecting and attacks are still turn-based. Not really the revolution we were hoping for then, but a positive step in the right direction nonetheless. On the up side, FF XII’s licence board system for upgrading your party is a masterstroke allowing for steady growth of your characters by purchasing weapons, items, accessories, magicks and technicks, then purchasing the requisite licence to be able to use them.
Biggest problem of all though is FF XII’s comparative lack of charm over its stable mates. You see, FF XII has adopted a look that whilst rich in detail and flawlessly designed just seems to lack a certain je ne c’est quoi. Final Fantasy XII is still undeniably brilliant and absolutely essential, it’s just that for us, it doesn’t quite gel.
We still love Final Fantasy XII and as always it unashamedly robs 50 + hours of our precious time. It’s a testament to the timeless appeal of the series that FF still blows us away with each new iteration, consistently managing to reward the player with enduring memories and fresh, exciting experiences.
Did we say our inexcusable absence? Here’s our excuse…now you have an excuse too. To go play this, now. Just remember to say goodbye to family, friends and your social life for the next few weeks.
Hit Points: 9/10