Radioactive IT
Review: Final Fantasy XII - Unparalleled RPG action on the PS2 | Review: Final Fantasy XII - Unparalleled RPG action on the PS2 |
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| by Mike Bantick | |
| Monday, 19 February 2007 | |
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Battles consist of a modified Final Fantasy technique of Queued real-time battles with a myriad of beasties. Party members can be given attack, magic, protection orders, or rely on a system of Gambits. In essence Gambits are a simple programming of the characters to perform actions depending on the circumstances. For instance, the default Gambit may be to attack, or heal a character that has dropped below 50% health. Interestingly, weapons, magic spells and even Gambits or Techniques (like a Stealing ability) can be found or bought in the many stalls and shops that dot the landscape. As I said before, players can bound from one story objective to the next, but at the same time, they may explore their immediate surroundings to take on other mini quests, such as Hunts for troublesome creatures. These Hunts are a fine way to build Gil (FF currency) or experience points.
Experience points are spent by each character on the 'Licence Board'. This is the weakest part of the FFXII experience. It is an interesting idea, but a bit hit and miss in execution. Each player must be licensed for each weapon, armour, spell, piece of jewellery and more before they can utilise the particular item. Because you reveal the pieces of the board in method bordering on hit-and-miss, it can become frustrating trying to second-guess how a character will develop. |
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