Final Fantasy XII – PS2 – Preview 3

Final
Fantasy XII may very well be the most anticipated RPG of all time. It was
announced so long ago that I can no longer remember the exact date. Yet once
you start playing, you forget about all the delays, the anticipation, and the
relentless urge to sink your time into another fantasy. You’ll just sit back
in awe of the intense and shocking opening cinema. Where will the game take us
next? Is another tragic, unforgettable tale upon us?

I can’t go
further into the story than what has already been revealed. But I can tell you
about the all new Clan Primer system, which has you hunting and killing
monsters for gil, potions, and other rewards.


A beautiful bride…

Also new to
the game is the License character evolution system. Similar to Final Fantasy
X, the License system allows you to learn new spells (Magick), techniques (Technicks),
and equip new items. This is done by cashing in your License Points (LP),
which are earned in combat (along with health items and smaller-than-usual
amounts of gil). Once a new Technick or Magick spell has been learned, three
more growth slots appear. The way you choose to evolve your character affects
the evolution choices you will be given in the future. This system is very
broad and will likely take an entire game’s worth of playing to complete.

Big changes
are in store for the old-timers. We’re used to a turn-based, point-and-click
adventure that has followed the same set of rules for nearly 20 years. There
have been differences in magic systems and job classes, but the game always
felt the same. That was a part of the series’ charm – that was its staple.

Final
Fantasy XII is the inevitable radical redesign. To understand the changes
Square has made, start by picturing Final Fantasy X. Take away any stagnant
backgrounds and make every visible location interactive. Now scrap the
point-and-click aspect, and replace with a semi-real-time system that feels
like a cross between Zelda and Parasite Eve.

You now have
the freedom to move about the area as you desire. Combat is engaged upon enemy
sightings from either side. Either you’ll see them or they’ll see you. Like
Zelda, all battles take place in the same location as the rest of the game. No
transportation effect – where the screen shatters just before you get sucked
into a special battle environment – occurs.

From the
moment and enemy is spotted, players can press the X button to bring up a more
traditional gameplay element: the attack window. Attack, item, and Technicks
are just a handful of the options you’ll end up with as the game progresses.
For now, these three are all you’ll need.


A troubled king…

Like
Parasite Eve, you are not free to attack at will. The game is still
technically turn-based, with an active time meter that determines when you can
and cannot attack. Your enemies are subject to this system as well, preventing
an endless array of button-mash attacks from being launched.

Once
"Attack" has been selected, a blue line will be drawn between you and your
enemy. This line indicates that a target has been set. When you see a red line
hanging over your character’s head, that means that he or she is being
targeted.

At this
stage in the game, attacks occur automatically. You set them up, walk over to
the monster, and let the game do the rest. Players can use the time in between
attacks to try and avoid retaliation by running in circles.

But wait!
Running away does not (currently) seem to stop enemy attacks. There were
several times when I was nowhere near an enemy and yet his attacks were able
to reach my characters. When the enemy had a projectile attack, it made
perfect sense. You can’t escape their powers that easily. But for a close
attack, the logistics just didn’t compute. I’d be standing six feet in front
of him, and somehow his bite would still reach.

Other times
I’d be on the opposite side of a wall – still no luck in evading an attack.
There’s a block function, but I’ve yet to figure out if there’s a specific way
to trigger it, or if it’s entirely random.


A
powerful force…

Featuring
the most unique combat system seen in a Final Fantasy since the release of
Tactics
, Final Fantasy XII is coming together like Aeris and the
Lifestream – slowly developed but will hopefully lead to something beautiful.
Will it have a story as memorable as Final Fantasy VII? A battle system as
deep and challenging as Tactics? Monsters that are as cool as Final Fantasy
IX’s summon spells? Only time will tell. The sampling thus far has been quite
delicious. Now I’m ready for the whole meal.

Get ready to
feast on October 31st, 2006.