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Final Fantasy XII

ファイナルファンタジーXII

Developer / Publisher: Square Enix
16 March 2006
Final Fantasy XII [ファイナルファンタジーXII] - cover art
Glitchwave rating
3.67 / 5.0
0.5
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787 Ratings / 4 Reviews
#739 All-time
#26 for 2006
War is on the horizon. Seeking to strengthen its base of power, the great Archadian Empire has been invading and subjugating its neighboring kingdoms, one by one. The small kingdom of Dalmasca was one of it. When the occupying Archadian forces established a new consul in Dalmasca's royal city of Rabanastre, it caught the intention of Vaan, an urchin living on the streets. To Vaan, the Empite was an enemy hated by himself who had taken the life of his brother--his last surviving family member. Vaan hatches a plan to sneak into the castle housing the new consul. But before he had the chance, Vaan got far more that he bargained for; a resistance movement of former Dalmascan soldiers rising up against the Archadian Empire were launching an assault! Amid the ensuing confusion that engulfed the castle, Vaan saw something he could scarcely believe. There, among the members of the resistance, was the figure of the sole remaining heir to the Dalmascan throne, Princess Ashe, who had been notified to the people as missing. Our story follows Vaan, Ashe and his friends, Penelo, the sky pirate Balthier, his partner Fran and many more through the magical world of Ivalice.
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2006 Square Enix  
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Final Fantasy XII Collector's Edition
2006 Square Enix  
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2007 Square Enix  
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AU NZ 5 060121 820531 SLES-54354
2007 Square Enix  
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IT 5 060121 820500 SLES-54357
2007 Square Enix  
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GB 5 060121 820487 SLES-54354
2007 Square Enix  
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ES 5 060121 820517 SLES-54358
2007 Square Enix  
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DE 5 060121 820999 SLES-54356#
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Final Fantasy XII: The Zodiac Age Ограниченное издание Steelbook
2017 Square Enix Virtuos  
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RU 5 021290 078079 CUSA 05531
2017 Square Enix Virtuos  
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CA 6 62248 91859 4 CUSA-05532
Final Fantasy XII: The Zodiac Age Limited Steelbook Edition
2019 Square Enix  
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DE 5 021290 078024 CUSA-05531
2019 Square Enix Virtuos  
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GB 5 021290 083905
2019 Square Enix Virtuos  
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Title
As is the case with every Final Fantasy game, a ton has already been said about this game, both positive and negative. In this case, the majority is low-effort or misguided superficial criticism that has terribly misrepresented a brilliant and ambitious release. Yes, this doesn't play like a "real Final Fantasy". Yes, Vaan isn't a good main character. Please take your brand-loyalty sunglasses off and admire the labor of love here.

Any serious discussion of FF12 has to begin with its troubled development. While not on the league of FF13, there's a big disconnect between what Yasumi Matsuno (director of Vagrant Story and FF Tactics) originally intended, and what ended up being released. Most notably, Matsuno wanted to make a game that encouraged replayability by making choices that were permanent and irreversible. In the final game, you might know about the Zodiac Spear which disappears if you open one of 4 chests, including 2 in plain sight during early-game cutscenes. Matsuno was planning to extend this missables-focused philosophy of design to character advancement, too. As it is, the License Board seems like a formality to equip stuff, but the game was initially intended to only give a limited amount of LP which wouldn't allow any character to fill out the full board. In the final version, of course, all characters end up being interchangeable by the time you get to the postgame, which is no fun. (Of course, they remedied this in the International version with the forced class selections. Really, they fixed a LOT of things in International, but you probably won't be able to play it without resorting to PS2 modding or piracy, or expensive Japanese imports.)

In story terms, FF12 doesn't have any of the rushed and choppy pacing, plot holes or inconsistencies that make FF10 and 13 such narrative travesties, but there are indeed large sections where not much happens. Most infamously, after Mount Bur-Omisace, the party goes on a long trek through 6 large areas with little to nothing in the way of plot development. Personally, I really like this portion of the game, since it allows the player to focus on exploration rather than railroading them. If you prefer a good old exposition dump, that's understandable, but that's not how FF12 works. This game likes to suggest far more than it explicitly tells you. One of the most pivotal moments of the story, at the top of the Pharos Lighthouse, is just a brief wordless moment between Vaan and Ashe, but in context it is all that's needed to explain the events that ensue. It's good cinematography, understated and subtle, and very much not what you'd expect from a JRPG.

Moments of character development like this, and the prior scene in Jahara which it calls back to, are probably what critics of the game are missing when they pronounce it as bland and lacking in character development. Really, each major character (bar maybe Fran and Penelo, who get sidelined after the halfway point) has intensely memorable moments of growth, but because they can't be adequately compressed into the typical cliche exaggerations, it's easy for their nuances to go undiscovered by the audience. At the very least, you have to appreciate Larsa and Reddas, though - Larsa is such a badass (and adorable) little guy, and Reddas... well, you'll need to wait till the very end of the game to understand why he's such a memorable character, but trust me.

It's not just the story that relies on suggestion and implication. Scenery shots, like those in the platform above Giruvegan or the approach to the Pharos, hint at vast landscapes beyond the areas the players can explore. In Arcadia, you can look at tiers of the metropolis far below the explorable level, and see that they're still bustling with life. It never feels like the player is being walled off, though, the game world is just too big and rich for the actual game to accommodate. Clearly, a massive amount of time, effort and love went into the world-building. Just look at the bestiary - each entry gives a rundown of the economic or cultural value of the monster, or some story involving them. FF12's Ivalice is the sort of game world that you feel like an inhabitant of.

Oddly, on a purely mechanical level I don't really love FF12. The combat suffers from queueing issues due to attacks being so demanding on the PS2's graphics card. I'm not a fan of MMO-style combat in general (though FF12 is certainly far preferable to Xenoblade on that front), and the difficulty curve in the postgame is unsurprisingly pretty garbage. The combat system is great when you have to micromanage in a large and ever-changing battlefield, but that's rarely the case. Due to the Gambit system, playing the game is a fairly hands-off experience most of the time. Of course, people misconstrue/exaggerate Gambits as the game "playing itself", which just isn't true - it's very hard to configure Gambits that will get you through bosses without substantial player input - but they do make the game pretty tedious when played in large doses. I have a number of other complaints, but since this review has already gotten rather long-winded I'd rather hold off - they're not major enough to be worth more of your time.

It's really hard to make a general statement about FF12. Like I said, the game actively resists summarizing. Considering my general dislike for FF games, it's very hard for me to fully explain why this one stands out from the pack (and even harder to explain the appeal of FF13, but that's for another review) and actually revisiting it doesn't clear things up. It's a weirdly charismatic bundle of Big Ideas and Big Problems but when reviewing video games I have to give points for effort, and fuck if anyone can deny how much effort went into this game.
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Released following a long absence (by their standards), Final Fantasy XII introduced a heavy political spectrum to their storytelling résumé. Yasumi Matsuno of Ogre Battle/Tactics Ogre/Final Fantasy Tactics fame contributes to both setting (shared with FFT) and story, but his narrative efforts are rarely felt this time. Much of the storyline seems aimless or unconvincing or simple, and being caught in-between monolithic gameplay sections (due to the oversized areas - mainly dungeons) didn't help its case. It also suffers from a weak cast of characters - of which only Balthier and Fran hold interest, as well as a dull aesthetic. Systems such as the license board, espers, quickenings, hunting, etc. Are competent, but nothing we haven't seen before (and used in better ways elsewhere).

The methodical combat system is what rescues this from mediocrity. This combination of active movement and ATB flow may remind one of mindless MMORPG combat, but the surrounding CRPG-like Gambit system complements it in a wholly original way. Gambits basically enable players to utilize programming logic to configure party member battle tactics, virtually constructing a calculated, well-oiled machine of a party that can easily fend for itself by the end, to the extent that player input becomes minimal. The process to achieve this impeccable end goal is slow, but progresses in neat ways as more conditions and possible setups become available.
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Final Fantasy games are not strangers to the trick of having the player-character a step removed from the main story. Where heroic fantasy relies on the idea that the main character is fated to deliver peace and harmony to the world (and that the world then opens and closes for them), Final Fantasy's best titles subvert this through the perspective of the nobody. Here events are always already in motion, the absence of fate leaves conclusions open, and the world seems to endure before and after the protagonist ever entered the stage. The series has had hollow shells tricked by false memories of heroes, clones, puppets, and even ghosts; it is an always posthuman approach to fantasy that involves killing God and his mission of Peace through the restoration of fate and the divine right of kings. In God's place are nobodies. Final Fantasy XII is curious because it is very much mapped out as a heroic fantasy, but its traditionalist elements play out at a distance. Amidst stories of exiled royalty, imperialism, the ambivalence of soft power, and revenant princesses, Vaan just wants to be a pirate.

With its deserts and grimy machinery and big blue skies eclipsed by floating islands Final Fantasy XII clearly draws on the space opera of Star Wars. Vaan, like Anakin, wants to leave his poverty to find out what's up there instead. Unlike Anakin though Vaan never rises to become the centre of anything; fate never plucked him out, the heavens never conspired his overthrow, he only stumbled into something bigger than and other to himself. Vaan's perspective grounds the human impact of empire, and his distant observation of world events strips them of their drama, highlighting the bland subterfuge and broader geopolitical negotiations of royalty and commerce that determine who lives and dies. The series' enduring panpsychism is set aside for something drier too. There are minerals of supernatural origin, the use of which draws mysticism, politics, and business to the same stage in conflict, but in other Final Fantasy titles (super)natural resources are always more than their use value. The panpsychist world exceeds the human, the earth gets revenge on humankind, or it otherwise recedes again. In Final Fantasy XII however there is no mystery, because the minerals are totally reified within the game-world's network of extractive capitalism. Of course there's the Mist, and there's always magick, but this is all secondary to what the mineral represents on the geopolitical stage as a commodity.

Maybe its fantasy is compelling because kept at a distance it's allowed to be more intricate. The characters in XII are less instantly memorable than other titles, thanks in part to their subdued mannerisms (more high fantasy than anime), and otherwise their connection to a story that we, as Vaan, are never intimately attached to. In fact many feel like discarded drafts from other titles or assemblages from a Final Fantasy database. But get lost in it from Vaan's very grounded perspective and their relative anonymity has them believably sutured into a world that is always bigger and more unknowable than what we're given. Because it always feels about ten times bigger than it is, and that's thanks to the way it always withdraws from full focus. Even returning to that small fishing village every week or so and finding it unchanged, there are clearly mysteries and forces and something being always withheld from us. It's something about the intricate patterning of the woven textiles, the grimy surfaces of the stones and sandblasted fabric of the tents, the cautious villagers that continue with their day but look across quickly just to see if we're still there. It's the most imaginatively and least narratively efficient way of presenting a world teeming with life, because it exists in its resistance to narrative purpose but never truly opens up and becomes home. It is magical because it is aloof; the feeling of 'I wish I could be here more and really get to know this place' never goes away because it is always extending beyond what we can access.

My only complaint about this remaster is that it sands off the distortion that made the PS2 version so unique, revealing too much of the 3D shapes that were always hidden behind layers of grain. The visual noise added to each location's sense of mystery, suggesting cracks and moving parts and just obscured details the remaster kills dead. It's a shame of course because mystery is such a big part of what makes Final Fantasy XII's one of the most alive gameworlds of any generation. The battle system is still ingenious, partly because it allows both exploring and fighting to take place in the same gorgeous panoramas, and partly because it leans on the small satisfactions of ultrabasic programming: if/then commands, or a play of algorithms that as the game goes on comes to absorb the player into the machinic team they've created within the machine. Final Fantasy XIII would automate things too much, XV would loosen things to the point of chaos, and Final Fantasy VII Remake would ultimately unify the live and algorithmic battle styles through a satisfying rhythmic punch. I still think this one is genius, and perfectly suited to a game that needs to make exploration in and of itself gratifying.

I earlier compared it to Star Wars because of its sand and laser gun retrofuturism, but its approach is very Lucas. Try as the story might to contain and make sense of the world for us, it also expects us to get distracted with Vaan, and to imagine our way off into the distance, to what's down there or around the corner, to what that unnamed character is doing or thinking, to whether the people here are happy. Much has been written about how the fragmentedness of Star Wars is its best asset, because its inconsistencies actively encourage investigation from audiences to fill in the blanks and tell stories about what's happening in the margins. No world exists beyond the images we access through the work, and yet we imagine one that grows and changes every time we revisit it. We're drawn to these broken worlds because the films we watch and games we play and stories we read feel like relics of something now lost; some unattainable feeling of home. Videogames require the wilful illusion that 'there's something over the horizon' more than any other medium, but Final Fantasy XII is the one that most consciously engages with the participatory nature of cult cinema.

There's a pathos to it, because not only is it the most fragmented of the Final Fantasy games, it's also the least remembered then and now, coming right at the end of its generation. A very quiet swan song, but one that swarms with more life than you can fathom every time you let it run.
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nostalghia 2018-05-29T01:14:07Z
2018-05-29T01:14:07Z
4.0
2
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Final Fantasy XII is often looked at with many mixed feelings, and it sort of the start of the decline of the series. When X came out on PS2, it was praised as one of the best games in the series and sold well, but then after that, it had a bit of an identity crisis. XI decided to go straight MMO and borrowed from the Warcraft games. Then we got a mediocre sequel to X. Then XII released near the end of the PS2's lifespan, and this was at a point when traditional RPGs were starting to die out and Square Enix had great success with their Kingdom Heart's games, which had abandoned the turn based combat. XII abandoned and completely changed much of what made the old Final Fantasy games what they were, no more random encounters, no more turn based combat, no more single main character that the story centers around, no more grand over the top villain. Plus the entire level up system has changed, especially with the jobs system.

The big additions to XII are the job system, which essentially you can give characters specific jobs like warrior, mage, thief, and then you upgrade abilities from points you gain from battles. Now this sounds good on paper, but its really tedious, you have to upgrade to equip specific armor and weapons, which is just annoying, especially when you travel to a new town and unlock better armor but can't equip it because you were leveling more useful stats like strength or HP. I even preferred the upgrade system of X, which was annoying, but nowhere near as bad as this. Sure you can argue it offers customizability, but at the same time, it also dumbs the game down a bit. You can make super powerful mage warriors with high HP and OP magic with the dual job system, and you can just farm low level enemies to get points since almost all enemies give you one point.

The other big change is the battle system, instead you go up to enemies and based on things called gambits, which are inputs you can command your characters to act, like if a character is below 50% hp the ally will heal you automatically or they will attack an enemy. You can put these commands on the character you control as well, so the battles more or less can play themselves, but its easier if you just control your main character and just use gambits for your allies. The combat actually wasn't horrible in this game, and I can see why Square wanted to change the seemingly outdated system. Most RPGs of the mid 2000s abandoned the turn based system in favor of real time battle, and every enemy you approach on the map you automatically fight and you can choose to fight or run away. It doesn't activate a battle and all loot the enemy drops you automatically pick up. So the game moves a lot faster than the previous games. Now I can't say I miss the random encounters because they could get annoying in the old games, especially the ones with high encounter rates. But I found the combat in this also to be incredibly dull. It played like some generic MMO, you basically just ran up to an enemy, attacked until your bar recharges then attack again. It felt really unsatisfying and I never looked forward to any of the bosses. Speaking of bosses, they are incredibly disappointing. I found most of the bosses in this game to be huge pushovers and the enemies that preceded the boss were always harder. I think there were only 2 or 3 bosses in the main story that gave me any trouble. Most bosses just required little strategy and I could just go up to them spam attack and have someone heal my party and the boss would be dead in a few minutes.

The story in this game is equally bland, the main character you start as ends up becoming one of the most pointless Final Fantasy characters and he just sort of tags along. And the other characters are nearly equally as dull except for Balthier and Fran, who are the only 2 characters I even found remotely interesting, everyone else is just so generic and forgettable. The story mainly revolves around politics and war, and the game introduces many characters and gets a bit too convoluted. The main villain in this is super forgettable and probably my least favorite FF villain, he was even worse than the first games main villain. I just didn't like how this game tried to be all gritty and serious when the past games always sort of were tongue and cheek despite being dark. FF 6 was probably one of the darkest FF games, but it always would throw in humor and silly moments to break away from that. This game just commits too hard to the serious atmosphere that it loses that special feel most FF games had.

Now I didn't dislike XII. It was fun enough, it had a lot of areas to explore and great enemy variety. And the hunts were actually decent, which were fun side content, even if the hunts were essentially just beefed up normal enemies. Plus the game does offer stuff to do after you beat the story. There are optional bosses, although they are nowhere near as tough as the optional bosses in previous FF games. The optional bosses in this aren't great, but they do offer some additional challenge and grinding. Plus even if I didn't like the upgrade system, it was cool how you could customize any character any way you want, and characters weren't just set in stone. And the game did have a nice looking World and none of the areas in this game ever felt like they dragged out too long and there was only one dungeon in this game I feel was overly long, which is funny because the FF series is usually notorious for having long, drawn out dungeons.

But despite these improvements, FF XII still felt like a step down from the previous games. I feel Square just tried to change their formula to follow popular trends of other games, when there classic formula always worked. The new battle system just felt generic, the story and characters are all bland, the upgrade system was more annoying than fun, and it lacked that special feeling the previous games had. I feel like XII was just the start of the decline of the classic games because FF never really recovered to its previous greatness after, XIII was a failure that was critically trashed and considered by many to be the worst in the series, XIV was another MMO that essentially was just an update to XI, which was beginning to be dated so Square needed a new MMO going into the 2010s to compete with WOW. And well XV also ended up being mixed and many fans now consider it disappointing, especially with how they handled the DLC. Its a shame because Final Fantasy used to be the king of RPGs and every other RPG always felt like a second rate Final Fantasy, But now, Square are failing to deliver a good Final Fantasy, but at least the Kingdom Hearts games are still pretty good, and III looks amazing, but I think its about time Square retire the Final Fantasy games. They lost their identity after X and none of them have the strong characters or World building that the previous games had, and Chocobos just look weird anymore like real chickens, which is just creepy.
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jweber14 2018-12-11T03:53:35Z
2018-12-11T03:53:35Z
3.5
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moonhalo 2017-12-19T14:30:30Z
2017-12-19T14:30:30Z
In collection Want to buy Used to own  
2006 turn-based RPG JRPG Japan high fantasy
+ Vibrant, rich, dynamic, completely interconnected world

+/- On a moment-to-moment, scene-to-scene level the story is intimately rich with an aqueous fluidity of which FFXV should be jealous (with how much this game's overall direction and design obviously impacted XV's); the character development is quaint, subtle, yet rich, and the character interactions precious.

However, the grand scope of the story is weak in a way I can only attribute to its development hell and the obvious shift in directors. The story feels lacking in scope even by political drama standards, let alone Final Fantasy standards; things never really get "epic." And when you step outside those scene-to-scene moments and look at what's going around, things are strangely absent (FFXV again?). It's hard to discuss this without spoilers, but as a political drama, it is a pale shadow to Final Fantasy Tactics. Consequently, even the more intimate elements of the story and character arcs never feel like they reach their full potential.

+/- The battle system is organic and revolutionary but honestly just screams of birthing pains. Being the last game in the series that really retained the "Final Fantasy feel" in terms of battle direction (party control, available spells, and roles...) but the pace and how heavily battle is impacted by its real-time environment just dilutes the entire experience. I actually don't mind that the game plays itself during regular gameplay; it's even a satisfying solution to the "spam X to win" problem. Programmable AI is a brilliant idea as well and, as a whole, works as well as I would hope; some quality of life improvements such as reloadable gambits set-ups would've been nice.

The implementation of it rarely satisfies, though, which makes the game's superbosses feel strangely unsatisfying regardless of what level of strategy they might require or how difficult they are. I can really only attribute this to the real-time feel of combat. For the most part, the player's focus is such on macro-managing it makes the weapon and spell variety all blend together, while the wide swath of spells will largely go unused because we rarely even enter those menus...
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After all these years, I finally beat FFXII! Now I've finished all the mainline Final Fantasy games and can properly complain about this one. The thing is, I'm too tired to do that, and part of the reason is that this game was just so exasperating to play. It never ends, the combat ceases being interesting halfway through, and the plot just never picks up or gets exciting. The best parts of the game were the world design touches, which were admittedly well-handled, though it's a shame the first third of the game is spent in deserts without much variation. That was half the reason I got bored the first three times I tried to play through this. I'd say overall it's better than the first two Final Fantasy games, but that's about it. I'll tie it with FFXV as third-worst.

My opinion is that this game is virtually unplayable without the features added in IZJS (or The Zodiac Age). It's an insanely slow game, so having a built-in fast forward button was a godsend. Long load times, lots of waiting for the ATB/charge times to fill up so the AI can attack for you, and a walking speed that is just glacial all add up. I'd say roughly 30 of the hours I spent (out of 60 or so) were probably waiting for things to happen during combat, and I seriously doubt I'm exaggerating. I am not sure how so many people find this fun and think it's the best Final Fantasy game. I don't care if it makes me a dodo; I prefer the simpler combat in the earlier games and even the horribly broken battles of FFXV to this.

On a positive note, again IZJS related, the class system makes the game a lot more fun. For one, it offers a built-in challenge variant for people who want that. For another, it helps people who get overwhelmed with gigantic skill trees make decisions on how to build their characters. The game is strictly better for new players with this stuff. Too bad you'll still spend hours waiting on Cure spells to charge up no matter how you play!
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jsh357 2016-04-05T20:11:14Z
2016-04-05T20:11:14Z
3.0
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Catalog

OffModel ファイナルファンタジーXII 2024-03-26T16:54:29Z
2024-03-26T16:54:29Z
3.0
In collection Want to buy Used to own  
colmmurphyxyz ファイナルファンタジーXII 2024-03-24T19:58:48Z
2024-03-24T19:58:48Z
4.0
In collection Want to buy Used to own  
deSelby ファイナルファンタジーXII 2024-03-24T04:07:47Z
2024-03-24T04:07:47Z
In collection Want to buy Used to own  
notsoperfectblue Final Fantasy XII: The Zodiac Age 2024-03-21T22:01:06Z
Switch
2024-03-21T22:01:06Z
3.5
1
In collection Want to buy Used to own  
Megurenibs ファイナルファンタジーXII 2024-03-20T17:22:01Z
2024-03-20T17:22:01Z
In collection Want to buy Used to own  
saylexs ファイナルファンタジーXII 2024-03-19T16:41:49Z
2024-03-19T16:41:49Z
In collection Want to buy Used to own  
Giann96 Final Fantasy XII 2024-03-12T08:45:15Z
PS2 • XNA
2024-03-12T08:45:15Z
In collection Want to buy Used to own  
Anatommy ファイナルファンタジーXII 2024-03-11T22:05:12Z
2024-03-11T22:05:12Z
5.0
In collection Want to buy Used to own  
Maliptail ファイナルファンタジーXII 2024-03-09T17:03:14Z
2024-03-09T17:03:14Z
1
In collection Want to buy Used to own  
nathanielriffs Final Fantasy XII: The Zodiac Age 2024-03-05T14:49:59Z
Switch
2024-03-05T14:49:59Z
In collection Want to buy Used to own  
evan_porter ファイナルファンタジーXII 2024-03-02T19:17:23Z
2024-03-02T19:17:23Z
3.5
In collection Want to buy Used to own  
henryvines ファイナルファンタジーXII 2024-03-01T11:08:08Z
2024-03-01T11:08:08Z
In collection Want to buy Used to own  
Content rating
CERO: All Ages
Player modes
Single-player
Media
1x DVD
Franchises
Also known as
  • Final Fantasy XII
  • Final Fantasy XII: The Zodiac Age
  • View all [2] Hide

Comments

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  • Previous comments (15) Loading...
  • Fowlawneeshafow 2023-02-23 09:35:05.021699+00
    rating is definitely lower than it aughta be tbh
    reply
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  • Turton 2023-03-23 02:16:06.069411+00
    vagrant story 2
    reply
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  • Turton 2023-05-01 03:13:48.400751+00
    The combat is enough to make me hate this game, everything else is aight but the autobattle is just pathetic
    reply
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  • Temon357 2023-06-26 12:33:54.0669+00
    reply
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  • RiskR 2023-07-31 21:00:33.312385+00
    ive never 180d on a game so quickly

    went from loving it to not even wanting to finish it in 5 hours
    reply
    • RiskR 2023-07-31 21:00:52.096121+00
      after 20 hours of playing
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  • juicyjuicysweetie 2023-09-09 21:30:41.724029+00
    i got it the first time
    reply
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  • Vaixen 2023-12-27 07:52:07.636895+00
    honestly battling without gambits have been the best experiences ive had with this game
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  • judeinooz 2024-03-27 17:46:17.592357+00
    A pesar de que gran parte del tiempo que estuve jugando me quejaba por los gambits y el cansancio que me generaban algunas misiones, lo recuerdo con mucho cariño. Como un MMORPG pero para un solo jugador. Creo que eso es lo que de todo, me cansó más: el mundo tan gigantesco y detallado, con un montón de lore, pero sin mucha más razón para explorarlo de lo harto que terminé al jugarlo.
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