In an attempt to batter the shit out of my Pile of Shame, I’m playing Final Fantasy XII, a game which I bought upon its initial release—just like every Final Fantasy—and have spectacularly failed to finish—just like every post-IX Final Fantasy. (I have since finished X and X-2 and maintain that X-2 is an excellent game despite being almost—but not quite—as gay as Space Channel 5)
The thing is, FFXII is good. Really good. Like, “it’s a Final Fantasy for people who hate JRPGs” good, in that it dispenses with all the usual bullshit (rigid linearity until the last hour, when saving the world can be inexplicably put on hold to go and raise some chickens, endless random battles) and provides an experience that is altogether more “Western” in its feel. We have a much more open world. We have enemies wandering around in the field. We have immensely satisfying combat which takes place in the field. We have sidequests with a bloody quest log and we have an interesting, if unconventional, character development system.
And we have Gambits. I was all set to dismiss Gambits as a means of getting the game to play itself. But having played it for about twelve hours now (coming up on the point that I originally got distracted by something else on my initial partial-playthrough, so we’re nearly into new territory) I’ve discovered something: Gambits are awesome.
If you passed on FFXII, let me enlighten you. A Gambit is a means of “programming” your party members to act in particular ways. You give them a particular condition, such as “Ally has less than 50% HP”, and then give them an action, like “Cure”. You can prioritise the actions, too, so certain things will take precedence when more than one of the conditions are true. And as such, you can plan out the way you’d like a battle to unfold before it starts.
In many senses, it’s like that “group huddle” you have in something like World of Warcraft before you take on a dungeon’s boss. Everyone has a role to play, and it’s important that people stick to that plan where possible, but be able to adapt to the situation if necessary. That’s why FFXII gives you the opportunity to immediately issue direct commands, too, which override any and all Gambits in play. In fact, it’s technically possible to play the entire game by micromanaging every action all your characters do, but it would probably take you approximately ten times longer to play the game if you chose to do that. Gambits aren’t letting you leave the game on autopilot—they’re letting you plan out a battle before it happens and then just focus on responding to situations as they arise. You’ll frequently have to switch them out to take advantage of particular enemies’ weaknesses, and I’ve noticed myself spending a lot more time in the menu in FFXII than I would do in earlier, more traditional entries in the series. Planning out the way the characters will respond is interesting and addictive, and immensely satisfying when it goes right.
In fact, the only thing which may be a bit off-putting to some people about FFXII these days is the graphics. In this HD age, FFXII looks pretty ugly, and ironically this is because it was a pretty good-looking PS2 game. There is a lot of detail in both the textures and the characters, but the low resolution which the game runs at gives the whole thing a very “muddy” and flickery look which some people may find a bit difficult to deal with. It’s certainly not unplayable, though, and spending a bit of time in the company of the PS2 serves as a reminder that games didn’t always need HD graphics and Achievements to be good.
(Interestingly, FFXII does actually feature a proto-Achievement system in the form of the Sky Pirate’s Den, which fills with trophies as you fulfil certain accomplishments in the game.)
So, if you’re hungering for a great almost-Western-style RPG with a JRPG aesthetic? Give ol’ FFXII a chance. If FFXIII didn’t push your buttons with its “here’s a straight line to the finish, apart from this bit” mentality, FFXII is what you need. Join me in my quest through my Pile of Shame!
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