13th May 2004, 10:17 PM
http://ps2.gamespy.com/playstation-2/fin...676p1.html
Sounds like some much needed changes reach FF... no random combat, plus it sounds like you can move in combat (though how much this is implemented is unclear)! And it's pausable real-time, with AI controlling the characters when you don't want to give them commands. Sounds more like some PC RPGs... though the influence is probably more from the fact that this guy did the Tactics games (though those are turn-based...).
Quote:Final Fantasy XII was the game I was looking forward to the most at E3 2004. Its development is being headed up by Yasumi Matsuno, the man behind Final Fantasy Tactics, Vagrant Story, Tactics Ogre, and most recently, Final Fantasy Tactics Advance. While his games have an ardent following, he's never had the chance to work on anything as huge as a Final Fantasy game. After seeing it unveiled last November and getting to play it a bit today, it's clear that Matsuno and his team are working hard to make this the most successful title they've ever worked on.
GameSpy has already served information on the games world, art direction, and characters. What was unknown until now was how the game would play. The demo on the E3 show floor revealed a handful of scenes to give gamers an idea of what to expect in Final Fantasy XII.
The combat system is very different from previous Final Fantasy games. You won't see random enemy attacks or quick transitions from the level to combat. Skirmishes in FFXII are seamless. If you see an enemy, you can choose to run away like a coward or engage. Unlike past games, the environment plays a significant part of combat. Choosing the best place to attack and defend from can mean the difference between victory and defeat.
When you attack an enemy, a blue arc is displayed between you and your target. The same goes for your party, so you can see who your team is going after. As for your foes, red arcs represent their chosen prey. If you see four red lines pointed at you, then you sure as hell better run to a more advantageous spot in the environment.
Now, there are still some commonalities between the fighting system in this game and the ones found in its predecessors. Though you can let battles play out in real time, it's smarter to take pauses in the action to coordinate optimal strategies.
When you're not in battle, you can use the d-pad to select which character in your party you control, as well as any non-player characters you want to target for actions. Overall, the new navigation and fighting system took a few minutes to get used to, but felt quite natural after a short while.
At any given time, you can adventure with three characters. You can swap others from your roster. Control freaks can choose to select every single move their team members make. The more adventurous types can control the main character, while using "gambit" commands for the others. These are general orders, such as attack, heal, defend, etc. The characters AI kicks in under gambit mode and the character acts fairly independently. The system worked in the few battles I played, but how effective it is in the long haul has yet to be determined.
The display screen is relatively clean. The map is in the upper-right corner of the screen. The main character's menu is on the bottom-left corner. Basic commands occupy the top portion of the screen.
Now that you've got more of on understanding on how the game actually plays, I'll fill you in on more background information on the Final Fantasy XII's version of Ivalice. Matsuno said that even though there are races like Viera and Bangaa in Ivalice, the racial tensions are more cultural. He equated it to America, where there are people of all different ethnic make ups and skin colors, but the conflicts are often economic or religious.
Matsuno also shed some information on Vann and Pennelo. He said they have a very close relationship that isn't necessarily romantic. Both characters have lost their families to war and have turned to each for survival and support. He used the war children in Afghanistan as an example. In that country there are bands of kids that have grouped up to survive.
Overall, he said that the main theme of the game is about a young boy growing up to be a man. Vaan will get caught up in events and experiences that are much larger than his dreams of becoming a sky pirate. His adventure becomes one that could change the fate of the world.
Final Fantasy XII looks like it will be one of the most distinct games in the series. I love the art and story direction Matsuno's team is taking the game in. That said, I doubt it will measure up to how insanely popular FFVII was, but artistically the game might mean more for the series. The graphics look fantastic and the developers are trying several new things in the game. Whether they succeed or not, it's cool to see Square giving the new kids a chance to take its key franchise in a new direction.
Sounds like some much needed changes reach FF... no random combat, plus it sounds like you can move in combat (though how much this is implemented is unclear)! And it's pausable real-time, with AI controlling the characters when you don't want to give them commands. Sounds more like some PC RPGs... though the influence is probably more from the fact that this guy did the Tactics games (though those are turn-based...).