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Battle System
Overview
FFXII presents many
significant changes to the battle system that many gamers have familiarized
themselves with the older FF titles. Random battles are completely
eliminated and like FFXI, enemies now freely roam in open fields for you to
engage battle in. There are no transitions to a separate battle screen
and players can engage in battles as smoothly and as freely as those found
in FFXI. Monsters range from being passive to aggressive on the field.
Meaning, some would attack you automatically and others will mind their own
business until you start attacking them. Group mobs are commonplace
and are prevalent throughout the game. There are three playable
characters that can fight at any one given time, with the exception of an
extra guest character that can possibly bring the maximum up to four party
members. Players earn EXP and license points for defeating each enemy.
There is a wait-time gauge that represents the time taken before a character
can perform a selected action. Some can be almost instant, such as
using items while powerful attacks and magic spells can easily take much
longer. Still, players can micro-manage their party and issue commands
from a menu like the previous games in the series. However, FFXII
introduces a very interesting concept of artificial intelligence that will
be explained in our next section on Gambits. On a final note,
characters can not be healed within menus this time around, they can only be
healed in the open field or by touching save crystals. Players no
longer get money from monsters, rather they have to obtain loot by defeating
monsters and selling them at shops to obtain gil.
Gambits
The game introduces a form
of artificial intelligence for your party members. Players can
purchase
or
find gambits, which are preset scenarios/actions which can automate some of
the more common
menu actions from past Final Fantasy games. For example, it is
possible to set up a gambit in which a character will automatically heal any
ally whose HP falls below 60% of their max HP or perhaps use a remedy to
cure status problems whenever a character is hit with status inflicted
attacks. The most simplest form is setting a gambit for players to
automatically attack any enemy within sight. This can save from a lot
of tedious menu-based commands and have to keep pressing X to attack, for
instance. Players can also set the priority level of their gambits
that they have set. Traditionalists can still ignore the gambit system
and play the game using the old menu-based method. The choice is
there. But you should at least give the gambit system a try first.
License Points
The license grid is similar to FFX's sphere
grid in the sense that you can choose the path of each individual character
and build them accordingly through upgrading magic, weapons and other battle
stats. However, there is more freedom in FFXII's license grid an d
players have the option of choosing the type of
armor/weapons and magic/accessories that their characters are able to buy and
equip. Before being able to use a certain magic spell or perhaps piece
of equipment, you need to spend your license points on the appropriate
license to be able to even use the equipment, let alone buy it for that
particular character. Examples include mage armor, heavy armor, light
armor and a wide range of different swords, daggers, guns and the like.
There are also other important upgrades found on the license board that
increase your characters' attack power, HP and speed for starters.
This should provide a decent amount of customization with enough freedom to
satisfy many gamers. What was frustrating in the sphere grid was that
many characters' paths were severely restricted at certain points of the
grid itself. The license grid is organized in a way where
weapons/equipment are in the same general area, and magic is located in
their own separate section as well.
Espers/Summons
Summons are back in FFXII and are called Espers this time around, much like
Final Fantasy VI. To obtain Espers, characters must defeat them in
battle to unlock them on the license grid. Only one char acter can
obtain a particular Esper and they can be purchased on the license grid.
Traditional FF Espers are now replaced by ones that were found in the FF
Tactics games. The system works similar to FFX in which players can
summon an Esper and that Esper becomes an active participant in battle.
There is a set time limit for each Esper and once the time limit expires,
they can perform a powerful attack before leaving the party. Once
summoning an Esper, the summoner still remains active in the party and can
also heal their summon if they wish. The Espers are computer
controlled and cannot be controlled by the player. There are a few
summons that are named and originated after some past FF villains from the
series. However, the traditional FF summons such as Ifrit, Shiva,
Bahamut and Leviathan now appear in the form of airships.
Quickenings
Quickenings replace the ever popular limit breaks found in FF games since
Final Fantasy VII. In FFXII, they are indeed very flashy and
over-the-top attacks that look extremely impressive. However, I do not
particularly like the quickening system and the animations get very stale
and generic after awhile. It is too bad that none of the quickening
attacks are particularly unique to each individual character and they appear
to be generic in my opinion. Other than being
powerful attacks, Quickenings also have an effect on your character's max MP count. Each
character is allowed to have a maximum of three Quickenings and the more
Quickenings your character obtains, the more MP they are allowed to have.
The Quickenings rely on quick button presses, which results in a
multiple-hit chain. At the bottom of the screen, you will see buttons
to correspond to a specific mist knack move which you are supposed to press
to initiate the attack or action. Occasionally, your character is able
to refill their mist charge and continue the Quickening chain. There
is a set timer and once it expires then the chain ends. Sometimes the
buttons won't appear and you will have to press R2 to shuffle the commands.
Depending on your chain combo, there is an additional powerful attack
sequence that follows-up the Quickening. There are several in total,
ranging from being quite weak to fairly powerful. The one thing about
the Quickenings is that your MP will be reduced to 0 if you use up your
entire Quickening chain, so they should only be used as a very last resort.
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