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Final Fantasy XII

Final Fantasy XII[a] is a role-playing video game developed and published by Square Enix. The twelfth main installment of the Final Fantasy series, it was first released for the PlayStation 2 in 2006. It introduced several innovations to the series: an open world; a seamless battle system; a controllable camera; a customizable "gambit" system, which lets the player control the artificial intelligence (AI) of characters in battle; a "license" system, which determines what abilities and equipment can be used by characters; and hunting side quests, which allows the player to find and defeat increasingly difficult monsters in the game's open world. Final Fantasy XII also includes elements from previous games in the series, such as Chocobos and Moogles.

Final Fantasy XII
Japanese and European box art for Final Fantasy XII, designed by Yoshitaka Amano
Developer(s)Square Enix
Publisher(s)Square Enix
Director(s)
Designer(s)Hiroyuki Ito
Programmer(s)Takashi Katano
Artist(s)
Writer(s)
Composer(s)
SeriesFinal Fantasy
Ivalice Alliance
Platform(s)
Release
March 16, 2006
    • PlayStation 2
      • JP: March 16, 2006
      • NA: October 31, 2006
      • AU: February 22, 2007
      • EU: February 23, 2007
      International Zodiac Job System
    • PlayStation 2
      • JP: August 9, 2007
      The Zodiac Age
    • PlayStation 4
      • WW: July 11, 2017
      • JP: July 13, 2017
      Windows
      • WW: February 2, 2018
      Switch, Xbox One
      • JP: April 25, 2019
      • WW: April 30, 2019
Genre(s)Role-playing
Mode(s)Single-player

The game takes place in Ivalice, where the empires of Archadia and Rozarria are waging an endless war. Dalmasca, a small kingdom, is caught between the warring nations. When Dalmasca is annexed by Archadia, its princess, Ashe, creates a resistance movement. During the struggle, she meets Vaan, a young adventurer who dreams of becoming a sky pirate in command of an airship. They are quickly joined by a band of allies; together, they rally against the tyranny of the Archadian Empire.

Final Fantasy XII was both a critical and commercial success, earning several Game of the Year awards and selling over six million copies on the PlayStation 2 by November 2009. In 2007, a sequel titled Final Fantasy XII: Revenant Wings was released for the Nintendo DS and, in that same year, an expanded version of Final Fantasy XII, titled Final Fantasy XII International Zodiac Job System, was released on the PlayStation 2 exclusively in Japan. A high-definition remaster of the International Zodiac Job System version, The Zodiac Age, was released worldwide for the PlayStation 4 in July 2017, for Windows in February 2018, and for the Nintendo Switch and Xbox One in April 2019.

Gameplay edit

Throughout the game, the player directly controls the on-screen character from a third-person perspective to interact with people, objects, and enemies. Unlike previous games in the series, the player can also control the camera with the right analog stick, allowing for a 360° view of the surroundings.[1] While in towns and cities, the player may only see from the perspective of Vaan, but any character may be controlled in the field. The world of Final Fantasy XII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the overworld on foot, Chocobo, or by airship.[2] Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport between gate crystals.[3] An in-game bestiary provides incidental information about the world of Final Fantasy XII.[4]

Final Fantasy XII restructures the system of earning gil, the currency of the Final Fantasy games; instead of gil, most enemies drop "loot" which can be sold at shops.[5] This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row.[6] Selling different types of loot also unlocks a bazaar option in shops, which provides items at a lower cost, or items exclusive to the bazaar.[5]

Battle system edit

 
In Active Dimension Battle (ADB), characters move freely and attack as soon as they are ready. Blue lines depict the player's targets and red lines depict those of the enemies.

Excluding the massively multiplayer online role-playing game Final Fantasy XI, Final Fantasy XII is the first entry in the main Final Fantasy series not to include random encounters.[7] Instead, enemies are visible in the overworld and the player may choose to fight or avoid them. Battles unfold in real time using the "Active Dimension Battle" (ADB) system. Battles begin when the party comes within range of an aggressive enemy, the party attacks an enemy, or a story event initiates a confrontation.[7] When a character or enemy begins an action, target lines connect characters to other party members or enemies; different colors represent the different types of action.[8] The player may swap to and issue commands to any of the three characters in the party, but guest characters are controlled by artificial intelligence (AI).[9] Battle commands are initiated through a series of menus, and include Attack, Magicks, Technicks, Mist, Gambits, and Items. The player may switch any active character with an inactive character at any time, unless the active character is targeted by an attack or ability. Characters who are knocked out may also be substituted.

A new feature in the game is the "gambit" system, which allows the player to program each character to perform certain commands in battle in response to specified conditions.[10] Using gambits, the player may set reactions to different stimuli for each character. Each gambit consists of three parts: a target, an action, and a priority. The target specifies which ally or foe to act on and the condition for applying the action. For example, the target "Ally: HP < 70%" causes the character to target any ally whose hit points have fallen below 70%. The action is the command to be performed on the target. The priority determines which gambit to perform when multiple gambits are triggered. These heuristics guide the characters when acting autonomously, though player-directed commands are always given top priority.[10]

In Final Fantasy XII, a mysterious phenomenon known as "Mist" is the key energy which allows characters to cast summoning magic and perform "Quickenings". After defeating an Esper in combat, the player will be able to summon it to the battlefield.[11] Similar to Final Fantasy X, the summoned creatures become active participants in battle,[11] as opposed to the cinematic attacks seen in previous games in the series. Unlike X, however, Espers follow hidden gambits, rather than the player's direct command.[11] The summoner remains an active member in the fight, able to attack and cast support magic, instead of leaving the party or standing idle while the summoned creature fights.[11] An Esper will leave the battle if either the summoner or itself is knocked out, its time limit expires, or it executes its special attack.[11] Some Espers have origins in Final Fantasy Tactics and Tactics Advance and others are derived from the final bosses of previous Final Fantasy games such as Chaos, the final boss of the first Final Fantasy, and Zeromus, the final boss of Final Fantasy IV.

Final Fantasy XII introduces "Quickenings", a new Limit Break system unique compared to those in previous games in the series.[12] Characters learn Quickenings by progressing to specific panels on the License Board.[12] Each character can learn three Quickenings, which are unique to that character.[12] Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses.[12] If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence.[12]

 
The License Board; raised panel icons indicate acquired licenses.

Growth system edit

As in many role-playing games (RPGs), characters "level up" each time they earn a set number of experience points from defeating enemies; each level gained increases the character's statistics and improves performance in battle.[13] Statistics include hit points, the amount of damage a character can receive; strength, the power of the character's physical attacks; and magic, the potency of the character's magical spells.[13]

In addition to leveling up, players may improve their characters via the License Board. The License Board is an array of panels that contain "licenses" which allow a character to perform certain actions.[14] The board is split into two parts; the upper part comprises Magick, Technick, Accessory, and Augment (stat increases and other permanent buffs) licenses, and the bottom part comprises mostly Weapon and Armor licenses.[15] To use a Magick, Technick, or piece of equipment, the character must obtain its corresponding license by spending the required amount of LP (License Points).[14] LP are earned in battle along with the experience points. Like the Sphere Grid in Final Fantasy X, all characters may obtain all licenses on the board, but each Quickening and Esper license may only be activated by a single character.[16]

Plot edit

Setting edit

Final Fantasy XII is set within the land of Ivalice during an age when "magic was commonplace" and "airships plied the skies, crowding out the heavens". At this time, magicite, a magic-rich mineral, is commonly used in magic spells[17] and in powering airships—a popular form of transportation in Ivalice.[18] Ivalice is divided into three continents:[19] Ordalia, Valendia, and Kerwon.[1] Ordalia is located in the western part of Ivalice. The Rozarrian Empire makes its home in the vast inland plains of this continent as the eastern portion of it is largely desert and "jagd"—lawless regions so rich in Mist, the ethereal manifestation of magicite, that airships cannot function.[20] Valendia is the home of Imperial Archadia, where lush highlands dot the landscape.[21] Central to the story is Dalmasca, a small kingdom between the two continents and empires. Located in the middle of the Galtean Peninsula of Ordalia, Dalmasca is surrounded by an expanse of desert. The temperate climate of Dalmasca differs from the cold environs of Kerwon to the south and the lush plains of Valendia and Ordalia.[22] During this time, Ivalice is beset by the pending war between the forces of Rozarria and Archadia. Caught between the two powerful Empires, Dalmasca and a number of smaller nations have already been subjugated by Archadia two years before the game begins.

Characters edit

The six main playable characters in Final Fantasy XII are Vaan (Bobby Edner/Kouhei Takeda), an energetic orphan of Rabanastre who dreams of becoming a sky pirate; Ashe (Kari Wahlgren/Mie Sonozaki), a determined princess of Dalmasca who lost her father and her husband in the Archadian invasion; Basch (Keith Ferguson/Rikiya Koyama), a disgraced knight of Dalmasca charged with treason for slaying the king; Balthier (Gideon Emery/Hiroaki Hirata), a gentlemanly sky pirate who pilots his airship, the Strahl; Fran (Nicole Fantl/Rika Fukami), Balthier's partner and a Viera exile whose knowledge extends to legends and myths; and Penelo (Catherine Taber/Marina Kozawa), Vaan's childhood friend who accompanies him on journeys to "keep an eye on him".[23]

The Archadian Empire is ruled by House Solidor, headed by Emperor Gramis (Roger L. Jackson/Hidekatsu Shibata).[24] The emperor's sons are Vayne (Elijah Alexander/Nobuo Tobita) and Larsa (Johnny McKeown/Yuka Imai), the former a military genius and the game's main antagonist, and the latter a charismatic seeker of peace. Judge Magisters, upholders of Archadian law,[24] protect House Solidor and execute every command issued by the ruling family. The technological marvels of airships and synthetic nethicite—a form of magicite that absorbs Mist—are thanks to Doctor Cid (John Rafter Lee/Chikao Ōtsuka), a prominent researcher from Archadia.[24] The Resistance against Archadia includes Dalmascan knight Vossler (Nolan North/Masaki Terasoma), an ally of Basch; Marquis Halim Ondore IV (Tom Kane/Akio Nojima), the game's narrator and ruler of the skycity Bhujerba; Reddas (Phil LaMarr/Takayuki Sugo), a sky pirate based in the port at Balfonheim; and the Rozarrian Empire, of which Al-Cid Margrace (David Rasner/Norio Wakamoto) is a prince of the ruling family.[24] The mythos of Final Fantasy XII revolves around a character known as Dynast-King Raithwall, a man who once united Ivalice to create the Galtean Alliance in ages past.

Story edit

In Dalmasca's capital city of Rabanastre, Princess Ashelia (Ashe) of Dalmasca and Prince Rasler of Nabradia have just wed, as the Archadian Empire invades the two countries. Rasler is killed in the war, the city of Nabudis is destroyed in a single explosion, and the Dalmascan King Raminas is assassinated moments after signing a treaty of surrender. Marquis Ondore announces that the assassin was Dalmascan captain Basch, who has been sentenced to death, and that Princess Ashe has committed suicide.[25]

Two years later, Vaan, a Rabanastre street urchin, ignores his friend Penelo's objections and infiltrates the palace during a dinner celebrating the appointment of Archadian prince Vayne Solidor as consul. In the treasury he finds a piece of magicite, a powerful magical crystal. He is discovered by Balthier and Fran, a pair of sky pirates looking for the magicite. The three escape as Dalmascan Resistance forces assault the palace, and in the sewers they meet the Resistance leader, Amalia, before being captured by Archadian forces. In the dungeons they meet Basch, who was imprisoned but not killed, and who states his twin brother Gabranth was the one to kill the king. The four then escape together back to Rabanastre. There they discover Penelo has been kidnapped and taken to the floating city of Bhujerba.

In Bhujerba, they meet Lamont, a curious boy who is Vayne's younger brother, Larsa, in disguise.[26] After they rescue Penelo, Basch confronts the Marquis over his lies, but the party is captured and detained aboard the Archadian airship Leviathan, headed by Judge Ghis. On the Leviathan, the party is reunited with Amalia, who is revealed to be Princess Ashe.[27] Ghis takes the magicite, which is revealed to be a royal Dalmascan artifact, "deifacted nethicite". The party escapes, but as Ashe had planned to use the magicite as proof that she was the princess,[28] the group journeys to collect another of the pieces of nethicite, the Dawn Shard.[29] They are again captured by Ghis; when he tries to use the Dawn Shard in the Leviathan rather than the "manufacted" (artificially made) magicite it normally uses, his entire airship fleet is destroyed in a mirror of the destruction of Nabudis, and the party flees again.

They encounter Larsa, who seeks a peace treaty between Dalmasca and the empire. The group and Larsa go to Mt. Bur-Omisace to seek the Gran Kiltias Anastasis, Ivalice's religious leader, and beg his approval of Ashe as queen of Dalmasca.[30] There they also meet Al-Cid Margrace, who is in talks with Larsa to avert a war between Rozarria and Archadia.[31][32] Their plans are curtailed when Anastasis is killed by Archadia, and soon afterwards the Archadian emperor Gramis dies and Vayne ascends the throne.[33]

The party journeys to Archadia, where they discover Doctor Cid, the creator of manufacted magicite, who directs them to go to Giruvegan to find the source of nethicite.[34][35] In Giruvegan, Ashe encounters the makers of nethicite, the immortal Occuria, who "pull the strings of history"; they give her the Treaty Blade to cut new pieces from the Sun-cryst, the source of all nethicite and its power.[36] She learns that Venat, one of the Occuria, has defected to put the "reins of History back in the hands of Man", manipulating Vayne in his quest to conquer Ivalice and leading Cid to create manufacted magicite to reduce the relative power of the Occuria.[37][38]

Ashe and the party journey to the Sun-cryst, where she decides not to take her revenge by following the Occuria's wishes, but instead destroy the Sun-cryst.[39] The party defeats Gabranth, who reveals that he killed King Raminas, and destroys the crystal.[40] Al-Cid tells them that the Dalmascan Resistance, led by Ondore, is about to fight Archadia in Rabanastre, but the Archadian forces now include the Sky Fortress Bahamut. They infiltrate the Bahamut, and find Larsa failing to dissuade his brother Vayne from his plans for war.[41] They defeat Vayne and Venat, and Ashe and Larsa announce the end of the conflict to the battlefield.[42] Larsa becomes the Archadian emperor and Ashe the Queen of Dalmasca; Basch replaces his brother Gabranth as Larsa's protector; Vaan and Penelo fly an airship to meet Balthier and Fran for another adventure.[43]

Development edit

 
Akitoshi Kawazu (left) and Hiroshi Minagawa at the Final Fantasy XII London HMV Launch Party in 2007

Development for Final Fantasy XII began in December 2000 and was headed by Final Fantasy Tactics director Yasumi Matsuno and Final Fantasy IX director Hiroyuki Ito.[44][45][46] Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns.[47] The team was restructured as a consequence: the new directorial duo consisted of Ito and Hiroshi Minagawa, while Akitoshi Kawazu of SaGa series fame became the game's executive producer.[48][49] Series creator Hironobu Sakaguchi was disappointed by Matsuno's departure and declined to play the game beyond its introduction.[50]

The desire to move away from random encounters was present since the beginning of development.[51] This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change.[51] Battle system designer Hiroshi Tomomatsu said that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game.[52] Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing "licenses" to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges.[51]

At the early stages of development, Minagawa revealed that numerous ideas and features were planned for the game, but were dropped from the final stages due to certain constraints and hardware limitations. Some of these included the ability for a second player to join in the gameplay, enabling a two-player mode. Another idea that was given a considerable amount of thought was the ability to recruit non-player characters to join in the mob hunts. Due to the technical limitations of the console and multiple number of characters joining the fray, the development phase took longer than expected, causing delays.[53]

Design inspiration came from a mix of medieval Mediterranean countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region.[54] The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited Turkey, which influenced the game's Mediterranean-style setting.[55] The developers also used styles and deco from other sources including areas in India and New York City.[55][56] Of note is the use of Sanskrit in the city of Bhujerba. Phrases such as "svagatam" (welcome) and titles like "parijanah" (guide) are lifted directly from Sanskrit. Minaba mentions that the team tried to bring out Arabic culture in the design of the game.[57] War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by Ancient Rome.[56] When asked to comment on the fan observation of Star Wars similarities, Minaba replied that although he was a fan of the series, it was not necessarily an influence to the game's designs.[55] It has also been noted that the similarities originate from The Hidden Fortress, the 1958 Akira Kurosawa film that inspired Star Wars.[58][59]

The developers initially planned to return to the "big-headed" character designs of previous Final Fantasy games, but settled on similar proportions as characters in Vagrant Story, the team's previous game, as development progressed.[60] Basch was the first character designed and the developers considered him the "hero" of the story at the time. Vaan and Penelo were added last and became the heroes in the final version of the plot.[60] The developers were motivated by the commercial failure of Vagrant Story, which featured a "strong man in his prime" as the protagonist, and switched the focus to a younger protagonist as a result.[60][61] Vaan's early designs were described as effeminate, but with the casting of Kouhei Takeda as his voice and motion capture actor, Vaan became less feminine and more "active, upbeat, bright and positive".[62] Comments were made about the similarity between character designer Akihiko Yoshida's creations and those of Tetsuya Nomura, another Square Enix character designer. Yoshida felt this comparison was sparked by the choice of color used by both artists, which was based on maintaining consistent color between the characters and the environments.[62] Non-human characters and races play a prominent role in the game,[57] which was influenced by an interest in history among the developers.[55]

Miwa Shoda wrote a storyline for the game premised on the basis of the cutscenes and world setting that had already been finished when she joined the team. Scenario writer Daisuke Watanabe in turn fleshed out Shoda's plot into a script.[63] During the English localization process, Alexander O. Smith, who had previously worked on Vagrant Story and Final Fantasy X, acted as producer and translator.[64] While still preserving the meaning behind the Japanese script, Smith made the decision to use different dialects of English to reproduce the regional differences in pronunciation found in the Japanese version.[65][66] He also tried to distance the game from the "flat reads" found in other dubbed work by casting voice actors who had experience in theatre work.[66] In terms of general changes, the localization team introduced widescreen 16:9 ratio support and reinserted scenes that were left out of the original Japanese version for political reasons and to preserve an "All Ages" CERO rating.[67][68]

A playable demo of the game was shipped with the North American release of Dragon Quest VIII in November 2005.[69] To commemorate the release of Final Fantasy XII, playable demos of the English version were available at DigitalLife's Gaming Pavilion in New York City on October 11, 2006, a day dubbed "Final Fantasy XII Gamer's Day".[70] Additionally, Square Enix gave fans the chance to cosplay as characters from XII. Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the Final Fantasy XII Gamer's Day event.[71]

Final Fantasy XII once held the Guinness World Record for longest development period in a video game production, with a total of five years, spanning from 2001 until its release in 2006.[72] At a Final Fantasy XII "postmortem" at MIT in March 2009, Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development of the game.[73] It was also listed as 8th on the Guinness top 50 games of all time in 2009.[74]

Music edit

Hitoshi Sakimoto composed and arranged most of the game's soundtrack, with Hayato Matsuo and Masaharu Iwata creating seven and two tracks respectively. Nobuo Uematsu, following his departure from Square Enix in 2004, only contributed the ending song, "Kiss Me Good-Bye".[75] Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way.[76][77] "Kiss Me Good-Bye" was performed in both English and Japanese by Angela Aki.[78] Aki's style of playing the keyboard while singing reminded Uematsu of his childhood idol, Elton John, which was one of the reasons he chose her.[79] The English version of the song was featured in both the Japanese and North American versions of the game. In addition to the theme song, violinist Taro Hakase co-composed, arranged, and performed the game's ending credits theme, Symphonic Poem "Hope", along with Yuji Toriyama.[80]

Two promotional soundtracks were released before the original soundtrack, Symphonic Poem "Hope" and The Best of the Final Fantasy XII Soundtrack, on March 1 and 15, 2006, respectively. The former contains all the music used in the game's trailer performed by Taro Hakase, including Symphonic Poem "Hope".[81] The original soundtrack itself was released two months later in Japan on May 31.[82] It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final version of the game.[83] The CD single for "Kiss Me Good-Bye" was released on the March 15, 2006.[84] A limited edition was also released, featuring a DVD containing the music video for "Kiss Me Good-Bye".[84] Tofu Records has released an abridged version of the original soundtrack, which contains 31 songs, including "Kiss Me Good-Bye".[85]

Merchandise edit

 
Bottles of Final Fantasy XII Potions

On March 16, 2006, Sony Computer Entertainment Japan released a special Final Fantasy XII package, which contained a PlayStation 2 game system, the Final Fantasy XII game, a standard DualShock controller, and a vertical console stand.[86][87] The Japanese third-party manufacturer Hori also released Final Fantasy XII memory cards on the day of the game's release; stickers of Final Fantasy XII characters are included.[88] Game peripheral maker Logicool (Logitech's Japanese branch) released a special edition Final Fantasy XII controller on the same day.[89] Suntory produced "Final Fantasy XII Potion"—a drink containing such ingredients as royal jelly, chamomile, sage, thyme, and marjoram. The drinks became commercially available in Japan on March 7. Suntory also released a Final Fantasy XII Premium Box, which came with a Final Fantasy XII collector's card. The Potion was a limited edition product and is no longer available.[90] Final Fantasy XII was also adapted into a manga by Gin Amou. Square Enix published the series in a total of five tankōbon volumes from December 22, 2006, to August 22, 2009.[91][92]

Studio BentStuff published three Ultimania books in 2006: Final Fantasy XII Battle Ultimania and the Final Fantasy XII Scenario Ultimania on June 16, and Final Fantasy XII Ultimania Ω on November 24. The Battle Ultimania provides a description and analysis of the new battle system and its components, and developer interviews.[93] The Scenario Ultimania describes the main scenarios in the game, profiles on the characters and areas in Ivalice, developer interviews, and details on each location.[93] The last guide, the Ultimania Ω, includes voice actor interviews, the complete story of Final Fantasy XII including additional character profiles, a collection of artworks and illustrations, the complete play guide,[94] and a novella written by Benny Matsuyama, author of Hoshi wo Meguru Otome from the Final Fantasy VII Ultimania Ω Guide.[95] Another Ultimania edition, the Final Fantasy XII International Zodiac Job System Ultimania, was released on September 6, 2007, as a guide book for the International Zodiac version of the game.[96] The game was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package in December 2012.[97]

For the North American release, a "Collector's Edition" was available through GameStop and EB Games.[98] This edition includes the original game packaged in a metallic case along with a special bonus disc, which contains Final Fantasy XII developer interviews, an art gallery, U.S. and Japanese trailers, and a featurette, "History of Final Fantasy", which gives a brief overview of Final Fantasy games.[99] On January 26, 2007, Square Enix Product Blog revealed full-color Gabranth, Ashe, Balthier, and Vaan figures.[100]

In 2007, Balthier was featured in Final Fantasy Tactics: War of the Lions as a playable character.[101]

Reception edit

Final Fantasy XII received "universal acclaim" according to review aggregator Metacritic.[102] It was the sixth game to receive a perfect score from the Japanese gaming magazine Famitsu. It is also the second Yasumi Matsuno game to garner a perfect score, the first being Vagrant Story. The game was praised for its graphics, scenarios, game system, and the freshness it brought to the Final Fantasy series.[110] It was praised for its seamless transitions between full motion video segments and the in-game engine,[123] and was voted number one for Best Art Style on IGN's weekly Top Ten.[124] Newtype USA named Final Fantasy XII its "Game of the Month" for November 2006, praised the gameplay, graphics, and story, and called it "the best RPG to have been released for any Sony platform".[125]

Although GameSpot lauded the gambit and license systems as an innovative and in-depth way for the player to control the characters, it criticized them for being too complicated and difficult to adjust to, especially for newer players of the series. The reviewer also criticized the sometimes tedious back and forth travel. On the other hand, GameSpot took particular note of the "excellent" voice cast.[112] IGN praised the game's rich storyline and artistic direction, shown through its "sheer depth of character". It also assuaged criticism that the gambit system would "let the game play itself", countering that gambits do not function without a player. However, IGN wrote that while "still extremely strong", Final Fantasy XII has one of the series' weaker soundtracks.[116]

Executive producer Akitoshi Kawazu was pleased by Famitsu's rating but admitted that he thought the game was not perfect; he felt that the storyline did not meet some fans' expectations.[126] Kawazu expressed his frustration and regrets regarding the storyline, citing creative differences between the PlayOnline and Final Fantasy Tactics members of the development team.[127]

Final Fantasy XII was named best PlayStation 2 game and best RPG by numerous video game journals and websites, including GameSpot, GameSpy and IGN.[121][122][128][129] Both Edge and Famitsu awarded it Game of the Year 2006.[118][119] The Japan Game Awards 2006 honored Final Fantasy XII with their "Grand Award" and "Award for Excellence" and the PlayStation Awards 2006 bestowed the "Double Platinum Prize".[120][130][131] It was selected for the list "Top 100 New Japanese Styles", a list of "products and services originating in Japan to serve as a mark of excellence".[132][133] Final Fantasy XII also received nominations in such categories as best RPG, story, art direction, character design and original musical score at the AIAS' Interactive Achievement Awards, Game Developers Choice Awards, BAFTA Video Games Awards, Spike Video Game Awards, and the Satellite Awards.[134][135][136][137][138]

Sales edit

Final Fantasy XII sold more than 1,764,000 copies in its first week in Japan, almost equaling the sales of Final Fantasy X in its first week.[139] A Square Enix conference report stated that Final Fantasy XII sold more than 2.38 million copies in Japan in the two weeks since its March 16, 2006, release.[140] In North America, Final Fantasy XII shipped approximately 1.5 million copies in its first week.[141] It was the fourth best-selling PlayStation 2 game of 2006 worldwide.[142] As of March 2007, the game had shipped over 5.2 million copies worldwide.[143] By November 2009, over 6 million copies of the game were sold worldwide on PlayStation 2.[144] As of October 2017, the PlayStation 4 remaster shipped over one million copies worldwide.[145]

Sequels and re-releases edit

International Zodiac Job System edit

An expanded version of the game, Final Fantasy XII International Zodiac Job System, was released in Japan on August 10, 2007.[146] It includes twelve license boards (instead of the original game's one), each corresponding to a different Zodiac sign and job. The player can control guest characters and summons, and hold L1 to double the game's running speed. There is also a "New Game+" option, a "New Game- (minus)" option (in which characters do not gain experience), and a "Trial Mode" in which the player hunts monsters in 100 different maps to gain items and money. The game also includes the western version's English voices and widescreen 16:9 support, and a bonus DVD.[147][148][149]

Revenant Wings edit

A sequel, Final Fantasy XII: Revenant Wings, was released for the Nintendo DS in 2007. It takes place one year after the events of Final Fantasy XII and follows the adventures of Vaan.[150] The game is one of four in the Ivalice Alliance series, which also includes International Zodiac Job System.[151]

Fortress edit

Fortress, an action game developed by Grin, was to have been a spin-off game that took place following the events of Revenant Wings.[152][153] Square Enix cancelled the project after six months of development.[154][155][156]

The Zodiac Age edit

In July 2017, Square Enix released Final Fantasy XII: The Zodiac Age, a high-definition remaster of the Japanese-only International Zodiac Job System for the PlayStation 4.[157][158] It adds trophy support, a remastered soundtrack with a few new tracks, and improved technical performance.[157][159][160] The Zodiac Age was nominated for "Best Remake/Remaster" at IGN's Best of 2017 Awards,[161] and won "Best Remaster" at Game Informer's Best of 2017 Awards and 2017 RPG of the Year Awards.[162][163] The remaster also received favorable reviews.[103][104] The Zodiac Age was largely developed by Virtuos, who previously developed Final Fantasy X/X-2 HD Remaster for Square Enix.[164]

A version for Windows was released via Steam on February 1, 2018. The port included support for higher display resolutions and 60 frames-per-second rendering, options to switch between three different versions of the soundtrack, and immediate access to the post-game modes.[165] Versions for the Nintendo Switch and Xbox One were released on April 30, 2019.[166][167]

Legacy edit

The gambit system inspired similar systems used in other games such as Dragon Age: Origins and Pillars of Eternity II.[168][169] Final Fantasy XIV also used the gambit system as a base for its "Trust System", a mechanic that pairs online players with story characters controlled by artificial intelligence.[170] The game also incorporated several regions and characters from Final Fantasy XII into its game world, alongside other games from the Ivalice universe with Yasumi Matsuno as a guest creator.[171] Michael-Christopher Koji Fox, the translation director of Final Fantasy XIV indicated in an interview that the team have a lot of people who worked on Final Fantasy XII and "is one of the games they wanted to borrow heavily from because they thought it was really cool, and they really liked the imagery and lore that it had".[172] Astria Ascending used its job system seen in later re-releases as a source of inspiration for its gameplay system.[173] The Diofield Chronicle used the game as one source of inspiration for its controls and player movement.[174] The localization of Final Fantasy XII was praised as a high point of the series and video games as a whole.[175] Lead localizers Alexander O. Smith and Joseph Reeder went on to collaborate again on Tactics Ogre: Wheel of Fortune, the remake of a previous Yasumi Matsuno game, with its localization also receiving high praise.[176] Producers of The Zodiac Age said that they were considering another game set in the Ivalice universe, adding that earlier projects faded away due to original development members working on other games.[177]

Notes edit

  1. ^ Japanese: ファイナルファンタジーXII, Hepburn: Fainaru Fantajī Tuerubu

References edit

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  17. ^ Sage Knowledge 12 of 78 (Hybrid Gator Bestiary entry) Magicite - Common name for stones containing magickal power, or as it is commonly manifest, Mist. Square Enix (October 31, 2006). Final Fantasy XII (PlayStation 2).
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  29. ^ Square Enix (October 31, 2006). Final Fantasy XII (PlayStation 2). Ashe: I'm going to retrieve the Dawn Shard. It's the proof that I need. I know where it's hidden. I'll return his airship later.
  30. ^ Square Enix (October 31, 2006). Final Fantasy XII (PlayStation 2). Larsa: Lady Ashe, let us go to Bur-Omisace. With the blessing of His Grace the Gran Kiltias Anastasis...you may rightly wear your crown, and declare the restoration of the Kingdom of Dalmasca. As Queen, you can call for peace between the Empire and Dalmasca...and stop Marquis Ondore.
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  32. ^ Square Enix (October 31, 2006). Final Fantasy XII (PlayStation 2). Larsa: Dalmasca would be the battlefield! What if nethicite were used on Rabanastre? You know my brother would do this!
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Further reading edit

External links edit

  • Official website

final, fantasy, confused, with, final, fantasy, role, playing, video, game, developed, published, square, enix, twelfth, main, installment, final, fantasy, series, first, released, playstation, 2006, introduced, several, innovations, series, open, world, seaml. Not to be confused with Final Fantasy X 2 Final Fantasy XII a is a role playing video game developed and published by Square Enix The twelfth main installment of the Final Fantasy series it was first released for the PlayStation 2 in 2006 It introduced several innovations to the series an open world a seamless battle system a controllable camera a customizable gambit system which lets the player control the artificial intelligence AI of characters in battle a license system which determines what abilities and equipment can be used by characters and hunting side quests which allows the player to find and defeat increasingly difficult monsters in the game s open world Final Fantasy XII also includes elements from previous games in the series such as Chocobos and Moogles Final Fantasy XIIJapanese and European box art for Final Fantasy XII designed by Yoshitaka AmanoDeveloper s Square EnixPublisher s Square EnixDirector s Hiroyuki ItoHiroshi MinagawaDesigner s Hiroyuki ItoProgrammer s Takashi KatanoArtist s Akihiko YoshidaHideo MinabaIsamu KamikokuryoWriter s Daisuke WatanabeMiwa ShodaYasumi MatsunoComposer s Hitoshi SakimotoHayato MatsuoMasaharu IwataSeriesFinal FantasyIvalice AlliancePlatform s PlayStation 2PlayStation 4WindowsNintendo SwitchXbox OneReleaseMarch 16 2006 PlayStation 2JP March 16 2006NA October 31 2006AU February 22 2007EU February 23 2007International Zodiac Job SystemPlayStation 2JP August 9 2007The Zodiac AgePlayStation 4WW July 11 2017JP July 13 2017WindowsWW February 2 2018Switch Xbox OneJP April 25 2019WW April 30 2019Genre s Role playingMode s Single player The game takes place in Ivalice where the empires of Archadia and Rozarria are waging an endless war Dalmasca a small kingdom is caught between the warring nations When Dalmasca is annexed by Archadia its princess Ashe creates a resistance movement During the struggle she meets Vaan a young adventurer who dreams of becoming a sky pirate in command of an airship They are quickly joined by a band of allies together they rally against the tyranny of the Archadian Empire Final Fantasy XII was both a critical and commercial success earning several Game of the Year awards and selling over six million copies on the PlayStation 2 by November 2009 In 2007 a sequel titled Final Fantasy XII Revenant Wings was released for the Nintendo DS and in that same year an expanded version of Final Fantasy XII titled Final Fantasy XII International Zodiac Job System was released on the PlayStation 2 exclusively in Japan A high definition remaster of the International Zodiac Job System version The Zodiac Age was released worldwide for the PlayStation 4 in July 2017 for Windows in February 2018 and for the Nintendo Switch and Xbox One in April 2019 Contents 1 Gameplay 1 1 Battle system 1 2 Growth system 2 Plot 2 1 Setting 2 2 Characters 2 3 Story 3 Development 3 1 Music 4 Merchandise 5 Reception 5 1 Sales 6 Sequels and re releases 6 1 International Zodiac Job System 6 2 Revenant Wings 6 3 Fortress 6 4 The Zodiac Age 7 Legacy 8 Notes 9 References 10 Further reading 11 External linksGameplay editThroughout the game the player directly controls the on screen character from a third person perspective to interact with people objects and enemies Unlike previous games in the series the player can also control the camera with the right analog stick allowing for a 360 view of the surroundings 1 While in towns and cities the player may only see from the perspective of Vaan but any character may be controlled in the field The world of Final Fantasy XII is rendered to scale relative to the characters in it instead of a caricature of the character roaming around miniature terrain as found in the earlier Final Fantasy games every area is represented proportionally The player navigates the overworld on foot Chocobo or by airship 2 Players may save their game to a memory card using save crystals or gate crystals and may use the latter to teleport between gate crystals 3 An in game bestiary provides incidental information about the world of Final Fantasy XII 4 Final Fantasy XII restructures the system of earning gil the currency of the Final Fantasy games instead of gil most enemies drop loot which can be sold at shops 5 This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row 6 Selling different types of loot also unlocks a bazaar option in shops which provides items at a lower cost or items exclusive to the bazaar 5 Battle system edit nbsp In Active Dimension Battle ADB characters move freely and attack as soon as they are ready Blue lines depict the player s targets and red lines depict those of the enemies Excluding the massively multiplayer online role playing game Final Fantasy XI Final Fantasy XII is the first entry in the main Final Fantasy series not to include random encounters 7 Instead enemies are visible in the overworld and the player may choose to fight or avoid them Battles unfold in real time using the Active Dimension Battle ADB system Battles begin when the party comes within range of an aggressive enemy the party attacks an enemy or a story event initiates a confrontation 7 When a character or enemy begins an action target lines connect characters to other party members or enemies different colors represent the different types of action 8 The player may swap to and issue commands to any of the three characters in the party but guest characters are controlled by artificial intelligence AI 9 Battle commands are initiated through a series of menus and include Attack Magicks Technicks Mist Gambits and Items The player may switch any active character with an inactive character at any time unless the active character is targeted by an attack or ability Characters who are knocked out may also be substituted A new feature in the game is the gambit system which allows the player to program each character to perform certain commands in battle in response to specified conditions 10 Using gambits the player may set reactions to different stimuli for each character Each gambit consists of three parts a target an action and a priority The target specifies which ally or foe to act on and the condition for applying the action For example the target Ally HP lt 70 causes the character to target any ally whose hit points have fallen below 70 The action is the command to be performed on the target The priority determines which gambit to perform when multiple gambits are triggered These heuristics guide the characters when acting autonomously though player directed commands are always given top priority 10 In Final Fantasy XII a mysterious phenomenon known as Mist is the key energy which allows characters to cast summoning magic and perform Quickenings After defeating an Esper in combat the player will be able to summon it to the battlefield 11 Similar to Final Fantasy X the summoned creatures become active participants in battle 11 as opposed to the cinematic attacks seen in previous games in the series Unlike X however Espers follow hidden gambits rather than the player s direct command 11 The summoner remains an active member in the fight able to attack and cast support magic instead of leaving the party or standing idle while the summoned creature fights 11 An Esper will leave the battle if either the summoner or itself is knocked out its time limit expires or it executes its special attack 11 Some Espers have origins in Final Fantasy Tactics and Tactics Advance and others are derived from the final bosses of previous Final Fantasy games such as Chaos the final boss of the first Final Fantasy and Zeromus the final boss of Final Fantasy IV Final Fantasy XII introduces Quickenings a new Limit Break system unique compared to those in previous games in the series 12 Characters learn Quickenings by progressing to specific panels on the License Board 12 Each character can learn three Quickenings which are unique to that character 12 Characters may string together Quickenings into large combo attacks called Mist Chains via timed button presses 12 If a Mist Chain reaches a certain length a final strike will be initiated at the end of the Quickening cycle called a Concurrence 12 nbsp The License Board raised panel icons indicate acquired licenses Growth system edit As in many role playing games RPGs characters level up each time they earn a set number of experience points from defeating enemies each level gained increases the character s statistics and improves performance in battle 13 Statistics include hit points the amount of damage a character can receive strength the power of the character s physical attacks and magic the potency of the character s magical spells 13 In addition to leveling up players may improve their characters via the License Board The License Board is an array of panels that contain licenses which allow a character to perform certain actions 14 The board is split into two parts the upper part comprises Magick Technick Accessory and Augment stat increases and other permanent buffs licenses and the bottom part comprises mostly Weapon and Armor licenses 15 To use a Magick Technick or piece of equipment the character must obtain its corresponding license by spending the required amount of LP License Points 14 LP are earned in battle along with the experience points Like the Sphere Grid in Final Fantasy X all characters may obtain all licenses on the board but each Quickening and Esper license may only be activated by a single character 16 Plot editSetting edit Main article Ivalice Final Fantasy XII is set within the land of Ivalice during an age when magic was commonplace and airships plied the skies crowding out the heavens At this time magicite a magic rich mineral is commonly used in magic spells 17 and in powering airships a popular form of transportation in Ivalice 18 Ivalice is divided into three continents 19 Ordalia Valendia and Kerwon 1 Ordalia is located in the western part of Ivalice The Rozarrian Empire makes its home in the vast inland plains of this continent as the eastern portion of it is largely desert and jagd lawless regions so rich in Mist the ethereal manifestation of magicite that airships cannot function 20 Valendia is the home of Imperial Archadia where lush highlands dot the landscape 21 Central to the story is Dalmasca a small kingdom between the two continents and empires Located in the middle of the Galtean Peninsula of Ordalia Dalmasca is surrounded by an expanse of desert The temperate climate of Dalmasca differs from the cold environs of Kerwon to the south and the lush plains of Valendia and Ordalia 22 During this time Ivalice is beset by the pending war between the forces of Rozarria and Archadia Caught between the two powerful Empires Dalmasca and a number of smaller nations have already been subjugated by Archadia two years before the game begins Characters edit Main article Characters of Final Fantasy XII The six main playable characters in Final Fantasy XII are Vaan Bobby Edner Kouhei Takeda an energetic orphan of Rabanastre who dreams of becoming a sky pirate Ashe Kari Wahlgren Mie Sonozaki a determined princess of Dalmasca who lost her father and her husband in the Archadian invasion Basch Keith Ferguson Rikiya Koyama a disgraced knight of Dalmasca charged with treason for slaying the king Balthier Gideon Emery Hiroaki Hirata a gentlemanly sky pirate who pilots his airship the Strahl Fran Nicole Fantl Rika Fukami Balthier s partner and a Viera exile whose knowledge extends to legends and myths and Penelo Catherine Taber Marina Kozawa Vaan s childhood friend who accompanies him on journeys to keep an eye on him 23 The Archadian Empire is ruled by House Solidor headed by Emperor Gramis Roger L Jackson Hidekatsu Shibata 24 The emperor s sons are Vayne Elijah Alexander Nobuo Tobita and Larsa Johnny McKeown Yuka Imai the former a military genius and the game s main antagonist and the latter a charismatic seeker of peace Judge Magisters upholders of Archadian law 24 protect House Solidor and execute every command issued by the ruling family The technological marvels of airships and synthetic nethicite a form of magicite that absorbs Mist are thanks to Doctor Cid John Rafter Lee Chikao Ōtsuka a prominent researcher from Archadia 24 The Resistance against Archadia includes Dalmascan knight Vossler Nolan North Masaki Terasoma an ally of Basch Marquis Halim Ondore IV Tom Kane Akio Nojima the game s narrator and ruler of the skycity Bhujerba Reddas Phil LaMarr Takayuki Sugo a sky pirate based in the port at Balfonheim and the Rozarrian Empire of which Al Cid Margrace David Rasner Norio Wakamoto is a prince of the ruling family 24 The mythos of Final Fantasy XII revolves around a character known as Dynast King Raithwall a man who once united Ivalice to create the Galtean Alliance in ages past Story edit In Dalmasca s capital city of Rabanastre Princess Ashelia Ashe of Dalmasca and Prince Rasler of Nabradia have just wed as the Archadian Empire invades the two countries Rasler is killed in the war the city of Nabudis is destroyed in a single explosion and the Dalmascan King Raminas is assassinated moments after signing a treaty of surrender Marquis Ondore announces that the assassin was Dalmascan captain Basch who has been sentenced to death and that Princess Ashe has committed suicide 25 Two years later Vaan a Rabanastre street urchin ignores his friend Penelo s objections and infiltrates the palace during a dinner celebrating the appointment of Archadian prince Vayne Solidor as consul In the treasury he finds a piece of magicite a powerful magical crystal He is discovered by Balthier and Fran a pair of sky pirates looking for the magicite The three escape as Dalmascan Resistance forces assault the palace and in the sewers they meet the Resistance leader Amalia before being captured by Archadian forces In the dungeons they meet Basch who was imprisoned but not killed and who states his twin brother Gabranth was the one to kill the king The four then escape together back to Rabanastre There they discover Penelo has been kidnapped and taken to the floating city of Bhujerba In Bhujerba they meet Lamont a curious boy who is Vayne s younger brother Larsa in disguise 26 After they rescue Penelo Basch confronts the Marquis over his lies but the party is captured and detained aboard the Archadian airship Leviathan headed by Judge Ghis On the Leviathan the party is reunited with Amalia who is revealed to be Princess Ashe 27 Ghis takes the magicite which is revealed to be a royal Dalmascan artifact deifacted nethicite The party escapes but as Ashe had planned to use the magicite as proof that she was the princess 28 the group journeys to collect another of the pieces of nethicite the Dawn Shard 29 They are again captured by Ghis when he tries to use the Dawn Shard in the Leviathan rather than the manufacted artificially made magicite it normally uses his entire airship fleet is destroyed in a mirror of the destruction of Nabudis and the party flees again They encounter Larsa who seeks a peace treaty between Dalmasca and the empire The group and Larsa go to Mt Bur Omisace to seek the Gran Kiltias Anastasis Ivalice s religious leader and beg his approval of Ashe as queen of Dalmasca 30 There they also meet Al Cid Margrace who is in talks with Larsa to avert a war between Rozarria and Archadia 31 32 Their plans are curtailed when Anastasis is killed by Archadia and soon afterwards the Archadian emperor Gramis dies and Vayne ascends the throne 33 The party journeys to Archadia where they discover Doctor Cid the creator of manufacted magicite who directs them to go to Giruvegan to find the source of nethicite 34 35 In Giruvegan Ashe encounters the makers of nethicite the immortal Occuria who pull the strings of history they give her the Treaty Blade to cut new pieces from the Sun cryst the source of all nethicite and its power 36 She learns that Venat one of the Occuria has defected to put the reins of History back in the hands of Man manipulating Vayne in his quest to conquer Ivalice and leading Cid to create manufacted magicite to reduce the relative power of the Occuria 37 38 Ashe and the party journey to the Sun cryst where she decides not to take her revenge by following the Occuria s wishes but instead destroy the Sun cryst 39 The party defeats Gabranth who reveals that he killed King Raminas and destroys the crystal 40 Al Cid tells them that the Dalmascan Resistance led by Ondore is about to fight Archadia in Rabanastre but the Archadian forces now include the Sky Fortress Bahamut They infiltrate the Bahamut and find Larsa failing to dissuade his brother Vayne from his plans for war 41 They defeat Vayne and Venat and Ashe and Larsa announce the end of the conflict to the battlefield 42 Larsa becomes the Archadian emperor and Ashe the Queen of Dalmasca Basch replaces his brother Gabranth as Larsa s protector Vaan and Penelo fly an airship to meet Balthier and Fran for another adventure 43 Development edit nbsp Akitoshi Kawazu left and Hiroshi Minagawa at the Final Fantasy XII London HMV Launch Party in 2007 Development for Final Fantasy XII began in December 2000 and was headed by Final Fantasy Tactics director Yasumi Matsuno and Final Fantasy IX director Hiroyuki Ito 44 45 46 Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns 47 The team was restructured as a consequence the new directorial duo consisted of Ito and Hiroshi Minagawa while Akitoshi Kawazu of SaGa series fame became the game s executive producer 48 49 Series creator Hironobu Sakaguchi was disappointed by Matsuno s departure and declined to play the game beyond its introduction 50 The desire to move away from random encounters was present since the beginning of development 51 This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration The gambit system was conceived early on as a way to facilitate this change 51 Battle system designer Hiroshi Tomomatsu said that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game 52 Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome As for the license system he explained that needing licenses to perform certain actions was a natural extension of the rigid structured society of Archadia as epitomized by its Judges 51 At the early stages of development Minagawa revealed that numerous ideas and features were planned for the game but were dropped from the final stages due to certain constraints and hardware limitations Some of these included the ability for a second player to join in the gameplay enabling a two player mode Another idea that was given a considerable amount of thought was the ability to recruit non player characters to join in the mob hunts Due to the technical limitations of the console and multiple number of characters joining the fray the development phase took longer than expected causing delays 53 Design inspiration came from a mix of medieval Mediterranean countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region 54 The art team led by art directors Hideo Minaba and Isamu Kamikokuryō visited Turkey which influenced the game s Mediterranean style setting 55 The developers also used styles and deco from other sources including areas in India and New York City 55 56 Of note is the use of Sanskrit in the city of Bhujerba Phrases such as svagatam welcome and titles like parijanah guide are lifted directly from Sanskrit Minaba mentions that the team tried to bring out Arabic culture in the design of the game 57 War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by Ancient Rome 56 When asked to comment on the fan observation of Star Wars similarities Minaba replied that although he was a fan of the series it was not necessarily an influence to the game s designs 55 It has also been noted that the similarities originate from The Hidden Fortress the 1958 Akira Kurosawa film that inspired Star Wars 58 59 The developers initially planned to return to the big headed character designs of previous Final Fantasy games but settled on similar proportions as characters in Vagrant Story the team s previous game as development progressed 60 Basch was the first character designed and the developers considered him the hero of the story at the time Vaan and Penelo were added last and became the heroes in the final version of the plot 60 The developers were motivated by the commercial failure of Vagrant Story which featured a strong man in his prime as the protagonist and switched the focus to a younger protagonist as a result 60 61 Vaan s early designs were described as effeminate but with the casting of Kouhei Takeda as his voice and motion capture actor Vaan became less feminine and more active upbeat bright and positive 62 Comments were made about the similarity between character designer Akihiko Yoshida s creations and those of Tetsuya Nomura another Square Enix character designer Yoshida felt this comparison was sparked by the choice of color used by both artists which was based on maintaining consistent color between the characters and the environments 62 Non human characters and races play a prominent role in the game 57 which was influenced by an interest in history among the developers 55 Miwa Shoda wrote a storyline for the game premised on the basis of the cutscenes and world setting that had already been finished when she joined the team Scenario writer Daisuke Watanabe in turn fleshed out Shoda s plot into a script 63 During the English localization process Alexander O Smith who had previously worked on Vagrant Story and Final Fantasy X acted as producer and translator 64 While still preserving the meaning behind the Japanese script Smith made the decision to use different dialects of English to reproduce the regional differences in pronunciation found in the Japanese version 65 66 He also tried to distance the game from the flat reads found in other dubbed work by casting voice actors who had experience in theatre work 66 In terms of general changes the localization team introduced widescreen 16 9 ratio support and reinserted scenes that were left out of the original Japanese version for political reasons and to preserve an All Ages CERO rating 67 68 A playable demo of the game was shipped with the North American release of Dragon Quest VIII in November 2005 69 To commemorate the release of Final Fantasy XII playable demos of the English version were available at DigitalLife s Gaming Pavilion in New York City on October 11 2006 a day dubbed Final Fantasy XII Gamer s Day 70 Additionally Square Enix gave fans the chance to cosplay as characters from XII Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the Final Fantasy XII Gamer s Day event 71 Final Fantasy XII once held the Guinness World Record for longest development period in a video game production with a total of five years spanning from 2001 until its release in 2006 72 At a Final Fantasy XII postmortem at MIT in March 2009 Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development of the game 73 It was also listed as 8th on the Guinness top 50 games of all time in 2009 74 Music edit Main article Music of Final Fantasy XII Hitoshi Sakimoto composed and arranged most of the game s soundtrack with Hayato Matsuo and Masaharu Iwata creating seven and two tracks respectively Nobuo Uematsu following his departure from Square Enix in 2004 only contributed the ending song Kiss Me Good Bye 75 Sakimoto experienced difficulty following in Uematsu s footsteps but he decided to create a unique soundtrack in his own way 76 77 Kiss Me Good Bye was performed in both English and Japanese by Angela Aki 78 Aki s style of playing the keyboard while singing reminded Uematsu of his childhood idol Elton John which was one of the reasons he chose her 79 The English version of the song was featured in both the Japanese and North American versions of the game In addition to the theme song violinist Taro Hakase co composed arranged and performed the game s ending credits theme Symphonic Poem Hope along with Yuji Toriyama 80 Two promotional soundtracks were released before the original soundtrack Symphonic Poem Hope and The Best of the Final Fantasy XII Soundtrack on March 1 and 15 2006 respectively The former contains all the music used in the game s trailer performed by Taro Hakase including Symphonic Poem Hope 81 The original soundtrack itself was released two months later in Japan on May 31 82 It consists of 4 CDs with 100 tracks and includes promotional tracks not in the final version of the game 83 The CD single for Kiss Me Good Bye was released on the March 15 2006 84 A limited edition was also released featuring a DVD containing the music video for Kiss Me Good Bye 84 Tofu Records has released an abridged version of the original soundtrack which contains 31 songs including Kiss Me Good Bye 85 Merchandise edit nbsp Bottles of Final Fantasy XII Potions On March 16 2006 Sony Computer Entertainment Japan released a special Final Fantasy XII package which contained a PlayStation 2 game system the Final Fantasy XII game a standard DualShock controller and a vertical console stand 86 87 The Japanese third party manufacturer Hori also released Final Fantasy XII memory cards on the day of the game s release stickers of Final Fantasy XII characters are included 88 Game peripheral maker Logicool Logitech s Japanese branch released a special edition Final Fantasy XII controller on the same day 89 Suntory produced Final Fantasy XII Potion a drink containing such ingredients as royal jelly chamomile sage thyme and marjoram The drinks became commercially available in Japan on March 7 Suntory also released a Final Fantasy XII Premium Box which came with a Final Fantasy XII collector s card The Potion was a limited edition product and is no longer available 90 Final Fantasy XII was also adapted into a manga by Gin Amou Square Enix published the series in a total of five tankōbon volumes from December 22 2006 to August 22 2009 91 92 Studio BentStuff published three Ultimania books in 2006 Final Fantasy XII Battle Ultimania and the Final Fantasy XII Scenario Ultimania on June 16 and Final Fantasy XII Ultimania W on November 24 The Battle Ultimania provides a description and analysis of the new battle system and its components and developer interviews 93 The Scenario Ultimania describes the main scenarios in the game profiles on the characters and areas in Ivalice developer interviews and details on each location 93 The last guide the Ultimania W includes voice actor interviews the complete story of Final Fantasy XII including additional character profiles a collection of artworks and illustrations the complete play guide 94 and a novella written by Benny Matsuyama author of Hoshi wo Meguru Otome from the Final Fantasy VII Ultimania W Guide 95 Another Ultimania edition the Final Fantasy XII International Zodiac Job System Ultimania was released on September 6 2007 as a guide book for the International Zodiac version of the game 96 The game was re released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package in December 2012 97 For the North American release a Collector s Edition was available through GameStop and EB Games 98 This edition includes the original game packaged in a metallic case along with a special bonus disc which contains Final Fantasy XII developer interviews an art gallery U S and Japanese trailers and a featurette History of Final Fantasy which gives a brief overview of Final Fantasy games 99 On January 26 2007 Square Enix Product Blog revealed full color Gabranth Ashe Balthier and Vaan figures 100 In 2007 Balthier was featured in Final Fantasy Tactics War of the Lions as a playable character 101 Reception editReceptionAggregate scoreAggregatorScoreMetacriticPS2 92 100 102 PS4 86 100 103 PC 83 100 104 NS 85 100 105 XONE 80 100 106 Review scoresPublicationScore1Up comA 113 AllGame nbsp nbsp nbsp nbsp nbsp 107 Edge9 10 108 Electronic Gaming Monthly9 0 10 114 Eurogamer10 10 109 Famitsu40 40 110 Game Informer9 25 10 115 GameSpot9 0 10 112 GameTrailers8 0 10 111 IGN9 5 10 116 PlayStation Official Magazine UK10 10 117 AwardsPublicationAwardEdge Awards 2006Best Game 118 Famitsu Awards 2006Game of the Year Award 119 Japan Game Awards 2006Grand Award 120 Award for ExcellenceGameSpot Awards 2006Best PS2 Game 121 IGN Awards 2006Best PS2 Game 122 Final Fantasy XII received universal acclaim according to review aggregator Metacritic 102 It was the sixth game to receive a perfect score from the Japanese gaming magazine Famitsu It is also the second Yasumi Matsuno game to garner a perfect score the first being Vagrant Story The game was praised for its graphics scenarios game system and the freshness it brought to the Final Fantasy series 110 It was praised for its seamless transitions between full motion video segments and the in game engine 123 and was voted number one for Best Art Style on IGN s weekly Top Ten 124 Newtype USA named Final Fantasy XII its Game of the Month for November 2006 praised the gameplay graphics and story and called it the best RPG to have been released for any Sony platform 125 Although GameSpot lauded the gambit and license systems as an innovative and in depth way for the player to control the characters it criticized them for being too complicated and difficult to adjust to especially for newer players of the series The reviewer also criticized the sometimes tedious back and forth travel On the other hand GameSpot took particular note of the excellent voice cast 112 IGN praised the game s rich storyline and artistic direction shown through its sheer depth of character It also assuaged criticism that the gambit system would let the game play itself countering that gambits do not function without a player However IGN wrote that while still extremely strong Final Fantasy XII has one of the series weaker soundtracks 116 Executive producer Akitoshi Kawazu was pleased by Famitsu s rating but admitted that he thought the game was not perfect he felt that the storyline did not meet some fans expectations 126 Kawazu expressed his frustration and regrets regarding the storyline citing creative differences between the PlayOnline and Final Fantasy Tactics members of the development team 127 Final Fantasy XII was named best PlayStation 2 game and best RPG by numerous video game journals and websites including GameSpot GameSpy and IGN 121 122 128 129 Both Edge and Famitsu awarded it Game of the Year 2006 118 119 The Japan Game Awards 2006 honored Final Fantasy XII with their Grand Award and Award for Excellence and the PlayStation Awards 2006 bestowed the Double Platinum Prize 120 130 131 It was selected for the list Top 100 New Japanese Styles a list of products and services originating in Japan to serve as a mark of excellence 132 133 Final Fantasy XII also received nominations in such categories as best RPG story art direction character design and original musical score at the AIAS Interactive Achievement Awards Game Developers Choice Awards BAFTA Video Games Awards Spike Video Game Awards and the Satellite Awards 134 135 136 137 138 Sales edit Final Fantasy XII sold more than 1 764 000 copies in its first week in Japan almost equaling the sales of Final Fantasy X in its first week 139 A Square Enix conference report stated that Final Fantasy XII sold more than 2 38 million copies in Japan in the two weeks since its March 16 2006 release 140 In North America Final Fantasy XII shipped approximately 1 5 million copies in its first week 141 It was the fourth best selling PlayStation 2 game of 2006 worldwide 142 As of March 2007 the game had shipped over 5 2 million copies worldwide 143 By November 2009 over 6 million copies of the game were sold worldwide on PlayStation 2 144 As of October 2017 the PlayStation 4 remaster shipped over one million copies worldwide 145 Sequels and re releases editInternational Zodiac Job System edit An expanded version of the game Final Fantasy XII International Zodiac Job System was released in Japan on August 10 2007 146 It includes twelve license boards instead of the original game s one each corresponding to a different Zodiac sign and job The player can control guest characters and summons and hold L1 to double the game s running speed There is also a New Game option a New Game minus option in which characters do not gain experience and a Trial Mode in which the player hunts monsters in 100 different maps to gain items and money The game also includes the western version s English voices and widescreen 16 9 support and a bonus DVD 147 148 149 Revenant Wings edit A sequel Final Fantasy XII Revenant Wings was released for the Nintendo DS in 2007 It takes place one year after the events of Final Fantasy XII and follows the adventures of Vaan 150 The game is one of four in the Ivalice Alliance series which also includes International Zodiac Job System 151 Fortress edit Fortress an action game developed by Grin was to have been a spin off game that took place following the events of Revenant Wings 152 153 Square Enix cancelled the project after six months of development 154 155 156 The Zodiac Age edit In July 2017 Square Enix released Final Fantasy XII The Zodiac Age a high definition remaster of the Japanese only International Zodiac Job System for the PlayStation 4 157 158 It adds trophy support a remastered soundtrack with a few new tracks and improved technical performance 157 159 160 The Zodiac Age was nominated for Best Remake Remaster at IGN s Best of 2017 Awards 161 and won Best Remaster at Game Informer s Best of 2017 Awards and 2017 RPG of the Year Awards 162 163 The remaster also received favorable reviews 103 104 The Zodiac Age was largely developed by Virtuos who previously developed Final Fantasy X X 2 HD Remaster for Square Enix 164 A version for Windows was released via Steam on February 1 2018 The port included support for higher display resolutions and 60 frames per second rendering options to switch between three different versions of the soundtrack and immediate access to the post game modes 165 Versions for the Nintendo Switch and Xbox One were released on April 30 2019 166 167 Legacy editThe gambit system inspired similar systems used in other games such as Dragon Age Origins and Pillars of Eternity II 168 169 Final Fantasy XIV also used the gambit system as a base for its Trust System a mechanic that pairs online players with story characters controlled by artificial intelligence 170 The game also incorporated several regions and characters from Final Fantasy XII into its game world alongside other games from the Ivalice universe with Yasumi Matsuno as a guest creator 171 Michael Christopher Koji Fox the translation director of Final Fantasy XIV indicated in an interview that the team have a lot of people who worked on Final Fantasy XII and is one of the games they wanted to borrow heavily from because they thought it was really cool and they really liked the imagery and lore that it had 172 Astria Ascending used its job system seen in later re releases as a source of inspiration for its gameplay system 173 The Diofield Chronicle used the game as one source of inspiration for its controls and player movement 174 The localization of Final Fantasy XII was praised as a high point of the series and video games as a whole 175 Lead localizers Alexander O Smith and Joseph Reeder went on to collaborate again on Tactics Ogre Wheel of Fortune the remake of a previous Yasumi Matsuno game with its localization also receiving high praise 176 Producers of The Zodiac Age said that they were considering another game set in the Ivalice universe adding that earlier projects faded away due to original development members working on other games 177 Notes edit Japanese ファイナルファンタジーXII Hepburn Fainaru Fantaji TuerubuReferences edit a b Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 12 Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 14 Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 15 Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 19 a b BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 288 ISBN 0 7440 0837 9 BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing pp 41 42 ISBN 0 7440 0837 9 a b BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing pp 35 36 ISBN 0 7440 0837 9 BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing pp 38 39 ISBN 0 7440 0837 9 BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 37 ISBN 0 7440 0837 9 a b BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 29 ISBN 0 7440 0837 9 a b c d e BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 44 ISBN 0 7440 0837 9 a b c d e BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 58 ISBN 0 7440 0837 9 a b Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 17 a b BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 18 ISBN 0 7440 0837 9 BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing p 20 ISBN 0 7440 0837 9 Square Enix ed 2006 Final Fantasy XII North American instruction manual Square Enix p 23 Sage Knowledge 12 of 78 Hybrid Gator Bestiary entry Magicite Common name for stones containing magickal power or as it is commonly manifest Mist Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Sage Knowledge 14 of 78 Steeling Bestiary entry Airships Currently they are one of the most popular forms of transportation in Ivalice Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Sage Knowledge 29 of 78 Sleipnir Bestiary entry Ivalice The region consisting of the three continents of Valendia Ordalia and Kerwon blessed throughout with verdant natural landscapes and climatic conditions supporting a great variety of life Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Sage Knowledge 30 of 78 Urstrix Bestiary entry Ordalia Continent on the western edge of Ivalice The vast plains in the interior are home to the great Rozarrian Empire To the east of Rozarria the land is arid and largely desert Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Studio BentStuff ed 2006 Final Fantasy XII Scenario Ultimania in Japanese Square Enix pp 44 45 ISBN 4 7575 1696 7 Studio BentStuff ed 2006 Final Fantasy XII Scenario Ultimania in Japanese Square Enix pp 48 49 ISBN 4 7575 1696 7 BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing pp 6 9 ISBN 0 7440 0837 9 a b c d BradyGAMES ed 2006 Final Fantasy XII Official Strategy Guide DKPublishing pp 10 15 ISBN 0 7440 0837 9 Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ondore Prayer too for the noble Princess Ashe who wrought with Grief at her Kingdom s Defeat has taken her own Life Know also that Capt Basch fon Ronsenburg for Incitement of Sedition and the Assassination of H R M King Raminas has been found Guilty of High Treason and put to his Death Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Square Enix Larsa Vayne Solidor the Consul is my brother Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ghis Come now come now Have you forgotten your manners This is hardly the courtesy due The late Princess Ashelia B nargin Dalmasca Vaan Princess Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ondore You may yet be a Princess but without proof of your identity you are powerless You will remain with me We do nothing till the time is right Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ashe I m going to retrieve the Dawn Shard It s the proof that I need I know where it s hidden I ll return his airship later Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Larsa Lady Ashe let us go to Bur Omisace With the blessing of His Grace the Gran Kiltias Anastasis you may rightly wear your crown and declare the restoration of the Kingdom of Dalmasca As Queen you can call for peace between the Empire and Dalmasca and stop Marquis Ondore Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Anastasis In Archadia Larsa In Rozarria Al Cid They dream not of war Should empire join with empire the way will open for a new Ivalice in our time Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Larsa Dalmasca would be the battlefield What if nethicite were used on Rabanastre You know my brother would do this Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Al Cid The Emperor Gramis is no more His life was taken Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Cid Am I right I am aren t I A worthy daughter of the Dynast King You would do well to go to Giruvegan Who knows You may receive a new Stone for your trouble Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Gerun Seek you the Sun cryst slumb ring star In tower on distant shore it dreams The mother of all nethicite the source of its unending power Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Gerun Now take this sword this Treaty Blade Occurian seal mark of your worth Cut deep the Cryst and seize your Shards Wield Dynast King s power Destroy Venat Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Square Enix Bergan Hark Ivalice hails her true Dynast King Vayne Solidor He shall defy the will of the gods and see the reins of History back in the hands of Man Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Square Enix Venat Indeed What claim does Gerun have on history s reins seated on throne immortal rent from time Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ashe In all Dalmasca s history not once did we rely on the Dusk Shard Our people resolved never to use it though their need might be dire That was the Dalmasca I wanted back I will destroy the Sun cryst I will discard the Stone Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Gabranth Yes it was I who wore Basch s face who cut down the Life of Dalmasca Lady Ashe Your father s murderer is here Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Vayne Observe well Larsa Watch and mark you the suffering of one who must rule yet lacks the power Larsa No No brother I will not Though I lack your power I will still persist Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Ashe This is Ashelia Dalmasca I confirm what Judge Magister Gabranth and Larsa Solidor have said here Please Stand down your attack The war is over Ivalice looks to the horizon A new day has dawned We are free Square Enix October 31 2006 Final Fantasy XII PlayStation 2 Balthier s note Something more valuable the Cache of Glabados I await in Bervenia Studio BentStuff ed 2006 FFXII 開発スタッフインタビュー6 Final Fantasy XII Scenario Ultimania in Japanese Square Enix ISBN 4 7575 1696 7 Ricciardi John March 15 2006 Final Fantasy XII Launches in Japan 1UP com Archived from the original on November 7 2012 Retrieved July 24 2007 Kawamura Naruhiro January 22 2001 FF11 PCでも発売 FF12の制作を開始 Mainichi Archived from the original on 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Moss Anthony October 22 2014 Fan Fest 2014 Interview With Michael Christopher Koji Fox Gamer Escape Gaming News Reviews Wikis and Podcasts Archived from the original on September 23 2020 Retrieved May 23 2020 Astria Ascending Notre interview de Julien Bourgeois Game Director et co fondateur d Artisan Studios www actugaming net in French November 5 2021 Archived from the original on November 13 2021 Retrieved November 13 2021 Plusieurs jeux nous ont inspire concernant le gameplay d Astria Mais les sources d inspirations principales sont Final Fantasy XII International Zodiac Job System pour son systeme de job qu on ne peut pas changer une fois le choix fait et Shin Megami Tensei III Nocturne pour son systeme de bonus d action supplementaire lorsqu on touche une faiblesse et l inverse lorsqu on touche la resistance d un ennemi Daud Briggs Alex September 14 2022 The DioField Chronicle Developers Talk About The Game s League of Legends Inspiration In New Interview gamerbraves Archived from the original on September 16 2022 Retrieved September 16 2022 Learned John October 12 2015 A Voice for Ivalice The Localization and Voice Acting of Final Fantasy XII USgamer Archived from the original on October 21 2019 Retrieved October 16 2019 Regardless of how one feels about the stripping and rebuilding of how a game in the series plays with its almost total MMO like openness and intricate programmable combat the translation and voice acting are a high point for not only the series but a significant turn for video games both then and now Kemps Heidi February 15 2011 Tactics Ogre Let Us Cling Together Review GamePro Archived from the original on February 18 2011 Retrieved October 16 2019 The superb localization headed by famed translator Alexander O Smith and his team at Kajiya Productions gives the story a lasting impact that will stay with the player for quite some time Bailey Kat June 15 2017 The Final Fantasy XII Team Will Consider Another Ivalice Game With the Right Feedback USgamer Archived from the original on October 16 2019 Retrieved October 16 2019 Further reading editFinal Fantasy Ultimania Archive Vol 3 Milwaukie Dark Horse Comics 2019 ISBN 978 15 0670 801 0 External links edit nbsp Wikiquote has quotations related to Final Fantasy XII nbsp Wikimedia Commons has media related to Final Fantasy XII Official website Retrieved from https en wikipedia org w index php title Final Fantasy XII amp oldid 1207472963, wikipedia, wiki, book, books, library,

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