Final Fantasy XII

aka: FF12, FFXII, Finalnaja Fantazija 12
Moby ID: 21692
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Description official descriptions

Two powerful empires, Archadia and Rozaria, are at war. All they care for is victory over the opponent. In order to achieve it more quickly, Archadia invades the small kingdom of Dalmasca. The young prince of Dalmasca falls in battle shortly after his marriage to the beautiful princess Ashe. The king is murdered under mysterious circumstances just before signing a peace treaty with Archadia. The iron rule of the empire is established in the small country.

The player takes control of a young thief named Vaan who lives in Rabanastre, the capital city of Dalmasca. Through a series of events Vaan finds himself involved in the political struggle, hoping to avenge the death of his treacherously murdered brother.

Final Fantasy XII is set in Ivalice, a fantasy world which also served as a setting for Final Fantasy Tactics. The game differs from its predecessors in several core gameplay-related aspects. The game world is composed of vast areas with visibly walking enemies. There are no separate battle screens in the game; combat takes place in the same environment as exploration. Player-controlled characters can freely move during combat. Actions are still selected by choosing commands from a pop-up menu, and each character has a traditional ATB bar that determines when he or she may act; however, overall the combat resembles the "real-time with pause" system of Western role-playing games such as Knights of the Old Republic.

The player can issue specific commands to the party members, or assign to them combat strategies (called "gambits" in the game). New magic, abilities, and equipment are bought from stores or found in containers in the world. Before a character can use any of these, the player has to buy a corresponding license by spending license points earned in combat. These act like skill points, and can be allocated by the player manually on the character's license board.

In addition to the enemies and bosses found by following the story, the player can also accept "Hunts" posted in bars or offered to the player in conversations. These are optional encounters where the player has to track down and either trap or lure a very powerful monster before defeating it.


  • Финальная Фантазия 12 - Russian spelling
  • ファイナルファンタジーXII - Japanese spelling

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Credits (PlayStation 2 version)

637 People (606 developers, 31 thanks) · View all

Main System & Event Programmer Director (North American Version)
Lead Realtime Rendering Programmer
Programming Supervisor
Main Character Design & Background Design Supervisor
Art Direction
Visual Design & Character Texture Supervisor
Visual Effects Director
Background Visual Effects
Lead Motion Designer
Event Motion Designer
Hi-Polygon Facial Models & Textures
Hi-Polygon Facial Motion
Battle System Design
Event Direction
Lead In-Game Event Designer
Lead Map System Designer
Lead Menu System Designer
Sound Effects Director
Movie Direction
[ full credits ]



Average score: 91% (based on 102 ratings)


Average score: 3.9 out of 5 (based on 95 ratings with 5 reviews)

This is Final Fantasy's funeral

The Good
Hi everyone welcome to my Final Fantasy XII review. First of all I want to say that I am a hardcore fan of the Final Fantasy series (from now on FF for short). While it's hard to say precisely what is so great with it, it's just that in some way FF games feel so superior to other games, thanks to their serious stories, cool battle systems, great music, lovable characters and awesome atmosphere. All the previous games in the series had completely different battle systems but based on the same basics, and this is what is so great with the series, it's constantly renewing itself. Not only that, but all the Final Fantasy games have their "wow" factor that is hard to explain rationally. It's true, even tough I'm a fan there is games in the series I liked a bit less than others (cough cough... FF2 NES) yet although they have few in common at first glance, I really like the spirit of the series.

Now, in early 2003, after the commercial failure of the movie "Final Fantasy : Spirit Within", Squaresoft, the company behind FF games, were short of funds, and merged with their main concurrent Enix (the company behind Dragon Quest games) to become Square Enix. Other major changes were done, the release of Final Fantasy X-2, the first direct sequel in the series, which was highly controverted, and the release of Final Fantasy XI online, which is a MMORPG not related to the main series (as far I know) which ended up extremely unpopular, I haven't ever played it and I don't even know anyone that have. They also released some "Kingdom Hearts" games that are crossover between FF and Disney worlds. Some people liked it (there is even hardcore fans of it) but I hated like the concept. I like both Disney and Square but I don't like crossovers. I think it's a bad idea to crossover western humor cartoons and eastern serious games, like it would be a bad idea to eat fish with chocolate - both tastes good but separately. All this to say the series made a major twist in 2003, which I disliked personally. To me this was just like the end of Final Fantasy.

However, all the hype came back after a few long years, they were eventually releasing FF12 on PS2, which has been developed for about 4 or 5 years I think, and was supposed to be the revival of the FF series, and to push the PS2 to it's extreme limits (considering the game was released around the same time as the PS3). It was supposedly developed by the team behind FF9 (which is definitely one of my favourites in the series), and as FFX was set in a wonderful Asian-sci-fi style world, FF12 was supposed to be "back on the roots" in a medieval style world. The battle system was supposed to be a major improvement from the previous FF series, without switching between battle screen to main screen. Does it live up to the expectations ? Well I could answer the short way : "No this game was a major disappointment. Review is over, have a nice day". However I will give more details about what went so wrong.

First let's start with the good. Well one good thing in this game is the controls. Left analog stick for moving the main character, right analog stick for moving the camera, X to confirm, O to cancel, D-Pad for open the quick menu (more on that later), and triangle for the main menu. It is responsive and intuitive, like you'd expect.

The next good thing in this game is the graphics, they're pretty nice. As I've already said you can control the camera (for the very first time in the series) which is nice. This game take place in the world of Ivalice like all Final Fantasy Tactics games, and you'll meet with various races such as Vieras, Vangaas, etc... which is cool. The level of detail is very high. The towns in this game are HUGE and actually feel like towns, and make older FF towns looks like small villages. This is good, but you'll be lost much more easily too. That being said, the graphics in this game aren't that much better than anything already seen on the PS2. In other words, it has good graphics, but nothing other games released the same year on the same system couldn't do. It also lacked the breath-taking artistic side of FF10 (and previous FFs) - graphics are just good but weren't designed by deeply creative artists like those of FF10. There is not a lot of FMVs, and those there is don't look as flashy as the ones in FF10 for example. There was some noticeable aliasing sometimes, but it might have been due to my TV so I'll not clash the game for this issue.

The last good thing about this game is that the battle system works. I'm not saying it is any good - but I have to admit it works. When it game was announced that the game had no battle screen transition, I was really expecting something like Chrono Trigger (which would have been great). But man I was wrong. You give orders to the characters directly on the playfield via the quick menu that you access with D-Pad and the character executes them. However you directly control the main character with the analog stick, which makes it feel between an action-RPG and traditional turn based RPG. Other characters just follows you and move based on AI. Later in the game, you get the ability to use a system known as "gambits". That is, you can "program" AI for your characters so that you won't have to give them orders with the quick menu any longer. However you can still use the menu to override the gambits or if you just don't want to use gambits. The only good thing about this system is that it actually works, and the game is playable, so I should mention that before switching to the bad chapter.

A good thing is that I noted that the AI of enemies is really evolved. To consider this is the first time in the series they implemented enemies who move in real time, they feel really alive. They will see you and then attack you, if you try to run away they will chase you, and some will try to flee if you're stronger than them. It really feels like the enemies are alive and this is a good thing.

The Bad
The bad news is that this battle system is NOT FUN AT ALL. You simply don't have ANY pleasure to play the game with this system. Before you get the gambits it feels kind of awkward to enter commands and see the guy do nothing while his attack charge up, as you're still controlling him. So as soon as you get gambits, I was exited to be eventually able to play this game to it's fullest. Unfortunately they don't make things any funnier. You can just control the main character with your left thumb, and everything else happens automatically. This is the less interactive battle system in any game ever, so this implies the less fun as well. It got to the point that I was able to study my courses while playing this game. Just an occasional glance at the screen to make sure you're still alive and going into the right direction every dozen of seconds is all the interaction that is needed for a good part of this game.

As if that wasn't bad enough, there is some serious annoyances with the game. When you are close to a treasure chest or a door, a exclamation mark appear on the head of the main character, and you have to press X to open it but you have to press it like 10 times for it to work. The treasure chests are placed randomly. Most of the time they contain something like 12 gil or a potion. I'm sorry but this SUCKS HARD. I want true treasures. Another thing I hated is the traps. If you walk on the wrong spot, you can trigger traps which can do very heavy damage to your party or cause alteration states. Those 2 elements alone (random chests with crap content most of the time, traps) makes all dungeon and overworld exploration very annoying instead of being exiting like it is for almost all RPGs in existence as they really add a significant random factor to the game.

This game is quite difficult. This should normally be a good thing, but here it's not. The reason it's difficult is for one thing traps (that you can't predict when they will trigger), and that they purposely placed some really strong monster you have no chance to defeat, and expect you to run away. But this time you have to ACTUALLY run away. If you try to fight them you're dead, so you'll have to play stealth in many places, and this mean very frequent Game Over screens and reloading previous save.

One thing which is really questionable is the licence system. Whenever you want to equip a weapon, armor, accessory or use whatever spell you have to pass a licence for it. The licences are placed on a gird, and you can pass a licence only if you passed a licence that is on a neighbour tile and have enough license points (that you get when you defeat enemies). Not that it was that bad, but if you already go trough the trouble of buying or finding a piece of equipment or a spell, it sounds annoying to pass a licence for it, right ? Don't worry it is. What makes the least sense is that you play the game as rebels/bandits, but they have to pass licences.

Because all playable characters have an identical licence gird, the only difference between them is what licences they passed. So they are basically all identical, so there is no point in using more than 3 characters overall. If you use more you'll have back-up in case of one character is dead, but they'll gain less experience than if you only use 3 (because characters that are left out don't gain ANY experience) so it's up to you.

Now the story of this game.... You start the game controlling a knight guy, who gets killed 5 minutes later, and after that you take control of Vaan his little brother. He's a thief but wants to become a sky pirate. Then you met with other characters, but all of them are just bland and soul-less bodies which are all alike and have no character development, no charm or any cool factor overall. Again I admit I didn't love ALL characters from previous Final Fantasy games, but at least the major part of them were cool and interesting characters, and at least they were all different, both physically and in their battle aptitudes.

Maybe it's just me, but a serious annoyance is that many proper nouns in the game are so hard to remember. When everything is like "We should go to Castle Ihavansa to meet king Bjunaksuh and princess Cbaodjriu", how am I supposed to make any sense of the story in conditions like that ? Well I can't and nobody can, unless you are taking notes as you play (and nobody wants to do that).

The very worst thing about this game is that it is very obvious Square Enix put a lot of effort to make the story of this game complex. However, they just did it wrong. You'll go through the whole game with a party you don't care about, and in story scenes you see your party talking about some nonsense you have no idea what it is, and often some story scenes happens in some unknown places with others characters that you don't know who they are and just couldn't care less. They tried to make shocking plot twists where characters get killed, with betrayals, etc... and you can see on the face of your party members that they are shocked, but myself I didn't understand and I am not shocked at all. It just don't trigger any emotion on me. Even if a big villain would come and cut one of my party members in half (subtle reference here) I wouldn't have any feeling. Needless to say, in previous FF games, even a though guy like me have cried for less than that. And that, ladies and gentlemen, is FF12's most major flaw.

The story of previous Final Fantasy games were so great because you felt involved in some way. You could imagine yourself at the place of the main character (or one of the secondary characters), and playing the game was like if you went on an adventure yourself. Even after I turned the console off I was constantly thinking about the party members of the FF game I was playing, and asked what was going to happen next. I was also dreaming about FF all the time. Here I really can't imagine myself at the place of Vaan nor any other characters. For this reason there is absolutely no reason to keep motivated to play the game : Not only the game is very un-interactive, all playable and non-playable characters are just soul-less bodies and the story is a huge mess of non-sense where you don't feel any involvement. The very second you turn your console off, you are guaranteed to never have any through about FF12's world again until you turn it on again (this might be explained by the fact I'm getting older too, but I honestly doubt it's just me).

Then comes the music. It's really bad. Uemastu isn't here any longer, but still so many games have non-Uematsu made great soundtracks, Square Enix could have hired someone better than whoever did this. Okay it is not THAT bad and won't make your ears bleed. The sound quality is very good, it sounds almost like a real orchestra (despite being all computer-made), but the songs are for the most part just completely forgettable and don't have any emotion in them. There is no battle theme, obviously, and the I really don't like the boss theme. Even the cocobo theme, which had all styles of remixes in the previous FF games which are all very good, is screwed up here : It is played in MINOR ! () Same applies with the victory theme (that is played when you beat a boss) it is played in MINOR (which makes it sound SAD). Honestly, what the f* ? No joke this is a blasphemy ! Nevertheless, this musically illustrate incredibly well the death of the FF series. In this regard, the music goes very well with the game - sad, bland and soulless. I'm almost asking myself if the composer played the game, saw all it's flaws and decided to recreate them musically. If that is the case, he did it amazingly well.

() I just figured later that there was a Uemastu's antecedent, in FF8 one of the chocobo themes is also played in minor. Yet Uematsu's minor version, while I don't think it's very good, doesn't sound as depressing as the FF12 version.

The Bottom Line
Final Fantasy died in 2003 with the fusion of Square and Enix, and Final Fantasy is not Jesus Christ - it's definitely not ever going to revive. FFX-2 was highly controversial, and I don't consider it a very good game, but at least it was somewhat fun to play at times. I don't have any opinion about FF11 Online as I didn't play it (other than the fact I'm not into MMOs). FF12 which was supposed to be the revolutionary revival of the series ended up the exact opposite : It just achieved all chances of the series to ever become back to it's previous greatness. I know, some people will say I'm too conservative, and that different is not always bad, and I fully agree. All battle systems in the main series have always different in each games since the start of the series, and almost all of them are good (the only exception is FF2 NES, which was more terribly programmed than bad altogether). I understand many people don't like turn based games, random battles or cliched/exaggerated teenage characters, but I beg you, PLEASE let people who love them live !! It's that simple : if you don't like them, then don't play Final Fantasy ! Even for those who really can't stand random battles, Chrono Trigger did fix it magnificently while staying a true RPG. If the SNES could do that, couldn't the PS2 do that too ? Square Enix SO OBVIOUSLY made this game for MMORPG fans, instead of fans of previous Final Fantasy games. So, critics keep saying FF12 fixes what was wrong in FF. But what about those who
loved FF ? There wasn't ANYTHING wrong to be fixed.

So this game is definitely very different from older Final Fantasy games, but at least you'd think it would be a good game on it's own. But no, it's not it's just a soul-less and boring RPG, with bland characters bland storyline, un-interactive battle system and to sum it up the music itself is bland just as the rest of the game. At least now I will never expect anything from FF again and I'm convicted not to buy a PS3 for FF13 (which I was originally hesitating to buy), which probably was made for random gamers instead of true FF fans.

PlayStation 2 · by Bregalad (937) · 2010

Final Fantasy 12, good game, but not a Final Fantasy

The Good
The graphics of FF XII are... well... WOW!! This game is so pretty that you will want to run through it and keep playing just because it looks so cool. However, graphics are not enough to make a game truly great.

The character structure and development are also done very well, though Vaan isn't quite as "cool" as Squall or Cloud, he isn't a bad character, more of a Zidane then anyone.

The music isn't bad in this game, however eventually it does get old and annoying.

FF 12 offers countless hours of gameplay completing the sphere grid-like leveling system and hunting hours and hours worth of monsters.

Story - The story causes a lot mixed emotions. It has a very good story, but it does not feel like a final fantasy game.

The Bad
FF 12 seriously falls apart when the word tradition is applied. FF 12 gives up on the classic "romance" that most FF games have held in the past. Though there is a love interest, it's forgotten and overpowered by the rest of the story line. Actually there is 2 love interests, and neither of them matter.

Summoning is terrible. FF 12 requires the player to summon ONE TIME in the entire game. Aside from that one summon not only is summoning unnecessary, but ineffective. Let's face it, the summons suck. What happened to the much loved Shiva, Ifrit, Bahamut, hell even Carbuncle would be cool to see again.

As mentioned before the music isn't terrible, but there is no battle music, only boss battle music. This means that when running around exploring a desert or plain, leveling up and whatnot, the same cycle of music will play the whole time... and sadly, the music was not composed by Uematsu.

Gambits... many people would argue this point and say that gambits are amazing and fun, this unique system allows players to set up a system of equations telling the party to do what and when. Basically meaning the game can be played one handed... and that hand is used to control where players walk, not what they do.

The Bottom Line
FF XII is interesting, unique, pretty, fun, and exciting. but FF XII also tries to change way too much. Many FF fans didn't take too kindly to FF XI because it was TOO different to be taken as a 'Roman Numeral FF game" (It should have been called Final Fantasy Online) and in my opinion FF 12 would have been better off named something completely different.

------- Amazing, but not Final Fantasy amazing ----------

PlayStation 2 · by Ben Burdick (5) · 2008

It's too late to get serious

The Good
You have to admire Square for trying to find solutions to the problems of an entire genre. No other Japanese RPG developer (if we disregard From Software, which never really followed the canons of the genre) has ever felt the urge to experiment and reform as much as this one. There is a reason for the success of their flagship series in the West: the developers instinctively understood that the popular genre they worked in had some core issues, and went all the way with small inventions, gimmicks, and genuine artistic inspiration to make players forget them.

Final Fantasy XII innovates by borrowing vital gameplay elements from the West. Japanese RPGs have always suffered from limited battle systems that confined players to separate screens, artificially disrupting exploration process. Final Fantasy XII constructs a coherent world where action and exploration are seamlessly merged.

The game's battle system is, therefore, very similar to that of Knights of the Old Republic games: you attack automatically but are able to pause at any time and micro-manage your commands. The exact level of your involvement can be determined by pre-assigning the so-called "gambits" to your characters, monitoring their actions in advance for specific cases (i.e. cast Cure when any character's health is under 20%, etc.). The system was long overdue in a genre where combat boiled down to mechanical exchange of turns in a static environment.

I think the advantages of this system are obvious: you can try and lure an enemy by attacking it and running back; you can position your characters around the enemy in any way to gain advantage; you can have people use ranged weapons to avoid getting hit by area spells. Enemies will often notice you fighting and will come to help their friends. You will have to use ranged weapons or spells to damage flying enemies. You can cast any buff spells like Haste outside of a battle, and you can buff yourself before an upcoming boss battle to start it well-prepared, and so on. Not to mention that running around while fighting is simply much more fun than seeing the characters glued to their places, occasionally leaving it only to show you an automatic animation you have no control over.

There are some nice details in the regular encounters, showing advances in AI - for example, enemies may cast Oil on you, greatly reducing your resistance to fire, with which you'll be then blasted by their lurking comrades. Boss battles can get intense and dramatic: bosses would change attack patterns, buff themselves, inflict you with bad status, raise their defense when they are low on HP, summon regular foes, save their strongest spells for the final part, etc.

The first thing you'll undoubtedly notice when you fire up Final Fantasy XII is the size of its locations. Every city is composed out of several districts, each with a large amount of NPCs walking around. You'll visit cities bustling with activity, people talking to each other, buying and selling things, etc. There is no world map, but also no horrible linear dot-to-dot path contemporary Japanese RPGs seem to favor. Instead, there are vast areas you must travel through if you want to reach your destination. Wilderness areas and dungeons take a while to explore. There are a few optional areas in Final Fantasy XII, some of which can be discovered simply by exploring (like the vast complex of Zerthinan caverns).

Final Fantasy X looked like it was going to push the console's capabilities to a limit; but compare it to this game's visuals, and you'll see the difference. Final Fantasy XII has excellent graphics, and I honestly can't imagine anything better-looking on the console. And for the first time in the series, it is done in 3D, with fully rotatable camera. I could never understand why Japanese RPGs liked sticking so stubbornly to fixed camera angles. The game still has gorgeous pre-rendered movies, one of the trademarks of the series' visual style. Animations and facial expressions are also well-made.

The Bad
It is obvious that the designers were aiming for a more realistic, West-influenced experience with this Final Fantasy. However, Japanese designers are really better with cute and quirky stuff; their seriousness often deteriorates into stiff pompousness. The twelfth installment of the famed series sorely lacks the naive anime charm that made some of the previous installments endearing.

The story is fairly dramatic and complex, but it is told in a schematic way, lacking the vibrant energy that distinguished other Square plots. The acceptable writing and solid acting don't prevent the plot from suffering from typical RPG cliches we've seen countless times before. The main villain starts as a promising character, but in the end turns into a walking stereotype. Nothing in the story is really new; the character cast is also rather ordinary, and the game generally doesn't have the series' peculiar warmth that was last felt in the ninth installment.

The game's cities are very large and animated; but they aren't particularly interactive. You can't enter most of the houses you see, so the massive environments you'll be exploring are, in a way, just decorations. I missed the excitement of exploring every corner of a house and actually finding interesting stuff. Wilderness and dungeons tend to be somewhat symmetrical and rely on repetitive and fairly plain layouts.

Treasure in Final Fantasy XII is largely useless. I still can't quite fathom how they let such a flawed mechanic into the game. On a good day, you can expect to fight your way through a horde of status-changing enemies only to find 21 gil in the chest they were protecting. Even the supposedly better treasure is randomized, and the odds seem to be against you most of the times.

I wish I wasn't forced to buy spells in shops in addition to mastering the necessary "license" in order to learn them. At least, I wish high-level spells were available at the shops at all times. They could have increased their price or the amount of license points needed to master them to prevent people from over-powering themselves, but I felt cheated when I realized I couldn't buy that handy Haste spell anywhere, even though I sacrificed lots of license points to finally discover it on the board.

The new battle system is not exploited to the full. There aren't enough enemies that compel you to use positioning tactics - area attacks don't play much of a role, and most foes can be easily defeated simply by ganging up on them. Despite the absence of random encounters, the game still feels too combat-heavy. Overpopulation problems in the dungeons coupled with a low difficulty level tempt you to put the whole thing on auto.

The real problem here, however, is the fact that no amount of tweaks and updates to the battle system can radically reform a Japanese RPG if it keeps refusing to incorporate defining elements of true role-playing. The game tries to be expansive but is, at its heart, unable to break away from the overbearing formula. Its structure is still rigid and largely linear, there are no meaningful side quests, and dialogue choices are still unheard of.

The Bottom Line
The gameplay overhaul Final Fantasy XII attempted was much-needed and commendable, but its compromising nature only highlighted the fundamental weaknesses of the genre. It is by no means a bad game, and its developers should be applauded for their sincere effort; but there is only so much one can do with a stagnant and simplistic gameplay formula that relies too much on past successes.

PlayStation 2 · by Unicorn Lynx (181780) · 2016

[ View all 5 player reviews ]


Subject By Date
Er. Indra was here (20756) Apr 10, 2013
EXTREMELY minor nitpick Simoneer (29) Nov 23, 2010
Who else likes the battle system? Unicorn Lynx (181780) May 24, 2007


1001 Video Games

Final Fantasy XII appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.


Gilgamesh from Final Fantasy V and Final Fantasy VII makes a cameo appearance in the game as a Mark. The music theme that plays during your fight is also the same. He still has eight arms and his personality hasn't change much either.


  • 4Players
    • 2007 – #3 Best PS2 Game of the Year
    • 2007 – Best Role-Playing Game of the Year
    • 2007 – #2 Best Story of the Year
  • GameSpy
    • 2006 – #3 Game of the Year
    • 2006 – #2 Console Game of the Year
    • 2006 – PS2 Game of the Year
    • 2006 – PS2 Game of the Year (Gamers' Vote)
    • 2006 – PS2 RPG of the Year


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Contributors to this Entry

Game added by Unicorn Lynx.

Additional contributors: Guy Chapman, Sciere, DreinIX, —-, Patrick Bregger, sgtcook, FatherJack.

Game added March 25, 2006. Last modified March 4, 2024.