I like FFXII because it’s a game that did and still does happen to align with a lot of my tastes. i’m not as articulate as the rest of you but i will try to explain my complaints with the game.
Coming off Vagrant Story, which has a strong and tight little narrative of the like that is unsurprisingly mature for a video game, I was very excited about what this game could be. I did’t really want Matsuno to direct FF12, I wanted him and his creative team to make another cool thing of their own. But hey, why not give the guy lots of money and let him make a thing that he thinks is cool? I was on board with that.
I find final fantasy games to be interesting becuase, as it’s been said, they’re fun, dumb spectacle. But woah, here’s an opportunity for a Final Fantasy game to be something that might be truly competent and be about more substantive things and not a silly blender of pop.
the number one root mistake is that they didn’t let matsuno do exactly what he wanted, and that’s why Vagrant Story was so tight and cohesive. Matsuno is an auteur. i recall (but don’t have a link) to a comment matsuno had said himself that the project was design by democracy, and that wasn’t something he was used to. i can only imagine how this approach shaped the project even at it’s initial stages.
i think the game thematically explores really interesting stock, but the delivery and content left a lot to be desired.
You can feel matsuno’s influence strongest in the early hours, and that’s when I feel the game is at it’s best. there’s never another dungeon like barheim passage, where if certain enemies eat the electricity the lights go out and tough enemies appear (i wish they had made this dungeon much harder). The first area you go to has a dry and rainy season that completely changes your access to it and the kinds of enemies that appear in it. As the game goes on less and less of this thoughtful stuff happens and it just becomes a story about going from place to place. Dungeons become route, areas become static, the story becomes spaced too far apart. i kept playing because i liked the world and was happy to see more of it, plus making gambits/character building was fun and the bestiary is fantastic.
The judges are greatly misused. there is a particular one-off cutscene in the game that gives you a look at the politics between them, and this scene disappointed me because it was really good. why was i forced to spend most of this game behind the wheel of a dumb boy who was shoehorned into a narrative he had no place being in? the game expends a lot of narrative energy on simply justifying why vaan and penelo are still there periodically. after a while you get this feeling that the game is spending most of it’s time on the least interesting characters.
even with the core cast very little development or interaction happens between them, you don’t get the sense that they are growing closer as an unlikely band.
(nitpick: if vaan and penelo are street orphans, why do they have such freaking nice clothes? basch goes through three outfit changes in the first two hours, why can’t they have some trashy clothes and then get some nice ones when they set out on their journey or something?)
sorry this is all over the place but i spent too long writing it and i’m posting it now.
(should we break this off into a thread or are we done)