Final Fantasy XII – The Zodiac Age

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Like gems that never get the proper appreciation, this is probably the right word to explain the name of Final Fantasy XII not only throughout the history of the Final Fantasy franchise but also the JRPG genre as a whole. Despite the fact that it offers so much new stuff with gameplay mechanical execution that culminate deserves thumbs up, it never gained enough popularity to keep talking about. Discussions related to Final Fantasy always spin on one or two same series that have more nostalgic value than the twelfth series. It is not surprising that many gamers, including us, welcomed with the open hand of the Remaster series - Final Fantasy XII: The Zodiac Age that is now finally available on the market.


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Like the typical Square Enix Remaster project that they apply in FF X / FF X-2 HD and Final Fantasy Type-0 HD, it does make it look relevant for current generation platforms through enhanced texture to high definition and other visual effects implementations. What is interesting, however, is the fact that he has finally implemented a variety of systems and improvements from the International Zodiac System version that was released only for the Japanese market only when the PlayStation 2 was in its heyday. For gamers who enjoy the English version, like us, there is a different sensation there.


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So, what is actually offered by Final Fantasy XII: The Zodiac Age is this? Why do we call it a game that still manages to prove itself as one of the best JRPG games? This review will discuss it more deeply for you.

Plot

Have strong political content, this may be the first impression that comes when you talk about Final Fantasy XII. While some of the previous series focused on the action of young people to save the world from one or two sources of evil forces that explicitly demonstrate that motivation, Final Fantasy XII encloses it in complex royal conflicts. Where war, death, and despair become an integral part.


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Final Fantasy XII itself took the set in a world called Ivalice, the same world that also became the base of other Square Enix games such as Final Fantasy Tactics and Vagrant Stroy. Rabanastre, the capital of the Kingdom named Dalmasca became the focus of the story. This peaceful powerful empire had to fall in the hands of Arcadia after the king had to die in the hands of a traitor, the crown prince fell in war, and the princess who decided to end his life because of the burden of life he could no longer bear. In just a short time, Dalmasca which is now under the banner of Arcadia turned into a puppet state.


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But the life, of course, does not stop there just like that. Dalmasca people, including Vaan, are still trying to survive in any way they can, including stealing. But Vaan's desperate attempt to steal the most important treasure in Rabanastre castle turned him down to a much bigger fate line. A glowing stone with great energy. In the midst of chaotic conditions that occur, Vaan met with spouses of pirates - Balthier and Fran are also eyeing the same stone. Trying to escape from the pursuit of troops Archadia, Balthier, Fran, and Vaan just met with Asche, the daughter of Dalmasca kingdom who had been allegedly killed.


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No longer wanting to let Arcadia take over Dalmasca for granted, Asche was trying to restore his rightful power. But Arcadia apparently holds more mystery than what they see on the surface. In the hands of Judge and Dr. Cid, they are developing an arsenal called "Nethicite", capable of releasing energies called Mist in large numbers, making humans gain strength they never imagined before. But it turns out, there is even more power moving behind the conflict between Archadia and Dalmasca. Moreover, the third party kingdom - Rozarrian also shows a high interest in this conflict.


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So, what kind of struggle must be faced by Vaan et al? Can they get rid of Arcadia from Dalmasca? What is Nethicite? What powers are the masterminds behind this conflict? You can get all the answers to that question by tasting Final Fantasy XII: The Zodiac Age.


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Looks More Modern

The remastered process in the gaming industry today seems to be divided into two equal parts. There is a more complex Remaster project that even offers a switch of engines or character models to produce more significant effects but retains the main gameplay appeal that exists.


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The result? Is an old game in the form of a completely new, as offered by Call of Duty 4: Modern Warfare Remastered, Crash Bandicoot N. Sane Trilogy, to Ratchet & Clank. But on the other hand, there are also a few Remaster projects out there that are "as simple as" visual colored textures relying on textures in higher definition and also extra-significant implementation effects that are not too significant. So as it happened with Final Fantasy X / X-2 HD and Final Fantasy Type-0 HD, this last strategy is also implemented by Square Enix for Final Fantasy XII: The Zodiac Age.


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Comes with a higher definition texture, this strategy does make it feels quite relevant to the so-called current generation games, which of course, look much different from the visual quality in the Playstation 2 era that still looks so "jagged". Existing character models and environments look much sharper and smoother.


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However, the significant difference is the implementation of some new visual effects, such as depth of field and better light. When entering in a cinematic cut-scene mode for example, it will produce a more dramatic effect. But unfortunately, he also still carries the same cut-scene system as the old series. Instead of making it full in 16: 9 resolution, you will find a black bar located at the bottom, with no option to make this scene disappear. This black bar will still be there, regardless of whether you turn off or turn on an existing subtitle. The positive effect? At least with the same strategy, CGI-based cut-scenes that he offers do not look "split" the other Remater Final Fantasy HD series. He still looks fine there.


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Not only improving the visual side of it, Square Enix also offers something new here, from game mode to extra other elements, like music for example. You are now presented with the option to enjoy the strains of Final Fantasy XII OST that you are familiar with in the more modern re-format or reconstruction in it. You will also be provided with the option to use Japanese or English spoken languages ​​according to preference, with the option of a switch that will be executable in real-time without having to move to the main menu first and the like. There is extra content beyond just visuals.


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But of course, at least from our point of view, the appeal of Final Fantasy XII: The Zodiac Age is certainly not just a visual refinement he offers. That basically, the desire to taste it will be based on two things: nostalgia or just curiosity to know its appeal after having missed it in the past. While visual improvements that make it look more modern no more than just added value.


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International Zodiac Job System

Almost all gamers who can only understand English alone, will likely miss another version of Final Fantasy XII which once bears the name of "International Zodiac Job System". Why? Because the full version with a variety of new features and different mechanics is indeed only released for the Japanese market in 2007 ago, only for Playstation 2. At that time, the International Zodiac Job System was present with English voice acting, but all the menus are available, only available in Japanese only. Square Enix also does not seem interested in bringing this game to the western market, even though the transition of generations takes place though. Enough to get the fans together and create a separate translation project that can be enjoyed via the emulator. The good news? New in the year 2017, Square Enix understand about the potential benefits that you can get.


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So, through The Zodiac Age, Final Fantasy XII: The International Zodiac Job System finally arrives officially in the Western market, complete with a Remaster process that perfects the visual quality. But most of the "new" features that have never been enjoyed by Western gamers are actually already offered by its Playstation 2 version since 10 years ago. Like his name, one of the most significant changes was his License Board system.


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Some other changes that we welcome are also present from the variety of changes that make it feel more modern and refreshing at the same time, at least when compared to the original version we tasted on the Playstation 2 at least 10 years ago. Things like Break Damage Limit are also offered this version, allowing characters strong enough to generate damage above 9,999 points when in super high level. Changes are also made to some items and Magic that you will no longer be able to find in the same place as the original version. As an example? Magic as strong and as important as Hastega for example, you can find in one merchant in the original version. But for the International version and also The Zodiac Age, the only way to get it is to get it from the final dungeon game filled with lots of super powerful monsters.


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One of the significant changes in this sector is also how to get one of the strongest weapons - Zodiac Spear. In the original version, it has the stupidest provisions you will ever find in any JRPG game, although the chance to get it early in the game will ease your way to solve the variety of challenges. In the original version, Zodiac Spear can only be obtained from a crate if you successfully qualify not to open some of the specific chests you find along the way. If you "err" and open one of the forbidden chests (which have absolutely no distinction in terms of shape and color), then your chance of getting Zodiac Spear will be annulled immediately. In The Zodiac Age, the system was transformed into a more standard and rational format. Zodiac Spear is now a "gift" for one of the side-quests that take quite a while to complete, with a fairly high level of difficulty.


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One other change that is rarely discussed, but significant from our point of view, is how it also alters the effects for some successful skills that make it easier than the original version. One such example is the Techniks attack called "Wither" whose description describes the effect of decreasing strength on the enemy being opposed. In the original version, you will not be able to use Wither at all on any type of Boss enemy. But in The Zodiac Age, the opposite is true. You can use it to substantially weaken the damage of any boss, including Yiazmat or Omega XII, who are staying as the two strongest bosses in this game though. Making the fight simpler and easier to master than the original version.


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The changes offered by the Zodiac Age version of this indeed produce different positive effects on two types of gamers variants. For gamers like us who have tasted the original version and the only western version of Final Fantasy XII available, such a significant system change offers a new game experience, which no longer rely solely on the sensation of nostalgia. As for new gamers who want to dive through this version of Remaster, they get a Final Fantasy XII experience that is more modern, rational, and of course, perfect.


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The Gambits System is Still Fantastic

Besides voice acts that are much more perfect when switching from Final Fantasy X, which is actually the first series of Final Fantasy for Playstation 2, Final Fantasy XII also provides execution of significant mechanical change of gameplay from it. Still relying on the ATB system to wait for the attack, he is now carrying the system ala an MMORPG game. A vast world that is waiting for you to explore, with a battle system that looks more dynamic and active. But if you have to talk about the best innovation he has to offer, then Gambits seems to be the best answer. A cool system, still feels relevant and fantastic 10 years since its original version. The truly present system is much faster than its time.


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So what is Gambits? While it still provides an opportunity for you to control all the main party characters that you bring to the fight, you can also rely on the rest on the existing AI. The point is to make the fight run smoothly and as quickly as possible, without the need to make you have to decide action options from second to second. Answering these challenges, Square Enix developed an AI system based on a simple logic configuration called the Gambits. The command input is very simple and almost never shows an execution failure at all. There are two things you need to input with a statement as simple as "If A then you have to do B" on a specific AI.


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Through a super simple user-interface, you can set up the Gambits of each character very easily. As an example? You can enter commands like "If Vaan's blood is below 30%, then I will use Curaga" or it could be like "If there is an enemy near me, then I will attack", making each AI dynamically, capable of supporting various strategies can you stretcher without the need to make micro settings at any time. By entering Gambits "Heal below 30%" in Penelo characters for example for Vaan you are positioned as a tanker, then you need not fear that this character will be killed as long as Penelo has MP to release the magic. You can manage almost anything, from buffs, cure status to ailments, attack, to more complex and specific strategies such as creating AI using Dispel to remove benefits from enemies whenever the enemy uses magic such as Protect or Reflect, for example.


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More cool? Even 10 years later, Gambits still proves itself as one of the most innovative systems ever to appear in JRPG history. A system that provides an opportunity for you to organize how AI supporters of your team work, and not just let the developers to prepare it for you. Moreover, you can also set which command will be executed in a priority scale for the AI ​​by putting the Gambits command which is on top. Do you want AI to focus more on becoming a healer? Or this healing activity should be executed on the sidelines when he attacks? You can determine it by placing the Gambits position itself.


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It's a bit surprising that after Final Fantasy XII, this system has never been implemented by Square Enix in any Final Fantasy series or is cheated by other JRPG competitors' products. Whereas in our eyes, the freedom to set the AI ​​task and work to adapt to whatever fight you face but still have complete control over them, will make some JRPG game titles with action elements though, will end up feeling fantastic. It's hard not to imagine if a similar system like this is implemented in Final Fantasy XV for extra elements of strategy.


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The JRPG Sensation that So Missed!

"I still do not understand why many fans of Final Fantasy openly condemn and hate Final Fantasy XIII!", Have you heard such statements coming out of your friend's mouth? If so, then it is likely he based the statement on his Final Fantasy gaming experience that seems to start from the series that made Lightning the main star. Why? Because for gamers who had tasted the series like Final Fantasy XII first, it is clear that Square Enix is ​​trying to make Final Fantasy XIII as a more mainstream RPG product. A beautiful JRPG game visually and carrying linear story lines like western action games. Tasting Final Fantasy XII: The Zodiac Age seems to be reminiscent of us, about the justification of the scathing criticism.


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Why? Because Final Fantasy XII: The Zodiac Age really offers the old JRPG sensation that we so long for. A JRPG game that not only provides a wide and varied world for you to explore, but so many mysteries you will not be able to solve without opening and reading the previous walkthrough. Something that seems to be increasingly rare in today's modern games, which do not hesitate to let you know through clues here and there about anything you can or can not do in their games. While in Final Fantasy XII, you have to find it yourself.


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There are many fantastic examples of fantastic implementation of such a system. As an example? An item called "Serpent Skin", for example, which we believe in its original version has been the source of so much frustration and frustration for F2 X2 gamers on PS2. Why? Because your only way to earn money is to sell the loot you get from the monsters, including giant game monsters that also drop the same thing. The bad news? All these loot will fall into the same category, indicating that nothing is significant for each of them. One is the "Serpent Skin" that you get from a side-quest hunt at the beginning of the game. Because it is stored just like that in the Loot and play a part like the other monsters you kill, many gamers who sell it just like that. How surprised they were to find that the item was essential for one of the hidden side quests, which was rewarded with a key that would open a secret area, which would open an extra Esper (Summon) inside. Once you sell the Serpent Skin, you can say goodbye to him.


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So it's this stuff you find so much in Final Fantasy XII, a variety of side missions that never have a clear clue about triggers and what you need to do to get it done. Even the mission of "Hunts" that asks you to hunt down the deadly super strong monsters also have its own mystery layer. Some monsters will only be present if you resolve certain terms and conditions that have never been communicated explicitly to you.


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There are monsters that only appear when all the characters are female, monsters that appear only during rain or snow, monsters that need areas cleared from other monsters before they appear, to monsters that require you to solve complex puzzles that you never predicted before. You can even face Miazmat's class of monsters with 50 million HP, the largest in Final Fantasy's history as a franchise or Omega XII that can kill you instantly with super fast laser shots. The good news? At least compared to 10 years ago, you can now find a solution quickly in cyberspace. But still, trying to find each of them will need a struggle of its own.


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Compared to what we achieved 11 years ago with the release of the original version, we still discover many new and different things when tasting again in The Zodiac Age version, including some side missions and side quests that we never triggered before. We just found out for the first time, that Final Fantasy XII contains the fishing side mission needed to unlock the strongest Greatsword inside the game itself. The same fishing line that will make you reunite with Gilgamesh that you had defeated before. Or the fact that 10 windmills located in an area called Cerobi Steppe was not just an ornament, but also carrying the puzzle inside.


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Playing Final Fantasy XII again did make us inevitably, yearning for this classic JRPG sensation again. A JRPG game that not only offers a world full of monsters for you to enjoy, but so many secrets and challenges to discover and subdue.


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Trial Mode

Following the International release we mentioned earlier, Square Enix also actually had time to add some extra content in it. The simplest, is two New Game + mode for you who still want to taste it for the umpteenth time. These two New Game + modes are "Strong" and "Weak". Strong can be obtained by completing the existing story mode. Discard all items, equipment, and License Board that you have opened from previous playthrough, New Game + Strong will make all the characters you play starting from level 80 and still get exp. points to level 99. While the Weak mode applies vice versa. This mode will keep your character locked only in Level 1 alone without exp, so inevitably you have to rely on equipment and status of the license board to strengthen existing characters. For this last fad, you have to overcome the new challenges Square Enix offers in this version.


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That's right, we're talking about Trial Mode. This one mode will require you to fight against enemy and boss variants in 100-degree format. Once you complete the challenge on 1 floor, you can switch to the next floor automatically and take a similar process to the last floor. Every 10 floors, you will have the opportunity to save your progress. The strength of your character will depend on the level of character and equipment in the main story you choose, with rewards that are not less tempting. Of course, this is not an easy mode to complete.


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Just like a mode intended to test the strength of your character, there are two things that make Trial Mode difficult. First, that all status of ailments you receive on one floor will continue until the next floors until you heal them manually. This means that the Blind status you get on the 49th floor for example, will still be there when fighting on the 50th floor until you heal it. The second difficulty? It is a fact that this mode is not kidding to bring the enemy to you to subdue. It contains almost all the enemies available in the main story, either Esper, Hunts, to the secret boss variety you beat, before you can move on to the next floor. True, you will also find class enemies of Yiazmat and Omega Mark XII, or the annoying Shadowseer class here.


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Coming as a separate mode, Trial Mode comes across as the perfect extra challenge for those who do want a longer gaming experience than a game that unfortunately has a fairly low level of difficulty in this main story. At least, through Trial Mode, you will be exposed to a variety of tantagan that will not just be solved by just attacking blindly and winning, especially for the final levels.

Final Fantasy XII – The Zodiac Age | Ecency