TL;DR
FFXII is a well-designed and remarkably coherent RPG, but its design philosophy just doesn't mesh with what I enjoy about Final Fantasy. The Gambit system is an interesting concept, and I can appreciate the appeal of customizing party AI and building an efficient combat ecosystem, but in practice it left me feeling like I was watching the game play itself. The combat lacks the moment-to-moment engagement and audiovisual spectacle I love about other FF titles, and even with the speed-up function, the gameplay loop became monotonous after dozens of hours. The story has an interesting political backdrop, but I found its characters dry, its central conflicts poorly executed, and its main antagonist underdeveloped. The world also felt visually repetitive, particularly in the first half, and the soundtrack rarely left much of an impression on me.
That said, I don't think XII is a bad game. Its RPG mechanics and party customization are among the series' strongest, the side content is genuinely good, and the game feels like a cohesive realization of a particular design vision. I can understand why that vision appeals to people, even if I found its execution tedious. After 60+ hours for my full playthrough, I came away appreciating what XII was trying to accomplish while finding the actual experience aggressively boring look at, listen to, watch, and play.
Intro
I've been playing Final Fantasy games for years, starting with I and IV when I was a teenager, and since then gradually working my way through the series with a few spin-offs. It became a personal gaming goal of mine to at least finish all the mainline non-MMO titles. The only non-MMO mainline games left on my list are II, III, V, VI, and XIII.
Of the titles I played, my favorites (including non-mainline titles) were IV, VII, X, Remake, Rebirth, and Tactics. In this review, I'm going to be drawing a lot of comparisons to VII (the OG specifically, not so much the Remake Trilogy), X, and Tactics. Mostly because VII and X are the freshest in my mind, the newer games make for a bit of an unfair comparison in certain aspects, and Tactics is also highly relevant taking place in the same world and having a similar writing style.
One of the things I appreciate about FF titles is precisely that they're so varied. They take risks and aren't afraid to switch things up and try new approaches to gameplay mechanics and storytelling. It's also one of my least favorite things about FF, because a game might introduce mechanics that could benefit from further iteration, only for the next entry to rip everything up and start over. The VII Remake Trilogy is a great example of what progressive iteration can accomplish, and its combat system is one of my favorite things about those games.
The Story - Star Wars at Home
So I figured, now is a good time to try XII: The Zodiac Age. Seems to be one of those titles where SE decided to take a big swing and try something different with the combat and story. FF protagonists in particular frequently become the face of their particular game and follow similar tropes. XII deliberately eschews this and doesn't involve your typical FF protagonist who has some extreme personal stake in the conflict or whose existence is inextricably linked with the nature of the world and/or the villain's master plan. Vaan is just some random street kid who gets swept up in a conflict much bigger than him. Vaan primarily serves as a one-sided mirror for the player. He's our window into Ivalice: we generally know as much about the world as he does, and when something needs explaining to the player, it's usually explained to Vaan. At the same time, he often finds himself present for important moments in other characters' lives, acting as a mirror that helps facilitate their decisions and growth. It isn't the typical FF structure, but I can see what it's going for and I can appreciate it. More than that, I actually think I quite like it. Vaan gets a lot of criticism in discussions of XII, and while I can understand why, it's probably the least of my criticisms. I do overall like the way the game chose to approach and integrate his character into the story, even if I didn't find Vaan himself to be compelling.
Unfortunately, the story never really grabbed me. I'll keep spoilers minimal here. It's very Star Wars-coded, and not in a good way because it seems to lean more heavily on the prequels than the original trilogy. For me anyway, a lot of the fun of Star Wars came from the charm and charisma of the flawed but likable characters and the spectacle of the lightsaber duels and grand space battles colliding with the very character driven central conflicts. I like the aesthetic of the prequels, but they focus much more heavily on politics and world-building over an emotionally direct story with foregrounded characters (though the prequels do make an attempt at that). While XII seems to draw inspiration for its main cast from the original trilogy, it places them in a very prequel-oriented world and as a result it doesn't allow them to shine the way they could. With the exception of Balthier, most characters are very dry and wooden and their established personal conflicts simply weren't compelling to me.
I'm fine with the idea that there is no "main" protagonist but the result of that is characters fade into the background unless a scene pertains to their personal arc. Otherwise, the story very much defaults to Ashe as the "main" protagonist. And, to be honest, I can't say I cared enough about her personal conflict considering it easily got the most screen time out of the entire cast. It's not that the idea that she's struggling with how she wants to reclaim and steward her country isn't compelling. The execution is boring: she spends so much of the plot silently waffling over whether to destroy her enemies or seek peace another way, while the story does little to develop her in other respects or explore the emotional toll of her husband's murder and the betrayal surrounding it, beyond occasionally gesturing at it. Basch's story of honor and redemption and how that intertwined with Gabranth was interesting, but there were very large sections of the plot where it was just completely sidelined only to be resolved cleanly at the end.
It's not unusual for Final Fantasy games to be visibly inspired by Star Wars, but FFXII in particular seems to really wear that inspiration on its sleeve, and only in terms of its aesthetic and not its execution. The fact that it seemed to want to focus more on the politics than the characters isn't inherently a problem, but another big part of Star Wars' appeal (and FF's, because this is about FF ultimately) is the villains. Vayne simply wasn't very compelling. While it's obvious the story establishes Vayne as the main antagonist early on, he remains mostly an off-screen abstract political threat for what feels like 60% of the story, if not more, and doesn't even start to become foregrounded until you're heading into the game's last acts. I appreciated his motivations by the end, but there was never a point where he became compelling as an antagonist. In fact, I actually burst out laughing when the party confronted him in the end and he opened his monologue with "Who are you?" Obviously he wasn't being literal, but I thought it was very on point considering it's the first time he speaks to the party.
The thing is, I don't even dislike that the story is politically-focused. I dislike the execution of it and that it seemed to come at the expense of compelling character arcs and villains. Tactics also takes a grounded, political approach to fantasy, but I could still rally around Ramza because of his personal connection to the central conflict, and because the game gives its villains enough screentime to make me want to oppose them. I wouldn't be able to tell you a whole lot about the plot in Tactics, but I would be able to tell you about the characters. That's what XII misses for me.
"Mature" Versus "Childish" Storytelling
Note: This section is a bit of a tangent, so you can skip to the next section if you'd rather stick to the review itself. I bring this up because I think this gets into a larger discourse around writing, and the idea that I've seen come up that stories that are emotionally heightened or lean on traditional fantasy/anime tropes are inherently less mature than stories that are more grounded and don't involve "chosen ones" or "save the world" plots.
If you browse FFXII discussions on the Final Fantasy subreddits, you'll occasionally see people describe its writing and dialogue as mature or Shakespearean, often while criticizing other FF titles as childish. Sometimes that criticism takes the form of calling those games shōnen, using the term less as a genre descriptor than as shorthand for predictable, childish tropes. I think these specific terms are overstatements regarding FFXII and do other titles in the series a disservice when used as comparison points. As best as I can tell, what they're referring to is the more heavily political tone of FFXII combined with the more verbose, slightly wooden and archaic dialogue characters frequently speak in. They're writing choices that I can see kids being bored with, which is where I think the mature descriptor comes from. Shakespearean, I think, comes specifically from the archaic tone of dialogue. But Shakespeare's writing is much more sophisticated than just archaic "ye olde" English. FFXII's dialogue is MUCH closer to The Phantom Menace than it is The Merchant of Venice.
As mentioned, I also think these descriptors do other FF titles a disservice when used as comparison points to XII's more "mature" tone. Yes, the dialogue in X is awkward sometimes and the voiced delivery and cutscene direction can be stilted in a way that comes off as unintentional and aged compared to XII's more deliberate voice and cutscene direction. Yes, the political structures in VII are significantly less fleshed out than they are in XII, with antagonists that signal their remorseless evil by cackling maniacally every other sentence (a trait characters mock and berate them over multiple times). But those stories are doing very different things also, choosing to focus instead on the development of their respective characters and metaphysical constructs in service of their themes, like identity, environmentalism, memory, grief, sorrow, and death. X in particular is significantly more emotional in its characters and story than XII is. Even the infamous laughing scene carries significant emotional and thematic weight for Tidus' and Yuna's character arcs precisely for the reasons it's (in my opinion, unfairly) criticized.
Ultimately what it comes down to is which style of writing you prefer. XII's writing is, very intentionally, much more grounded than other FF titles and more interested in fleshing out Ivalice's political structures and having characters sit around a table or walk down a hall and ominously discuss the political situation. Many of the other titles lean heavily on shōnen tropes, but something can also be shōnen in its tone and tropes while also dealing with mature subject matter and themes. They're not mutually exclusive, and I think that gets confused sometimes. I'm not gonna say one is better or worse than the other. I will say, I preferred the way Tactics handled its grounded fantasy and politics over XII, whose politics often felt very disconnected from the actual party and their moment-to-moment adventure.
The Combat - I can see the appeal, but...
Like I said, one of the things I appreciate about FF is that it's willing to take big swings with its combat systems and try something new. Straightforward turn-based, ATB, CTB, ATB-action hybrid (my favorite), CAG-like action, whatever XV is doing... I found something to like in all of them, even if some offer more depth than others.
Then there's XII and its gambit system. And, well... I can appreciate it, I'll put it that way. Combat is still menu based, but instead of your characters lining up and taking turns smacking the enemy, they operate in real-time using a rudimentary AI system called Gambits. I can see why someone would find it fun to customize and tweak party AI to create a combat ecosystem. I can see the appeal in running across a landscape and watching your party mow down groups of enemies using a combat ecosystem you designed. It doesn't appeal to me.
I suppose my fundamental criticism of it is that I never viewed menu-based combat as something that needed to be automated, even when you're grinding or fighting weaker enemies. I can see the appeal of a speed-up function, which in XII feels more needed than ever. I never even used the speed-up boost in IX of all games, but 15 hours into XII and I couldn't imagine playing this on 1x speed the whole way through, which is apparently what the original expected of the player.
The thing is, it can be kind of fun to customize gambits and watch your party execute them and take out groups of enemies. But the game has an exceedingly slow start and is almost afraid to let you take control and dive into the gambit system.The gambit system doesn't unlock until 2.5–3 hours in. Before that, the game spends its time tutorializing basic movement and menu navigation, and your only combat option is to open the menu and select Attack. Even when gambits finally unlock, you can barely do anything with them.
The game places extreme limitations on gambit conditions and actions that only start to lift 6-7 hours into the game when you finally have the opportunity to buy more gambit conditions. Imagine if VII didn't allow you to slot in new materia to your weapons outside of what the game defaults to until after the Kalm flashback. That's how slow the early game progression is.
So fine, you finally buy some gambit conditions, you find and buy some magic and technicks, you set up your Gambits and outfit your party with gear, and then you just... watch as the combat automates itself. Characters draw their weapons, automatically approach, crowd around enemies, and start running through their own pre-programmed routines. And again, I can see the appeal, I can see why people like it. It can be fun and is fun. Until it isn't. Because that's all you're doing. And what ends up happening is that when you're playing the game well, it ends up feeling like it's playing itself. And yeah, there are situations where you need to step in, particularly during hunts and bosses, but even then you're still just watching most of the time. Usually the response to this is just "don't use gambits then." I don't think this is a valid pushback on this critique. Choosing to play the combat manually, you'll just end up fighting the systems the game was fundamentally designed around. The sheer quantity of enemies in the game, along with how many actions are taken in any given trash fight (let alone bosses) is just gonna make manual control feel worse. Exploration and combat were designed around your party being automated.
15 hours in and I hit a wall at the Sandsea. I had my gambits set, and all I was doing was watching. I nearly stopped because I was just so BORED, and I took a look at the Sandsea map and saw yet another massive environment to just watch my characters fight in. I didn't foresee the game getting any better. I saw the combat loop. I saw what it was trying to do. And I didn't like it. Furthermore, it was at this point the job system wasn't opening it up like I expected it to. At that point it felt like the main differentiation between jobs was the type of weapons and armors you had equipped. That seemed to impact physical classes more than magical classes (which did have variety inherent to the different types of magic). But the physical technicks, from what I could tell, looked extremely thin as well as situational or even nigh useless compared to magic. I was expecting, 15 hours in, for it to be opening up more than it was.
But I stuck with it and it did get better in some respects, but still not great. The job system opened up when the game finally let me choose a second license board for each character. But I was still optimizing less for synergies between abilities and passives, as in Tactics, and more for maximizing stats and compensating for each job's deficiencies. This comes down to a few things. Physical jobs especially are held back somewhat since most of the Technicks are either highly situational or totally useless. There is also quite a bit of redundancy in the license boards, so you're really encouraged less to specialize and more to spread out what a character can do. The progression systems also need to accommodate the flow of battle with the gambit system automating combat.
By the time I was 50 hours in, I had reached total saturation with the combat system. By that point, I had just finished the story trip to Archades, I had done probably 28 hunts, found and defeated 4 of the optional espers, and done a smattering of other small side quests I found. And I was just done with the combat system. I extracted all the fun I was going to get out of it, and it was at this point I decided to mainline the story (which ends with probably the worst final dungeon I've yet to experience in Final Fantasy, complete with a teleporter maze) and ignore the rest.
Mind you, this was all done maybe 65-70% of the time on 2x speed. Now imagine how miserable the experience is on the original PS2 versions that DIDN'T have the speed-up options. It gets to a point where when you drop back down to normal speed, the game looks like it's playing in slow motion.
To be clear, the game is actually quite coherently designed because everything ultimately feeds back into the gambit system. But when you've engaged with it well enough, you become mostly a passive observer to combat, and I just want to press some BUTTONS, GODDAMIT! Even though I left a massive portion of the side content untouched, I was still able to mainline the remainder of the story by letting my gambits handle almost everything. Every single battle with trash mobs and bosses (including the final boss), I just watched as my characters ran through their gambits and took care of it all, only intervening to deal with a particularly troublesome status effect or cast Syphon on my MP battery. And that brings me to my next point...
Where's the spectacle?
Something else about the combat is that it lacks the flair and style of other FF titles. And I'm not even talking about the over the top spectacle and particle effects you see in XV, XVI, and the VII Remake Trilogy. I'm talking about the animations and camera effects you see in the classic PS1 era titles and FFX. See, in those ones, battles are events.
You're exploring a dungeon/field. You suddenly get a cool transition effect. The battle music kicks in. Characters line up and draw their weapons. The battle begins. The menu appears, waiting for your first command. The camera reacts to and tracks characters and enemies as commands are inputted, queued, and executed. Attack animations are fast and impactful while spell animations are powerful, dramatic, and flashy. XII deliberately strips all that out. Its combat lives and dies by its gambit system.
But the issue is, when you're playing it well, moment-to-moment gameplay boils down to running across **VAST, EXPANSIVE** environments for too long and watching your team auto-fight enemies. Even the fast forward doesn't do a whole lot to alleviate the fact that you're just gonna be running around most of the time, watching your characters auto-battle with mundane animations and limp sound effects. Occasionally you'll start a Quickening chain or you'll see a boss use a similarly flashy attack, but these moments are few and far between. 99.9% of the time you're just watching these rote, mundane animations play out with no style or flair.
The World, Art, Music, and Optional Content
I haven't discussed the art style much because it's more subjective than some of the other aspects of the game. I will say, however, the game seems to have a preoccupation with deserts and orange/brown environments.
And this is one of the more baffling design choices of the game, especially in the first half. Part of the reason I hit a major wall 15 hours in was that the color palette had remained exceptionally one-note. I was spending most of my time walking through deserts, dry fields, caves, mines, and settlements where the primary colors used were all yellow and brown. Then the game was asking me to spend several MORE hours trekking through even more desert, tombs, and caves. Finally I get a break from it when the Giza Plains turn rainy and I head to the Ozmone Plains, but then the game turns right back to dry, arid, and brown when entering the Jahara settlement. I mean, the environments do become more varied in the second half when you get into Golmore Jungle, the very Kashyyyk-like Eruyt Village, and Mt. Bur-Omsace and beyond. But it still occasionally defaults back to yellow and beige tones, and you'll continue to travel through the desert and orange-brown environments throughout the game. I am actually struggling to understand why so much of the first half of the game takes place in very dry, samey, and frankly unattractive looking environments. Even the characters' scleras are flesh-colored, which is kind of a gross artistic choice to me. I don't like that.
I also wasn't a fan of so many dungeons being very geometrically samey. This gets into a level design point too, but many of the dungeons are comprised of hallways constructed at rigid right angles with rectangular rooms as connectors and ends. Even the architecture itself is very angular and boxy. It just wasn't interesting to look at, especially given the limited color palette.
I think there is something lost in the transition from the smaller dense and highly detailed environments of VII, VIII, IX, and even X to the expansive but flat and visually less interesting maps of XII. Yes, it's a lot bigger. But it doesn't feel as detailed or interesting to look at, and isn't as fun to traverse.
Musically, most of the soundtrack just faded into the background. There were a few good tunes here and there, but nothing that really gets pleasantly stuck in your head the way other FF soundtracks do. I also think you can really hear the Star Wars inspiration in many of the ambient tracks, which detracts from the game's musical identity when I was playing and suddenly heard a very Star Wars-coded musical motif.
The side content is quite good, especially for FF where it's extremely hit or miss. Having said that, I think a major reason why it stands out is because the story itself is just so uninteresting and just kind of dithers along. I do appreciate that it's deliberately designed to be done organically along the main story and for the most part isn't overly obtuse to access and complete. The way FFX handled its side content was my single biggest criticism of that game - essentially appending it to the main game as mostly intended for the end/post-game and being overly reliant on grinding battles and perfecting janky mini-games. It's still not my favorite selection of optional content in the franchise... I think I prefer how FFVII handles it overall and (unpopular opinion) even prefer what the Remake Trilogy does with its side content, but it is up there.
I do prefer when side quests reward you a bit more with extra insight into the major and minor characters, or they meaningfully flesh out the world more... XII seemed somewhat light with this compared to VII or XVI, but I can't deny I did have the most fun with the game when doing the side quests in the second half, whereas in XVI and dare I say even X the side quests were easily the least fun part of the game.
I rarely engage with extreme endgame challenges because I'm usually ready for a game to end before then, so my opinions on side content mostly concern what's organically available during the main story, rather than intensive grinding or optional superbosses. I think I would have enjoyed it more if I enjoyed the central gameplay loop, but like I said earlier I reached a saturation point 50 hours in where I was just done and I mainlined the story the rest of the way and STILL found it too easy despite leaving I would guess over half of the optional content untouched.
Conclusion
As I mentioned at the beginning, finishing every mainline non-MMO Final Fantasy has become a personal goal of mine. That's largely why I stuck with XII. I love Final Fantasy. I love what the games do, I love that they experiment, and I love that each game feels different. I don't like each individual game the same way though, and after playing XII, I think it's near the bottom of my mainline ranking. I don't hate the game. It's certainly not bad or poorly made. Far from it. It's very well constructed and coherent in its design, and there are several aspects of its design I do like. Its RPG mechanics and degree of party customization are among the series' strongest, even if I'm not a fan of how the job system is implemented. The side content is also among the best in the series, even if it takes a while to get there. But I also just don't enjoy the moment-to-moment gameplay loop and find the game itself to be excessively dry while the story and characters just fade into the background. As I was playing it, I just found it to be so aggressively boring. It's boring to play, it's boring to watch, it's boring to look at, and it's boring to listen to.
I don't regret playing XII. I'm actually glad I finished it and engaged with it to the degree I did, because I can now understand why it has such a devoted fanbase (even if I think claims that it's "universally loved" are a bit out of touch... even VII isn't universally loved). I can see the design philosophy. I can see what it was trying to accomplish. I just don't like the result very much.