Saturday, 3 April 2010

Final Fantasy 12 international zodiac job system Review

First thing's first if you don't mind importing this is definitely the best version hands down, mainly from some of the subtle changes for example the newly added fast forward button mapped to the L1 and another great addition is that now the MP and quickening gauge is separated so you don't need to choose between using a quickening or use the mp for casting black magic.

As the name suggests there is an added job system in the mix, which is implemented as a class specific license board. If you've played the original then you'll know that from monsters as well as exp you'll get lp to spend to purchase a license to use a weapon,equipment,skills,spells etc. and everyone pretty much had their own shape of grid, yet they all have access to all types of spells or weapons. In the IZJS as the word zodiac may suggest there are 12 different classes to chose from each with a set group of license, so before the same person could wield swords and bows now once you have chosen a class you are stuck with it although some licenses do overlap.

I'm really mixed about how they did this and maybe the reason why this was not part of the original. Restricting choice is the main flaw of this system, granted for people like me i found that i was not approaching the choice with thought and used the points on things that did not really work well together. Having a job system effectively helps the payer specialise a certain member, which brings me to the second problem i'm sure you can do the maths 12 classes and only 6 party members this isn't really a problem though choosing which to populate your party is as the choice is irreversible you could be half way through the game before you found out that your party is very mismatched making the later part of the game very difficult. These problem could be fixed probably with some kinda of trial of jobs or being able to change jobs some how even if it's only possible once or at a certain level, maybe even like some mmo's do and give you a clean board of another class at the cost of LP.

I have just finished the game for the first time, with the help of some good old grinding. I love this game, the ending was a very satisfying one especially worth it after a very difficult final boss. On to the game itself, it's very hard to grasp the idea of this but essentially it plays like an mmo probably inspired by FF11. Gone are the random battles which are replaced by battle areas where enemies can be seen and avoided, attacking initially seems like the old final fantasy we know using the active time system introduced in 4, wait for the bar to fill then the action could be performed and despite when it looks like the game is not an action game and you cannot dodge attacks by moving.

An active party consists of 3 people, the player only controls one person on the field being able to walk around as this chosen character. when the command button is press time is paused leaving time for strategy, and all 3 characters in the battle can be controlled through this command menu. party members can be swapped out in the battlefield so long as they are not being targeted. A few hours in to the game something called the gambit system is introduced to the player, this mixed in the fact that you get a party of 3 and more the game starts to get interesting.

Gambits are pre-set commands a player can give every party member even the one you're controlling to perform moves. acting as a algorithm for the AI behaviour of your party, this not only helps with controlling the 2 party members which you do not directly control but its very helpful and where the depth from the game comes from. gambits are purchased, which are certain stimuli for a character command for example: Gambit= attack enemy leader ---> fira. leading to your character targeting the leader of the enemies and start attacking within proximity, any command you can give can be a command in a gambit even using items like a potion. Gambits are placed in order of priority so if someone has an attack gambit first and a heal gambit second, the character will always finish attacking before healing although a direct command will always take immediate effect.

Spells have also been slightly changed from older FF's all offensive spells like fire etc now have an AOE which makes black mages in this game a really powerful class to choose, along with cure etc having the same effect healing all party member in range. there are still spells which target single person but these are usually buffs and de buffs.

Simply i love this game and is one of my favourite final fantay games ever, simply for the rich characters and the flow of the battle system, as i said i needed to grind to fight the final boss the fact is grinding in this game is easy and painless since you do not need to pound on the attack button like old JRPG's. This game is one of my favourite JRP's along with romancing saga 3 and lost odyssey. The different battle system may seem alien to old school jrpg fans but once you understand it you'll love the new direction square enix has taken the series.

Thursday, 1 April 2010

New super mario wii .FIRST IMPRESSIONS

eager to play this awesome release of old school mario, one of the main reasons i re-bought my wii. a long wait from the play asia guys and finally arrives along with kingdom hearts final mix.

these are my initial thoughts on the game are very good, this game feels just like what the old 2d mario felt like. i have yet to try out co op madness but i think as a standalone single player mario you won't be disappointed if you ever loved the blue dungaree wearing plumber on the NES or SNES, and maybe if you recently got introduced by the DS version.