If there's one thing we truly know about Final Fantasy XII, it's massive. Years in development have yielded what is very likely the biggest single-player Final Fantasy game yet. We played the import for hours and hours and we barely scratched the surface.
So it's no surprise that there are plenty of details we have yet to uncover. Good thing that Square Enix stopped by with the game and uncovered some exciting new details. Though the game was only on demo for maybe half an hour, we learned a
Our first hands-on preview of Final Fantasy XII cut straight to the basic details of this mammoth RPG, the most monumental PlayStation 2 release of 2006. More time spent under its spell proves the game to be a slow burn - one of the most deliberately-paced in the series. Somehow, though, it's still addictive.
So far in the first several hours of the game, all action has revolved around blonde leading man Vaan - though Ashe, the princess who played a leading role on the demo disc, has made a
Final Fantasy is, for most gamers, absolutely synonymous with the concept of role-playing games. These games represent the pinnacle of technology and visual artistry wherever they land. If we're lucky, they also tell captivating tales, filled with adventure and love. From what we've played so far, Final Fantasy XII is set to uphold this tradition. It is both like and unlike its predecessors, and instantly feels epic. Whether or not it holds up over its entire playtime ... well, we'll find out
New Final Fantasy, slightly new rules. Ever since the series redefined what role playing games could be with Final Fantasy VII for the original PlayStation, gamers have flocked to play each and every one. Somehow, though, developer Square Enix keeps us guessing. Final Fantasy VII and VIII mixed sci-fi with fantasy, Final Fantasy IX featured super-deformed ragamuffins instead of troubled teens, FFX added voice acting, FFX-2 marked the series' first direct sequel and the emergence of girl power
By
Edge
posted 6 years ago
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At E3 in 2004, FFXII's idiosyncratic project leader Yasumi Matsuno confided to us that if his game was released on time and with 80 per cent of his vision intact, he would be happy. When the game finally reaches Japanese stores on March 16, it will be almost two years late; Matsuno, rumoured to have been hospitalised for exhaustion during the extended development, has not even been directly involved for one of them.
But handing the reins of Square's most popular blockbuster to its most indie