Jiants from the Hills

As mentioned in the Crimson (or Azure) prophecy.

World of Final Fantasy is an interesting and enjoyable JRPG which draws influence from the many main instalments in the Final Fantasy series over the years. It is marinated with a thick, juicy, tender layer of nostalgia. In which two young Mirage Keepers awaken to the world of Grymoire wherein they must fight, Imprism, and ultimately train powerful beasts and summonable creatures (referred henceforth as Mirages) who will fight at their behest. From inside their MiraBalls. They’re actually called Prisms. They’re also cubes. So maybe they should be MiraCubes…

There are myriad Mirage mechanics present.

Mirages gain experience as is traditional to JRPGs but level up via Mirage Boards. Each node represents some form of improvement (be it a new ability or statistical enhancement) and some afford the use of seeds to customise Mirages further, which ultimately contributes to how strong the stack with the Mirage Keepers will be.

Mechanically what this means is that when stacked they will unlock more powerful abilites under certain conditions. For instance, two Mirages that can cast Fire and Fira respectively would combine to cast Firaga. Mirages (or Mirage Keepers) with high level magic may even unlock Holy, Flare, or Ultima. But with great power comes great weakness. As all weaknesses are amplified in these forms. In that, if two Mirages are weak to thunder damage, the combined form would be ludicrously weak against it. Some Mirages may also possess a rarer Mirajewel node which essentially allows them to pass their abilities to either of the Mirage Keepers. Unlocked as a reusable Mirajewel these items allow the Mirage Keepers to further bolster their stacks with impressive abilities and statistical enhancements. Or to utilise unique combined abilities.

Until the completion of the main campaign the stacks must consist of two Mirages and one Mirage Keeper. However, after the true ending has been unlocked, you can remove the Mirage Keepers from the stacks. That’s only really relevant when attempting the post-completion content, but if you’ve decided you’re finally tired of Reynn’s constant smug know-it-all attitude you’re offered some respite. Or if you’ve ever wanted to see a Kuza Beast, Gilgamesh, and Magic Jar tear all those who stand before them asunder. That’s a perfectly valid reason, too.

Some characters have definitely been more annoying than others.

That said, I’m rather impressed with the main antagonist (especially their voice acting). I’d have expected something light-hearted given that World of Final Fantasy was meant for younger audiences. But, no, the developers are certainly gearing up fledgling adventurers for the darker stories they’ll find in the rest of the series.

I wasn’t entirely sure what to expect from World of Final Fantasy but I was pleasantly surprised. I feel as though the availability of new mechanics and Mirages could be better paced, as there are some Mirages which you have from the very beginning of the campaign which don’t realise their full potential until after the first ending is unlocked. At which point most people (I would assume) have moved onto other Mirages. As they literally can’t level those ones up further without the appropriate Memento. But, besides that slight criticism, it’s definitely an enjoyable experience and the many Mirages are fun to try out. If, like me, you’ve played literally every main (non-MMORPG) instalment in the Final Fantasy series, World of Final Fantasy should rekindle some nostalgic embers in your heart. I highly recommend it!

Have a nice weekend, all!

Moggie

Wings Over Ivalice

A convenient method of transportation whenever you’re not in Jagd.

Final Fantasy XII The Zodiac Age is an impressive remaster which introduces a number of new mechanics and provides an enjoyable experience throughout. I’ve already shared my thoughts on the new job system, but there are quite a few changes besides the inclusion of tantalising character builds. Most of these changes affect how you progress through the campaign, what certain Magicks are classified as, how you acquire some of the rarer equipment, and make the bazaar a more prominent feature for various reasons.

I’m mostly in support of these changes.

However, there are some, as previously mentioned regarding the job system, which do feel slightly imbalanced. Grinding is still prevalent in the earlier locations, but becomes almost non-existent as much of the higher level equipment can only be found. So there’s never a comfortable break even point. You’re either ridiculously poor or you’re obscenely wealthy.

The actual story campaign is as good as it ever was. You’ve still got the gorgeously vivid, freely explorable, incredibly detailed open world that will engage you for dozens of hours. Overflowing with side quests, rare monsters, optional marks, and more. Graphically, even without the remaster, Final Fantasy XII still holds its own. There are dungeons which take literal hours to fully explore, filled with traps and puzzles and not nearly enough save crystals. But I do feel as though something is missing from The Zodiac Age. I’m currently sitting on 10-15k Licence Points across the entire party, but I can’t spend them due to completing all of my boards, and so even though I’d like some characters to learn new abilities they can’t, which is eternally frustrating.

I’ve greatly enjoyed exploring the world, uncovering its secrets, experiencing the main story, and being able to relive what I consider to be one of the best instalments in the series. But I do miss the freedom of the original Licence Board. That said, it’s still an incredibly good remaster and (mostly) highlights what made Final Fantasy XII so engaging. Gambits remain one of the best AI mechanics in the entire series and allow so much customisation of who does what and when they do it. Ultimately giving characters unprecedented levels of autonomy in battle.

Espers are pretty interesting, too.

They’ve changed slightly in The Zodiac Age but their premise remains the same. They can be temporarily summoned to provide assistance in battle, and they have a range of different abilities which are strengthened by the proficiency of their summoner. They’re also very rarely used in environmental interactions. Which is another thing that Final Fantasy XII does very well.

Despite disagreeing with some of the changes in the remaster, Final Fantasy XII The Zodiac Age is still a great entry point for new players and will provide an 80hr+ campaign if you’re looking to see and do everything. Even if you’re not you’re in for quite a long run. There has always been such a unique visual and musical style to Final Fantasy XII which really encapsulates the feeling of classic Final Fantasy instalments. It’s still much broader, more diverse, and has more depth than even the newest instalments. Which is a testament to the incredible amount of work that went into developing the original. Even now, twelve years later, it’s still one of the most exhilarating adventures in the Final Fantasy series. It’s absolutely worth your time!

Have a nice weekend, all!

Moggie

Licence to Adventure

My life would be more interesting if I had one of these.

Final Fantasy XII The Zodiac Age is an interesting adventure if you’ve ever experienced the original release. Unlike the Final Fantasy X/X-2 HD Remaster which keeps most of the core mechanics intact, Final Fantasy XII The Zodiac Age introduces a shiny new job system. Which, to be fair, was present in some versions of the original but definitely not the version I had. However, unlike other instalments with a job system, such as Final Fantasy III or Final Fantasy V, there is no need (nor any ability) to switch jobs after they’re chosen.

Which means you need to choose wisely.

But it also means that you don’t necessarily need to use every single job that’s available. Some offer little benefit other than access to another class of weapons which may or may not offer any noticeable difference. For instance, the Bushi, which primarily uses katanas, benefits from the Uhlan as they can use spears. As spears can hit flying enemies where katanas can’t.

That said, the only magick that combination could cast would be Black Magick unlocked via Espers and Quickenings. Which means that, unless you’re comfortable giving up the Esper, you’re essentially making a character that can only cast very limited Black Magick. Not that there is any requirement to have each character cast magick, but it does present an interesting issue when they’re going to gain increasing amounts of MP as they level. Something that is also prevalent with the Knight. The Knight is a class that will usually naturally develop low level healing magic, but in this incarnation they need to use Espers to unlock even the most basic White Magick. Of which their overall selection is quite limited but does prove useful.

I’ve never met a chocobo I didn’t like. Even this one.

For that reason I’m not entirely sure how I feel about this job system. For newer players it’s probably easier to digest than the original Licence Board, but for more experienced players I feel as though the job system takes something away from the experience. Especially when numerous jobs have access to Green Magick which seem to be almost exclusively unlocked through your Clan Rank. So there are several Licences you’re going to get little benefit from until much later in the story but they’re available fairly early on the board.

It’s natural that high level equipment would be saved for later.

But it does feel as though there is an imbalance between the progression. Some rapidly progress through equipment and HP Licences to become much more powerful earlier on in the story, while others seem to lack any kind of punch until much later. Like the Black Mage. Which was a secondary choice for me but didn’t become relevant until after the second board was available.

I don’t hate the new system. In fact, I welcome it. It’s interesting to see the difference between the two approaches. But it would be nice if they would allow you to access the original Licence Board, too. For those who prefer that system. Or want to experience it for the first time. I’m still enjoying my time with Final Fantasy XII The Zodiac Age regardless. It’s a huge adventure that never stops giving even when you think you’ve explored a fair chunk of the world. I’ve discovered hidden Espers, locations, and more while casually exploring the various locations that seem to be appearing as quickly as I clear them. I also decided that I’d put my thoughts down in writing. So, here they are. My thoughts. In writing.

Have a nice week, all!

Moggie

The Cure for Insomnia

It’s not safe to travel at night.

Normally I prefer being awake at night, but those pesky bloodthirsty daemons that occupy Eos once the sun goes down make it a little harder to justify. That was until I realised that by not sleeping I could save up (and consequently multiply) experience points at various locations, which ultimately led to not resting for weeks at a time. Which was great for everyone except Ignis who rarely utilised his culinary skills. But at least he cooked more meals than Noctis caught fish. I caught a grand total of two fish and both were for cats.

I later caught a third to talk to a NPC.

Final Fantasy XV is an interesting JRPG that invokes the nostalgia of earlier instalments while standing firmly with its own mechanics. Featuring one of the best open world environments I’ve experienced Eos is overflowing with dangerous enemies, dungeons to explore, secret locations to discover, and hundreds of quests to undertake in one form or another.

I was quite impressed with the character progression mechanics, too. Accruing AP will allow you to unlock new abilities and passive bonuses via Ascension, which made a noticeable difference and allowed your party members to act autonomously with variation in their abilities. It’s not quite the tactical system present in Final Fantasy XII, but it’s one that allows the different party members to retain their personalities and become more powerful over time. The attention to detail in their mannerisms and animations was refreshing as well. As was their role in the party matching their role in the story. For instance, Gladiolus, who acts to protect Noctis, has active and passive abilities that quite literally allow him to shield Noctis from damage.

I’m also glad to see that there is variation in the weapon types used by each character. It’s nice to see the return of a classic approach to upgrading equipment, but with the addition of equipment that is specific to Noctis (due to his role in the story) that allows him to fully utilise his Armiger. Not only reinforcing the new mechanics but allowing more variation when dealing with enemies who are resistant to certain weapon types. Or even magic types. Magic being a curious blend of drawing elemental energy from deposits and crafting this time around.

Elemancy is an interesting concept that I scarcely employed.

Having New Game+ as an option definitely invites the possibility to use different weapons and/or magic the second time around. Being able to switch to the other party members makes for an interesting variation, too. Seeing as each has their own unique mechanics which make them different to Noctis. I don’t know how feasible it is to stay consistently switched, though.

I wasn’t sure how I’d feel about Final Fantasy XV but I was very pleasantly surprised. The open world is vast and features actual dungeons which not only include overflowing numbers of daemons but puzzles and rare equipment, too. The hunts are varied and increasingly difficult with many different enemies to encounter. The side quests often form quest chains which have logical conclusions with the characters concerned. It’s an accomplishment that the world feels as alive as it does- which is something the Final Fantasy series has lacked for a while- but something that comes so naturally to this instalment. It’s a living, breathing, ever-evolving world that’s just waiting to be explored. I highly recommend giving it a chance- it may surprise you.

Have a nice week, all!

Moggie

Dressed for the Occasion

At least you won’t need to pay for dry cleaning.

Which, now that I think about it, is actually a really good question- who developed sphere technology that dresses you in different clothing and armour? It seems like such an odd thing to develop. You’d think they’d prefer to develop an infinite food source, or technology that doesn’t try to kill them, or even the ability to capture fiends in spheres which they would use to battle other fiends.Dressed for the Occasion Those would be useful options. Copyright infringement aside. But, no, they decided to put clothes into these spheres.

I don’t think I’ll ever understand Spira.

Final Fantasy X-2 is an interesting sequel in many ways. Most of the original characters are scarcely present, the Sphere Grid is gone, Garment Grids and Dresspheres provide most of your character customisation options, you’ve got an airship available from the moment you finish the introductory mission, and it’s probably best if you don’t take the story too seriously.

That doesn’t mean it’s not a suitable sequel, though. It’s just that it might not be the sequel many were expecting. Most were probably anticipating a prequel which looked at the events surrounding the journey Braska, Auron, and Jecht embarked on before the events of Final Fantasy X. Instead they got a slightly ridiculous insight into the events following the Eternal Calm. But I think it was a bold choice to introduce new story elements instead of dragging out existing ones. The aforementioned prequel would have been such an easy choice, too. That said, while I feel that the sequel does conclude the story fairly well, I also feel that the Final Fantasy XIII trilogy concluded things more satisfactorily, which shows that the series has progressed over time.

There were a few things about the Final Fantasy X-2 HD Remaster which I do believe weren’t present in the version I have on the PS2. Such as the Creature Creator system, which allows you to recruit fiends into your party that you develop in a very similar way to strengthening Aeons in Final Fantasy X. There are also new accessories, altered accessories, an extra chance to get the Mascot Dressphere, numerous changes to the enemies you’ll face, and even some slight alterations to the events you’ll experience.Dressed for the Occasion

Whether those are positive or negative changes is open to interpretation.

I’m particularly impressed with the graphical enhancements in the HD Remaster as well. It looks gorgeous. Especially when you consider that the original versions of both titles on the PS2 didn’t look that bad, in fact, at the time, they were some of the most impressive titles on the market. But the enhancements present really breathe new life into the world of Spira.

I’ve enjoyed playing through both of these titles again. While I will admit that I prefer Final Fantasy X, Final Fantasy X-2 is an interesting look into a familiar universe with both established and newly introduced characters. It also features (for the first time in the series) an all female cast. Then there’s New Game+, which I’ll be able to use to experience the story once more and finish off all of the things that I missed in the first attempt. So neither is finished just yet. But, for now, it’s time to bid Spira adieu and move onto new adventures. I’d still highly recommend the Final Fantasy X/X-2 HD Remaster package. It’s well worth the price of admission if you enjoy classic JRPGs.

Have a nice week, all!

Moggie