ffxii intro

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Final Fantasy XII intro movie. Wedding to funeral in four minutes. Not even Mai Otome would do this.

7 Responses to “ffxii intro”

  1. I’ll admit it did look stunning, but I am not a die hard fan of final fantasy. If Nagi, Nina, and Sergei bite it I will jump for joy. I’d spare the Otome script writers if Shizuru and Natsuki get married…

    Still between Ace Combat Zero and FFXII I’challenge the Round Table any day.

  2. Wedding and a funeral in four minutes? Guns n’ Roses anyone? :P

    The video did look nice, but I’m withholding any judgement until I actually get to play them game. I’m still sour about the demo despite what others have said about the Japanese version of the game. Other than Kingdom Hearts, Square hasn’t developed a single game that has impressed me since probably Chrono Cross or Vagrant Story. It’s all been rehash and ports.

  3. Well, at least she’s a YOUNG widow. Still, some of the characters in the intro had what I’d call “dead” eyes – eyes that didn’t move at all, with the unnatural fixed stare characteristic of earlier attempts at CGI.

    Outside of that though, there’s no sign of what the gameplay is like… and that’s worrisome, since a lot of other companies have been releasing shots of gameplay footage, so you get to see the game in action… and none of that exists here.

  4. If only they have released this a year ago…

  5. I’ve started playing the import and so far it’s looking nice. Being that the battle system is ‘new’, I’m sure there’s going to be tons of controversy surrounding it. It seems whenever Final Fantasy decides to go and violate some perceived (re: false) law of normality, its fans split off into camps of raving lunatics for or against the changes. I for one, enjoy the battle system, especially when it comes to boss encounters. They’re some of the most dramatic sequences I’ve seen in video games yet.

    One thing that excites me about FFXII is that it feels like something I’ve played on the SNES. Yes, it’s 3D. Yes, it’s way more complex than anything from the 16-bit era. But that feeling I had off FF3, 4, and 6 is back. It has a touch of the medieval, a touch of the technological, and it has a sense of both drama and wonder. It also doesn’t try to kid itself with the gloss and shine developed in X (which I liked despite this, but that’s another story), but has a more down-to-Earth tone overall. I think part of that is the involvement of Matsuno, as he prefers a more gritty tale (re: Vagrant Story).

    The world of course has elements of FFTactics and FFTactics Advance in it, but carries the feel of the former over the latter. The colour pallet and textures add to this immensely. One thing I’m glad about is that the colours don’t dull down the game as they did with XI. There’s a high level of detail and it feels as though the game was painted, rather than just modelled half the time. Where I’ve been vocally disappointed by how XI looked when trying to be more realistic, XII is a big relief because it balances out on both ends of the spectrum.

    Between this, Suikoden V, and Grandia III so far, it looks like this is going to be a good year for RPGFans.

  6. Yeah, kinda like Square-Enix to do something like that. Remember FF IV?
    Looks great so far, and I’ve been dying to get my evil hands on this game. I like the opening track, and setting may be from one of the games I wasn’t to fond of in the franchise, but I still like how it looks.

  7. Well, in response to Mark’s comment about FFXI, he fails to tell you that it is an MMORPG (Online) game, so that the texture and color palette choices were not one that the designers were ecstatic about, considering the amount of data they had to deal with could be transmitted comfortably over a less than 56k transmission rate… I’m not even sure what the complaint is about as the graphical detail and level is still miles beyond any of the FF titles ont he PS2, including FFXII (Let’s face it, PS2 was not “The” gaming machine as Ken Kutaragi boasted about when he compared it to SGI’s workstations of 5 years ago)

    Anyway, back to the discussion. I have to agree that the battle system did need some changes and since this game is based on the previous FFT games (As in content and not the actual stories) it had to be able to allow players to use some intelligence when applying their commands rather than just mashing the attack button over and over again (which you can do at whim in previous standalone FF titles provided your characters were at level 99 and pretty much invincible at this stage)

    I believe this is SE’s best standalone FF title to date. Of course, the purists will say otherwise, citing that the best work was probably in the roman numeral ranges of III and VI, but I digress.

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