I got "Oblivion" (XBox 360) late and despite a few tentative forays into "Lego Star Wars II" (also on the 360), "Loco Roco" (PSP) and a few others I've been playing it pretty much non-stop since I got it - just under 200 hours at last glance.
I wasn't actually going to even pick up Final Fantasy XII right away: I've got a stack of un-played games and was going to take a break and finish off some weekenders (platformers, adventure games, etc) before getting sucked into another epic Role Playing game. Then my Mom "surprised" me by sending it me (she picked it up at one of her wholesale clubs). My son wanted to see it (he likes watching the openings) so I slapped it in Wednesday night before bed time. I'd love to say that I've not stopped playing... but I've got a life. I will say that I've not played "Oblivion" since. I was able to put in a good five hours today (it rained all day here) bringing my total play time, so far, up to about 11 or 12 hours so I think I can talk about it realistically. The game really doesn't grab you and shake instantly you like some others, although it start off with a nice action sequence to whet your whistle. Nearly all of the complaints I'd heard about the game are, in my opinion, unfounded. The main character DID look effeminate and odd in pictures. But a well-cast voice and some very effective (and masculine) animation work and you simply don't come to that conclusion when playing. The combat is NOT on "auto-pilot" at all unless you want it to be. If you do however there are incredibly rich options for this which eliminate nearly all the tediousness of "regular" battles. The combat is NOT action oriented although it may look like it when watching the game: it's still essentially turn based but with full freedom of movement. The same rules and strategies apply to this game as previous games but the end result is actually much more fluid and beautiful. The lack of a "world map" hasn't hurt so far (admittedly I've uncovered very little of the world). Locations are connected by discrete areas similar to the way they were in "Final Fantasy X". There are plenty of options for fast travel (teleport stones, airships, etc). The lack of random battles is well-appreciated. Instead each area is populated by hordes of baddies which you can choose to attack or not. Never again will you fine yourself "circle-walking" in an attempt to trigger random battles. All of the voice-work and most of the writing so far as been superb. The story is more serious this time out, but still both clichéd enough not to disappoint fans of the genre and original enough to satisfy. So far, at least, it's also understandable (if a bit on the political side): there have been no mentions of "the planet" or "spirits of the nether planes" or any of the metaphysical mumbo-jumbo that tended to populate the previous games. The character design is somewhat subdued compared to previous games but, I think, better for it. The graphics, overall, are probably the best the PS2 has to offer (with the possible exception of "God of War"). The menu and text-heavy screens (bestiary, tips, etc) are especially well done (sharp-edged and clear) and even seem to give the XBox 360 a run for the money. Like any Japanese RPG the story is directed and set (there's no real "role-playing" in the pen-and-paper style) but then again if you've played any "Final Fantasy" or "Dragon Quest" game (or any of the hundreds of imitators) then you knew that. On the potentially negative side the game is more complex than previous entries. Many common actions now have multiple steps. For example monsters don't generally drop Gil (money) directly as they did in previous games. Instead they drop "loot" which can be sold for Gil. New skills (spells, techniques, etc) and items (armor, weapons, etc) must be both purchased (or found as treasure) and the correct "License" for that item gained via "License Points" (earned from killing monsters). Without both you can't use the new skill. The License Board (where you buy licenses) is rather hard to navigate and plan on (since only the licenses adjacent to already obtained ones show detailed information), but not disastrously so. Each license only opens up two or three new items so you'll be buying a lot of licenses just to make use of items found as treasure. The whole system works surprisingly well, but it is cumbersome and potentially confusing. On the plus side you can purchase any license adjacent to any you already own so quite quickly you'll be able to pick and choose from many available licenses (unlike the Sphere Grid from Final Fantasy X which was much more linear). The gambit system is both surprisingly powerful and surprisingly simple to employ (or ignore completely). Gambits allow you to automate the actions (reactions really) of your characters. A gambit consists of a "target" (either a physical thing like "Closest Enemy" or "Party Leader" or a situation such as "Any Ally's HP fall below 70%" or "Party Leader is blinded") and an "action". The action is any skill, spell or item available to the party (for example "use potion" or "cast cure" or "cast thunder"). Gambit targets are purchased from shops or found (I've bought several dozen but there seem to be well over a hundred in total). Gambit slots are added via the license board (each character starts with three or four slots). Gambits are applied in priority order and can be disabled completely or disabled individually and per party member. At any time during battle you can assign an action to any character which will override gambits for that turn. If you disable gambits you're in the traditional gameplay mode: each character's actions have to be specified each turn. If you enable gambits many of the more tedious elements of game play simply disappear. For example I've got one of my characters set up this way: +) If any character's HP fall below 60%, cast cure on them. +) If any character's HP fall below 40%, use a potion on them. +) If any character is blinded use eye drops. +) If any character is poisoned cast Poisona (cure poison). +) Attack the enemy being targeted by the party leader. +) Attack the closest visible enemy. Remember that these are prioritized from top to bottom. In practice this means this character will first cure others (or themselves) until they run out of magic points then start using potions. They will also cure several status effects. Lastly they will attack whomever the party leader ("me") attacked or, lacking that, any baddie close by. That last one is disabled when I want more control and enabled when I'm just wandering around and leveling up. Also note that gambits apply the party leader (the character you're controlling) as well. You can set up your leader to "attack closest enemy" and all the other members to "attack enemy targeted by party leader". You then just move your party close to an enemy to engage. (Games like "Kingdom Hearts" or "Summoner" feature similar, much simpler, systems which can only be applied to NPCs. In Final Fantasy XII the system works for everybody.) The game doesn't "play itself", rather it allows you to define a very personal style of play and apply that automatically. At any time you can assign a different action to any character. This is essential in boss battles which require more thought and strategy. The gambit system makes routine battles much more streamlined while taking absolutely no control or capability away from those that would rather micro-manage. So far I've no real complaints about the game. As noted many aspects are more complicated than they need to be, but also more realistic because of it. Doesn't it make more sense to kill a wolf and sell its pelt than it does for a dead wolf to drop money on the ground? I'm not fond of the mapping system (I think it could be much clearer) but it's no worse than any other game's. The camera is actually pretty fluid but often ends up too high or too low as the terrain changes: an adaptive camera would have been nice. The script is written in a quasi-Shakespearean style that's sometimes hard to read (although it sounds great spoken much of the dialog is still read). But all of these are minor, niggling points which don't rise to a level where they detract from the game. Between the main story-line, filling out the license board, doing all the special hunts, finding all the rare beasts and all the other things to do I think I know exactly where I'll be spending my next hundred or so game-hours. Jim Davis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Introducing the Fusion Authority Quarterly Update. 80 pages of hard-hitting, up-to-date ColdFusion information by your peers, delivered to your door four times a year. http://www.fusionauthority.com/quarterly Archive: http://www.houseoffusion.com/groups/CF-Community/message.cfm/messageid:220502 Subscription: http://www.houseoffusion.com/groups/CF-Community/subscribe.cfm Unsubscribe: http://www.houseoffusion.com/cf_lists/unsubscribe.cfm?user=89.70.5