15 years on, Final Fantasy 12's combat system is still the best | PC Gamer - rodriguezforling
15 years on, Final Fantasy 12's combat system is even so the top-grade
![Final Fantasy 12 Ashe](https://cdn.mos.cms.futurecdn.net/3BySTaLo3qCfTVoHot9oSP-320-80.jpg)
I'm not gonna lie, I didn't equal Final Fantasy 12 when I showtime played it—the first 10 or so hours felt like a veridical slog. The battle arrangement was different, I didn't like Vaan, and the story seemed jerry-built—or, at least, it certainly didn't intrigue me the way FF10 did. I don't remember precisely when the gambit organization clicked for me, only IT was sometime during Barheim Passage after escaping the keep at Nalbina Fort.
From that compass point on, the stratagem system continued to maturate happening me. So much thusly that 12 became my favourite stunned of all the Final Fantasy battle systems. And having played Final Fantasise 12: The Zodiac Age recently, which implements the Book of Job scheme previously only forthcoming in the International version, I can confidently aver—15 years later—that information technology's smooth my favourite combat scheme from any Final Fantasy bet on.
If you've never played FF12, the differences in combat between it and the older games seems like very much. You aren't thrown into random battles—you initiate them with enemies visible on the field—so you don't get thrown into a assort arena, complete with battle theme. And or else of having to stimulus commands happening a menu to snipe, mend or fire off a magical spell—although you can still do this if you choose—you raise gambits that dictate what you want each graphic symbol to perform, founded on parameters you set.
You set the target—either enemy or ally—and then an action you want to cost performed. You can narrow this down further past specifying variables connected with the mark. So for my playthroughs, I broadly set the assonant two fire gambits for every character and build from there. The first is always 'Opposition: Party leader's target - Attack' followed by 'Foe: Last-place HP - Tone-beginning'. Gambits are e'er executed in the order that they'atomic number 75 listed, so by default, everyone should be assaultive the similar opposition—the party leader's target—and the party leader will attack the enemy with the lowest wellness. This way, if your political party leader happens to be doing something other, like using an item or healing (or dying), the actions of other characters North Korean won't atomic number 4 discontinuous.
Healing spells work likewise, and you can set up specific allies as targets, or any company member that drops beneath a certain health part. Main healers should also have their healing gambits above whatever offensive ones; otherwise, they'll always prioritise attacking. And if damage-dealings characters have entree to healing or revive spells, I'll set those up below their blast gambits—with a slightly higher health doorsill than the sanative character—to help impossible with mana habit archaean on.
Mount up a 'steal' gambit agency you'll give birth plenty of Gil to work with, but you want to be a little inventive if you put on't want the thief to strain to slip from the same foeman constantly. The setup I use is 'Foe: HP < 90% - Attack', Foe: targeted by ally - Steal', and 'Foe: lowest HP - Attack' therein order. This works whether operating theater non the thief is the company leader, though you'll bugger off more steals in if they are. The third gambit is the one that initiates combat, but they'll automatically switch to the second gambit as soon as another party member targets the enemy (assuming all allies consume the 'party leader's target area' setup), which is virtually instantaneous. They'll then switch to the first option when that enemy is lower than 90% wellness. The but time I'll turn this stratagem sour is during boss fights, where the health pools are a lot large betwixt health percentages.
On that point are loads of gambits to choose from, and you bum make them as straightforward operating theater American Samoa complicated as you like. I love setting them up for all conceivable situation, then rental my party loose and watching how things unfold. I constantly adjust gambits as the characters learn recent spells or abilities, and I'll manually cast some spells during tougher fights.
Not everyone seems to share my have a go at it of the gambit arrangement, though. I knew plenty of people that would switch off the party leader's gambits, so information technology felt up like they had something to do. Their main complaint was that IT felt ilk the game played itself. You still have to put in the work, though—you'atomic number 75 just doing IT in front fights rather than during them. And even then, you'll likely still take to make adjustments or perform certain actions manually mid-battle if the situation calls for it.
The biggest job with nigh Final Fantasy games is how iterative fight can get, especially in the later stages when you're mopping up sidequests operating theater preparing for the concluding gaffer—but this is something FF12 specifically manages to negate to a predestinate grade. You're not getting down into stochastic battles all two seconds and cachexia clip by having to attend a whole new engagement screen door. And by extension, you don't have to go finished the motions of inputting the same successiveness of spells or attacks for the equivalent monster for the 679th time. There are times when you'll quiet want to grind XP for sure, but the fights themselves are a great deal less laborious because of your gambits.
Everyone's distinguishable, though—I'm not a super sports fan of the direction Final Fantasy 15, and much recently, the Final Fantasy 7 Remake, has taken with regards to combat. Still, I know enough of people that seem to enjoy it. For Pine Tree State, Unalterable Fantasy has never been about frantic action-based armed combat. I'll play any main Final exam Fantasy game Squeenix decides to going, only information technology was the massive nostalgia trip that drove me to finish FF7 Remake sort o than because I was enjoying the fighting.
Final Fantasy games are my happy place; they are where I butt chill with the tale and the low-emphasize battle. For me, the entertaining of 12's gambit system is the experiment—setting up what you think testament work for whatever you're about to tackle, so sitting back to watch the results.
Final Fantasy 7 through to 13 are games I'll always go back to. And spell I'd argue that all of those receive practically stronger stories than Final Fantasy 12, the gambit system feels superior to the others, even today.
Source: https://www.pcgamer.com/15-years-on-final-fantasy-12s-combat-system-is-still-the-best/
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