
Throughout the game, the player directly controls the on screen character from a third-person perspective to interact with people, objects, and enemies. Unlike previous games in the series, the player can also control the camera with the right analog stick, allowing for a 360° view of the surroundings.[2] While in towns and cities, the player may only see from the perspective of Vaan, although any character may be controlled in the field. The world of Final Fantasy XII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the world by foot, by Chocobo,[3] or by airship.[4] Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport to other gate crystals.[5] An in-game bestiary provides incidental information about the world of Final Fantasy XII.[6]
Final Fantasy XII restructures the system of earning gil, the currency of the Final Fantasy games. Instead of gil, most enemies drop "loot" which can be sold at shops.[7] This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of monster multiple times in a row.[8] Selling different types of loot also unlocks a bazaar option in shops, which provides items at a lower cost, or items exclusive to the Bazaar.[7]
[edit] Combat
A standard battle; blue lines depict the player's targets and red lines depict those of the enemies.
Unlike the previous Final Fantasy games which used a turn-based system, battles in Final Fantasy XII occur in the open field; however, menus are still used to issue commands to the characters. Combat unfolds in real time, using a new system called "Active Dimension Battle" (ADB), which allows the player to battle in the overworld instead of in a separate battle screen.[9] The player may issue commands to any of the three characters in the battle party at will; however, certain "guest" characters are controlled by the game's AI.[10] Battle commands include Attack, Magicks & Technicks, Mist, Gambits, and Items. Using these abilities, the player must destroy enemies before being defeated.
"Random encounters" have been eliminated in Final Fantasy XII; the transition to a separate battle screen like in other Final Fantasy titles is absent.[9] Instead, enemies are visible in the overworld before an engagement and the player may choose to fight or avoid them in open combat. A battle begins when the party comes within range of an aggressive enemy (or vice versa), if the party attacks a non-aggressive enemy, or if a story event initiates a confrontation.[9] When a character or enemy begins to perform an action, target lines connect characters to other party members or enemies; different colors represent the type of action.[11] The player may switch any active character with an inactive character at any time, unless the active character is targeted by an attack or ability. Characters who are knocked out may also be substituted. The absence of a transition to a battle screen meant the traditional victory scene is also eliminated, though a successful "Boss" battle does present the player with a "Congratulations" screen and the participating characters in their victory poses.[12]
Another new feature in Final Fantasy XII is the "gambit" system, which allows the player to program each character to perform certain commands in battle in response to specified conditions.[13] Using gambits, the player may set reactions to different stimuli for each character. Each gambit consists of three parts: a target, an action, and a priority. The target specifies which ally or foe to act on and the condition for applying the action. For example, the target "Ally: HP < 70%" causes the character to target any ally whose HP has fallen below 70%. The action is the command to be performed on the target. The priority determines which gambit to perform when multiple gambits are triggered. This rudimentary AI programming scheme allows the characters to act on their own, although player-inputted commands are always given top priority.[13] In Final Fantasy XII, a mysterious phenomenon known as "Mist" is the key energy which allows the player to cast summoning magic and perform "Quickenings". After defeating one in combat, the player will be able to summon an "Esper" to the battlefield.[14] Similar to Final Fantasy X, the summoned creatures become active participants in battle,[14] as opposed to the cinematic attacks seen in previous games in the series. Unlike Final Fantasy X, however, Espers follow hidden gambits, rather than the player's direct command.[14] The summoner remains an active member in the fight, able to attack and cast support magic, instead of leaving the party or standing idle while the summoned creature fights.[14] An Esper will leave the battle if either the summoner or itself is knocked out, its time limit expires, or it executes its special attack.[14] Some Espers have origins in Final Fantasy Tactics and Final Fantasy Tactics Advance and others are derived from the final bosses of previous Final Fantasy games, such as Chaos, the final boss of the first Final Fantasy, and Zeromus, the final boss of Final Fantasy IV. Final Fantasy XII introduces "Quickenings", a new Limit Break system unique compared to those in previous games in the series.[15] Characters learn Quickenings by progressing to specific panels on the License Board.[15] Each character can learn three Quickenings, which are unique to that character.[15] Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses.[15] If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence
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