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Notes -
So I got a Switch 2. Because I'll always be a Nintendo kid at heart.
My old Switch was dying. The fan in it was making a god awful racket. So I hadn't turned it on the last few months because I planned on just transferring everything to a Switch 2 anyways. I may replace the fan for fun and practice and sell it now that I'm not concerned about losing data.
First order of business was finally finishing the playthrough of Final Fantasy XII that had about 3 hours left to it. I fucking love this game. Favorite Final Fantasy by a country mile, and the only one I still fire up from time to time. Personally I preferred the original's license board over Zodiac Age's job system, but it is what it is. I generally always prefer things the way I first experienced them.
The game was still as obviously flawed as it was when I first played it in 2006. The first half of the game is way stronger than the back half. The entire plot seems to revolve around chasing McGuffin after McGuffin to no consequence what so ever. Every time you finally get a McGuffin, some cutscenes halfway across the world with characters you never meet happen which move the plot along independent of anything you did. That said, I still love the real time combat and gambit system, the localization is top notch and the accents they gave all the groups really heighten the expert world building that went into Ivalice. Ultimately it's a game that is a work of art despite itself.
FFXII was such an incredible disappointment after X. Starts off really well, but after 10 hours you realize the only gambits you need are low health > heal and attack, and there is absolutely nothing of interest when it comes to building a character. The licence board was entirely pointless. All that was left was the story, which as you say became incomprehensible very quickly
This is straining my memory some, but I recall the gambit system in the original game being much more finely tuned than Zodiac Age. It only gave you the option of automating poisona for instance, after you'd spent a dungeon manually curing poison in combat. In Zodiac Age you can purchase all the gambits right from the jump, letting you automate everything immediately. I recall the original had this effect of, as soon as a task got tedious, the option was available to automate it. In Zodiac Age the game feels like it's playing itself more.
I did find I was constantly tweaking my gambits, most on account of status effects. Another difference I remember was that with the OG license board, I could give all my characters some low level spells, like Protect or Shell, so the whole party would work together to keep those protection spells up. In Zodiac Age, you tell your single white mage in the part to keep everyone protected, it's virtually all they do it takes so long to cast 3 times in a row, and then it's nearly worn off! Meanwhile they aren't healing or curing status effects.
I donno, I think some of the quality of life features in Zodiac Age actually made the game worse in ways that are counter intuitive.
Yeah, the original there were a handful of unlock events for most of the status and health level gambits. They could have used a bit more granularity and evenness (why is ally: lowest hp or foe: lowest hp a mid-game thing?), but it did help a bit. And the ones you could get from chests in the original also avoided the whole 'giant list of shit to buy' problem Zodiac Age had.
In exchange, Zodiac Age hide a lot of spells that were previously buyable by putting them in chests. Which, imo, feels a lot worse. Though at least it did fix the damage limit that made a lot of those higher-end spells useless.
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