I'm roughly thirty-six hours into Final Fantasy 12 and I've entered the Ozmone Plains in search of the village of Jahara. The game's license system is only one-third of the story of what's new in Final Fantasy 12's battle system. Another new aspect is called the gambit system. Gambits are specific commands that can be set to each of the characters. Each gambit has two aspects. The first aspect is target. This determines the who of things. The other aspect is action. This determines the what of things. So for example if you're controlling Vaan and have Fran and Penelo in your active party and you don't want to have to deal with healing because you're too busy attacking you can set up a gambit to cover things. So you'd go to the gambit menu and set it up for Fran that "1 Any Ally: HP <50% - Cure" and "2 Foe: Leader's Target - Attack," and she'll heal when those conditions arise while continuing to attack the targets you're attacking. Gambit slots are unlocked via the license board. You have to spend license points to give the characters more slots which in turn allow you to get more and more specific with your instructions therefore making your party perform better and better. They're numbered in priority with one being most important. That way they know not to do something stupid over something smart in most scenarios. The gambits also cover an amazing array of possibilities allowing you to really fine tune your party. You can have them know to cast Fire on flying enemies, or to cast Raise on anyone who has died, or to use an Ether when someone is out of magic points, or to even use a Golden Needle when someone has been hit with Stone. But this isn't all available at the start. Gambits must be bought in shops or found in treasure chests around the world of Ivalice. The more thorough you are the more likely you'll have a better behaved party. When I originally heard of the gambit system I thought them a stupid idea. They made the game seem like it would be played on autopilot. The game would play itself. Given this and the trend of less than challenging dungeon design showcased by the pitiful Final Fantasy 10 I was expecting the worst going into Final Fantasy 12. I have to say I'm more than pleasantly surprised by how much I actually enjoy the gambit system in practice. It's fresh and fun. It really does breathe new life into the previously stagnant Final Fantasy formula. Next time shouldcover the remaining aspects of the battle system...
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1 comment:
Protip: Put enemyHP%100 >> Steal on a character or two while level grinding and you'll never want for money.
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