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파이널판타지12 더 조디악 에이지 리뷰
파이널판타지12 더 조디악 에이지 리뷰


FINAL FANTASY XII THE ZODIAC AGE on Steam

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FINAL FANTASY XII THE ZODIAC AGE on Steam
FINAL FANTASY XII THE ZODIAC AGE on Steam

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Final Fantasy XII – Wikipedia

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  • Summary of article content: Articles about Final Fantasy XII – Wikipedia Final Fantasy XII is a role-playing veo game developed and published by Square Enix. The twelfth main installment of the Final Fantasy series, … …
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Final Fantasy XII - Wikipedia
Final Fantasy XII – Wikipedia

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‘파이널 판타지 XII: 더 조디악 에이지’ 리뷰

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‘파이널 판타지 XII: 더 조디악 에이지’ 리뷰
‘파이널 판타지 XII: 더 조디악 에이지’ 리뷰

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파이널 판타지 12 조디악 에이지 공략 리스트

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파이널 판타지 12 조디악 에이지 공략 리스트

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파이널 판타지 12 조디악 에이지 공략 리스트
파이널 판타지 12 조디악 에이지 공략 리스트

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Access Denied

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Access Denied
Access Denied

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Access Denied

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Access Denied
Access Denied

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G마켓 – 파이널 판타지 12 검색결과

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파이널 판타지 벽걸이 탁상 액자 모음 – 12 10 인치 연관상품 72개연관상품 닫기

파이널 판타지 벽걸이 탁상 액자 모음 – 12 16 인치 연관상품 72개연관상품 닫기

파이널 판타지 벽걸이 탁상 액자 모음 – 12 20 인치 연관상품 72개연관상품 닫기

닌텐도 스위치 파이널판타지12 XII 더 조디악 에이지 연관상품 3개연관상품 닫기

G마켓 - 파이널 판타지 12 검색결과
G마켓 – 파이널 판타지 12 검색결과

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Final Fantasy XII

2006 video game

Not to be confused with Final Fantasy X-2

2006 video game

Final Fantasy XII[a] is a role-playing video game developed and published by Square Enix. The twelfth main installment of the Final Fantasy series, it was first released for the PlayStation 2 in 2006. It introduced several innovations to the series: an open world; a seamless battle system; a controllable camera; a customizable “gambit” system, which lets the player control the artificial intelligence (AI) of characters in battle; a “license” system, which determines what abilities and equipment can be used by characters; and hunting side quests, which allows the player to find and defeat increasingly difficult monsters in the game’s open world. Final Fantasy XII also includes elements from previous games in the series, such as Chocobos and Moogles.

The game takes place in Ivalice, where the empires of Archadia and Rozarria are waging an endless war. Dalmasca, a small kingdom, is caught between the warring nations. When Dalmasca is annexed by Archadia, its princess, Ashe, creates a resistance movement. During the struggle, she meets Vaan, a young adventurer who dreams of becoming a sky pirate in command of an airship. They are quickly joined by a band of allies; together, they rally against the tyranny of the Archadian Empire.

Final Fantasy XII was both a critical and commercial success, earning several Game of the Year awards and selling over six million copies on the PlayStation 2 by November 2009. In 2007, a sequel titled Final Fantasy XII: Revenant Wings was released for the Nintendo DS, and the same year, an expanded version of Final Fantasy XII, titled Final Fantasy XII International Zodiac Job System, was released on the PlayStation 2 exclusively in Japan. A high-definition remaster of the International Zodiac Job System version, The Zodiac Age, was released worldwide for PlayStation 4 in July 2017, for Microsoft Windows in February 2018. and for Nintendo Switch and Xbox One in April 2019.

Gameplay [ edit ]

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.[1] While in towns and cities, the player may only see from the perspective of Vaan, but 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 overworld on foot, Chocobo, or by airship.[2] Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport between gate crystals.[3] An in-game bestiary provides incidental information about the world of Final Fantasy XII.[4]

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.[5] This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row.[6] 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.[5]

Battle system [ edit ]

In Active Dimension Battle (ADB), characters move freely and attack as soon as they are ready. Blue lines depict the player’s targets and red lines depict those of the enemies.

Excluding the massively multiplayer online role-playing game Final Fantasy XI, Final Fantasy XII is the first entry in the main Final Fantasy series not to include random encounters.[7] Instead, enemies are visible in the overworld and the player may choose to fight or avoid them. Battles unfold in real time using the “Active Dimension Battle” (ADB) system. Battles begin when the party comes within range of an aggressive enemy, the party attacks an enemy, or a story event initiates a confrontation.[7] When a character or enemy begins an action, target lines connect characters to other party members or enemies; different colors represent the different types of action.[8] The player may swap to and issue commands to any of the three characters in the party, but guest characters are controlled by artificial intelligence (AI).[9] Battle commands are initiated through a series of menus, and include Attack, Magicks, Technicks, Mist, Gambits, and Items. 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.

A 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.[10] 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 hit points have 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. These heuristics guide the characters when acting autonomously, though player-directed commands are always given top priority.[10] In Final Fantasy XII, a mysterious phenomenon known as "Mist" is the key energy which allows characters to cast summoning magic and perform "Quickenings". After defeating an Esper in combat, the player will be able to summon it to the battlefield.[11] Similar to Final Fantasy X, the summoned creatures become active participants in battle,[11] 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.[11] 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.[11] 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.[11] 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.[12] Characters learn Quickenings by progressing to specific panels on the License Board.[12] Each character can learn three Quickenings, which are unique to that character.[12] Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses.[12] If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence.[12] The License Board; raised panel icons indicate acquired licenses. Growth system [ edit ] As in many role-playing games (RPGs), characters "level up" each time they earn a set number of experience points from defeating enemies; each level gained increases the character's statistics and improves performance in battle.[13] Statistics include hit points, the amount of damage a character can receive; strength, the power of the character's physical attacks; and magic, the potency of the character's magical spells.[13] In addition to leveling up, players may improve their characters via the License Board. The License Board is an array of panels that contain "licenses" which allow a character to perform certain actions.[14] The board is split into two parts; the upper part comprises Magick, Technick, Accessory, and Augment (stat increases and other permanent buffs) licenses, and the bottom part comprises mostly Weapon and Armor licenses.[15] To use a Magick, Technick, or piece of equipment, the character must obtain its corresponding license by spending the required amount of LP (License Points).[14] LP are earned in battle along with the experience points. Like the Sphere Grid in Final Fantasy X, all characters may obtain all licenses on the board; however, each Quickening and Esper license may only be activated by a single character.[16] Plot [ edit ] Setting [ edit ] Final Fantasy XII is set within the land of Ivalice during an age when "magic was commonplace" and "airships plied the skies, crowding out the heavens". At this time, magicite, a magic-rich mineral, is commonly used in magic spells[17] and in powering airships—a popular form of transportation in Ivalice.[18] Ivalice is divided into three continents:[19] Ordalia, Valendia, and Kerwon.[1] Ordalia is located in the western part of Ivalice. The Rozarrian Empire makes its home in the vast inland plains of this continent as the eastern portion of it is largely desert and "jagd"—lawless regions so rich in Mist, the ethereal manifestation of magicite, that airships cannot function.[20] Valendia is the home of Imperial Archadia, where lush highlands dot the landscape.[21] Central to the story is Dalmasca, a small kingdom between the two continents and empires. Located in the middle of the Galtean Peninsula of Ordalia, Dalmasca is surrounded by an expanse of desert. The temperate climate of Dalmasca differs from the cold environs of Kerwon to the south and the lush plains of Valendia and Ordalia.[22] During this time, Ivalice is beset by the pending war between the forces of Rozarria and Archadia. Caught between the two powerful Empires, Dalmasca and a number of smaller nations have already been subjugated by Archadia two years before the game begins. Characters [ edit ] The six main playable characters in Final Fantasy XII are Vaan (Bobby Edner/Kensho Ono), an energetic orphan of Rabanastre who dreams of becoming a sky pirate; Ashe (Kari Wahlgren/Mie Sonozaki), a determined princess of Dalmasca who lost her father and her husband in the Archadian invasion; Basch (Keith Ferguson/Rikiya Koyama), a disgraced knight of Dalmasca charged with treason for slaying the king; Balthier (Gideon Emery/Hiroaki Hirata), a gentlemanly sky pirate who pilots his airship, the Strahl; Fran (Nicole Fantl/Rika Fukami), Balthier's partner and a Viera exile whose knowledge extends to legends and myths; and Penelo (Catherine Taber/Marina Kozawa), Vaan's childhood friend who accompanies him on journeys to "keep an eye on him".[23] The Archadian Empire is ruled by House Solidor, headed by Emperor Gramis (Roger L. Jackson/Hidekatsu Shibata).[24] The emperor's sons are Vayne (Elijah Alexander/Nobuo Tobita) and Larsa (Johnny McKeown/Yuka Imai), the former a military genius and the game's main antagonist, and the latter a charismatic seeker of peace. Judge Magisters, upholders of Archadian law,[24] protect House Solidor and execute every command issued by the ruling family. The technological marvels of airships and synthetic nethicite—a form of magicite that absorbs Mist—are thanks to Doctor Cid (John Rafter Lee/Chikao Ōtsuka), a prominent researcher from Archadia.[24] The Resistance against Archadia includes Dalmascan knight Vossler (Nolan North/Masaki Terasoma), an ally of Basch; Marquis Halim Ondore IV (Tom Kane/Akio Nojima), the game's narrator and ruler of the skycity Bhujerba; Reddas (Phil LaMarr/Takayuki Sugo), a sky pirate based in the port at Balfonheim; and the Rozarrian Empire, of which Al-Cid Margrace (David Rasner/Norio Wakamoto) is a prince of the ruling family.[24] The mythos of Final Fantasy XII revolves around a character known as Dynast-King Raithwall, a man who once united Ivalice to create the Galtean Alliance in ages past. Story [ edit ] In Dalmasca's capital city of Rabanastre, Princess Ashelia (Ashe) of Dalmasca and Prince Rasler of Nabradia have just wed, as the Archadian Empire invades the two countries. Rasler is killed in the war, the city of Nabudis is destroyed in a single explosion, and the Dalmascan King Raminas is assassinated moments after signing a treaty of surrender. Marquis Ondore announces that the assassin was Dalmascan captain Basch, who has been sentenced to death, and that Princess Ashe has committed suicide.[25] Two years later, Vaan, a Rabanastre street urchin, ignores his friend Penelo's objections and infiltrates the palace during a dinner celebrating the appointment of Archadian prince Vayne Solidor as consul. In the treasury he finds a piece of magicite, a powerful magical crystal. He is discovered by Balthier and Fran, a pair of sky pirates looking for the magicite. The three escape as Dalmascan Resistance forces assault the palace, and in the sewers they meet the Resistance leader, Amalia, before being captured by Archadian forces. In the dungeons they meet Basch, who was imprisoned but not killed, and who states his twin brother Gabranth was the one to kill the king. The four then escape together back to Rabanastre. There they discover Penelo has been kidnapped and taken to the floating city of Bhujerba. In Bhujerba, they meet Lamont, a curious boy who is Vayne's younger brother, Larsa, in disguise.[26] After they rescue Penelo, Basch confronts the Marquis over his lies, but the party is captured and detained aboard the Archadian airship Leviathan, headed by Judge Ghis. On the Leviathan, the party is reunited with Amalia, who is revealed to be Princess Ashe.[27] Ghis takes the magicite, which is revealed to be a royal Dalmascan artifact, "deifacted nethicite". The party escapes, but as Ashe had planned to use the magicite as proof that she was the princess,[28] the group journeys to collect another of the pieces of nethicite, the Dawn Shard.[29] They are again captured by Ghis; when he tries to use the Dawn Shard in the Leviathan rather than the "manufacted" (artificially made) magicite it normally uses, his entire airship fleet is destroyed in a mirror of the destruction of Nabudis, and the party flees again. They encounter Larsa, who seeks a peace treaty between Dalmasca and the empire. The group and Larsa go to Mt. Bur-Omisace to seek the Gran Kiltias Anastasis, Ivalice's religious leader, and beg his approval of Ashe as queen of Dalmasca.[30] There they also meet Al-Cid Margrace, who is in talks with Larsa to avert a war between Rozarria and Archadia.[31][32] Their plans are curtailed when Anastasis is killed by Archadia, and soon afterwards the Archadian emperor Gramis dies and Vayne ascends the throne.[33] The party journeys to Archadia, where they discover Doctor Cid, the creator of manufacted magicite, who directs them to go to Giruvegan to find the source of nethicite.[34][35] In Giruvegan, Ashe encounters the makers of nethicite, the immortal Occuria, who "pull the strings of history"; they give her the Treaty Blade to cut new pieces from the Sun-cryst, the source of all nethicite and its power.[36] She learns that Venat, one of the Occuria, has defected to put the "reins of History back in the hands of Man", manipulating Vayne in his quest to conquer Ivalice and leading Cid to create manufacted magicite to reduce the relative power of the Occuria.[37][38] Ashe and the party journey to the Sun-cryst, where she decides not to take her revenge by following the Occuria's wishes, but instead destroy the Sun-cryst.[39] The party defeats Gabranth, who reveals that he killed King Raminas, and destroys the crystal.[40] Al-Cid tells them that the Dalmascan Resistance, led by Ondore, is about to fight Archadia in Rabanastre, but the Archadian forces now include the Sky Fortress Bahamut. They infiltrate the Bahamut, and find Larsa failing to dissuade his brother Vayne from his plans for war.[41] They defeat Vayne and Venat, and Ashe and Larsa announce the end of the conflict to the battlefield.[42] Larsa becomes the Archadian emperor and Ashe the Queen of Dalmasca; Basch replaces his brother Gabranth as Larsa's protector; Vaan and Penelo fly an airship to meet Balthier and Fran for another adventure.[43] Development [ edit ] Development for Final Fantasy XII began in December 2000 and was headed by Final Fantasy Tactics director Yasumi Matsuno and Final Fantasy IX director Hiroyuki Ito.[44][45][46] Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns.[47] The team was restructured as a consequence: the new directorial duo consisted of Ito and Hiroshi Minagawa, while Akitoshi Kawazu of SaGa series fame became the game's executive producer.[48][49] Series creator Hironobu Sakaguchi was disappointed by Matsuno's departure and declined to play the game beyond its introduction.[50] The desire to move away from random encounters was present since the beginning of development.[51] This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change.[51] Battle system designer Hiroshi Tomomatsu said that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game.[52] Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing "licenses" to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges.[51] At the early stages of development, Minagawa revealed that numerous ideas and features were planned for the game, but were dropped from the final stages due to certain constraints and hardware limitations. Some of these included the ability for a second player to join in the gameplay, enabling a two-player mode. Another idea that was given a considerable amount of thought was the ability to recruit non-player characters to join in the mob hunts. Due to the technical limitations of the console and multiple number of characters joining the fray, the development phase took longer than expected, causing delays.[53] Design inspiration came from a mix of medieval Mediterranean countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region.[54] The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited Turkey, which influenced the game's Mediterranean-style setting.[55] The developers also used styles and deco from other sources including areas in India and New York City.[55][56] Of note is the use of Sanskrit in the city of Bhujerba. Phrases such as "svagatam" (welcome) and titles like "parijanah" (guide) are lifted directly from Sanskrit. Minaba mentions that the team tried to bring out Arabic culture in the design of the game.[57] War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by Ancient Rome.[56] When asked to comment on the fan observation of Star Wars similarities, Minaba replied that although he was a fan of the series, it was not necessarily an influence to the game's designs.[55] It has also been noted that the similarities originate from The Hidden Fortress, the 1958 Akira Kurosawa film that inspired Star Wars.[58][59] Basch was initially meant to be the main protagonist of the story, but the focus was eventually shifted to Vaan and Penelo.[60][61][62] The team's previous game, Vagrant Story, which featured a "strong man in his prime" as the protagonist, had been unsuccessful and unpopular; as a result, Final Fantasy XII was changed from focusing on a "big and tough" protagonist to a more youthful one. For a time, Vaan was even more feminine than he was in the final game, but with the casting of Kouhei Takeda for the voice acting and motion capture, Vaan became less feminine and more "active, upbeat bright and positive".[63][61] Comments were made about the similarity between main character designer and background design supervisor Akihiko Yoshida's creations and those of Tetsuya Nomura, another Square Enix character designer. Yoshida feels this connection is sparked by the style of color used by both artists, which involves a color consistency between the characters and the environments.[61] The designers stated that non-human characters and races feature a prominent role in the game,[57] which was influenced by an interest in history among the developers.[55] Miwa Shoda wrote a storyline for the game premised on the basis of the cutscenes and world setting that had already been finished when she joined the team. Scenario writer Daisuke Watanabe in turn fleshed out Shoda's plot into a script.[64] During the English localization process, Alexander O. Smith, who had previously worked on Vagrant Story and Final Fantasy X, acted as producer and translator.[65] While still preserving the meaning behind the Japanese script, Smith made the decision to use different dialects of English to reproduce the regional differences in pronunciation found in the Japanese version.[66][67] He also tried to distance the game from the "flat reads" found in other dubbed work by casting voice actors who had experience in theatre work.[67] In terms of general changes, the localization team introduced widescreen 16:9 ratio support and reinserted scenes that were left out of the original Japanese version for political reasons and to preserve an "All Ages" CERO rating.[68][69] On November 15, 2005, a playable demo of the game was shipped with the North American release of Dragon Quest VIII.[70] To commemorate the release of Final Fantasy XII, playable demos of the English version were available at DigitalLife's Gaming Pavilion in New York City on October 11, 2006, a day dubbed "Final Fantasy XII Gamer's Day".[71] Additionally, Square Enix gave fans the chance to cosplay as characters from Final Fantasy XII. Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the Final Fantasy XII Gamer's Day event.[72] Final Fantasy XII once held the Guinness World Record for longest development period in a video game production, with a total of five years, spanning from 2001 until its release in 2006.[73] At a Final Fantasy XII "postmortem" at MIT in March 2009, Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development of the game.[74] It was also listed as 8th on the Guinness top 50 games of all time in 2009.[75] Music [ edit ] Hitoshi Sakimoto composed and arranged most of the game's soundtrack, with Hayato Matsuo and Masaharu Iwata creating seven and two tracks respectively. Nobuo Uematsu, following his departure from Square Enix in 2004, only contributed the ending song, "Kiss Me Good-Bye".[76] Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way.[77][78] "Kiss Me Good-Bye" was performed in both English and Japanese by Angela Aki.[79] Aki's style of playing the keyboard while singing reminded Uematsu of his childhood idol, Elton John, which was one of the reasons he chose her.[80] The English version of the song was featured in both the Japanese and North American versions of the game. In addition to the theme song, violinist Taro Hakase co-composed, arranged, and performed the game's ending credits theme, Symphonic Poem "Hope", along with Yuji Toriyama.[81] Two promotional soundtracks were released before the original soundtrack, Symphonic Poem "Hope" and The Best of the Final Fantasy XII Soundtrack, on March 1 and 15, 2006, respectively. The former contains all the music used in the game's trailer performed by Taro Hakase, including Symphonic Poem "Hope".[82] The original soundtrack itself was released in Japan on May 31, 2006.[83] It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final version of the game.[84] The CD single for "Kiss Me Good-Bye" was released on the March 15, 2006.[85] A limited edition was also released, featuring a DVD containing the music video for "Kiss Me Good-Bye".[85] Tofu Records has released an abridged version of the original soundtrack, which contains 31 songs, including "Kiss Me Good-Bye".[86] Merchandise [ edit ] Final Fantasy XII Potions Bottles ofPotions On March 16, 2006, Sony Computer Entertainment Japan released a special Final Fantasy XII package, which contained a PlayStation 2 game system, the Final Fantasy XII game, a standard DualShock controller, and a vertical console stand.[87][88] The Japanese third-party manufacturer Hori also released Final Fantasy XII memory cards on the day of the game's release; stickers of Final Fantasy XII characters are included.[89] Game peripheral maker Logicool (Logitech's Japanese branch) released a special edition Final Fantasy XII controller on the same day.[90] Suntory produced "Final Fantasy XII Potion"—a drink containing such ingredients as royal jelly, chamomile, sage, thyme, and marjoram. The drinks became commercially available in Japan on March 7, 2006. Suntory also released a Final Fantasy XII Premium Box, which came with a Final Fantasy XII collector's card. The Potion was a limited edition product and is no longer available.[91] Final Fantasy XII was also adapted into a manga by Gin Amou. Square Enix published the series in a total of five tankōbon volumes from December 22, 2006 to August 22, 2009.[92][93] Studio BentStuff published three Ultimania books: Final Fantasy XII Battle Ultimania and the Final Fantasy XII Scenario Ultimania on June 16, 2006, and Final Fantasy XII Ultimania Ω on November 24, 2006. The Battle Ultimania provides a description and analysis of the new battle system and its components, and developer interviews.[94] The Scenario Ultimania describes the main scenarios in the game, profiles on the characters and areas in Ivalice, developer interviews, and details on each location.[94] The last guide, the Ultimania Ω, includes voice actor interviews, the complete story of Final Fantasy XII including additional character profiles, a collection of artworks and illustrations, the complete play guide,[95] and a novella written by Benny Matsuyama, author of Hoshi wo Meguru Otome from the Final Fantasy VII Ultimania Ω Guide.[96] Another Ultimania edition, the Final Fantasy XII International Zodiac Job System Ultimania, was released on September 6, 2007, as a guide book for the International Zodiac version of the game.[97] On December 18, 2012 the game was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package.[98] For the North American release, a "Collector's Edition" was available through GameStop and EB Games.[99] This edition includes the original game packaged in a metallic case along with a special bonus disc, which contains Final Fantasy XII developer interviews, an art gallery, U.S. and Japanese trailers, and a featurette, "History of Final Fantasy", which gives a brief overview of Final Fantasy games.[100] On January 26, 2007, Square Enix Product Blog revealed full-color Gabranth, Ashe, Balthier, and Vaan figures.[101] In 2007, Balthier was featured in Final Fantasy Tactics: War of the Lions as a playable character.[102] Reception [ edit ] Final Fantasy XII received "universal acclaim" according to review aggregator Metacritic.[103] It was the sixth game to receive a perfect score from the Japanese gaming magazine Famitsu. It is also the second Yasumi Matsuno game to garner a perfect score, the first being Vagrant Story. The game was praised for its graphics, scenarios, game system, and the freshness it brought to the Final Fantasy series.[111] It was praised for its seamless transitions between full motion video segments and the in-game engine,[124] and was voted number one for Best Art Style on IGN's weekly Top Ten.[125] Newtype USA named Final Fantasy XII its "Game of the Month" for November 2006, praised the gameplay, graphics, and story, and called it "the best RPG to have been released for any Sony platform".[126] Although GameSpot lauded the gambit and license systems as an innovative and in-depth way for the player to control the characters, it criticized them for being too complicated and difficult to adjust to, especially for newer players of the series. The reviewer also criticized the sometimes tedious back and forth travel. On the other hand, GameSpot took particular note of the "excellent" voice cast.[113] IGN praised the game's rich storyline and artistic direction, shown through its "sheer depth of character". It also assuaged criticism that the gambit system would "let the game play itself", countering that gambits do not function without a player. However, IGN wrote that while "still extremely strong", Final Fantasy XII has one of the series' weaker soundtracks.[117] Executive producer Akitoshi Kawazu was pleased by Famitsu's rating but admitted that he thought the game was not perfect; he felt that the storyline did not meet some fans' expectations.[127] Kawazu expressed his frustration and regrets regarding the storyline, citing creative differences between the PlayOnline and Final Fantasy Tactics members of the development team.[128] Final Fantasy XII was named best PlayStation 2 game and best RPG by numerous video game journals and websites, including GameSpot, GameSpy and IGN.[122][123][129][130] Both Edge and Famitsu awarded it Game of the Year 2006.[119][120] The Japan Game Awards 2006 honored Final Fantasy XII with their "Grand Award" and "Award for Excellence" and the PlayStation Awards 2006 bestowed the "Double Platinum Prize".[121][131][132] It was selected for the list "Top 100 New Japanese Styles", a list of "products and services originating in Japan to serve as a mark of excellence".[133][134] Final Fantasy XII also received nominations in such categories as best RPG, story, art direction, character design and original musical score at the Interactive Achievement Awards, Game Developers Choice Awards, BAFTA Video Games Awards, Spike Video Game Awards, and the Satellite Awards.[135][136][137][138][139] Sales [ edit ] Final Fantasy XII sold more than 1,764,000 copies in its first week in Japan, almost equaling the sales of Final Fantasy X in its first week.[140] A Square Enix conference report stated that Final Fantasy XII sold more than 2.38 million copies in Japan in the two weeks since its March 16, 2006 release.[141] In North America, Final Fantasy XII shipped approximately 1.5 million copies in its first week.[142] It was the fourth best-selling PlayStation 2 game of 2006 worldwide.[143] As of March 2007, the game had shipped over 5.2 million copies worldwide.[144] By November 2009, over 6 million copies of the game were sold worldwide on PlayStation 2.[145] As of October 2017, The PlayStation 4 remaster shipped over one million copies worldwide.[146] Sequels and rereleases [ edit ] International Zodiac Job System [ edit ] An expanded version of the game, Final Fantasy XII International Zodiac Job System, was released in Japan on August 10, 2007.[147] It includes twelve license boards (instead of the original game's one), each corresponding to a different Zodiac sign and job. The player can control guest characters and summons, and hold L1 to double the game's running speed. There is also a "New Game+" option, a "New Game- (minus)" option (in which characters do not gain experience), and a "Trial Mode" in which the player hunts monsters in 100 different maps to gain items and money. The game also includes the western version's English voices and widescreen 16:9 support, and a bonus DVD.[148][149][150] Revenant Wings [ edit ] A sequel, Final Fantasy XII: Revenant Wings, was released for the Nintendo DS in 2007. It takes place one year after the events of Final Fantasy XII and follows the adventures of Vaan.[151] The game is one of four in the Ivalice Alliance series, which also includes International Zodiac Job System.[152] Fortress [ edit ] Fortress, a spin-off action game developed by Grin, was to have been a spin-off game that took place following the events of Revenant Wings.[153][154] Square Enix cancelled the project after six months of development.[155][156][157] The Zodiac Age [ edit ] In July 2017, Square Enix released Final Fantasy XII: The Zodiac Age, a high-definition remaster of the Japanese-only International Zodiac Job System for the PlayStation 4.[158][159] It adds trophy support, a remastered soundtrack with a few new tracks, and improved technical performance.[158][160][161] The Zodiac Age was nominated for "Best Remake/Remaster" at IGN's Best of 2017 Awards,[162] and won "Best Remaster" at Game Informer's Best of 2017 Awards and 2017 RPG of the Year Awards.[163][164] The remaster also received favorable reviews.[104][105] The Zodiac Age was largely developed by Virtuos, who previously developed Final Fantasy X/X-2 HD Remaster for Square Enix.[165] A version for Windows was released via Steam on February 1, 2018. The port included support for higher display resolutions and 60 frames-per-second rendering, options to switch between three different versions of the soundtrack, and immediate access to the post-game modes.[166] Versions for the Nintendo Switch and Xbox One were released on April 30, 2019.[167][168] Legacy [ edit ] The gambit system inspired similar systems used in other games such as Dragon Age: Origins and Pillars of Eternity II.[169][170] Final Fantasy XIV also used the gambit system as a base for its "Trust System", a mechanic that pairs online players with story characters controlled by artificial intelligence.[171] The game also incorporated several regions and characters from Final Fantasy XII into its game world, alongside other games from the Ivalice universe with Yasumi Matsuno as a guest creator.[172] Michael-Christopher Koji Fox, the translation director of Final Fantasy XIV indicated in an interview that the team have a lot of people who worked on Final Fantasy XII and "is one of the games they wanted to borrow heavily from because they thought it was really cool, and they really liked the imagery and lore that it had".[173] Astria Ascending used its job system seen in later re-releases as a source of inspiration for its gameplay system.[174] The localization of Final Fantasy XII was praised as a high point of the series and video games as a whole.[175] Lead localizers Alexander O. Smith and Joseph Reeder went on to collaborate again on Tactics Ogre: Wheel of Fortune, the remake of a previous Yasumi Matsuno game, with its localization also receiving high praise.[176] Producers of The Zodiac Age stated they were considering another game set in the Ivalice universe, adding that earlier projects faded away due to original development members working on other games.[177] Further reading [ edit ] Notes [ edit ] ^ Japanese: ファイナルファンタジーXII , Hepburn: Fainaru Fantajī Tuerubu

‘파이널 판타지 XII: 더 조디악 에이지’ 리뷰

리뷰는 본래 리뷰어의 주관적 입장으로 게임 구성에 대해 글을 적을 수밖에 없지만, 파이널 판타지 12 본편은 이미 출시 당시 IGN에서 9.5점의 평가를 한바 있기에, 이번 리뷰는 2006년 당시의 높은 가치가 지금도 여전히 유효한지를 평가한다. 먼저 간단한 게임의 히스토리와 함께 이 게임이 왜 서양에서 유독 높은 평가를 받을 수 있었는지를 설명한다.

사실 ‘파이널 판타지 12’는 처음부터 파이널 판타지 시리즈로 개발된 것은 아니다. ‘파이널 판타지 10’이 출시되기 전인 2001년 초부터 독립적인 전략 게임으로 개발되고 있던 이 게임은, ‘파이널 판타지를 만들라’는 회사의 지시로 중간에 개발 방향을 바꾸게 되는데, 이로 인해 시나리오의 구성 자체가 늦었으며, 원래 개발팀 자체가 타 게임 개발을 동시에 진행하고 있던 스태프들도 많아 2006년 출시까지 최초 발매 목표 시기에서 3년 이상 수차례 연기된 타이틀이다.

파이널판타지 13이 발표된 해가 2006년이다

이미 PS3가 2005년에 발표한 상황이며, 내부에서도 후속작인 ‘파이널판타지 13’이 2년째 제작되고 있던 시기였기에 더 연기할 수는 없었다. 이렇게 어렵사리 PS2로 출시했지만, ‘로그 갤럭시’, ‘여신전생 페르소나 3’등 엄청난 숫자의 RPG가 쏟아지듯 발매되는 당시 시장 상황은 파이널 판타지라 해도 최악에 가까웠다. 원작에도 참여했으며 이번 조디악 에이지의 프로듀서인 카토 히로아키는 이때를 두고 “12의 독특한 방향성 자체가 큰 도전이었기 때문에, 개발 도중 다른 게임들을 신경 쓰지 않았다”고 밝혔다. 더해 “내부에서 파이널 판타지 12는 빡빡한 개발 일정에, 젊어서 가능했다고 밖에 설명할 수 없는 무모한 작업이 많았다”고 설명했다. 그만큼 2004년 말부터 개발 인원을 추가로 늘린 1년 반의 막바지 작업 과정은 핵심 스태프부터 건강 악화를 이유로 멤버가 교체되는 등 다양한 우여곡절을 낳았다.

하지만 이런 과정을 거쳐 세상에 나온 게임의 결과물은 놀라움을 안겼다. 전체적인 구성에 있어 분명 서둘러 발매한 흔적도 보였지만, 그래픽이 더 이상 PS2라고 믿기 어려운 퍼포먼스를 보여주었으며, 액티브 디멘션 배틀(Active Dimension Battle, ADB)로 불리는 독특한 실시간 전투 시스템과 ‘이발리스’라는 파이널 판타지 역사에서도 손꼽히는 탄탄하고 방대한 세계관 및 군더더기 없는 게임 구성은 많은 사람들의 호평을 얻었다. 그러나 너무나도 기존 시리즈와 다른 전투 시스템에 대해서는, 당시 영어권 RPG 커뮤니티에서 ‘파이널 판타지라 불려도 되는가’를 주제로 적지않은 논쟁을 발생시키기도 했다.

PS2 출시 당시 화면. 낮은 수의 폴리곤 모델에 텍스쳐를 적용하는 방법에서 훌륭한 예시로 평가받고 있다

특히 주목받았던 것이 성우들의 호연이다. 일부 어색하다는 평가를 받은 일본어 성우들과 달리, 영어권에서는 참여한 영어 성우들 모두 완벽하게 배역을 연기했다는 평가를 받았으며, 스타워즈를 연상시키는 거대하고 매력적인 이발리스 세계관은 이 게임의 팬이 되기에 충분한 역할을 했다. 반면 아시아권에서는 다소 급한 후반 스토리가 주요 단점으로 꼽혔는데, 서양권은 꼭 게임 안에서 반드시 모든 스토리가 표현될 필요는 없으며, 세계관만 확실하다면 게임 내 스토리 묘사는 그저 세계관에서 벌어지는 하나의 예시로 받아들이는 인식이 있었기에 크게 문제 되지 않았던 차이점이 존재한다. 스토리 부분에서 이토록 서양권이 관대할 수 있었던 이유는 ‘마블 코믹스’로 대표되는 다양한 멀티 유니버스 콘텐츠들이 이미 대중에게 익숙하기 때문이며, ‘게임도 스타워즈 급의 팬덤을 형성할 수 있다’는 점을 최초로 증명하며 게임 역사에 한 페이지를 장식한 ‘헤일로’라는 게임이 이미 게임 내 부족한 배경 설명을 다양한 미디어 믹스를 통해 성공적으로 히트시킨 배경에 있다. 즉, 플레이어가 직접 남은 이야기를 상상으로 극복할 여지만 줄 수 있다면, 어느 정도 이야기 구성의 아쉬움은 관대하게 넘어갈 수 있는 문화적인 차이가 있었다.

이후 시간이 흐를수록 당시 개발 스태프들의 게임 제작 이야기가 하나씩 노출되고, 출시를 위해 원래 기획되었던 많은 내용이 버려졌다는 것을 알게 되면서, 보다 온전한 개발 환경이었다면 이 게임이 역대 최고의 파이널 판타지가 되었을 수도 있었다는 생각에 많은 유저가 아쉬움을 표했으며, 언젠가 다시 나올 것이라는 기대감이 꾸준하게 서양에서 유지되었다. 스퀘어에닉스 역시 이러한 목소리를 10년째 듣고 있었으며, 아직 팬덤이 유지되던 2015년, 미국 피츠버그에서 열린 파이널판타지 콘서트에서 지휘자인 ‘아니 로스’가 실수로 던진 ‘Remake’ 발언 헤프닝이 있었다. 아니 로스는 즉시 실수였다고 해명했지만, 대중은 ‘그렇다면 리마스터 겠구나’라는 반응으로 화답했다. 이후 수많은 매체에서 ‘리마스터’냐는 질문에는 답변을 회피했고, 이러한 상황이 되니 팬텀은 ‘만약 나온다면’이 아니라 ‘언제 나오냐’의 문제로 자연스레 이야기가 흘러가게 되었다. 결국 2016년 E3를 통해, 스퀘어에닉스는 당시 오리지널 스탭들로 팀을 다시 구성하여 재작업한 ‘THE ZODIAC AGE(더 조디악 에이지, 이하 조디악 에이지)’를 PS4로 출시한다고 발표한다.

조디악 에이지는 캐릭터 육성 시스템과 전투 디자인을 재구성하여 2007년 출시 후 호평을 받은 ‘INTERNATIONAL ZODIAC JOB SYSTEM(인터네셔널 조디악 잡 시스템)’ 버전을 기반으로 다양한 수정이 가해진 것이 특징이다. 버려진 기획들이 추가될 것이라는 예상과 달리 그래픽의 향상과 쾌적한 게임 진행에 중점을 두었는데, 이러한 방향을 선택한 이유에 대해서는 원작 존중이라고 밝혔다.

그래픽은 기존 모델의 표현을 고해상도로 다시 작업했다. 초기에는 캐릭터 모델링을 ‘파이널 판타지 타입 0’처럼 시네마틱 영상 모델링 기반으로 바꿀 계획도 있었으나, 일러스트가 움직이는 느낌을 주려 했던 원작의 기획 방향을 최대한 존중하고 싶다는 판단에 본래의 모델링을 깔끔하게 다듬는 방향으로 결정되었다. PS2의 한계를 보여준 그래픽이었던 만큼, 고해상도로 작업된 것만으로도 뚜렷해진 표정 변화는 스토리를 빠져들기에 부족함 없는 인물 묘사를 보여주었다. 더해 게임에 수록된 영상 역시 고화질로 다시 수록되었다.

또한 아웃포커싱을 확실히 구현해주고 주변 빛이 캐릭터에 비춰지는 표현 역시 원작보다 세밀하게 표현되었다. 화염 공격 시 화면에 공기가 일그러지는 표현 등 환경 요소도 스위치의 6.2인치 액정에서 뚜렷하게 구분되었으며, 거치형 콘솔 버전들과 비교하면 낮은 해상도이나 충분히 디테일한 화면 묘사를 경험할 수 있었다.

아웃포커싱의 또렷해진 표현으로 더욱 캐릭터에 집중할 수 있다

사운드는 성우들의 대사와 효과음이 일부 재녹음을 거쳐 모두 고음질로 수록되었으며, 일본어와 영어 음성이 모두 수록되어 있다. 더해 BGM은 총 3가지가 지원되는데, 원작 게임에서 표현된 ‘오리지널’ 음원과 새로 녹음된 ‘어레인지’ 버전에 더해, PS4 초회판 구매 특전으로 제공되었던 ‘사운드트랙’ 항목이 기본으로 추가되었다. 본래 원작 음원은 사운드트랙 음원을 바탕으로 PS2에 이식 작업을 거친 만큼, 사운드트랙 옵션으로 원작자의 당시 의도된 악곡 그대로를 경험할 수 있다. 끝으로 모든 곡을 실제 연주로 다시 녹음한 ‘어레인지’는 기존 오리지널 BGM이 실제 연주로는 약간 무리가 있다고 비판 받은 내용을 불식시켜주는 훌륭한 기획과 퀄리티다. 더해 보스 전투 음악 3곡과 필드 음악 5곡이 새로 추가된 것도 주목할 변경 점. 그 밖에 각종 사운드 볼륨 또한 조절할 수 있으며, 이 모든 것을 게임 도중 언제든지 실시간으로 바꿀 수 있다.

모두 실제 연주로 이루어진 어레인지 사운드는 꼭 들어보기 바란다

편의성에 있어서도 로딩시간의 단축과 과거 입수하기 어려운 아이템을 편하게 구할 수 있도록 트라이얼 모드가 개선되었으며, 기타 많은 원작에서 답답한 부분을 해소시켜줬다. 특히 2배속 진행 속도의 추가는 기존 4배속이 너무 빨라 배속을 수시로 끄고 켜던 불편함을 줄여주고 충분히 화면을 파악하며 대응할 수 있는 속도라 환영할 요소다.

이토록 다양하게 개선된 조디악 에이지는 닌텐도 스위치 버전에서 PS4 버전의 모든 요소를 동일하게 구현함과 동시에 3가지 추가요소를 더했다. 먼저 갬빗이 최대 3개까지 별도로 구성할 수 있게 바뀌었다. 플레이어 및 동료 캐릭터의 AI를 직접 구성하는 이 시스템은 이 게임의 독특한 전투방식의 핵심 구성으로, 다수와 다수가 실시간으로 진행되는 전투에서 필요에 따른 행동을 미리 지정함으로써 갬빗의 구성에 따라 플레이어의 조작 난이도 및 전투 난이도에 큰 차이가 있다. 확실하게 갬빗으로 전략을 구성했다면 패드는 놓고 캐릭터들의 전투를 감상해도 무방할 정도. 이토록 중요한 전투 시스템인 만큼, 파티원의 조합과 적 상황에 따라 PS4 버전까지는 갬빗을 꾸준히 변경해 주어야 했는데, 이제는 3개의 세팅된 갬빗 중 하나를 불러내면 되니 그만큼 전투에 있어 편의성과 쾌적함이 크게 증가했다.

새로 추가된 기능인 만큼, 갬빗 세트의 추가 설명 역시 안내된다

두 번째로 라이선스를 언제든지 처음부터 새로 구성할 수 있게 되었다. 아무런 조건 없이 리셋할 수 있으며, 그동안 사용한 LP는 모두 돌려받은 후 직업 선택부터 다시 시작할 수 있다. 이제 라이선스 잘못 구성했을까 싶어, 수많은 구간 세이브를 남기는 작업을 할 필요가 없다. 나 같은 겁쟁이에게 개인적으로 가장 도움이 되는 요소다.

몽블랑에게 라이선스 리셋 신청을 하자

리셋하고 싶은 캐릭터를 선택하면

완전히 초기화 되어, 직업부터 다시 설정할 수 있다

마지막으로 엔딩 이후 특전으로 ‘강하게 뉴게임’을 선택하면 PS4 버전은 레벨 90으로만 시작되었지만, 이제는 획득했던 장비, 마법, LP, 길(GIL)까지 모두 계승된다. 참고로 이번 조디악 에이지에 추가된 내용은 같은 날 출시된 XBOX ONE 버전에도 적용되었으며, XBOX ONE 한정으로 XBOX ONE X 에서는 60 프레임으로 향상된 게임 체험이 가능하다.

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