It is, perhaps most famously, the game that plays itself. Final Fantasy 12 was a peculiar entry in Square Enix's banner RPG series in so many ways, but its most fascinating trait also proved to be its most divisive.
It's called the Gambit system, through which you can programme each of your characters, their responses and approaches to each encounter, until the combat is almost entirely automated. Push forward into a mob and let your scripting do the damage; sit back and admire your own ingenuity as it's written across the screen in a flurry of metal and magic.
Optimisation is a part of every RPG, but in Final Fantasy 12 it's pushed to a brilliant new extreme - your party's a machine that must be constantly tinkered with, tweaking one variable here and tightening up another there until you've got an engine that purrs. It is glorious.
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It's called the Gambit system, through which you can programme each of your characters, their responses and approaches to each encounter, until the combat is almost entirely automated. Push forward into a mob and let your scripting do the damage; sit back and admire your own ingenuity as it's written across the screen in a flurry of metal and magic.
Optimisation is a part of every RPG, but in Final Fantasy 12 it's pushed to a brilliant new extreme - your party's a machine that must be constantly tinkered with, tweaking one variable here and tightening up another there until you've got an engine that purrs. It is glorious.
Read more…
More...