Final Fantasy Tactics Game Is Cheating Bastard
  • Final Fantasy Tactics was a big move for the whole Final Fantasy franchise into different fields. Tactics combines traditional elements of the Final Fantasy series with a completely different game mechanics and battle system. It was the 1st game during the Final Fantasy 32-bit era using a 3D, isomet.
  • Everyone knows SquareEnix has been into remaking their classic hits lately. They did it with Final Fantasy Tactics as well.:) In October of 2007, SquareEnix released Final Fantasy Tactics: The War of the Lions for the Sony PSP. The game features gorgeous fully animated CGI cel-shaded sequences, utilizing the same art style as the original character art.
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  2. Final Fantasy Tactics
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Oh Job System, what can’t you accomplish? Decidedly more Tactics Ogre than FF, this spinoff decides to take the battle systems for a spin on the SRPG circuit. And it’s realized brilliantly.

The game takes place on a 3D plane with 2D sprites, running similar to other SRPGs for the most part. You raise up a team of units on your own through a normal Squire or Chemist to a whole bunch of more advanced Jobs. Each one can have two action ability sets (one which the selected Job must always have, the other you can chose from any other Job you have skills purchased in), a reaction ability, a support ability, and a movement ability. There are a large amount of these, and it affords a humongous amount of customization with more depth than any other game before it with Jobs. You can even recruit monsters, who lay eggs of eventually stronger monsters. Each unit also has a Brave and Faith category, determining certain formulas. For example: a more faithful unit will heal and do more damage with magic, but can also be hurt even more by magic and if Faith gets too high they’ll leave your party to find God! Every unit can truly become your own creation, and you’ll probably be spending most of your time in the Formation screen.

The plot is easily one of FF’s best, at least for the first half: full of medieval political intrigue, backstabbing, rebellion, a church vying for power, demons, and the truth behind the ending of a war. The original translation isn’t the best in the world, but there are some very memorable lines from it and it’s all quite readable.

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If there was one flaw to this game it’s in special characters. Eventually your hard-raised recruits are completely useless in the face of T.G. Cid. For the most part these special characters face only optional usage however because their place in the story is minimal after you receive them, though they are completely awesome (you even get to control Cloud from FFVII, which his abilities being Limit Breaks). Another thing some may bet a little frustrated with is the concept of Charge Time: the more powerful a spell, the longer after selecting it takes to cast. This can lead to some odd situations depending on the range of the spell or how close you are to enemy units, as during charge you can still get hit, your friends may accidentally get drawn into the crossfire of your Fire 3, or it may be too late for your Cure spell. Some veterans of the genre may also find this title easier than other SRPGs, since you can grind rather easily and the Job system all but requires such to get the most out of it.

/gta-4-game-cheat-code.html. The only real difference here is that Final Fantasy Tactics made a distinction between action sequences and battle modes. In Final Fantasy XII: Revenant Wings, it's always battle time! The core mechanic driving the tactical-based nature of this game is the use of the different espers that you can call forth to.

Final Fantasy Tactics

FinalGame

FFT is a must play for any fan of SRPGs at all, or those who love heavy character customization. Even if you don’t enjoy Final Fantasy, you’ll most likely find something here that you’re going to love.

System: DSReview Rating Legend
Dev: Square Enix1.0 - 1.9 = Avoid4.0 - 4.4 = Great
Pub: Square Enix2.0 - 2.4 = Poor4.5 - 4.9 = Must Buy
Release: Nov. 20, 20072.5 - 2.9 = Average5.0 = The Best
Players: 13.0 - 3.4 = Fair
ESRB Rating: Everyone 10+3.5 - 3.9 = Good
Continue the fantasy in the palm of your hands!

by Amanda Kondolojy

Final Fantasy XII was a huge game. Many say that it redefined the Final Fantasy series and prepared it for the next-gen. Almost a year after Final Fantasy XII, we get the sequel (or spinoff depending on how you look at it) that takes place one year after the events of Final Fantasy XII. The story focuses on the young sky-pirate Vaan and best-friend Penelo, who, along with their group of friends, embark on an adventure that has a decidedly smaller scope than that of Final Fantasy XII, but no less meaningful.

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The game starts you off on a joint expedition with seasoned sky pirate Balthier where you retrieve a mysterious green Jewel. Balthier playfully tries to take it from you, and only gives it back with the warning that there may be bigger things associated with that jewel than may be readily apparent, and Vaan must be prepared to accept this responsibility. From there the lovable Balthier departs, and Vaan and his friends set out for another adventure. Trouble is, the land of Ivalice seems a little too-peaceful for the type of high-octane adventure that Vaan and his friends want to have. So they decide to steal an airship. I mean, nothing says an adventure like theft, right?

You then find out that the stone that you found with Balthier can be used to summon espers, little creatures who have different abilities to help you fight your battles. And that's where the real adventure begins. Vaan and co. uncover a lost city in the clouds that has been invaded by evil sky pirates who take over their summoning gates and exploit their native espers. Your main contact in this world is Llyud of the Aegyl race, which is the dominant race in the cloud city. He is somewhat of an outcast among his peers for his quixotic nature, but he fits well into your party.

After these few opening events, you'll be thrust headlong into a sweeping adventure that is mostly lighthearted and plenty of fun to play through. One great thing about Final Fantasy XII: Revenant Wings is that it is a standalone adventure. Sure, it's nice knowing the background of some of the events that are alluded to in the game, but the story presented in the game is completely fresh. So if you never had time to play Final Fantasy XII, or never really got around to it, you'll definitely be able to experience the world of Ivalice in Final Fantasy XII

The battle system is also pretty conducive to Final Fantasy newbies as well. It's pretty easy to assume that the whole series has shifted from the old turn-based menu system to a more active system. The battle system of Final Fantasy XII: Revenant Wings can best be described as an open world tactics-based battle system. Essentially, when you begin a level, you have scrolling access to the entire level. You can select a character (or characters) via the stylus and drag them into a fight or to certain action items. Of course this sounds pretty simple, but when you're in the midst of a battle with only three party members still standing, and only a handful of espers willing to defend you, you have to plan your attacks carefully. While there is very minimal menu-based time, you will have to set certain norms and gambits to make sure you execute the right attack at the right time. The game is a lot like Final Fantasy Tactics because it forces you to consider your foe's strengths and weaknesses, and how you can confront them to best infiltrate their defenses. The only real difference here is that Final Fantasy Tactics made a distinction between action sequences and battle modes. In Final Fantasy XII: Revenant Wings, it's always battle time!

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The core mechanic driving the tactical-based nature of this game is the use of the different espers that you can call forth to fight for you. You can unlock up to fifty different espers, and each has two facets: a type and a nature. There are three types of espers: melee, flying, and ranged. These three types have a complimentary relationship that plays to each one's strengths and weaknesses. The three types have what is best described as a rock-paper-scissors relationship: melee beats ranged, ranged beats flying, and flying beats melee. These espers can also have a nature that affects the type of effect they have on enemies. These natures include fire, lightning, water, earth, and healing. Espers can also have no nature at all.