FF XII: The Zodiac Age - Review
Rock Paper Shotgun checked out Final Fantasy XII: The Zodiac Age:
Wot I Think – Final Fantasy XII: The Zodiac Age
There’s a race of beings in Final Fantasy XII called the Bangaa. They have the snout of a crocodile, the squat of an ape and the arms of an entire gymnasium. Their ears are colourful leathery drapes, their lips adorned with piercings and trinkets. One of them, a shopkeeper called Migelo, resembles a rehabilitated Watto. Others are menacing bounty hunters. But they all have strange voices. Not otherworldly or fantastical, I mean strange in the sense that the voice actors can’t decide between a Scottish, Jamaican or West Country accent, and often speak as hackneyed villains. In a lot of ways, these scaly people encapsulate how I feel about this late-to-the-PC-party JRPG. They are both good-looking and incredulous. Flawed works of biological art that I can’t help but like, even when my better judgement often says “no”.
It’s difficult to describe the joys of a Final Fantasy to those who only see the flashing colours and bright numbers, the sewer levels and the prison escapes. The twelfth incarnation holds few surprises and its age shows. You are tasked with killing a fetch quest of rats within the first half an hour. That fifteen – sorry, XV – of these monstrosities of language and graphics have been brought into existence is sometimes baffling. And yet to me playing a Final Fantasy game is still a happy experience, like putting your sticky fingers deep into a pick ‘n’ mix of sugary JRPG nonsense. Here’s the liquorice katana. And look, a strawberry crystal. I will probably feel sick after this, because there’s always too much in this bag. But will I stop scoffing these chocolate chocobos? No.
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