Nightmare Fuel / Final Fantasy XII

Final Fantasy XII may be a nostalgic Call-Back to the previous titles in the Final Fantasy series, but it also has its share of frights.
  • The Espers here look either uncanny or more grotesque than previous' games summons. To note:
    • The woman attached to Zalera was a shamaness that the esper fused to himself, and now literally manipulates—that scream during Condemnation isn't just for spooks.
      • The animation for Zalera's super move, Prime Lv. Deathnote , replicates Zodiark's Darkja with the woman's skull coming at you.
    • Cúchulainn already looks creepy, with his jiggling fat and reptilian grin, but his Blight move has him burst out a scorpion tail to strike the ground and poison the environment. The Bestiary says he looks so monstrous because he swallowed the world's corruption.
    • Mateus bound an ice goddess to his torso to try and overthrow the Occuria, and he never let go.
    • Zodiark is a small, immature snakelike being so powerful, the Occuria intentionally halted his growth to prevent him from destroying everything. And in his Limit Break, Final Eclipse, he grows anyway.
      • Since the world is now free from the Occuria, Zodiark now sports a pair of huge angel wings like he did when he used Final Eclipse. That's right, folks, the all-powerful infant is growing into an Up to 11 Eldritch Abomination.
  • The Great Crystal (especially its upper levels) and the Pharos Subterra are basically Nightmare Fuel: The Dungeon. To elaborate:
    • The Great Crystal is easily the game's most confusing dungeon. Your minimap is gone, your dungeon map just displays your character planchette over a drawing of the crystal's exterior, and the individual areas are disturbingly similar. All you can do to find your way around is memorize your tracks, make a map yourself, or translate the strange area names (which are actually in Sanskrit). If you get lost, you'll have to find a Save Crystal or just shut off the game, and running around for hours on end through shimmering clouds of Mist just trying to find a way out of this place can make any player feel claustrophobic...

      Meanwhile, the Subterra takes a different route by making your existing maps feel off. Your minimap is clouded with static, your dungeon map is incomplete and will routinely show you located outside of its existing boundaries, and everything is dark. If you want to beat every boss and get every weapon, you'll have to scour every inch of these places..
    • Both dungeons will randomly Jump Scare you with undead enemy spawns right in front of you. Sometimes, they're rare game that are even tougher to kill, and in the Great Crystal, you'll get Evil Spirits that can summon even more undead. In the Subterra, this isn't as bad... unless you're in the center ring, where the enemies will never stop chasing you. The Mistmares will teleport after you, but the sloshing sounds of Abaddons chasing you is far more unnerving.
  • Looking at the backstory makes many of the random monsters unsettling. Reading the bestiary is an exercise in stealth nightmare fuel — nearly every monster, summon, or bit of random Vendor Trash has some horrifying story attached to it. The specific ones mentioned are just some of the most gruesome. For example, all dark humanoid monsters like ghosts, skeletons, or headless were once men who, after dying, are put in some sort of half-living state where they are to suffer for nigh all eternity, with the slaughter of others being their only reprieve.
  • Behold the Necrophobe, an evil spirit so afraid of dying it murders the living by instinct:
    "Being a particularly accursed variety of ghost, that fearing death so greatly, wanders in denial of his own demise. So irrational is his fear, he is certain that all who cross his path mean him mortal harm, and so strikes first. It is recorded in the annals that once, when a score of these cruelly afflicted beings appeared in a village, they were halted by magickal panels facing each of the cardinal directions, this device barring all misfortune from entering the homes of the people who lived there. Safe though they were, the villagers were nonetheless besieged. Fearing starvation as much as the violence of their enemy, many contemplated suicide, but as the sun set on the third day, they peered through their windows to find that the ghosts had vanished, never to be seen again."
  • Malboro Kings were once humans.
  • Nabudis, or what's left of it anyway. There is a reason why it's called The "Necrohol", and it's hard to imagine that anybody once lived there. The creepy music, along with the swirling mist and the fact that monsters can jump at you at any moment, really drives the point home.
  • For that matter, we get to see what exactly Nabudis experienced with the scenes of the destruction of the Archadian Eighth Fleet by way of a released Dawn Shard. Except for the main party, nobody who is aboard the fleet at the moment of destruction survive. Nay, there is no shipwreck either; the nethicite's power releases a flare that obliterates everything within its surroundings down to the molecular level. As Ondore puts it, the fleet is simply "lost". The scenes are awesome as well as nightmare personified.
  • The creepy, spidery way Fran's sister Mjrn limps and runs when possessed is certainly this. That was in no way normal.
  • Vayne Novus. He falls RIGHT into Nightmare Face with his distorted features.
  • Barheim Passage at first seems like just another crawl through tunnels, but then, spider-like monsters known as Battery Mimics begin consuming the electricity in the tunnels. If they manage to devour all the electricity, the lights are killed, and sensing the darkness, the undead emerge from dormancy to prey upon the party.
    • If that wasn't enough, there are Mimics that disguise themselves as treasure, and players who blindly open treasure chests will find themselves ambushed by a creature whose first action is to suck the blood of its victim.
  • Guess what happens when you run out of time to defeat both Demon Walls? They run you straight into the wall, complete with them giving you a sinister and scary look before doing so.
    • You'd think the weaker (read: mandatory) wall would be less creepy than its optional counterpart. NOPE. It's harder to get a "crushed to death" game over on it because the battleground is longer and you can stop it temporarily (or speed it up if you're not good at picking out the braziers along the floor), but at least the stronger wall doesn't end its instant game over cutscene by focusing on the wall's face (complete with eyes flaring!) before abruptly cutting to black to give you the game over screen. GAH. The optional demon wall's scene ends with the player actually seeing it smash into the wall, not just end on an evil face shot.
  • Fran going berserk while aboard the Shiva is both awesome and scary, particularly with how her fingers straighten to resemble claws and her showing a face of pure rage.
  • Whatever happened to Bergan after the manufacted nethicite contracted in his body almost makes Balthier vomit. Going by the latter's reaction, Bergan seemed to have been Stripped to the Bone.
  • Before Venat is introduced (and even after that for some), the scenes where Dr. Cid goes on full Mad Scientist mode by talking to himself and/or with thin air spooks even the likes of Gabranth.
  • The Crystal Core of the Great Crystal, which you can see in plain view in the zone before you take the waystone to Shemhazai's palace. It's simply a huge crystal-clear ball that continuously emits passive Mist, illuminating the Great Crystal and possibly serving as its power source. The nightmare fuel comes not because of its appearance (which is harmless), but its potential as a truly massive Weapon of Mass Destruction; the party speculates that it's a deifacted nethicite, in the same vein as the Sun-Cryst. Now, we see throughout the game that just from small pieces of Sun-Cryst, a person can destroy a city (Midlight Shard) and an airship fleet (Dawn Shard). The Sun-Cryst itself is later shown to be able to cause an explosion so great that it can be heard from hundreds of miles away after Reddas destroys it. However, the Midlight and Dawn Shards are only the size of a palm, while the Sun-Cryst is slightly shorter than an adult human. The Crystal Core, meanwhile, is the size of an iceberg. Fran says some wise words in response to Ashe being a little too enticed on the prospect of using it:
  • Worst of all, rejecting the Occuria and freeing humanity didn't work out so well; by Final Fantasy Tactics, most races outside Humes are all but extinct, most airships and technology are rusted and outdated, and the Espers have gone rogue.


http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/FinalFantasyXII