YMMV / Final Fantasy XII

  • Alternate Character Interpretation: Here.
  • Angst? What Angst?: Let's recap, Basch's mother died, his brother turned to the Arcadians and framed him for regicide so the world thinks he's a long-dead traitor, he's had two countries he tried to defend conquered, everyone he swore oaths to protect are dead or in hiding, and he's been locked up for two years in Nalbina as a potential political pawn while Gabranth visits him to taunt him about his failures. While he's certainly carrying the burdens of these events, you can count on one hand the times the guy actually visibly mopes about them, as he prefers to focus on his duty to Ashe and Dalmasca than his own problems.
  • Americans Hate Tingle: Westerners don't exactly like Vaan, though it's lessened somewhat with the explanation of his role. But in Japan, fan demand and outcry was so intense that he made it into Dissidia 012 as XII's representative hero.
  • Author's Saving Throw: The Zodiac Age is one for both of the previous versions. The base version was criticized because even in the early game the License Board effectively turned every party member into clones. The Zodiac Job System rerelease was criticized for going too far in the opposite direction by making things too restrictive; with twelve jobs and only six party members, players at best had to give up half the game's abilities, and characters had very small and specific skillsets. The Zodiac Age reaches an excellent middle ground by allowing each party member to have two jobs. Players can access all the options the game provides, but at the same time each individual party member is restricted to a clearly defined set of skills, just a larger one than before.
  • Awesome Ego: Balthier, the self-assured and self-proclaimed leading man who would prefer everyone think of this as his story. He's so charismatic and charming that most of the fandom heartilly embraces the idea.
  • Badass Decay: Yiazmat in the Zodiac releases. In the original game Yiazmat was infamous for taking hours to defeat due to its massive HP and eventually triggering an augment that lowered the damage cap to only 6999. In the Zodiac releases the damage cap is removed entirely, Yiazmat is made vulnerable to the four stat-lowering Technicks, and the Yagyu Darkblade, the most powerful weapon to use against Yiazmatnote  that was nearly impossible to get in the original game, now has a guaranteed spawn in the Great Crystal and got a hefty power boost. The result is that with the right strategies, Yiazmat can be killed in about fifteen minutes. A rare case of Tropes Are Not Bad though, as a real issue many had with Yiazmat is that the battle could be such a slog and a drag once you got a formula down.
  • Best Boss Ever: The final battle of Trial Mode pits you against all five Judge Magisters, and they exhibit perfect teamwork: Ghis debuffs you and hits you with magic, Drace buffs the group, Bergan and Gabranth wail on you with physical blows, Zargabaath buffs the two with Bravery and Berserk, and across the team they'll use Elixirs to fully heal each other when weak. Oh yes, and if you try to use Reverse on your party to nullify their attacks like you've done with so many other bosses, they're scripted to start tossing healing items at you to kill you even faster than normal. By the time the last of the five falls, you'll feel like the most badass warriors in Ivalice.
  • Broken Base: Points of contention are the shift from turn-based to real-time combat, the removal of random encounters, the story, and the characters. While the gameplay shift is a matter of opinion, critics of the story claim there is no story and the party's efforts are largely a waste of time, while supporters note the story is just told more subtly than previous entries, and is one of political intrigue and moral ambiguity. The characters, either most of the cast are utter badasses with deep characters, or they're shallow and undefined.
    • The Gambit system itself is fairly divisive for being too intuitive. Even a decent setup allows you to essentially run the game on auto-pilot. Some players love the sheer control and customization this offers, especially given usual party AI is such a crapshoot, while others feel it's a Scrappy Mechanic that bogs down the game.
  • Complete Monster: Judge Bergan is a ruthless, cruel man who decides, on a whim, to slaughter half the population of Mt. Bur-Omisace, including Gran Kiltias, who the in-game equivalent to The Pope. He enjoys killing anyone who would stand between him and his goals, including his ally, Judge Drace. His ultimate goal is to dominate everything with sheer physical might, no matter what happens to anyone else.
  • Contested Sequel: More so than most, and to a greater degree among the fandom than the critics— primarily due to the battle system and what some view as a lack of story, while others view it as more subtle.
  • Crowning Music of Awesome: It's Final Fantasy!
  • Demonic Spiders: Scads of them.
    • The Abysteels from the Henne Mines, the highest-level bats in the game. Seriously, those things will bite you in half. The good part is, they give so much XP that the sections they appear in are ideal to grind to level 99.
    • The Baknamies from Nabudis. Their physical attacks hit damn hard for their level, they can use Fangs for elemental attacks on par with level 2 spells, parry too much for their own good, and when you find one two or three more tend to manifest nearby to gang up on you. It doesn't help that you can get to their territory completely by accident while at 10-15 levels below what the area requires.
    • Entites and Elementals. Most areas have one that appears and is entirely docile, they just float around casting buffing spells on themselves. But if something casts a magic spell in range of them, they go ballistic; they cast Silencega and Sleepga to incapacitate your party, Fearga to drain MP, Dispelga to remove your buffs, and they spam Level 3 magic attacks like Firaga, Thundaga, Aeroga, Darkga, etc. They also pack a lot of HP, are immune to all but one type of elemental damage, and they have a lot of passive Augments that afford them defensive buffs, immunity to most statuses and Technicks, Piercing Magick (spells ignore Reflect), and also cause them to deal counter damage anyone who attacks them. Elementals are less Demonic than Entites (lower HP, fewer Augments, weaker spells), but they'll still probably kill you if you provoke one unawares.
    • As mentioned under Boss in Mook Clothing on the main page, spelunkers in the Zertinan Caverns who are accustomed to the original version of the game are in for a nasty surprise when they run into the Archaeoaevises, once simply aevis-type enemies that were 'merely' the strongest enemies in the area, who have been buffed into Bonus Boss-level nightmares for all the Zodiac versions. They like to spam Curse to put Disease and Confuse on your characters among other statuses, have enormously strong physical hits and have at least 161,622 HP at the lowest in their level range, already making them by far some of the strongest random enemies in the game. If you happen across a level 99 one, which they can totally spawn at, they have just shy of one million health, putting them on-par with end-game bosses. And for the icing on the cake, as soon as you aggro one, the second one in the area will make a beeline for you, turning them into a Dual Boss. Oh, and you have to fight them, as they're the only normal enemies to drop the Emperor Scales you need to unlock the Mithuna in the Bazaar.
  • Ending Fatigue: It just drags before the end. This is not helped by the Pharos being one of the longest obligatory dungeons in the series, and before that the trek to and through Giruvegan and the Great Crystal also being very long.
  • Ensemble Darkhorse:
    • Balthier is the Breakout Character out of the main cast. He's a unique character within the franchise (effectively Final Fantasy's Han Solo); he's suave, hilarious, and has an interesting backstory. That and his love of declaring himself the leading man has many fans agreeing with him.
    • Larsa is extremely polite, tries to end his brother's war, and eventually has enough of Vayne's evil and stands against him. The infinite supply of potions that he carries as a guest definitely helps.
    • Al-Cid looks awesome and is extremely good-looking. He's brutally honest but not a dick about it, and serves as the sole representative from Rozarria, in addition to also attempting to press for peace. Being called "Al-Cid" also might have had fans declaring him the Cid of the game (Word of God is that it's Dr. Cid).
  • Evil Is Cool: The Archadian Judges wear plate mail with black capes and all wield a Double Weapon that can split apart so they can Dual Wield, Dr. Cid is a Large Ham Mad Scientist armed with BFGs, and Vayne is a Magnificent Bastard that single-handed causes a world war so he has pretense to conquer it, and fights the party using nothing but his bare hands and sheer willpower to bend reality. Then he goes One-Winged Angel and becomes a giant cyborg humanoid Bahamut with a BFS and BFG. Let's face it, we wish we could play as the Archadians in this game.note 
    • Evil Is Sexy: Gabranth, given that he's Basch without the scars.
  • Fandom Berserk Button: No, Vaan's last name is not Ratsbane, "Vaan Ratsbane" is just a nickname Dalan gave him because he spends most of his time in the waterway fighting rats to train. No other character, including Vaan himself, ever calls him that.
  • Game-Breaker: Here.
  • Genius Bonus: The Occuria speak in iambic tetrameter. The rebel of their number speaks in iambic pentameter. This may be a reference to Shakespeare's Macbeth, in which the Witches speak trochaic tetrameter (four feet, alternating stress, starting with a stressed syllable) to help illustrate their otherworldly nature.
    • Giruvegan has other examples, especially one at the very end of the map - the Way Stone which teleports you to the Occuria's realm is described as "Empyrean", which, either as either a noun or an adjective, refers to the sky or heavens. Any time after the storyline event, that same device becomes "Tellurian", which is an adjective meaning "of or relating to, or inhabiting the earth." Fridge Brilliance kicks in when you see where it takes you.
  • Goddamned Bats:
    • Anything if you're far enough above their level. Level 5 enemies will continue to throw themselves at your Level 50 party as you backtrack through areas in search of rare game and treasure. Fortunately you can hold R2 or turn off Gambits to ignore them, and most enemies give up and run away after you leave their zone of aggression.
    • Lich-type enemies. Liches can use Divide, which splits the Lich into two enemies, one retaining its previous damage and the new one having full health. The problem is that the new Lich can also use Divide. Cue a single enemy cloning itself over and over and over in a game of Whack-A-Lich. And for extra fun, the Lich variants in the late game can cast Doom and Death.
  • Goddamned Boss:
    • The Trickster mark isn't particularly difficult, especially if you put it off until later in the game like any mark can be. The catch is getting it to hold still because it continually runs around the area leaving your party to run after it and get in a single hit as it turns and comes back.
    • The 5 Mandragoras fought in the Sochen Cave Palace are highly unlikely to actually pose a serious threat, as even with their combined totals their stats are low, especially for the point you encounter them. That does not mean that they won't make you work for your victory, as their preferred tactic is to disperse themselves across the arena and inflict several Standard Status Effects whenever someone gets close, then run away again and possibly heal.
    • Any boss that uses palings, which make them immune to magick or physical damage for a considerable duration. Almost invariably the bosses that use them throw them up at critical health, making the last portion of the fight drag as you're forced to change your strategy.
  • Good Bad Bugs:
    • A certain undead rare enemy that is in an area accessible very early in the game can be killed continuously with one Phoenix Down, and made to respawn by leaving the area before the EXP numbers appear from the defeated enemy (or if you want the loot he drops, just getting back to town and back, though it takes longer). This can be used to level up Vaan (who is the only character at this point in the game) very quickly, as well as make a lot of money from its item drops.
    • Using the Break spell on enemies in certain areas can cause them to respawn indefinitely, leading to power-leveling and making a lot of money.
    • Using Break also lets you avoid breaking your chain-level when an enemy of the wrong type butts its head into your killing spree (Poison does similar as well).
  • Loophole Abuse: To make your way through the Second Ascent of the Pharos, you must sacrifice being able to use either magick, physical attacks, items, or the mini-map. The easiest option is obviously the mini-map, and it is not a loss at all when you can still use the larger map or The Zodiac Age's overlay map, which the developers have for some reason overlooked disabling. This is the same case for places such as the Draklor Laboratory and the Feywood, where the mini-map becomes distorted by Mist.
  • Magnificent Bastard:
    • Vayne Solidor spends the game manipulating most everyone around him to get what he wants. And even though he dies, he succeeds in seeing his goal through.
    • Vayne's partner in crime or Woman/Man Behind Him, Venat, also qualifies. Freeing humanity from the Occuria? It was Venat's goal all along, and he/she succeeded in it, even if not exactly in the way he/she wanted.
    • Gramis Solidor may be, depending on Alternate Character Interpretation, if you believe that he planned his own death with his son Vayne in order to frame the Senate for it and secure the power of House Solidor.
    • Marquis Ondore spends much of the game feigning neutrality while being marginally loyal to the Empire when in fact he's an ally of Vossler and the resistance, and much of what he does is so covert that the public thinks he's a cowardly lickspittle to Vayne. Take his meeting with the party, for instance; after a bit of a Plot Dump to them to make his intentions and stances clear, he summons the guard to arrest them and take them to Judge Ghis, both he and the party knowing full well this will give them the perfect chance to rescue Ashe from Ghis and get her to safety.
  • Memetic Mutation:
    • Everything Vaan says during the notoriety subquest in Bhujerba. "I'm Captain Basch fon Ronsenberg, of Dalmasca!" "Don't listen to Ondore's lies!" "Basch lives!" Dissidia referenced this with the hidden bonus line "I'm Basch!" for Vaan's EX Burst.
    • "I play the leading man, who else?"note 
    • "I know something of cages."
    • "A TRIAL FOR ASHELIA B'NARGIN DALMASCA!"
    • Lara's infinite Hi-Potions. The removal of the "infinite" for the Zodiac versions saddened a lot of players.
  • Moral Event Horizon: Judge Bergan's ruthless massacre on Mt Bur-Omisace — he kills civilians, refugees, and even the Gran Kiltias Anastasias. Partly to assert his and Vayne's strength, and partly because he can. Though it's somewhat implied that he was being possessed by Venat (to strengthen Ashe's resolve against the Empire), so YMMV.
  • Most Annoying Sound:
    • Although the voice acting is generally superb, 'Marquis' is regularly and consistently mispronounced by every character that utters it, and it gets to be pretty grating.
    • Though considering the quality of the script, how specific this "mistake" is, and that the pronunciation used in the game is an accepted way of pronouncing the title, it's more likely a stylistic choice than an actual error.
    • The VA audio quality can be this at times, since a few corners had to be cut for the entire game to fit on one disc. Particularly noticeable with certain accents; every time someone from the Archadian Empire uses an 'S' sound it's like they're purposefully hissing into the microphone.
  • Most Wonderful Sound:
    • Zalera's Evil Laugh. Unless you're on the receiving end.
    • The iconic Victory Fanfare, which is reserved for major bosses this time around.
  • Nightmare Fuel: There is an optional Demon Wall boss, which is much stronger and just difficult to beat altogether in case the last Demon Wall boss bored you, with very little time in store. If you haven't finished this Demon Wall before the time runs out, it'll give you a terrifying Game Over by crushing your party into the giant wall behind them. The way the game decides to show the player this scene is just plain freaky as well; the screen will cut to the other side of the wall, so you can't see what's happening on the side with your characters and the boss, and said wall shakes once the Demon Wall slams your party toward it, finishing off with a black fade.
  • One-Scene Wonder: Judge Drace, who stars in exactly one heart-wrenching Tear Jerker of a scene.
  • Padding: A common criticism of the game. Not only does the middle act between Raithwall's Tomb and Archadia drag, but the developers dragged it out longer than it needed to be. First you cross the Giza Plains to the Ozmone Plains to reach the Jahara, only to find out the reason you went there is pointless. Fortunately you have a new plan that needs you to head to Mt. Bur-Omisace. So you backtrack over the Ozmone Plains, enter the Golmore Jungle, and find your path blocked, to clear the way head back to the Ozmone Plains and complete the Henne Mines dungeon. Traverse the jungle, traverse the Paramina Rift, and welcome to Mt. Bur-Omisace, where it turns out once again, your reason for coming is rendered pointless. You then get to get to head south through the Rift to the Stilshrine of Miriam dungeon, head back to Mt. Bur-Omisace, fight a boss, and finally get to head to Archadia. Your path to Archadia takes you through the Dalmasca Estersand, Mosphoran Highway, Salikawood, Phon Coast, Tchita Uplands, and finally the Sochen Cave Palace dungeon to get into Archadia. But don't celebrate yet, because before you can get to your destination in the city, you need to do a tedious sidequest, and your destination is yet again another dungeon. And at the end of that dungeon, your target escapes, once again rendering your quest pointless. By this point one must look back at the last 10-15 hours of gameplay and wonder if they've actually accomplished anything.
  • Polished Port: On top of the changes from the International Zodiac Job System it is based on, the 2017 remaster The Zodiac Age has higher-resolution character models and backgrounds, a re-recorded soundtrack, and re-balanced gameplay. The Turbo Mode allows you to not only speed up the game 2x faster like in IZJS, but now 4x faster. It has also fixed the few minor gripes several fans had such as voices (of characters who weren't Judges or wearing helmets) sounding like they were recorded through a tin can, Vaan's weird-looking abs, and inverted camera controls. It also removed the Spell Queue, which was the biggest impediment to using offensive magic late in the game in previous versions. And fans who were disappointed with the loss of the original license board and being confined to one job per party member in IZJS (therefore only using 6 of the 12 jobs in one playthrough) were delighted with the news of The Zodiac Age allowing two jobs.
  • Relationship Writing Fumble: As the game has no Official Couple, there's a bit of inconsistent Ship Tease.
    • Vaan and Penelo are introduced acting very much Like Brother and Sister — Vaan and his brother having been raised by Penelo's family. Likewise, Penelo's role is almost like The Not-Love Interest to him. But the end has a line from Penelo — "every sky pirate needs a partner" — which hints that there could be an eventual romance between them.
    • Fran and Balthier isn't helped by the latter being The Charmer and The Casanova. But many of Balthier's Pet the Dog moments involve Fran, and she makes a throwaway comment in the sequel about him trying to woo her.
    • Penelo's letter to Larsa at the end has a curiously worded line about how Ashe misses Basch — the wording implying it could be romantic rather than platonic.
    • There's even some between Vaan and Ashe, given that their first meeting has him catching her when she falls. And most of Ashe's Defrosting Ice Queen moments involve Vaan in some way.
  • Rescued from the Scrappy Heap: For people that were seriously put off by Vaan's design in the first game, Revenant Wings gives him a shirt.
  • The Scrappy: Vaan. Originally despised for his Bishōnen design and perceived whininess after Tidus, once the game came out it's shifted mainly to his having little to do with the actual plot (unless you count his and Penelo's 'normal person' POV to ground the political intrigue), which means he takes time from other characters. Ironically, Penelo doesn't really get the same treatment.
  • Scrappy Mechanic:
    • AI party members hold still when charging spells, thus if you try to move through an area while gambits for your party members to cast spells are active, they'll get spread out behind you and have to run to catch up. Characters can move while charging spells, they only need to hold still once they actually cast the spell, but the AI still stays put.
    • No one likes the Chops sidequest in Archades. For some reason pieces of wood are considered a status symbol in Archades, and people tend to pass around chops as thanks for aid, so you have to do enough good deeds to earn enough chops to take the air cab, which will refuse to take you anywhere without chops. Thus you have to run back and forth talking to people, relaying specific messages to specific people, getting chops in thanks. With a guide it can still take half an hour, and without a guide it'll probably take double that time, since it's often counter-intuitive to figure out which messages have to be relayed to whom. And to add further insult, in-story you shouldn't even have had to do this quest at all; Balthier gave some chops to Jules to pass along to you, but Jules decided to pocket them and make you get your own.
    • The way treasure containers work is infamously terrible. First, there's a random chance for a container to spawn or not. Then there's a chance for the container to contain gil or an item. Then the game looks at one of two potential items to be in the container. The result is that every treasure container has one of three potential treasures, if it spawns at all, and the Diamond Armlet accessory changes those contents entirely. Oh, and just because the developers hate you: some containers contain the "good" items in their normal loot pools, while the Diamond Armlets don't, so wearing it all the time to ensure good stuff will cheat you out of rare items. The Zodiac version thankfully simplifies this; containers either contain gil or an item, and the Diamond Armlet changes the item inside to randomly be a Knot of Rust or a Meteorite (or in a few end-game locations, some other item). The Zodiac version also gives certain treasure chests a 100% chance of its contents, usually an ability or equipment pieces, so wearing the Diamond Armlet won't cause you to miss out.
    • The Bazaar. As the Guide Dang It! entry on the main page explains, it is impossible to figure out without a guide how to unlock the various items there, or where you can get the loot items that can unlock them.
    • Effect Capacity. Every action save for normal attacks and some enemy-exclusive Technicks has a hidden value of 1, 2, 4, or 8 Effect Capacity. Effect Capacity basically determines how many actions can be used at once: if enough actions are being taken that the Capacity hits 8, no other actions with Capacity can be performed. While this was a necessary limitation to ease strain on the PS2's hardware by not letting too many special attacks animate at once, the developers rather obviously used it to introduce some Fake Difficulty too, as several spells and items with simple animations have high Capacities. In the late game thanks to this mechanic, get used to seeing party members charge spells, and then sit there doing nothing for several seconds while they wait for someone else's spell to finish casting. It also makes enemies with Level 3 spells deceptively difficult, as most Tier 3 spells have 4 capacity and Darkga and Graviga have 8. Finally, normal attacks don't have Effect Capacity, so in a battle with multiple enemies, one of them casting Darkga can prevent your healer from casting any healing spells while the rest of the enemy mob keeps attacking normally on top of Darkga's damage. The removal of this mechanic in the PS4 version was met with much rejoicing among players.
  • Sidetracked By The Golden Saucer: The deeper you explore the game, the more the world opens up to you with Rare Game, Marks, optional dungeons with bonus bosses (usually Espers), and potential Bazaar items to unlock. You can easily find yourself sinking more time into exploring the game's optional content than the main storyline.
  • So Okay, It's Average: Much of the hostility towards Vaan has less to do with him being a hateable character on his own, and more to do with the fact that despite being the "face" of this game he feels eminently forgettable and pointless. Players found that he wasn't nearly as full of Wangst as was initially assumed, but a lot of the people who dislike him believe that it would constitute a personality trait that at least makes him stand out in a cast of far more colorful characters.
  • Spiritual Licensee: There have been many comparisons to Star Wars.
  • Squick: Guess where Cúchulainn, the Esper of Poison and Filth, is found? The Garamsythe Waterway... as in the sewer/aqueduct system for a major Ivalician city. Eeew...
  • That One Attack:
    • Zodiark's Darkja. Not only does it do heavy Dark-elemental damage to the entire party, and is a cinematic attack so it cannot be avoided or interrupted, but it has a chance to inflict Instant Death. Unfortunately, this is one of the few times in the series where there is no equipment piece to block Death attacks! Shell lowers the chance for Instant Death to take effect, but it can't block it entirely, and even if you survive you're taking damage and probably being inflicted with Blind, which Darkja also inflicts. Zodiark opens the fight with it, uses it periodically, and when he's low on HP begins to spam it constantly. In summary, Zodiark's Signature Move lets him inflict a Total Party Kill, and there's very little you can do to stop it.
    • Chaos's Aeroja; which is huge Wind damage and confusion. That alone sounds bad enough; but in Chaos's battle, you can't use physical attacks at all due to the restrictionnote , so your party is left utterly helpless.
    • "Curse" for normal enemies and some bosses. Inflicts Confuse, Poison, Sap and Disease on all characters at the same time. Many Game Over screens were seen when trying to get to the last of the Pharos' Subterranean Levels, where there's a chance that an enemy which has this ability will rise from the corpse of a recently slain foe.
  • That One Boss:
    • Demon Wall will use Blindga to Blind all your party members, Annul to sap their MP to 0, Telega to instantly kill them and render them unable to be revived until the battle is over, and will Silence them and put to them Sleep. The real challenge comes from the fact it's a timed battle; the Demon Wall slowly advances down the path pushing your party to the rear wall, and if you can't kill it before it crushes you, it's an instant Game Over.
    • Tiamat will use Breath to damage over a wide area and inflict Sap, cast Reflect on itself, and most damning of all, it can use Disablega, which will inflict Disable on all characters in range, preventing them from taking any action. Tiamat will teach players who don't spread out their characters to do so, because getting the whole party caught in Disablega is pretty much a death sentence.
    • The Elder Wyrm can inflict a slew of status ailments, including Slow, Confuse, Sleep, Sap, and Oil, the latter of which boosts the damage its Fireball attack does. It also inflicts these statuses with its cinematic attack, Sporefall, which cannot be interrupted and hits over a large area. The Wyrm also has quite a lot more HP than other bosses up to that point, over 70,000, when the next several bosses in the areas after it have about half that. Some walkthroughs actually advise players head south through the Jungle to get to the Paramina Rift through the Feywood, because dealing with the Beef Gate enemies in the Feywood is easier than fighting the Elder Wyrm.
  • That One Level:
    • Giruvegan and the Great Crystal. The former is a long Magical Mystery Doors puzzle full of powerful enemies leading up to a boss. The latter is also a Magical Mystery Doors puzzle full of powerful enemies leading up to a boss, except this time the area is larger, has a very confusing layout and no map, and the Mystery Doors have time limits.
    • Pharos, which isn't the final dungeon but might as well be. It's a hundred-floor tall tower with several bosses along its length, a lot of puzzles and gimmick-based areas to get through, and naturally is full of the most powerful enemies in the game up to that point.
  • That One Sidequest: Some of the Hunts can be very difficult.
    • The Shadowseer mark, which requires you to venture into the Subterra optional dungeon. The area is a three-floor Blackout Basement level where you not only need to navigate darkened rooms that all look the same, but it has lots of strong enemies. To proceed to the lower floors you need to collect special "black orbs" that only appear in this dungeon and place them in altars. These orbs are randomly dropped by enemies, and will disperse if you don't pick them up quickly (very plausible given you're probably busy fighting other enemies in the area), thus you need to patrol each floor fighting and hoping the enemies drop more orbs until you have enough to continue. When you finally get to the bottom you of course have to fight Shadowseer, who fortunately is not one of those bosses that could be considered That One Boss, but he's still an irritating boss to fight due to an abuse of status-attacks including Fearga, which saps your MP to 0, and he'll throw up palings and summon other bosses from the Pharos to help him fight. As a saving grace, after completing each level of the Subterra, you can go back up and save.
    • The second round with Gilgamesh. He has a lot of HP, just shy of 475,000 to be precise, powerful cinematic attacks, buffs himself each time he pulls out a new weapon, will erect a paling when weak to become immune to damage for a period of time, and he and Enkidu hit hard with their normal attacks, doing well over 1000 damage, possibly over 2000. However, what really makes him this trope is that he comes with Lv 2 Sleep, Lv 3 Disable, and Lv 4 Break, the first two incapacitating your entire party if their levels are a multiple of 2 or 3, respectively. If their levels are a multiple of 2 or 3, and if you lack accessories to block Sleep and Disable, god help you. This is also not taking into account the player going out of their way to stall and steal the last two pieces of Genji Equipment, which you want to do because they are Permanently Missable if you don't get them.
    • And of course, the final Hunt, the most notorious Bonus Boss in the series, Yiazmat. He's a bit easier in The Zodiac Age, but even then, 50,112,254 HP does not go down easily or quickly, especially since he also has Instant Death attacks.
  • They Changed It, Now It Sucks:
    • Naturally, the game being a Final Fantasy title is going to attract people hating it for any changes it brought. XII introduced a more streamlined battle system where enemies spawn on the map and engage you in real time rather than the game loading another screen to have the battle in. The gambit system also gathered hate from people who felt that the game "played itself" and took control away from the player, even though it's extremely rare that you can be in a situation where you don't have to do anything (outside of level grinding and fighting low leveled enemies). Some also hated how the story barely contributed to Character Development and focused more on the story's central themes rather than the characters behind the scenes.
    • This trope was notably largely averted with the changes made to The Zodiac Age.
  • They Wasted a Perfectly Good Character: Judge Drace, we hardly knew ye. It helps that she was one of the least antagonistic Judges.
  • Uncanny Valley:
    • Especially when compared to X, the facial expressions and body movements of the cast are quite fluid and realistic. However their faces look like they haven't slept in a couple days, or else they really need to wash their faces, and their eyes don't always look very natural.
    • The worst is the penultimate boss. Vayne Novus falls right into the Uncanny Valley, not only having a freakish looking face but also skin that looks like it's decaying right in front of the player. There were a couple players thinking "Kill it! Kill the demon!" at that almost Nightmare Fuel looking boss.
    • There's nothing wrong with the main characters' eyes. What do I mean? Zoom in on an NPC's face and you'll see that they didn't bother to let NPCs blink. Now's that unsettling.
    • Vaan's torso was rendered rather weirdly. Due to how Vaan's abs and chest were shaded, he looks like he is anorexic rather than in shape. Plus, his abs look more like they're drawn on him than anything else. Thankfully this one is averted in The Zodiac Age.
  • Viewer Gender Confusion: The sheer number of people that have confused Larsa for a girl is truly amazing. It doesn't help that his voice is a bit gender-neutral and he's initially introduced as "Lamont," not the most masculine name there is, so a couple hours later when players clue-in "wait, Vayne's brother?" they've probably been used to thinking of him as a girl. Another amusing (though unintentional) factor is that the Elite Mark Orthros, who only appears when the party is all-female, still comes out if Larsa is present. It's because Orthros is scripted to ignore Guests and most players just happen to go hunting it when Larsa is in the partynote , but still.
  • Vanilla Protagonist: Vaan's role is an Enforced Trope. Basch was originally going to be the viewpoint character but this changed in favor of a more Audience Surrogate approach. Thus, he has a minimal impact on the plot once the player leaves Nalbina Dungeon. Between Ashe's quest to retake her throne, Basch aiding her to atone for his failure to defend Dalmasca, and Balthier discovering the secrets of Cid's experiments and coming to terms with his past, Vaan is just along for the ride. It's Played for Laughs when he accuses Gabranth of murdering his brother Reks, and no one (including Gabranth) seems to even hear him because they're more concerned with Gabranth's murder of Ashe's father and why he's there now.
  • Villain Decay:
    • A rare one in game. Marilith, known by many as one of Final Fantasy's trademark four fiends, is mentioned in the bestiary as a flame spirit in bestiaries of yore, but modern bestiaries generally refer to it as a snake with a nasty bite.
    • Ba'Gamnan is so tough that you're recommended to run from him rather than fight him during your first encounter. It all goes downhill from there....
  • Vindicated by History: XII has benefited from two instances of this.
    • When the game came out, it suffered from the Broken Base from those who didn't like the widespread change. In recent years, thanks to the mature story that has been likened to Game of Thrones, people have grown to enjoy and praise it more, similar to what has occurred to appreciation of FFVIII. It helps that Final Fantasy XIII took its place as the most controversial entry.
    • With the HD remaster release fixing many of the issues and Square Enix leading the franchise into Action RPG territory, people are now saying XII's Active Dimension Battle system and gambits were ahead of its time as it got rid of random encounters in favor of real-time battles, but was still based on the old fan favorite ATB system with the ability to preset your party members' commands.
  • Visual Effects of Awesome: A Final Fantasy staple. To this day FFXII's aesthetics, which run on the now outdated PS2's graphics hardware, still hold up today as visually awesome thanks to a meticulous art direction.
  • The Woobie: It's a game with a lost war as the backstory. This trope is everywhere to varying degrees.
    • Oh Larsa, you poor, poor thing. First, he gives a pretty trinket to a girl he seems to have a crush on, which turns out to be nethicite, which could have possessed or killed her. Then, his brother kills his father, and becomes a bloodthirsty dictator in search of power. This means Larsa to help kill his own brother for the greater good. Near the end of the story, while the other character are looking towards the sky in hopeful poses, Larsa is inside in the dark crying over Gabranth's nearly-dead body.
      • Whether or not Larsa remembers it is debatable, but Vayne also killed their two brothers as well.
    • Vaan lost his family and lived with his brother, before his brother was killed during the end of the war by one of Dalmasca's most noble knights.note  He's since endured being trapped in Rabanastre under Imperial rule, and unable to fly as he dreams. Penelo is in a similar boat, but she's very promptly ripped out of that lifestyle and constantly has to worry about Vaan.
    • Basch is an Iron Woobie. He lost the monarch that he was defending, lost his homeland, lost his brother who actually turned against him, and failed to protect his king all in the backstory. By the start of the present, he's been chained up for two years and is hated by the general public. Despite this, he maintains his honor throughout.
    • Gabranth is a Jerkass Woobie. The twin brother of Basch, he lost said homeland and mother, but also faced the belief that his brother had abandoned them, and he joined the Archadian military and became a judge. During the game, he has to continuously watch his brother go on, infuriating him, be put down by Vayne and Cid as he fails, and suffer a major crisis of beliefs as a result.
    • Ashe lost her husband within days of their marriage, lost her father, and the world believed her dead. She struggles with the Resistance for two years, and also has to deal with a boatload of stress from the Occuria choosing her as their next pawn via appearing as Rasler's ghost.
    • Balthier real name Ffamran mied Bunansa was a former Judge candidate, but when his father, Dr. Cid, encountered Venat, Balthier believed he was slowly watching his father go mad. He eventually fled, but his past catches up with him in the game, where he is ultimately forced to kill his father.
    • Subtly implied with Fran, as she can no longer hear the voice of the Wood thanks to leaving it.
  • Woolseyism: Thanks to the modern champion of the trope, Alexander O. Smith. The English script, as to be expected of the Ivalice spin-offs, is spectacular, with a distinctive cultural flare via the use of Old English Early Modern English sentence structure and words. The voice cast of the game also reflects the various cultures of the world, the different regions having particular accents, Archadians for example being British. The only complaint most people seem to have about the scripting and voice acting is the quality of the sound itself due to the compression done to fit it on the disc.
  • WTH, Costuming Department?: Ashe's hot pink miniskirt-hotpants. Balthier's candy rings. Basch's potholder... just to name a few questionable fashion choices. Not to mention the Dalmascans' general proclivity for Stripperific gear when this is actually a horrible clothing choice for the desert. Sure, the world has a messed up environment because of Mist, so perhaps their deserts are not the same as Real Life deserts. Or maybe it's just the world's ready access to healing magic.

The manga adaptation provides examples of:

  • Ass Pull: Possibly due to Creator Breakdown, as the manga ended not soon after, but the below-mentioned Squick, which is never implied in the games at all.
  • Crowning Moment of Awesome: Since the game showed us the events of the opening sequence from Reks' point of view, we now find out the game had an Offscreen Moment of Awesome: Basch didn't just run into the room and get captured while Gabranth walked in to pose as him. Basch tried to get the king to safety and had a duel with Gabranth in front of him. Even though the battle is a Foregone Conclusion, it is awesome.
  • Pandering to the Base: Characterizations are more in-line with the fandom's perception of the characters rather than how they are in-game (Vaan is an Idiot Hero, Balthier is a Chivalrous Pervert, Basch and Fran are total badasses), a lot more time is spent on the subplots concerning Vossler and Arcadia than the party's adventure, and most of the new or changed scenes exist to serve that purpose. The manga essentially foregoes being a faithful adaptation to instead focus on Rule of Cool and this trope.
  • Squick: The backlash of Ashe summoning Belias causes her right arm to rot off from the elbow down. We get to see it happen.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/FinalFantasyXII