These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Final Fantasy XII
Alternate Character Interpretation: Is Vayne a pro-active patriot doing what he needs to do to secure Archadia's future and free mankind from the control of Occuria, or is he a power-hungry autocrat out for world domination and willing to get rid of anyone or anything in his way?
On the subject of the Occuria, are they Well-Intentioned Extremist Gods who wanted what was best for mankind or royally Jerkass Gods who wanted to abuse their power over mankind and continue to keep them on a tight leash?
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.
Americans Hate Vaan: Oh yes they do. But in Japan, fan demand and outcry was so intense that the new rep for FFXII in Dissidia Duodecim is Vaan, no matter what Americans may think.
Complaining About Games You Don't Play: "The game plays itself! You can put down the controller and walk away!" Anyone who has actually played the game knows the above becomes true only once you've found all the necessary Gambits for it to be possible, which isn't until very late in the game. And even then, most some of the optional bosses have enoughchangingtactics that they require constant player input.
Also the Gambits are completely optional, and from a Min-Maxing standpoint, a complete waste of license points.
While people can play without gambits at all, it makes battles extremely repetitive with the constant inputting of commands and most enemies by the halfway point of the game have lots of HP, which makes manual commands painful to repeat over and over. Bonus bosses like Hell Wyrm and Yiazmat have millions of HP, which means the gambit feature is really there to save you time and your sanity.
Complete Monster: Judge Bergan decides, on a whim, to slaughter half the population of Mt. Bur-Omisace, a shrine of peaceful religious worshippers who were taking in refugees from the war, including their leader the Grand Kiltas. The people were entirely neutral and posed no threat, but he wiped them out anyway. 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 the subtlety with which the story is presented (leading some to believe it has no story at all).
Demonic Spiders: Scads of them. Perhaps the most infamous and dangerous though are the Entites and Elementals. Most areas have one that appears and is entirely docile, it just floats around casting buffing spells on itself occasionally. But if you cast a magic spell in range of them, they go ballistic, casting Silencega and Sleepga to incapacitate your party, Fearga to drain everyone's MP to 0, Dispelga to remove your buffs, and they spam Level 3 magic attacks like Firaga, Thundaga, Aeroga, Darkga, etc. And not only do they pack a lot of HP, but they're immune to all but one element, making a lot of your offense useless. Of course though, they usually drop rare items, often a specific item for each one, which you need to trade it to get the best weapons of the game as the Bazaar. Elementals are slightly less Demonic than Entites due to lower HP and weaker spells, but are still probably going to kill you if you provoke them unawares.
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.
Abusing a semi-exploit to spawn the rare monster Dustia repeatedly can bring your level to insane heights before you enter the Giza Plains. Most areas in FFXII are blocked off by Beef Gate, and the Dustia trick can allow you to increase your power even further with steals and rare drops from monsters you have no right to be able to fight. Among the crazy pieces of equipment you can get:
You can get the most powerful weapon in the game, the Zodiac Spear, as soon as you get the Dawn Shard. That's less than a quarter of the way through the game. It does take a lot of level grinding to survive the trip to its location (and even then you have to flee your way through the areas because attempting to fight the enemies would not go well at all), but once you have the spear, the rest of the game becomes ridiculously easy until near the end.
The Nihopalaoa, an accessory that when equipped causes all recovery items used by the character to have the opposite effect, can be this. Against several marks and bosses (an infamous example being Judge Bergan), throwing a remedy with it equipped will completely incapacitate the enemy by inflicting them with every single status effect they are vulnerable to, allowing you to hack and slash at them with no consequences. Against any mooks vulnerable to instant death, throwing a phoenix down will kill them instantly and has no chance of failing like an ordinary Death spell.
Quickenings (the game's equivalent of limit breaks/overdrives) can be this. You can easily get them early on and if you have atleast three people in your party they can be used to insta-kill most bosses for a large chunk of the game, made worse by the fact that you can use them the moment the boss shows up rather than having special trigger conditions like limit breaks in previous games. On top of that, If you get access to all 3 quickenings for a character, it TRIPLES their MP, allowing them to have a seemingly endless supply of spells.
Ashe + Masamune + Genji Gloves + Buffs = You pretty much made weapons obsolete.
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: The Abysteels from the Henne Mines. Seriously, those things will bite you in half. The Baknamies from Nabudis also get a mention, though depending on your level they may be closer to Demonic Spiders.
If you plan to do all the subquests, pretty much all enemies become this as you backtrack through old dungeons to find Bonus Bosses.
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.
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. 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 a random enemy of the wrong type butts its head into your killing spree.
The reason usually given for hating this game more than the others is its battle system. It's basically a cry of They Changed It, Now It Sucks from fans who loved the random encounters and separate battle screen used in earlier games and considered them definitive of Final Fantasy.
Magnificent Bastard: Vayne Solidor. His various coups are at the heart of the story, and even in death he managed to free mankind from the Occuria.
Memetic Mutation: "I'm Captain Basch fon Ronsenberg, of Dalmasca!" "Don't Believe Ondore's lies!"
"I play the leading man, who else?"
"I know something of cages."
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 iconic Victory Fanfare, which is reserved for major bosses this time around.
Needs More Love: A lot of people hate this game for the standard reasons — "It's a Square-Enix game", "It's not -other Final Fantasy game-", and of course Vaan. While the game is a big departure from other games in the series, it still has a good, if different, battle system, a very complex storyline playing on political intrigue and moral ambiguity, and a very deep and engaging world full of lore to study and optional areas to explore.
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.
In one of the more odd sidequests in the series, in Archadia the plot grinds to a halt for ten minutes or more as Vaan has to run around the city streets relaying arbitrary gossip to people in order to earn "chops", carved pieces of wood, as gestures of thanks from them. Why? Because chops are a sign of social status in Archadia, and without enough chops, the air cab to take you where you need to go charges 1,000,000 gil. If all this sounds like a nonsensical bore, It Makes As Much Sense In Context. It doesn't help that the trip to Archadia has already taken hours as you traverse several new areas, at this point it seems the game is just stalling you to drag it out a little bit more.
A case could also be made for the entire middle portion of the game between Raithwall's tomb and Draklor. Ashe has to head to the Jahara to find out how to use the Dawn Shard only to learn it's been depleted of power and is useless, when Larsa arrives to take her to Mt. Bur-Omisace. There the party is sent to the Stilshrine of Miriam to find another relic of Raithwall's, the Sword of Kings, and upon retrieving it the party decides to infiltrate Archadia to use the Sword to destroy the Empire's nethicite. However, upon infiltrating Draklor, the party's entire reason for doing so is forgotten and never comes to fruition. Given that those mentioned locations is separated by at least two new areas each, you're bound to wonder if you're actually accomplished anything of meaning by the time Cid makes his escape.
"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 Pharo's Subterranean Levels, where there's a chance that an enemy which has this ability will rise from the corpse of a recently slain foe.
Espers are usually tough battles, but manageable. But among those, there are four who go a step beyond:
Zeromus. Zeromus' element is Gravity. He is very fond of casting Gravity spells which make short work of your HP, and worst of all and what makes this a tough battle in the first place: Magicks are locked, so you're stuck with items for healing and reviving your characters, so god help you if you run out of Potions and Phoenix Downs. Combine with that the fact that you're also swarmed by Dark Lords who can pick you off at low HP and LOVE poisoning you, and you're in for an absolutely tough battle.
Chaos. High damaging physical attacks, a special attack that hits your whole party for confusion, no reliable way to exploit his weakness as he's Wind-elemental and weak to Earth, which is the only element in the game to not have spells. And if you thought you could use your Earth-elemental weapons (Which are hard to come by, as the two melee weapons that are Earth elemental are obsolete at this point and Mud Shot and Artemis Arrows are obtained by Bazaar only and through hard to find materials) to damage him with attacks? Too bad, attacks are sealed here. So your only shot at damaging him are Techniks, which are pretty unreliable as a primary source of damage, Knot of Rusts, which won't be that helpful unless you have Dark Matters and/or Shemhazai, and Non-Elemental Magicks such as Scourge and Scathe, a strategy tough to pull off because of the Chaosjets that love inflicting Silence on you.
Ultima. As if getting to her wasn't hard in the first place because the path leading to her is filled with Demonic Spiders, Ultima herself doesn't let up. Her normal attack has a chance to inflict the Sap status, her Holyja has a chance of inflicting the Reverse status and she ALWAYS follows that up with Renew to bring the party to 1 HP so you're boned even if you have Holy-nullifying equipment. And that's before she hits 70% HP, when Interface Screw kicks in it's a cycle of Attacks, Magicks, Items and Techniks being sealed and your weapons being slowed down, her Holyja becomes more frequent and she starts a Reflectga+Curaja combo to replenish her HP. And then she Turns Red...
Zodiark. Geomancer Yugelu and The bestiary make a mention that the gods sealed it deep within the Henne Mines out of fear from its immense power at present childhood. And that's NOT exaggeration. Zodiark opens the battle with That One Attack, Darkja, which inflicts massive Dark damage and has a chance to Blind. Dark-absorbing equipment? Nope, Darkja has an Instant Kill chance. Exploiting it's Holy weakness? Zodiark loves putting up Pailings and Magick barriers...and using Shift to change it's Elemental weakness, which can't be known unless you've got some gambits for each elemental weakness set up, pratically forcing the usage of Non-Elemental weapons. And like Ultima, it only gets worse when it Turns Red. And that's not even getting into its other attacks like Banish Ray and Scathe.
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.
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 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 and Fearga which pretty much saps your MP to 0. 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 Lost Forever if you don't get them.
Uncanny Valley: Especially compared to X, the facial expression and body movements of the cast are much quite fluid and realistic. However their faces look like they have 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 being in shape.
Amusingly, the mark Orthros, which won't come out if you have any male characters in your party, ignores Larsa as if he wasn't male (due to the event flags ignoring guest members). Presumably this happens with other guests too, but still...
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 besitaries of yore, but modern bestiaries generally refer to it as a snake with a nasty bite.
Vindicated by History: When the game came out, it suffered from the Broken Base. In recent years, thanks to the mature story, people have grown to tolerate it more. I guess it helps that Final Fantasy XIII took it's place as the most controversial entry.
Visual Effects of Awesome: 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: 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.
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 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.
This trope serves to provide some clever Foreshadowing, that Balthier has a British accent...
If you're pretty enough, skin cancer doesn't dare to mar your beauty. Or something.
The world has a messed up environment so perhaps their deserts are not the same as Real Life deserts. Or something.
The manga adaptation provides examples of:
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.