Final Fantasy XII: Revenant Wings Review
Worth a flutter?
Version tested: DS
With the veritable cornucopia of fantastic games which have landed on our laps in the last three or four months, it's easy sometimes to forget that the first half of 2007 was no slouch in gaming terms either. For many, the highlight of the early months of the year was Final Fantasy XII - Square Enix's triumphant return to its best-loved RPG franchise, and to the fascinating world of Ivalice.
It was, admittedly, not exactly everyone's cup of tea. Some adored the game's brave move to real-time combat, with a party of characters controlled by the highly customisable Gambit system which allowed the player to set up triggers for specific actions, but others hated it and accused the game of "playing itself". Some were engrossed by the mature and complex high fantasy storyline, which dragged Final Fantasy away from teen soap opera and gave it a stunning ensemble cast and a heavy dose of political intrigue, while others lamented the lack of melodrama and the slightly ill-defined central character, Vaan.
For those who loved both aspects, though, Final Fantasy XII was a genre-redefining game - and as a result, the team's rapid development of a sequel title for the Nintendo DS has been followed with keen interest. Revenant Wings picks up from the end of Final Fantasy XII; for those craving a return to Ivalice, this is it.
Making a Comeback
It would be an error, however, to categorise Revenant Wings as being "more FFXII". In fact, the game wisely avoids duplicating too many of the systems from its progenitor - choosing instead to create a very different but definitely related experience that's specifically crafted to play to the strengths of the Nintendo DS.

This is the main battle screen. The tabs allow easy selection of each party leader, which is very useful when things start to get too busy.
In essence, Revenant Wings is a real-time strategy game - its closest relative, perhaps, being Square Enix's own Heroes of Mana title, which pioneered the combination of RTS and RPG on the DS. Comparisons with Final Fantasy Tactics are also obvious, not least because of the connections between FFXII's team and that game (although Revenant Wings was developed externally to Square Enix) - but unlike FFT, this game dispenses with the turn-based combat in favour of a faster-moving real-time system.
You control up to five named characters on the battlefield at once, taken from FFXII's main cast - supplemented by former Rabanastre street-rats Kytes and Filo, who had small roles in the previous game, and by new character Llyud. Each of these characters can summon various monsters to fight for your party, starting from relatively low-end monsters such as Cactaur and Chocobos, and going right the way up to epic boss summons such as Ultima. Creatures are summoned through special Summon Gates, which are essentially the resource nodes you need to capture and defend.
As you might imagine, battles with this many creatures to control quickly become rather hectic on a screen as small as the DS'. All of your interactions are carried out with the stylus, while you pan around the screen with the D-pad (southpaws beware; there's no way to switch the button config to scroll around with the face buttons), while the game tries to simplify your interactions by giving you the ability to control units in groups.
This works rather well, actually. By clicking on a named character, you can select all of the creatures he has summoned - so if you're careful about organising your summons, you can select a healing group, or a ranged weapon group, with ease. You can also drag a box around a number of units to group-select, just like a PC RTS game. It's well-considered, and provides a nice work-around for the fact that actually picking out an individual character in a melee battle can be a complete pain in the backside - although you'll still run into that frustration a little more often than we'd have liked.
Get Your Fresh Gambits

Each character - including your summoned creatures - can upgrade their abilities on a system not dissimilar to the License Board.
Final Fantasy XII's love-it-or-hate-it Gambit system makes a return in Revenant Wings, too, but it's been vastly chopped down for this game - to the extent that characters can only have one Gambit enabled. This can be quite frustrating to begin with, because it means that characters with multiple special abilities can only use one automatically, and must be manually selected to trigger the others.
To be blunt, this never stopped being slightly annoying - but as we progressed through the game, we realised that the trick here is to build up a set of effective Gambits across your squad, with each creature doing a specialised job. Each creature may only have one gambit, but that still adds up to a couple of dozen gambits spread over the entire party - enough to create some quite complex behaviour.
Given this level of specialisation in each character, the comparisons with Final Fantasy Tactics' superbly well balanced characters and abilities are obvious. Indeed, if some rather fiddly controls are Revenant Wings' weakest point, its finely honed balance is arguably its strongest suit. As in FFXII, this balance can be thrown out a little if you do a lot of the side-quest material (of which there is absolutely tons on offer), but that's entirely your choice - and even at that, choosing the right combined-arms approach to any given battle will be important.
Echoes of Final Fantasy XII can also be seen in the difficulty curve. Revenant Wings starts off with a number of very simple encounters, then vastly ramps up the complexity of battles until, in the latter portions of the game, even the best players will find themselves being seriously challenged by some of the tougher battles.
The difficulty never seems daunting, though, because this is one of those rare games where as soon as you fail a battle, your mind is buzzing with ideas about things you could have done differently - and you're itching to get back into the fray. That, we'd venture, is a very good sign.
Of course, Final Fantasy has in recent years been as much about presentation as anything else - and on this front, Revenant Wings is hugely impressive. Like FFT, it opts for lavish 3D backgrounds with lovely hand-drawn 2D characters on top, and the effect is very striking - especially thanks to the huge number of sprites which are included to ensure that characters look good in every setting.
Present Arms

All the pretty stuff happens in the lower screen, but the upper screen provides an invaluable overview of the battle and the parties you command.
Full motion video has become a hallmark of Square Enix' DS titles, and Revenant Wings is no exception. Beautiful sequences whose cute character designs are reminiscent of Final Fantasy IX combine with in-engine cutscenes to tell the story, which is itself rather more of a traditional, high-spirited adventure than Final Fantasy XII's heavyweight tale.
For fans of Final Fantasy XII, of course, the chance to spend more time in Ivalice is the big draw of Revenant Wings, and the game does not disappoint. All of the main characters from the previous game make a return - and some of them are actually far more suited to the new, more light-hearted storyline of Revenant Wings than they were to FFXII itself.
Vaan, in particular, was a somewhat faceless character in FFXII, designed to be an observer of momentous events more than anything else. In Revenant Wings, however, he is a fully fledged sky pirate - and even when the more interesting cast members from FFXII turn up, he holds his own as a credible and likable leading man.
As with the gameplay, though, the wisest choice which Revenant Wings' developers have made is to steer clear of turning the game's story and presentation into "more FFXII". Just as the complex gambit system wouldn't have worked terribly well if shoehorned onto the DS, the handheld platform is not an ideal system for a storyline of political intrigue and religious philosophy.
Although we hesitate to make the comparison, knowing full well how many people disliked the game we're about to mention, Final Fantasy X-2 sprang to mind more than once while playing Revenant Wings. They are very different games, but they share the same relationship to their respective progenitors - more light hearted, exuberant and accessible adjuncts to an RPG heavy hitter. It's probably no coincidence that they were both directed by the same person, but rest assured - there's no hint of FFX-2's campy, girl-power motif, which some adored but many despised.
Fleeting Fantasy

Although you'll visit familiar locations from FFXII, the game focuses mostly on the Sky Continent of Lemure.
Revenant Wings' presentation alone makes it stand out as one of the DS' most impressive titles in a long time - while its experimentation with combinations of RTS and RPG concepts mark it as yet another example of Square Enix' newfound willingness to innovate.
It's by no means perfect, sadly. Problems with the fiddly control interface are compounded slightly by the slow pace of the game and some repetitive encounters - but our biggest gripe is the lack of any kind of multiplayer. The single-player is long and engrossing, but a DS strategy title without multiplayer is a real let-down.
However, for fans of Final Fantasy XII, it is a wonderful continuation of the story - a welcome chance to revisit well-loved locations and characters. Even for those who weren't won over by FFXII, it stands in its own right as an impressive and enjoyable game - and one which you don't even need to have finished the original RPG to appreciate. Definitely one for your shopping list when it appears in Europe next year.
8 / 10
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Comments (47) Latest comment 4 years ago
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this, not so much. although i am biased as i need a left-handed control scheme...
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Also anyone know if the current FF7 for PSP release date is true or not?
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I really didn't get on well with FFTA on the GBA either, so I'm thinking maybe something that sounds like a bit of a cross between those two games isn't going to be for me...
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Which leaves no doubt as to which side of the line the reviewer stood on
I would very much welcome an article-length defence of the Eurogamer FFXII 10/10, with particular reference to the storyline. In my view much of the so-called greater sophistication can be put down to sheer weight of lore and some rather self-consciously antiquated dialogue. But then I only lasted twenty hours or so.
Wasn't expecting such a positive review for this. Other sites have denounced it as an RTS-lite and other such determinedly hardcore pish, but your impressions suggest that the game merely begins from simple principles. I might well have to invest
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+1 to that. The story wasn't sophisticated; it was rambling, generic and uninspiring. In playing FFXII (I'm at Phon Coast and pretty much bored senseless by the MMORPG fighting system which leaves me with little to do except sit and watch) I have yet to feel the swell of emotion that the death of Aeris, or Vivi and Freyas' heartbreaking tales resulted in.
Not sure about Revenant Wings; the FF whore in me wants it, but the fact it's based on FFXII and has no option for left-handers leaves me feeling distinctly cold towards it.
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If the rumours of another DS redesign are true, I'll probably get one for this and A.S.H (and the Phoenix Wright games, obv.)
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This is a deal-breaker for me.
As a leftie, having to use my right thumb on the dpad, with my left hand using the stylus crossed over my right hand would be extremely uncomfortable.
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But since some folk are saying it gets rock hard, using the stylus to pan as well as performing actions will make it even harder? Faffing around using the stylus to do both doesn't sound like a recipe for success to me.
Note to devs: include the ability to switch the dpad and face buttons FFS. Ok, the face buttons aren't ideal for movement, but at least it's better than some people not bloody well buying it in the first place!
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Its just too long winded and boring. When the story parts kick in, I am interested. When I have to walk around for hours on end, I get bored.
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+1 to that. The story wasn't sophisticated; it was rambling, generic and uninspiring. In playing FFXII (I'm at Phon Coast and pretty much bored senseless by the MMORPG fighting system which leaves me with little to do except sit and watch) I have yet to feel the swell of emotion that the death of Aeris, or Vivi and Freyas' heartbreaking tales resulted in.
Not sure about Revenant Wings; the FF whore in me wants it, but the fact it's based on FFXII and has no option for left-handers leaves me feeling distinctly cold towards it.
Yeah, I totally agree, FFXII was pretentious and dull, give me the teen soap opera melodrama any day
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Yes. Some of the maps are huge (relative to the DS screen size anyway), and panning with the d-pad is slow. Tapping around the map when holding down either shoulder buttons allows for quicker scan around, IMO.
Face button panning is useful if you want to guide the camera as accurate as possible (for example during skirmish). I can see this as a problem if someone likes to disperse the party around, though for me it isn't a problem as I like my battles as tight as possible.
I was disappointed by the lack of multiplayer mode. My girlfriend loves this and a one on one battle between us both would have been awesome. Feel & Good should have coded in some local multiplayer support ala Rocket Slime - which BTW S-E really ought to release here.
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Heh
It's certainly a game I feel incredibly strongly about - and without wishing to throw fat on the fire, if anything I think the fact that it upset so many former Final Fantasy fans supports the argument that it was a bold and welcome step away from traditional game narrative conventions.
Regarding the lefty thing - I'm not a southpaw myself, so I don't know how badly that issue affects you guys really. I thought it was worth mentioning though, because I've heard an increasing number of people getting frustrated by Wii and DS developers not making allowances for them in their games. The shoulder-button map scrolling is definitely the way to go, but for small adjustments or movements, I did find myself using the D-pad a fair bit just for convenience.
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I'm a fair way from despising the game on this front, but for grandeur of phrase, narrative scope and high fantasy trappings I'd take Soul Reaver, Vandal Hearts 2 or Vagrant Story any day of the week.
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Now to finish Zelda before I dig in to this...
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OTOH I very much agree with those who are saying the story was pretentious and dull. I spent the entire game waiting for some kind of exciting twist but it never came.
Not sure about this whole pseudo-RTS thing... especially with no left-handed option. Still, one to keep an eye on maybe. Assuming that FFTA2 turns out to be good enough to sell me a DS that is
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I can't tell if that's sarcasm or not, but I suspect it is the former. (If it's the latter, I apologise now!)
I wouldn't say any FF is 'teen soap opera'- yes, they're somewhat melodramatic, but they're genuinely heartfelt and a lot more adult than many games on the market. It depends on how deeply you want to look into them. Okay, so Cloud's 'will they, won't they' thing with Tifa and Aeris is somewhat Dawson's Creek in its nature, for instance, but if you dig a little deeper into the game it should be obvious that it's a whole lot more than that.
I applaud Squenix for trying to develop the sophistication of the FF series, and indeed it succeeded in this with the setting and themes of XII, and the beautifully-written dialogue. But where it failed was, for me, the crucial bit of any FF game - the story. Outstanding narrative that hooks you until the very end. There were stabs at decent characterisation in XII, ie. Balthier and the Judges, but characters like Penelo felt like Amarant in FFIX - fillers. Most of the game is spent running around fighting not-very-interesting battles where you have little input, before finally getting to a really-not-very-engaging cut-scene. I don't need or indeed want flashes and bangs of cataclysmic proportions, but something *more* to get my teeth into. For a while FFXII feels like it's going to get there but for me, now at the Phon Coast, it still hasn't.
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Swapping screens constantly to navigate sounds like it could still be a bit of a chore for us lefties, so unfortunately I won't be picking up at full price. Maybe when it's in the '2 for £20' bin.
Shame really. How long would it have taken a coder to do an option to swap the dpad and face buttons? An hour, tops?
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"I can't tell if that's sarcasm or not, but I suspect it is the former. (If it's the latter, I apologise now!)
I wouldn't say any FF is 'teen soap opera'- yes, they're somewhat melodramatic, but they're genuinely heartfelt and a lot more adult than many games on the market. It depends on how deeply you want to look into them. Okay, so Cloud's 'will they, won't they' thing with Tifa and Aeris is somewhat Dawson's Creek in its nature, for instance, but if you dig a little deeper into the game it should be obvious that it's a whole lot more than that.
I applaud Squenix for trying to develop the sophistication of the FF series, and indeed it succeeded in this with the setting and themes of XII, and the beautifully-written dialogue. But where it failed was, for me, the crucial bit of any FF game - the story. Outstanding narrative that hooks you until the very end. There were stabs at decent characterisation in XII, ie. Balthier and the Judges, but characters like Penelo felt like Amarant in FFIX - fillers. Most of the game is spent running around fighting not-very-interesting battles where you have little input, before finally getting to a really-not-very-engaging cut-scene. I don't need or indeed want flashes and bangs of cataclysmic proportions, but something *more* to get my teeth into. For a while FFXII feels like it's going to get there but for me, now at the Phon Coast, it still hasn't. "
no, it wasnt sarcasm, i agree that some characters e.g. Larsa and Ashe dide get some development, and Vaan/Penelo began to see why the empire did what it did through Larsa, i still felt no attachment to the characters, unlike FFX in which i cared deeply about each and every one...
the world itself just wasnt as fantastic or colourful as FFX or FFVII either, there was nothing to compare to the Zanarkand ruins, Mt Gagazet soul shrine, Farplane etc, and few to no plot twists. And as has been said, the combat was overreliant on dull blow for blow physical attacks, with little to differentiate one character from another
i really miss FFX
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/awaits next FF DS game
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I dug this out of my post archive on another forum, but it sums up what I thought about FFX compared to FFXII then, and what I still think about it;
FFX was that most disappointing of creatures; an average game that could have been brilliant. It wasn't badly made. Quite the opposite, it was very well constructued. But the game was hamstrung by dire voice acting, restrictive linearity, uninspiring A-to-B map design with little room for exploration, iffy analog implementation, and so on. But FFX's worst crime was the battle system. Not in the regular encounters, or boss battles, but in the extra-curricular activities; the Monster Arena, the Dark Aeons. I felt uncofortable with the whole "Break HP / MP / Damage Limits" as well. It seemed to be a "just because we can" implentation, and by proxy, a means to cover up for unimaginative optional bosses, and an unimaginative range of dastardly moves to contend with (see: Dark Aeons). The Sphere Grid was nice, but essentially meaningless once you had access to break the locks and move where you liked.
FFXII avoided the same problem by not restricting the License Board to any character from the start. Sure, you could end up with characters which were essentially the same, but Gambits allowed you to define rolls with great ease, thus creating adaptable distictions between characters. The map (and the battle system) granted a freedom that was never present in FFX. Zones are well designed, intricate, and yet unrestrictive. I liked the fact that the story did not force me to care for the characters; not to share in their loss and tragedy. In effect, I ended up liking them more for what they were, rather than heavy-handed prodding in the right emotional direction from Square. And speaking of the story, I have to say it was one of the best Square ever wrote.
Edit: on the subject of FFXII RW, looks like I'll be getting that bad boy. Looks aces.
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hmm... to me thats not a good thing
but to each his own...
that said, i strongly believe that FFXII was just as linear, it wasnt like you had wide open fields to explore... rather you had a web of linear pathways, instead of a singular linear path... and these pathways were far less eventful than in FFX
add to that the fact that its still linear in that you still have 1 fixed entrance and exit, and i have to say that FFXII was just as linear as X, only less eventful, less pretty scenery, and more extended bouts of level building (i frequently had to spend 2 + hours of level building before entering a new location... not fun)
i agree about the break damage limits though... they gave rise to some insanely cheao dark aon bosses
as for the soundtrack, you have to admit X's was far superior, themes like in Gagazet, Zanarkand, Macalania were far superior to FFXII's mostly generic score
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My main problem with FFXII's battle system wasn't the gambits, or the automatic action, it was the feeling that I had no control over what was happening. I wanted to be able to take my time deciding what each character would do. Everything felt very hectic. It was especially frustrating when a gambit would override a command you'd issued yourself, too. It felt like they'd wanted to make it into an Action RPG but someone told them they couldn't move away from the 'classic' FF system so they had to step it a notch backwards. I think the game would have felt a lot more intuitive if I was hammering an attack / block button and periodically hitting another one to bring up a menu with skills & spells to use. The system also made a fundamental change to the way that actions in the game work. In the FF games prior to XII, the character would essentially perform an action, then have a set cooldown before becoming 'idle' and ready for a new command. XII changed it so that characters that are idle can be issued a command which they have to warm up. It's subtle, but it changes the dynamic of the game and means that you couldn't really offer a 'classic' mode where the game would bring up a menu for each character when they were ready for a new command, classic FF style.
I think in the end that FFXII tried to be too progressive. Changed too many things at once. The new ideas that they brought to the table were too fundamentally different to be thrown into a single FF iteration. Had they been done over two games, then we probably would have simply adjusted, but in a single game they end up making FFXII seem disconnected from its predecessors to the point that I often wondered if it would have been better served titled as an FF spinoff like FFT rather than being a 'core' FF game.
They did bring in a lot of things that I hope stick around though. Removal of random battles and no separation between battle mode and exploration mode being chief among them. Random battles are an artifact of the 8/16-bit era that really needs to be forgotten. It would also be nice if they continue to have such high quality localisation. I think that FFXII might be the best-sounding english localisation of a Japanese game I've heard (especially compared to FFX, which was pretty dire)
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Yeah, pretty much. Where is the scene with Celes at the cliff? You never (temporarily) lose any party members, let alone have one character be on their own for a while. NOTHING happens in this game. Where is ANY situation where you're not just walking your entire current party through yet another identical 3 hour stone hallway?
Long treks through barren ever-repeating copypasted levels, with cutscenes inbetween that often don't even involve you in a language that feels like watching Tony Blair talking to the parliament. AND crappy music.
I'll take the so called "soap opera's" that were FF4 through 9, over 12 any day. Hell, I even prefer FF10, and that was a limited on-rails bore-fest.
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FFVI - Great - but story not really that involving or emotional in retrospect (16 bit sprites bouncing up and down to show anger), played to the end.
FFVII - Amazing - Really gripping storyline, fantastic FMV (for the time), Aeris (*weeps* ) - Sephiroth - really cool bad guy, played to the end.
FFVIII - Good - more mature, interesting main characters, really good story up until half way through when the story suddenly becomes too ridiculous to take seriously (compressed universe??? Orphans?? WTF?), played halfway through.
FFIX - ZzzZzZZz - Bad story, uninteresting characters, every FF cliche ever. Went into a coma until X came out.
FFX - Incredible - The best, most interesting story of any FF, really interesting characters, Father vs Son (ok, it was slightly more linear and some of the American accents were very annoying at points), the ending is even sadder than Aeris dying, sniff. Played to the end, though the final boss was a total bastard.
FFXII - Great battle system, good ideas, but the story was crap and not involving in the slightest ....zZZZzzzZ... politics does not a good story make. The judges were cool tho. Played through until some dodgy guy with an Italian accent appears. Did it get any better?
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Hahaha, that's like saying hell is only slightly hotter than the kitchen stove.
I'm sorry but that was its downfall as a game, it was a long FMV with a few battles inbetween.
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FF7 - Just awesome.
FF8 - Now, I really wanted to like this, I keep starting it, getting half way through and losing interest (only to start all over again a year or so down the line). This has gone on for the last ten years and I'll probably keep doing it until I die but I doubt I'll ever finish it. Oh and Squall is SUCH a dislikeable cock.
FF9 - I liked it, not my fave but a good game.
FFX - One of my favourite RPG's of all time, brilliant! I've completed it about 8 times.
FFXII - Let down, worst RPG I've played...ever, probably, utter crap.