10 Reasons for Final Fantasy 12 Remake After 16

10 Reasons for Final Fantasy 12 Remake After 16

10 Reasons Why Final Fantasy 12 Deserves a Final Fantasy 16-Style Remake

Final Fantasy 16

Final Fantasy 16 broke the mold for the Final Fantasy franchise in many ways. Not only did it focus on single-character action combat, exploration is limited to plot and side quest-related instances. Its stylized photorealistic graphics also allow graphic on-screen depictions of dark sequences only implied in less technically-advanced entries. Every advancement Final Fantasy 16 made is perfect for recreating certain Final Fantasy entries. Final Fantasy 12 in particular feels made for a 16-style remake. Both games strike the right balance of grounded and fantastic, with themes of revenge, infernal intervention, and atonement. Add characters with equal importance as the narrative main character Ashe, and this remake would strike a balance between classic and new Final Fantasy titles.

10 Character Action Combat

Character Action Combat

One of the biggest departures from traditional Final Fantasy games FF16 took was its combat system. Instead of Active Time Battle (ATB), Real-Time Battle (RTB), or older systems, FF16 adopted true action RPG combat. Devil May Cry 5 desGameTopicer Ryota Suzuki crafted a combo-heavy combat system that allowed players of all skill levels to flourish in fights. FF12’s Active Dimension Battle (ADB) easily fits within this character action combat system. The freedom of motion and styles afforded to Clive can easily translate to any party member in FF12. In fact, it can incentivize players to switch characters more often, to either chain unique combos together, or find a playstyle they’re comfortable with.

9 Gambits


FF16 removed the ability to control party members or even issue commands to them. Whoever joins Clive’s party is relegated to complete AI control. Cool abilities and attacks aside, they don’t figure into combat much, and even deal mediocre damage when it comes to staggered enemies. An FF12 remake would make companions feel like actual party members again. Gambits in particular would allow players to create satisfying combat strategies that would complement a shift to character action combat. And if Final Fantasy 11, 14, and 16 developers Creative Business Unit III (CBUIII) heads the remake, they can make gambits more powerful and responsive to player needs.

8 Party System

Party System

Clive was the main star of the combat and plot of Final Fantasy 16. Players could only control him in battle, and he figured into much of the “why” and “how” of the story from start to finish. The lack of party members also made sense for the game’s “Chosen One” narrative. But as much as FF12 follows Ashe’s quest for revenge, it is very much an ensemble game. Bringing back the ability to control party members allows players to complete individual plot threads in a more satisfying manner. Basch confronting Noah, Balthier fighting Venat, and Fran saving Mjrn won’t work as well as it will if players can’t even switch to these characters during those battles.

7 Eikons & Espers

Eikons & Espers

FF16’s Eikon fights are huge set pieces that exemplify the game’s technological advancements and Square Enix’s financial investment in their flagship’s latest entry. They also fully realize the destructive impact these otherworldly creatures could realistically have on their environment. Considering FF12’s Espers literally fought Ivalice’s gods and had to be sealed away, their power may necessitate some gameplay and story segregation. But that doesn’t mean their destructive power can’t be tapped into in a manner similar to Eikons. Espers can even be assGameTopiced to specific party members, further differentiating each character.

6 License Board & Zodiac Job System

License Board & Zodiac Job System

Another way to differentiate gameplay per character is through a revamp of the License Board and Zodiac Job System. The Zodiac Job System allowed characters to have up to two unique jobs out of twelve at once. It’s a huge departure from the original License Board system, where all characters share a giant board where they could unlock equipment, spells, and skills. By marrying these systems with FF16’s skill tree, every character can truly have a unique gameplay experience. Each eikonic wheel can be replaced with skills and equipment exclusive to each job or damage type, while the Ifrit wheel can represent jobs instead.

5 Side Quests & Hunts

Side Quests & Hunts

Final Fantasy 16 used side quests to deepen the player’s understanding of Valisthea and its side characters. Quite a number of optional quests have unique cinematics. Moreover, they have interconnecting quests that develop in parallel to the main quest. Some of FF12’s side quests have evolving storylines as well, but they feel more like busywork in comparison to FF16’s. Injecting CBUIII’s side quest magic into FF12 can make hunts feel more heroic, and its tinier stories impart more knowledge about Ivalice and its cultures.

4 Exploration


Players couldn’t travel as freely as they once did in FF16. They have in-game, technical, and artistic reasons to forego a playable airship this time around. It makes up for the lack of an open world with substantial mini environments and a neat rideable chocobo in Ambrosia. FF12’s Ivalice is stitched together by zones that keep loading times short and full of things to do. FF16’s next-gen engine can breathe the same magic it put into its one-time locations in grand settings such as Salikawood and Bhujerba. The Strahl could make a triumphant comeback, and serve as a moving base the player could go back to any time.

3 Characters


FF16’s Mid, Margrace, and set of Cids are all home runs as characters. However, the game is mostly preoccupied with Clive. Though most characters have fully realized arcs, it’s clear who the star of the game is. With Vaan as the POV character again, FF12 can diffuse the narrative focus better and explore the party’s growth as much as Clive’s. Revamped side quests could also expand on character backstories, or show them on-screen. By letting players get to know the party through relevant side quests, they can appreciate their overarching stories better.

2 Exposition & Lore

Exposition & Lore

Harpocrates II Hyperboreios, Vivian Ninetales, and Active Time Lore vastly improved fan uptake and comprehension of game lore. While experienced literature, movie, and video game fans may have an easy time short-handing concepts in 16, these characters and systems helped even the devs keep the story straight. Fans may argue that FF12’s story is less complicated than FF16’s. Yet it’s complex enough that lore keepers and an ATL-type of mechanic would help gamers keep track of the story. World-building is important to FF12, so having these tools would only deepen fan appreciation for the game.

1 Themes & Tone

Themes & Tone

“Nethecite” and “manufactured nethecite” may be the meme answers that immediately spring to mind when fans try to recall what FF12 is about. But players don’t have to dig too deep to see how dark its plot could be, or already is. Nor do they have to wonder much about its major beats. FF12 has all the hallmarks of a traditional Final Fantasy: War forcing responsibilities on the young, nukes destroying entire cities, creator gods forcing their will on mortal races, people atoning for their war crimes, civilizations almost lost to time, and otherworldly power having a dear price on the wielder. Putting this game in CBUIII’s hands after they delivered the same beats in a brutal fashion across three games should be a no-brainer. CBUIII can also improve the execution of a story through an outsider’s perspective. They have a knack for drawing the essence of a character out and delivering excellent set pieces that elevate stories.

Source: Original Article