From the Library: covers, censuses, and editions, documented. Browse the Library →
SOJ Final Fantasy XII · The History
← Back to the Library

The History of Final Fantasy XII

The game that programmed its own party.

Final Fantasy XII (PlayStation 2, 2006) took the series to Ivalice, the world of Final Fantasy Tactics, and rebuilt almost everything: no random encounters, battles in the open field, and a party that follows instructions the player writes for it. It earned the first perfect Famitsu score the series ever received, sold over six million copies on PlayStation 2, and lost its original director a year before it shipped. The full record of that departure has its own page in this Library.

THE MAKING

Matsuno's Ivalice, 2000 to 2006

Development began in December 2000, headed by Yasumi Matsuno, director of Final Fantasy Tactics, and Hiroyuki Ito, director of Final Fantasy IX. Matsuno provided the original concept and plot. The production ran about five years and cost roughly 4 billion yen with a crew of more than one hundred.

A year before release, Matsuno bowed out of both the producer and director roles, with health concerns given as the reason. The team was restructured: Ito and Hiroshi Minagawa became the directorial duo, Akitoshi Kawazu became executive producer, and Matsuno stayed credited for the original work, scenario plot, and supervision. Series creator Hironobu Sakaguchi was disappointed enough by the departure that he declined to play the game beyond its introduction. Why Matsuno left, what is documented and what is only rumor, is examined on this Library's question page.

THE DESIGN

Gambits, licenses, and a war seen from the street

Ivalice is a world of empires: Archadia and Rozarria at war, the small kingdom of Dalmasca annexed between them, and a resistance built around its princess. The story follows Vaan, a street orphan who dreams of the sky, into that resistance, which is why so much of a political war is seen from ground level.

The battle system, Active Dimension Battle, runs seamlessly in the field: enemies are visible, there are no random encounters, and the camera is the player's. The Gambit system is the famous piece: each character follows ordered if-then instructions the player writes, target, action, priority, so the party effectively runs a program the player authored. Growth runs through the License Board: no weapon, spell, or armor can be used until its license is bought with points earned in battle. Akihiko Yoshida led the art, Hitoshi Sakimoto composed, and Uematsu contributed a single song, the vocal theme.

THE EDITIONS

The version Japan kept for a decade
Original · 2006
PlayStation 2: Japan March 16, 2006; North America October 31, 2006; Europe February 23, 2007. One License Board, shared by every character.
International Zodiac Job System · 2007
Japan only, August 9, 2007: the board split into twelve job boards, one per character, with a long list of refinements. The West did not receive this version for ten years.
The Zodiac Age · 2017
The high definition remaster of the International version: PlayStation 4 in 2017, Windows in 2018, Switch and Xbox One in 2019. The job system finally traveled.
Revenant Wings · 2007
A direct sequel on the Nintendo DS, following Vaan and Penelo to the sky continent of Lemures.

THE RECEPTION

A perfect score, a divided audience
Famitsu · 40 / 40
The sixth perfect score in the magazine's history, the first for a Final Fantasy game, and the first for any PlayStation 2 title. Matsuno's second perfect score, after Vagrant Story.
Metacritic · 92
Universal acclaim on the aggregator, with praise for the graphics, the scenario, the freshness of the systems, and the seamless joins between film and game.
Sales · 6 million plus
Over 1.76 million copies in its first Japanese week; about 1.5 million shipped in its first North American week; over 5.2 million shipped by March 2007 and over six million on PS2 by November 2009.
The dissent
The other half of the record: some reviewers found the game complicated and hard to adjust to, and the long back and forth journeys tedious. Vaan, a late and marketable lead over the disgraced knight Basch, is still argued about.

THE LEGACY

Rebuilt by its own remaster

For a decade the game's reputation sat split: a critics' triumph that a share of its own audience resisted. The Zodiac Age changed the verdict's center of gravity, because the job system version plays like the design the Gambits always implied, one character, one calling, a party built like a program with specialists.

It also closes an era on this shelf: the last numbered Final Fantasy made for the PlayStation 2, and the fullest statement of Matsuno's Ivalice, a world built across Tactics, Vagrant Story, and this game, that Square Enix still returns to.

THE GAME ON THE SHELF

Final Fantasy XII · PS2
Final Fantasy XII Japanese cover art
Japanese box art · 2006
The Gambits game, a perfect Famitsu score, and Ivalice in 3D.
The GalleryWhy did Matsuno leave?
MORE FROM THE FINAL FANTASY ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.