Final Fantasy XII: The Zodiac Age was a remaster that I never thought
 I needed. As someone brought onboard to the series with Final Fantasy 
X, which became one of the most captivating and influential games I’ve 
ever played, I’d ignored the subscription-driven Final Fantasy XI and 
immediately jumped into playing the other games in the series, becoming a
 huge fan and looking forward to the 12th installment throughout its 
many years of development. Sadly, Final Fantasy XII would prove to be 
the first game I’d spent years highly anticipating, only for it to 
arrive and to truly let me down. In my 
review at the time I called it a 
“hollow and soulless installment,” and though many of my criticisms of 
the game remain, The Zodiac Age does a great job of improving upon the 
original in ways that, while still a deeply flawed work, makes the whole
 thing less of a grind and allows some of its more positive elements to 
shine through in a way they hadn’t previously. 
Final Fantasy 
XII immediately makes an effort to differentiate itself from its 
predecessors by focusing on a small, politically-centered storyline, one
 in which the majority of the characters hardly seem to have any 
investment. With the party dynamics and the characters’ relationships to
 each other pushed far into the background, XII’s storyline focuses the 
majority of its time on a political conflict between multiple empires, 
with one essentially becoming a military dictatorship intent on 
capturing its neighbors. The story does have its moments, and there are 
places where it offers a surprise or two, but its more limited nature 
allows the game do what it truly seems to want to, which is to become a 
combat-driven slog across huge, (and I mean huge) landscapes and 
caverns, where beasts freely roam, and where your characters get endless
 time to make use of the game’s truly fun and often satisfying combat 
system.
Though the scope of the world’s incredibly impressive, 
especially for a game released back on the PS2, it was a world where 
exploring became marred in tedium; when it can take up to 5 hours for 
your characters to hop from one city to the other simply to progress the
 story, my motivation to venture off and explore was next to zero. The 
Zodiac Age’s best asset by far is the Speed Up feature, which allows 
you, with the press of a button, to put the game on fast-forward, 
speeding up not only your character’s movements but also the speed of 
battle, and since Final Fantasy XII’s combat system is mainly driven by 
programming your characters beforehand and watching them battle it out, 
the game’s a perfect fit for this feature in a way that something like 
Final Fantasy IX wasn’t. In speeding up the proceedings, nearly every 
single aspect of the game is improved. The sparse narrative feels more 
fulfilling, as the gap between cutscenes is greatly reduced. I generally
 played the game at normal speed, but the ability to fast forward it 
when needed, (something that became increasingly needed, as far as I’m 
concerned, the further I got in the game) proved to be a major 
game-changer. Now, when I see a place on the map that I haven’t been to,
 I can switch on the fast-forward feature and suddenly I don’t mind 
venturing off to explore it. I got to more fully explore the game’s 
towns, such as Rabanastre, without the frustrating aspect of how long it
 takes Vaan to walk from point A to point B across these unnecessarily 
large, corridor-like NPC areas. And the hours upon hours of battle that 
the characters find themselves in as they cross many of these areas and 
the game’s enormous dungeons is not only significantly reduced, but it 
allows the combat system to remain what it always was, which is fun.
The
 Zodiac Age makes other improvements as well; the License Board system, 
in which your characters learn skills and bonuses, such as increasing 
strength and Max HP, no longer allows all your characters to become 
clones of each other, as the original Final Fantasy XII all too easily 
wound up doing, as you now select Jobs in the beginning of the game, 
tailoring your characters’ leveling up to that job. You have the ability
 to add a second job to each character later in the game, and though it 
may occur at too late a point for it to leave the impact that it 
otherwise could have, it does come in handy in the event that you miss 
out on certain abilities, such as a way to remove Disease, one of the 
series’ most unfair status ailments and one of the hardest to cure.
These
 somewhat unfair gameplay elements from the original Final Fantasy XII 
are still present throughout The Zodiac Age, and though essential 
additions, including the auto-save feature, make these far less terrible
 than they once were, they still prove to be frustrating. Save points 
that aren’t really save points, but disguised enemies who come alive to 
kill your characters when they’re at their most vulnerable, enemies in 
the field that are nearly impossible to flee from, as they’ll continue 
to aggressively pursue your characters half way across the map before 
giving up, the fact that you can’t switch characters in battle if 
they’re selected by anyone or anything, not to mention the fact that 
doors are very difficult to open when surrounded by enemies…..these 
problems still remain. That the game now regularly auto-saves helps to 
shield The Zodiac Age from the ramifications of some of these design 
choices, but it’s needless to say still a problem, and a constant 
reminder of what Final Fantasy XII originally was.
The Zodiac Age,
 in the fact that its features encourage more exploring and therefore 
more level grinding, is arguably much easier than the PS2 original, 
though when the challenge does present itself, it seems to do so in the 
wrong ways. A frequent occurrence, as with the original Final Fantasy 
XII, is that the enemies in the dungeons are often far harder to defeat 
than the bosses at the ends of them, and these enemies aren’t difficult 
for any reason other than for how the dungeon design eagerly puts you in
 situations in which you’re surrounded and overpowered, with little 
means to escape and with ever-decreasing numbers of Phoenix Downs at 
your disposal. At such points, Final Fantasy XII will often advise you 
to create a second save file, knowing that you have no way to escape 
from the dungeon should you need to stock up on items/weapons to 
complete it.
As with the original, characters not participating in
 battle don’t gain any EXP points, and while they still receive License 
Board points, un-used characters eventually become entirely incapable of
 damaging enemies unless they’re brought back into the main party (a 
mere three party members,) to be leveled up. Given that this takes away 
valuable EXP from your Main Three, and given that switching characters 
during battle is so difficult to do, it becomes impractical to use all 
of your characters, and therefore almost a given that half your party 
becomes nearly useless in battle about a quarter of the way through the 
game. Other Final Fantasy games offer story scenarios that mandate the 
use of certain characters in order to prevent them from falling too far 
behind. Final Fantasy XII has nothing of the sort, and while a simple 
solution would have been to allow non-party members to receive even just
 50% of the EXP of those participating, that isn’t the case, and as with
 the original Final Fantasy XII, half my party became useless shields, 
to be called into battle to quickly cast Limit Breaks (here called 
Quickenings, and fairly poorly explained) before being immediately 
killed off by the enemies.
Gameplay-wise, though, Zodiac Age is 
something that I can overall deem a success. With the speed up system 
and the auto-saving eliminating the sheer tedium of trudging through 
seemingly never-ending environments and enemies, along with the greatly 
reduced fear of dying and losing hours of progress, Final Fantasy XII: 
The Zodiac Age remains fun to play almost throughout. It’s a feat that 
the original Final Fantasy XII couldn’t manage, and arguably addresses 
one of the original’s biggest flaws, even though many of them still 
remain. Despite these features, the never-ending slew of final dungeons 
are a real test of patience, and while they erode some of the good will 
built up by the rest of The Zodiac Age, they don’t prove to hurt the 
game enough this time to stop me from having enjoyed it. And for a game 
that I originally hated, that’s a definite achievement. 
Despite being greatly helped by the improved gameplay pacing, Final 
Fantasy XII’s storyline remains somewhat of a weird being and a bizarre 
contradiction. The Shakespearean dialogue is very well acted and 
written, but the scenario itself falls victim to some head-scratchingly 
poor writing choices and a complete lack of character development. We’re
 expected to believe early on in the game, for example, that not a 
single one of the main characters, or anyone who they interact with, 
would recognize Princess Ashe, who joins the party under a fake name and
 goes along with their adventure. That Final Fantasy XII opens with her 
very widely-viewed and celebrated wedding, one in front of the entire 
kingdom, makes it impossible to accept that nobody in the party or 
anywhere else would recognize her as she travels with them. This isn’t 
something that’s explained in any way by the narrative, it’s just 
something that we’re supposed to accept; nobody in this kingdom, 
including Basch, a royal knight, is apparently able to recognize their 
own princess when they see her walking down the streets of Dalmasca, 
after having supposedly committed suicide, to boot.
Contrived plot
 developments such as this one occur numerous times throughout Final 
Fantasy XII, and the game just doesn’t seem to be aware of how senseless
 they are. Other moments, such as the empire blocking off entire city 
streets to prevent the public’s access to a mine, only to have the 
mine’s gigantic entrance left completely unguarded (none of the main 
characters comment on this odd phenomenon), along with an entire major 
city that somehow functions despite demanding that people wander the 
streets doing good deeds for rich strangers in exchange for pieces of 
wood in order to be allowed to ride the subway system, all stretch the 
story’s credibility at every turn.
Setting things like these aside
 though, the plot, even with its sophisticated dialogue presentation and
 some genuinely strong political intrigue, fails to delve deeply enough 
into any of its themes. Vaan just isn’t allowed to be much of a main 
character, and he spends most of the game either not saying anything at 
all, or goofing around with his friend, Panelo; she too has no reason 
for being there. Princess Ashe tries to take the mantle as the “main 
character,” but even when she has a major, world-changing decision to 
make later on in the game, the other characters appear to be (at best) 
only mildly interested in what her choice might be, rendering the whole 
thing weightless. Even with it being seemingly the writers’ top 
priority, the political drama is sidestepped almost entirely in the 
game’s final third with a hunt for various Powerful Items, a development
 as predictable as it is disappointing. Various airships dot the skies 
of Ivalice, and air piracy appears to exist, with Balthier being a sky 
pirate, and Vaan aspiring to be one. But they play no role in the story,
 and there’s no glimpse whatsoever into what it would be like to be a 
Sky Pirate in Ivalice, why they’re necessary, or even why airships are 
used, with warping between save points seeming to be a much more 
efficient means of travel.
There are moments of greatness here, 
but even with the improved pacing, Final Fantasy XII’s storyline is only
 slightly better than I remember it being. It’s a bummer, because with a
 strong story, the Zodiac Age may have been something that I could 
conceivably see as being a much stronger entry in the numbered series. 
But those flaws remain, and though I enjoyed playing it, I don’t expect 
that I’ll ever feel the need to play it again, or that this world of 
Ivalice or its characters will remain in my mind for much longer now 
that I’ve beaten it.
The soundtrack does receive a bit of a 
facelift, with a re-orchestration that brings out the songs’ better 
moments. Many of the tracks are generally good, and they often head in 
surprising and unexpected directions, but others, including much of the 
dungeon music and even the music that plays in places like Balfonheim 
Port, can be downright annoying. Composer Hitoshi Sakimoto also seems to
 take the lazy route at times, with generic “combat music” playing while
 exploring places like the Phon Coast, rather than music that better 
fits the individual settings. It’s true that these songs as a result can
 be used interchangeably in numerous locations, but it does further take
 away from the world’s personality quite a bit. The English voice 
acting’s of excellent quality, arguably one of the best-acted games in 
the series, even if we’re still stuck with the hollow, echo-y 
compression effect used on the voices back in the day in order to fit 
the game onto a single PS2 disc. You have the option to change between 
Japanese and English voice acting, along with the ability to use the 
original or the remastered soundtrack; that this all fits onto a Switch 
cartridge along with the HD assets is incredibly impressive, even if the
 Switch version unfortunately only outputs at a native 876p compared to 
the full 1080p seen on the PS4/Xbox One versions. The game still looks 
great though; it’s a huge update over the original, and while it lacks 
the sharpness of the (admittedly much smaller) Final Fantasy X Remaster,
 it’s still impressive how well the visuals have held up today, how good
 the remastering looks, how large the world still feels, and how great 
the re-orchestrated OST sounds.
All in all, Final Fantasy XII: The
 Zodiac Age is a game that I’m glad I played. It makes notable 
improvements over the original, allowing for a faster-paced, far less 
frustrating experience. My original complaints about Final Fantasy XII 
still stand, and in fact many still do permeate this updated version, 
preventing me from putting The Zodiac Age into the top echelon of modern
 Final Fantasy games. But the changes made allow the game to flow a lot 
better, and make for a more fulfilling, much more forgiving adventure. 
Despite incredibly strong dialogue and top notch acting, the storyline 
still majorly struggles under its iffy scenario and lack of focus, with 
easily the least-developed main cast of characters in the modern series,
 and several endless dungeons too many. Still, while I can’t 
wholeheartedly recommend Final Fantasy XII: The Zodiac Age, I had a 
blast with it despite its many flaws, and Final Fantasy fans who either 
haven’t played Final Fantasy XII, or who have always wanted to give it 
another shot, may very now have a version that I can say may be worth a 
look. Given how much I truly despised the original Final Fantasy XII, 
that’s definitely a win for Square-Enix.
3.5/5
Note: This review is based on the Nintendo Switch version