
While the combat still happens in real-time, you still give commands to your party members who then execute that command after a set amount of time has passed. Pressing X during a fight will pause the game bring up a list of commands similar to any you'd find in most Final Fantasy games: Attack, Magic, Item, etc. With This system it has the spirit of the Final Fantasy series without slowing combat down to turn-based levels. If you really want a real-time experience you can turn off the "pausing" when you're choosing commands. Which is a nice option but makes the game significantly harder if you haven't memorized where all the spells are in the list, and do not have quick fingers.

This system was designed with some good intentions and is fun for about 30 or so hours. At that point you realize you are just repeating the same actions(with or without gambits) whilst traversing the dungeons and open world. The bosses can still be exciting requiring you to be on your game with healing and such, but those are not what take up a majority of the combat in FFXII. You spend most of your time fighting non-boss monsters, most of which require you to just run up to and let your Gambits choose Attack, and maybe cast a spell and then move on.



But I'll say it again, with innovation comes problems. Square Enix really did the best they thought they could with the battle system, and most of its problems were remedied in the International release. It's a shame they'll probably never port that one over with English menus, so we're stuck with this one. Then again, its story is still the same in both versions, so I can't say it's a better game than the original release. If you are a hardcore Final Fantasy fan though, there's still a reasonable game here, you may just have to have some patience and do some digging.