Final Fantasy 16broke the mold for theFinal Fantasyfranchise 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.
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Every advancementFinal Fantasy 16made is perfect for recreating certainFinal Fantasyentries.Final Fantasy 12in particular feels made for a16-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 newFinal Fantasytitles.
10Character Action Combat
One of the biggest departures from traditionalFinal FantasygamesFF16took was its combat system. Instead of Active Time Battle (ATB), Real-Time Battle (RTB), or older systems,FF16adopted true action RPG combat.Devil May Cry 5designer Ryota Suzuki crafted acombo-heavy combat systemthat 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 inFF12. 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.

9Gambits
FF16removed 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.
AnFF12remake 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 ifFinal Fantasy 11, 14,and16developers Creative Business Unit III (CBUIII)heads the remake, they can make gambits more powerful and responsive to player needs.

8Party System
Clive was the main star of the combat and plot ofFinal 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. Thelack of party membersalso made sense for the game’s “Chosen One” narrative.
But as much asFF12follows 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.

7Eikons & 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.
ConsideringFF12’s Espers literally fought Ivalice’s gods and had to be sealed away,their power may necessitatesome 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 assigned to specific party members, further differentiating each character.

6License 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.
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By marrying these systems withFF16’sskill 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.
5Side Quests & Hunts
Final Fantasy 16usedside quests to deepenthe 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 ofFF12’s side quests have evolving storylines as well, but they feel more like busywork in comparison toFF16’s. Injecting CBUIII’s side quest magic intoFF12can make hunts feel more heroic, and its tinier stories impart more knowledge about Ivalice and its cultures.

4Exploration
Players couldn’t travel as freely as they once did inFF16. 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 couldmake a triumphant comeback, and serve as a moving base the player could go back to any time.

3Characters
FF16’sMid, 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.
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With Vaan as the POV character again,FF12can 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.
2Exposition & Lore
Harpocrates II Hyperboreios, Vivian Ninetales, andActive Time Lorevastly improved fan uptake and comprehension of game lore. While experienced literature, movie, and video game fans may have an easy time short-handing concepts in16, these characters and systems helpedeven the devskeep the story straight.
Fans may argue thatFF12’s story is less complicated thanFF16’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 toFF12, so having these tools would only deepen fan appreciation for the game.

1Themes & Tone
“Nethecite” and “manufactured nethecite” may be the meme answers that immediately spring to mind when fans try to recall whatFF12is 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.
FF12has all thehallmarks of a traditionalFinal 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.
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