Dissidia 012[duodecim] Final Fantasy Review

Few portables titles have come close to surrendering the quantity of content found within Dissidia: Final Fantasy. From delivering an elaborate combat system which continued to reveal nuances even after a dozen hours of play to supplying a cornucopia of unlockable content, the game broke the cardinal rule of any budding franchise: always leave players hungry for more. Yet two years later, the mavens at Square-Enix has accomplished the implausible by shoehorning even more substance onto a modest UMD. With the release of prequel Dissidia 012[duodecim] Final Fantasy, enthusiasts are advised to clear a month from their recreational schedules to drench themselves in the title’s combination of returning content and original material.

Much like its predecessor, Deodecim‘s conflict between the Goddess of Harmony and the deity of disorder offer a flimsy impetus for the fisticuffs. In assembling a roster of twenty-two heroes and villains from the Final Fantasy franchise, some creative liberties were required. Here, the game’s protagonists are afflicted with a furtive form of amnesia, which allows characters to recall specific events as long as they reference pivotal points in the series history. Needlessly heavy on monologue and exposition, the title’s best allusions are either direct musical passages or the fleeting appearance of an assistant character.


Despite Deodecim‘s narrative frailty,  the title’s three campaigns (one being a remixed version of the original excursion) remain undeniably gratifying. Supplanting the previous game’s journeys across battle grids, Dissidia 012 delivers a abounding overworld littered with random enemies, treasure chests, opportunities for character enrichment. Managing your team’s skills and equipment remains crucial, as the title contains a few bosses which are delighted to destroy ill-prepared parties.

Despite the need for frequent trips to Deodecim‘s gorgeous menu screens, players will spend the bulk of their time in heated battle. Although the mechanics remains similar- players still need to whittle away at bravery points before seizing an enemy’s HP,  there are a handful of new facets. Gamers can call upon assist characters to unleash brawny strikes or stop imminent combos. Charging your EX Gauge for a devastating attack is no longer the customary match clincher, as the meter fills much slower in Deodecim. One interesting new addition automates many of the complexities of battle, allowing gamers to coach their characters ala Final Fantasy XIII‘s paradigm system.


For newcomers, Dissidia can be woefully dense, despite the inclusion of an optional in-game tutorial. The title’s separate systems- with monikers such as KP, PP, AP, and CP, are as initially obscure as their acronyms suggest, compelling a studious approach from players. However, the intricacy of Deodecim‘s mechanics mean that gamers are persistently learning new strategies, prohibiting a premature monotony. Advanced players can even create their own custom quests, which they can share in the PSP’s ad-hoc mode.

Much like the first game, Dissidia 012 can often be a visual stunner. From crystal-clear CGI cinematics, detailed, richly animated characters, and a gorgeous interface, there’s a persistent amount of polish which permeates the title. While the game’s twenty-two returning characters don’t look radically different from the last iteration, the inclusion of nine impeccably rendered Final Fantasy luminaries is enough to silence any quibbles. Sonically, returning composer Takeharu Ishimoto’s rearrangements are faultless, giving a number of beloved chiptunes a satisfying aural makeover.


With a hearty addition of new characters, countless unlockables, and tweaks to core mechanics, Dissisia 012 offers fanatics a bountiful Squeenix smorgasbord, well worth the title’s thirty dollar asking price. While novices might be tempted by this copious celebration of Final Fantasy‘s legacy, they should be conscious of a learning curve as sharp as Sephiroth’s Masamune sword. If a third Dissidia is being considered, a simplified game mode might be the one avenue left for exploration.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

27 Comments

  1. I never could get used to the first game combat. The camera was all over the place.

  2. I’l like to pick it up for $20, but who I fooling. I’ll probably get it at full price.

  3. Too bad no one is buying PSP software now the NGP got announced. My Target hasn’t sold a game in a week.

  4. I cant say I saw crazy about the first game. Love FF, like fighting games, but the mix was meh.

  5. Not bad looking. Does the game still use the heavy dither effect? It looked ok on the small screen but when I used the cables to hook the PSP to my TV, it looked kind of weird.

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