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In the sense that it was ahead of its time due to the acceptance of games such as Xenoblade and Ni no Kuni, I agree. As far being the savior of Jrpgs, I don't see that being more likely than I would've seen with White Knight Chronicles or Magna Carta 3.

It's one of my least loved of the Final Fantasy series due to me thinking that turnbased combat with active movement would be more fun with a party than with one player character, as one may be accustomed to from MMORPGs. After some hours of play, I found the game killing all the enthusiasm I would normally experience in other RPGs of both the turnbased and action variety. Almost as much as I hate the Crystarium for being a straight line, I hated the License Board for removing any sense of lost and gain. Knowing that the international edition changes this, doesn't affect my opinion in favor of it. Although minor, the need to buy values for gambits was irritating, although I rarely used them outside the first couple of hours. In the minor irritation department, the same could be said of the placement of the quickenings. As I came to feel with its ilk, I found the combat inefficient and disengaging.

The only reason I got as far as I did in the game was because it was Final Fantasy and I'd never played any game with similar gameplay outside of MMORPGs. Going on to play games such as Dragon Age and Drakensang, and games that preceded them confirm for me that I just don't enjoy rpgs with that battle system. Honestly would've preferred the battle system from Vagrant Story designed for turnbased, adding in stats and skills for evasion and hitting, with a point system for moving and other actions.

As far as the other stuff; the semi-open world, seamless battles, voice acting and story were largely neither a positive nor negative for me. The only negative outside of combat would have to had been Vaan.