Looking back at FFXII, I have mixed feelings. From a technical perspective, the twelfth entry pushed the capabilities of the PlayStation 2 well beyond its limits (if anyone recalls, people made comparisons between FFXII emulated and FF13 back in the day). The stores are exquisitely detailed, almost as wasteful as they were indulgent; FF12 tries quite hard to convince you that this is a fully-realized and fully-lived in world.
Yet, for all its material bluster, it's a shame that Vaan is a tag-along in his own story. In fact, the plot seems overly comfortable to sideline your playable character for lofty yet ill-realized conflict between divine intervention free will, and spooky ghosts only Cid can see. What's that, Vinah? The Occuria wire-tapprd reality and run the main stream media? Delightful!
Mechanically, FF12 commits the unforgivable sin of allowing your entire party to become automated plate-wearing healbot tanks with ninja swords. The gambit system leaves a good impression, at least at first, but over the course of 40 hours, the gameplay reverts to a kind of middling, optimized mediocrity. Content with leaving the player out of the game, FF12 lets you copy and paste winning strategies across all six heroes. This makes Myo sad.
FF12 is a difficult game to hate, but it's also a hard entry to love. It's an utterly impressive technical accomplishment (they still use that font in FF14), but it lacks the engagement that earlier entries had. I've tried a few times to replay through FFXII, but every time. I get stuck along the way. Much like its own troubled development, much of my nostalgia for the game is ultimately a non-starter.