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Final Fantasy

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This article is about the Final Fantasy series. For the Toronto-based musical project of the same name, see Owen Pallett.
Japanese series logo, which also appears in the post-16-bit era North American localizations
Japanese series logo, which also appears in the post-16-bit era North American localizations
Logo which appeared in the 16-bit era North American localizations
Logo which appeared in the 16-bit era North American localizations

Final Fantasy (Japanese: ファイナルファンタジー Fainaru Fantajī) is a popular series of role playing games produced by Square Enix (originally Square Co., Ltd.). It may be the most widely distributed game series of all time, including both standard console games and portable games, a massively multiplayer online role-playing game, games for mobile phones, three anime productions, and two full length CGI films.

The first installment of the series premiered in Japan in 1987, and Final Fantasy games have subsequently been localized for markets in North America, Europe and Australia, on several modern video game consoles, including the Nintendo Entertainment System, the MSX 2, the Super Nintendo Entertainment System, the PlayStation, the WonderSwan Color, the PlayStation 2, IBM PC compatible, Game Boy Advance, Nintendo GameCube, and several different models of mobile phones. Future installments have been announced to appear on the Nintendo DS, Nintendo Revolution, PlayStation Portable, PlayStation 3 and Xbox 360 game systems. It is Square Enix's most successful franchise, having sold over 60 million units worldwide to date.

As of late 2005, eleven games have been released in the U.S. as part of the main (numbered) series, as well as many other spinoffs and related titles. There are some Fantasy games that have not been released outside of Japan.

Overview

Square Co., Ltd. first entered the Japanese video game industry in the mid 1980s, developing a variety of simple RPGs for Nintendo's Famicom Disk System (FDS), a disk-based peripheral for the Family Computer (also known as the "Famicom," and known internationally as the Nintendo Entertainment System). By 1987, declining interest in the FDS had placed Square on the verge of bankruptcy. At approximately the same time, Square designer Hironobu Sakaguchi began work on an ambitious new fantasy role playing game for the cartridge-based Famicom, inspired in part by Enix's popular Dragon Quest (known in the United States as Dragon Warrior). (At the time, Enix and Square were seperate companies; they did not merge until over ten years later.) Sakaguchi had plans to retire after the completion of the project so he named it Final Fantasy because it was his final game, although it was also going to be Square's final game. In fact, it's commonly believed that the game was named Final Fantasy because of Square and not Sakaguchi, although Sakaguchi himself has confirmed it was named because of his plans for retirement. Either way, Final Fantasy turned out to be far from being Square's or Sakaguchi's last game. Final Fantasy reversed Square's lagging fortunes, and became their flagship franchise.

Following the success of the first game, Square quickly began work on a sequel. Unlike a typical sequel, Final Fantasy II featured entirely different characters, with a setting and story bearing only thematic similarities to its predecessor. This unusual approach to sequels has continued throughout the series, with each major Final Fantasy game introducing a new world, and a new system of gameplay. Many elements and themes would recur throughout the series, but there would be no direct sequels until the release of Final Fantasy X-2, in 2003 (after the merger with Enix however, real game sequels have become increasingly prevalent). In a way, the Final Fantasy series has been a creative showcase for Square's developers, and many elements originally introduced in the series have made their way into Square's other titles, most notably two of its other major franchises, SaGa and Seiken Densetsu.

Common themes

File:Final Fantasy IV JAP Airship.png
Airships have appeared in every Final Fantasy game (Final Fantasy IV shown).

Though each Final Fantasy story is independent, many themes and elements of gameplay recur throughout the series. From the strong influence of history, literature, human psyche, religion and mythology on the story to the frequent reappearance of certain monsters, characters, and items, these shared elements provide a unifying framework to the series. Some key objects and concepts that have appeared in more than one Final Fantasy game include:

  • Airships — Powerful airborne vessels which usually serve as a primary mode of transportation for the player, enabling fast movement nearly anywhere in the overworld without the risk of random encounters. In many games, most notably Final Fantasy IV and Final Fantasy IX , the presence of airships is a key component to the story itself. In most of the titles, airships generally had the appearance of flying sailing ships with a series of propellers instead of sails. However, in some of the later games they look more technological, appearing to be zeppelins or even ornate space ships.
  • Character classes and the Job system — Playable character classes have included the Fighter; White, Black, Red, and Blue Mages; Monk; and Thief. Even in games where the player is not given the choice of choosing class alignment, these classes often play an important background role in the story. Additionally, several installments in the series (Final Fantasy III, Final Fantasy V, Final Fantasy XI and Final Fantasy Tactics) have utilized a "Job" system wherein the player is able to switch character classes in between battles. In Final Fantasy X-2, the "Dressphere" system actually allowed a player to switch a character's job during the middle of a fight. In addition to this, certain recurring legendary weapons and spells may be granted to certain classes, such as the sword Masamune for the Ninja, or the Black Mage's Ultima spell.
  • Magical styles (see also Final Fantasy magic) — Magic in the Final Fantasy series is generally divided into different schools, which are usually named after a specific color. White magic and Black magic represent healing/support and attack magic, respectively, while Red magic incorporates elements of both healing and attack magic, at reduced effectiveness. Later additions have included Blue magic (sometimes referred to as Lore or Enemy skill), which incorporates specific special attacks learned from monsters, and Time/Space magic, which includes status affecting spells such as Haste and gravity spells such as Demi. The most recent magic set is called Green Magic, first appearing as Songs in Final Fantasy X-2, then as a fully separate magic type in demos of Final Fantasy XII. Green Magic introduces skills which were previously classified as Black or White magic, such as Darkness and Petrification.
  • Status ailments and cures: Characters in Final Fantasy games are usually subject to a number of standard "status ailments" which cause deleterious effects, including silence, poison, petrification and confusion. While these are present in many console RPGs, Final Fantasy also has a standard list of items which may be used to cure specific ailments (for example, the "Echo Screen" cures silence, and "Soft" cures petrification), as well as magical spells, such as Esuna or Panacea.
  • Creatures/monsters — Fictional creatures such as Chocobos and Moogles have appeared in most games in the series. Certain monsters also reappear frequently, including Goblins, Tonberrys and Cactuars. Lastly, summoned monsters (also known as Espers, Guardian Forces, Eidolons, or Aeons) such as Bahamut, Shiva, Ifrit, and Leviathan have appeared in almost every title in the series.
  • Character names — A character named "Cid" has been present in every Final Fantasy game since Final Fantasy II (with a simple mention in Final Fantasy Origins and Final Fantasy I & II: Dawn of Souls). Although he is never the same individual, he is usually presented as an owner, creator, and/or pilot of airships. The motion picture Final Fantasy: The Spirits Within also featured a character named "Sid," presumably an alternate spelling of the more traditional "Cid." In a similar vein, characters named Biggs and Wedge (homages to the Star Wars characters Biggs Darklighter and Wedge Antilles) have appeared in Final Fantasy VI to Final Fantasy X-2. Other repeated names include Gogo (Final Fantasy V and Final Fantasy VI), Gilgamesh (Final Fantasy V, Final Fantasy VIII, Final Fantasy IX, and Final Fantasy XI), Lonewolf the Pickpocket (Final Fantasy V and Final Fantasy VI), and Sara (Final Fantasy, Final Fantasy III, Final Fantasy V, and Final Fantasy IX). The surname Highwind has also been used by several characters in the series: Ricard Highwind (Final Fantasy II), Kain Highwind (Final Fantasy IV), King Alexander Highwind Tycoon (Final Fantasy V), and Cid Highwind (Final Fantasy VII). Highwind also appears as the name of the air ship in the Final Fantasy-Disney crossover game Kingdom Hearts.
  • Plot elements — Many entries in the Final Fantasy series involve broadly similar plot points, such as rebellion against a major economic, political, or religious power, a struggle against an evil which threatens to overtake or destroy the world, or nature versus technology. One of the most famous of such recurring themes involves elemental crystals, which have appeared in over half of the titles of the series (Final Fantasy, Final Fantasy III, Final Fantasy IV, Final Fantasy V, Final Fantasy IX, and Final Fantasy XI), as well as in several spin-off titles (Final Fantasy Mystic Quest and Final Fantasy Crystal Chronicles).

Design

See also: List of Final Fantasy designers
Yoshitaka Amano designed the characters for the first six Final Fantasy games, as well as providing some conceptual artwork for Final Fantasy VII and Final Fantasy IX.

Artistic design, including character and monster design work, was handled by renowned Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Following Amano's departure, he was replaced with Tetsuya Nomura, who continued to work with the series through Final Fantasy X, with the exception of Final Fantasy IX, where character design was handled by Shukou Murase, Toshiyuki Itahana and Shin Nagasawa. In designing the logo for each game, Nomura continues to turn to Amano.

Akihiko Yoshida, who served as character designer for the spinoff title Final Fantasy Tactics, as well as the Square-produced Vagrant Story, has been announced as the designer of the upcoming Final Fantasy XII.

In October 2003, Kazushige Nojima, the series' principle scenario writer, resigned from Square Enix to form his own company, Stellavista. He partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy IX, Final Fantasy X, and Final Fantasy X-2. Square Enix continues to outsource story and scenario work to Nojima and Stellavista.

Music

Main article: Final Fantasy music
File:Black Mages Above The Sky AfterShow.jpg
Nobuo Uematsu (middle) and The Black Mages, a hard rock band that has released two albums of arranged Final Fantasy music.

Nobuo Uematsu was the chief music composer of the Final Fantasy series until his resignation from Square Enix in November 2004. His music has played a large part in the popularity of the Final Fantasy franchise abroad. In the 2004 Summer Olympics, the American synchronized swimming duo consisting of Alison Bartosik and Anna Kozlova were awarded the bronze medal for their performance to music from Final Fantasy VIII. Uematsu is also involved with the rock group The Black Mages, which has released two albums of arranged Final Fantasy tunes. Other composers who have contributed to the series include Masashi Hamauzu and Junya Nakano.

There have already been two successful runs of Final Fantasy concerts in Japan as of 2004. Final Fantasy soundtracks and sheet music are also increasingly popular amongst non-Japanese Final Fantasy fans and have even been performed by the London Symphony Orchestra. On November 17, 2003, Square Enix U.S.A. launched an America Online radio station dedicated to music from the Final Fantasy series, initially carrying complete tracks from Final Fantasy XI in addition to samplings from Final Fantasy VII through Final Fantasy X. Many video game and MIDI world wide web sites offer renditions of Final Fantasy musical pieces.

Due to overwhelming demand, and the overwhelming success of the first Final Fantasy concert performed by the Los Angeles Philharmonic Orchestra at Walt Disney Concert Hall on May 10, 2004, the Dear Friends: Music From Final Fantasy concert tour was established, starting February 2005. Music from Final Fantasy was first performed outside of Japan as a part of the Symphonic Game Music Concert series in Germany. The Final Fantasy soundtracks have also joined the catalogue of the iTunes Music Store.

While the music in the games offers wide variety, there are some frequently reused themes. The games often open with a piece called Prelude, which is actually based on one of Bach's preludes. It is a simple arpeggio theme in the early games, with further melodies added in later games. The battle sequences that end in victory for the player in the first ten installments of the series would be accompanied by a victory fanfare that used the same nine-note sequence to begin the fanfare, and it has become one of the most recognized pieces of music relating to the Final Fantasy series. Other memorable tunes include the Chocobo's theme, the Moogle's theme, and a piece originally called "Ahead On Our Way" in Final Fantasy I, which was in fact the opening theme and which is now usually played during the ending credits of the game and called "Prologue".

Notably in the character-driven Final Fantasy incarnations, a significant element in each game's musical score is the use of leitmotifs. A leitmotif, popularized by Romantic Era composer Richard Wagner, can be described as a 'theme melody' for a specific character, situation, or other entity. In nearly all Final Fantasy games, the most important characters and plot elements have their own theme music. For example, in Final Fantasy VII, the song "Anxious Heart" is generally played whenever the main character's troubled past is brought up in the storyline.

Graphics and technology

The 8-bit and 16-bit generations

File:Final Fantasy I Battle.png
Screenshot of Final Fantasy during a battle.

Final Fantasy began on the Nintendo Family Computer (also known as the "Famicom," and known internationally as the Nintendo Entertainment System) as Final Fantasy in 1987, and was joined by two sequels, Final Fantasy II (re-released on the PlayStation and Game Boy Advance worldwide) and Final Fantasy III (only released in Japan). On the main world screen, small sprite representations of the leading party member were displayed because of graphical limitations, while in battle screens, more detailed, full versions of all characters would appear in a side view perspective.

The same basic system was used in the next three games, Final Fantasy IV, Final Fantasy V, and Final Fantasy VI, for the Super Famicom (known internationally as the Super Nintendo Entertainment System). These games utilized updated graphics and effects, as well as higher quality music and sound than in previous games, but were otherwise similar to their predecessors in basic design.

The text of the Japanese versions of early Final Fantasy games was comprised purely of kana. Much of the dialogue was simply clumps of text, making it especially hard for older gamers and foreigners learning Japanese. Finally, in Final Fantasy V, the games began to use kanji. This would continue to get more advanced in Final Fantasy VI, and the trend would continue to make the games much more erudite.

CD/DVD-based generations

File:FFVII cutscene aeris.jpg
Final Fantasy VII was the first game in the series to incorporate full motion video.

In the late 16-bit generation, Squaresoft showcased a preview of Final Fantasy for the next generation. However, 1997 saw the release of Final Fantasy VII for the PlayStation and not Nintendo 64 as many had originally anticipated. The characters and entire game world were now 3-dimensional, with fully pre-rendered backgrounds. Final Fantasy VII was also the first Final Fantasy game to use full motion video sequences, part of the reason why the game spanned a full three CD-ROMs. However, Final Fantasy VII's FMVs often lacked consistency, with character models resembling their realtime counterparts in one scene, and then extremely detailed in the next.

Final Fantasy VII is often regarded as the game that dawned RPGs into a whole new cinematic experience, and without a doubt boosted the popularity of RPGs ever since.

Released shortly after Final Fantasy VII, the spinoff title Final Fantasy Tactics, once again utilized sprites for the characters. As the only real user-interaction outside of battle was menu-driven, the developers saw no need for fully 3D-rendered overhead graphics, although the battle area was in 3D. This title was also the first tactics based RPG in the series that was later modified for the Nintendo Game Boy Advance.

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look. Like Final Fantasy VII, some full motion video sequences utilized a display technique wherein video would play in the background while the polygon characters would be composited on top.

Final Fantasy IX returned briefly to the more stylized design of earlier games in the series, but maintained most of the graphical techniques utilized in the previous two games in the series.

Final Fantasy X was released on the PlayStation 2, and made use of the much more powerful hardware to render many cutscenes in real-time, rather than displayed in pre-rendered video. Also, rather than having 3D models moving about in pre-rendered backgrounds, the game featured full 3D environments, giving it a much more dynamic look. It was also the first Final Fantasy game to introduce full voice-acting throughout the whole game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development. Final Fantasy X-2 utilized the same game engine as Final Fantasy X, and was aesthetically not much different.

Initially released on the PlayStation 2 and Microsoft Windows, Final Fantasy XI is to be ported to the Xbox 360, which utilizes dual-layer DVD technology. (Note: Playstation 2 and some PC systems also utilise dual-layer DVD technology.)

Final Fantasy XII is scheduled to be released on March 16th, 2006 in Japan for the PlayStation 2. The game will utilize only half as many polygons as Final Fantasy X in exchange for more advanced textures and lighting. It will also allow the use of a free rotating camera.

Although no footage of a Blu-ray Disc (BD-ROM) generation Final Fantasy game has been released yet, a technical demo of Final Fantasy VII was revealed at the 2005 Electronic Entertainment Expo to showcase what the next title in the series will look like on Sony's PlayStation 3.

Gameplay

Game screens

The games typically have several types of screens, or modes of interaction, broadly categorized as:

  • Field screens — These are where the main interaction between the characters occurs, and indeed most of the exploration of the world occurs on these screens. Dialog mostly occurs on these screens. Final Fantasy VII marked the point that Final Fantasy would have realistic computer graphics, while Dragon Warrior stayed with anime style cel-shaded graphics. Prior to Final Fantasy VII, they were pseudo-orthographic, using a simple 2D engine. Final Fantasy VII, Final Fantasy VIII, and Final Fantasy IX used pre-rendered and pre-painted backgrounds over which 3D models were overlaid. Final Fantasy X used a completely 3D field screen system, which allowed the camera angle to change as the characters moved about.
  • Battle screens — Battles occur on a separate type of screen (or arena), usually with a change of scale and a backdrop "arena" that usually generically represents where the battle is occurring in the game. (For example, a random battle in a desert gets a desert backdrop.) Plot-relevant battles (as opposed to battling random monsters) may have a specially built battle screen/arena, however. In Final Fantasy VII and later, these screens are fully 3D, using higher resolution versions of the characters, but very restricted in size. Final Fantasy XII will do away with "scene-battles": battle sequences will occur on the main field screen.
  • World screen — A low-scale screen used to symbolize traveling great distances in times that would otherwise slow the game down unacceptably plot-wise. These are usually not scaled, as a character may appear the size of a small mountain. Relatively little plot occurs here, but there are exceptions. The world screen was eliminated in Final Fantasy X and Final Fantasy X-2.
  • Cutscenes — These scenes are non-interactive playback that usually advances the plot. They can either be pre-rendered video (FMV), or they can be executed in with the same engine as the field screens. In some cases, pre-rendered video was overlaid with real-time rendered field screen graphics (full motion video-3D).
  • Menu Screen — This screen is used for navigating your party's status, equipment, magic, etc. This screen is usually a very simple blue-table layout, with a gloved hand to select one's options. In some games, the option to change the color or texture of the tables is given.

The games often feature various minigames with their own graphical engines.

Battle system

File:FinalFantasyVII-Combat.jpg
Screenshot of Final Fantasy VII during a battle.

Final Fantasy uses a menu-driven, turn-based battle system. Most games in the series utilize an experience level system for character advancement (although Final Fantasy II and Final Fantasy X did not), and a point-based system for casting magical spells (though Final Fantasy, Final Fantasy III and Final Fantasy VIII all featured different approaches). Most games in the series (from Final Fantasy III and on) feature a variety of "special commands," over and beyond the traditional "Attack," "Defend," "Cast Magic," "Item," and "Run" battle commands, such as the ability to steal items from enemies, or performing a leap attack. Often these special attacks are integrated into the "job system," which has appeared in several games in the series and spinoffs (Final Fantasy III, Final Fantasy V, Final Fantasy Tactics, Final Fantasy Tactics Advance, Final Fantasy X-2).

Final Fantasy through Final Fantasy III all featured a traditional turn-based battle system. The player would input all battle commands at the beginning of each combat round, which would then be carried out based on the speed rating of each participant. Starting with Final Fantasy IV, and continuing until Final Fantasy IX (and revived in Final Fantasy X-2), the "Active Time Battle" (ATB) system was used. The ATB system was semi-real time, and assigned every participant in combat a time gauge. When a specific character's time gauge was filled, the character could act, which would then reset the timer. Generally each of these games included both "active" and "wait" modes: when "wait" mode was chosen, then all activity relating to the time gauge would pause whenever the player was using a submenu to choose a magic spell, item, or special attack. In "active" mode, time would pass even if the player was using a submenu, allowing attacks to be performed while the player was issuing commands.

Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-based Battle" (CTB) system. In the CTB system, every participant in battle would be ranked according to speed. As this ranking was displayed on screen during battle, it was possible to know when a character and/or enemy would move several combat turns in advance, and to plan battles accordingly. Because the CTB system was completely turn-based, the time gauge was absent.

Final Fantasy XI featured the "Real Time Battle" (RTB) system. Unlike previous iterations of the Final Fantasy series, characters no longer stand still during battle while taking turns to attack. Combat is real time, where the character is allowed to freely move about. After targeting an enemy, the character automatically performs basic physical attacks unless otherwise instructed by the player through menu-based commands. However, unlike in other MMORPGs, the attack speed, hit rate and dodge rate of the character are entirely dependent on the game's statistics system, rather than by player input.

Final Fantasy XII will feature a combat system similar to Final Fantasy XI, called the "Active Dimension Battle" (ADB) system. The system is similar to the RTB system in that characters are free to move about during battle, and after targeting a monster, the character will automatically perform basic attacks. However, there will also be a visible ATB-like time gauge showing when a character can act. "Active" and "wait" modes will also make a return. Also, an important addition to this game's battle system is the Gambit system, in which the AI of party members can be set so that they will automatically perform certain actions without prior input from the player.

Unlike previous games, battles in both Final Fantasy XI and Final Fantasy XII take place on the field screen, with no separate battle screen.

Criticism

Although the series is extremely popular, it is not without critics. More recent installments are attacked in particular, especially those made after Final Fantasy VI. Criticism includes the overuse of full motion video which detracts from the interactive gaming experience, the rigid and often linear story structure, and unoriginality. Defenders often argue that the negative responses can be attributed to nostalgia; for example, full motion video has only been used since Final Fantasy VII.

Many long time fans of the series blame the fall in standards on the departure of character designer Yoshitaka Amano after Final Fantasy VI. Tetsuya Nomura, who has handled character design for the majority of the post-Final Fantasy VI series', has been criticized by the Amano fans, especially those who feel that Nomura's designs look too juvenile when compared to Amano's work. Similar complaints have begun to surface surrounding the departure of long-time series music composer Nobuo Uematsu since Final Fantasy X, where he shared the role of composer with Masashi Hamauzu and Junya Nakano. Final Fantasy XII sees Nobuo's role diminished to only 1 song; The Theme Song, sung by Angela Aki. The rest of the soundtrack is composed by Hitoshi Sakimoto. Final Fantasy XII has neither Amano nor Nomura as character designer, but instead has Akihiko Yoshida as character designer.

Final Fantasy is also known for "re-inventing" the series with almost every game, as each game takes a different approach in gameplay and story than the last; although this keeps the series from feeling stale with repeated sequels, fans of one game may not like the other games in the series. Of the more recent installments in the series Final Fantasy VIII, Final Fantasy XI and Final Fantasy X-2 have been most frequently singled out for criticism: Final Fantasy VIII for its radical story and cast of entirely human teenaged characters, Final Fantasy XI for switching to a MMORPG format and Final Fantasy X-2 for its status as the first direct sequel to a previous Final Fantasy game, taking a radical departure from the serious tone of Final Fantasy games (especially Final Fantasy X), and for its supposed overreliance on fan service, as the playable characters were all females wearing minimal clothing.

Critical acclaim usually singles out I, IV, VI, VII, IX and X. I for obvious reasons in being so well made that it began a highly successful dynasty, IV due to an engrossing plotline, VI is well remembered for its complex and many-layered design, as well as numerous side-quests (which VII and later would maintain) and soundtrack. VII was the 'turning point' in the series, where the plot involved a technologically advanced people, yet it had an incredibly complex plot. IX represented a return to the class based characters of VI and previous, which proponents maintain gave a greater feeling of identity to the characters. X saw the series make a smooth, successful jump onto the PlayStation 2 platform.

See also