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This article is already very large. If you wish to add a large amount of information please consider adding it to one of the Many Final Fantasy sub-articles instead. Thanks. --> This article is about the Final Fantasy series. For the Toronto -based musical project of the same name, see Owen Pallett . ''Final Fantasy'' (s 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 Game s, a Massively Multiplayer Online Role-playing Game , games for Mobile Phone s, three Anime productions, and two full length CGI Film s. 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 Console s, 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 Phone s. Future installments have been announced to appear on the Nintendo DS , Wii , 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 2006, ten games have been released in Europe and North America as part of the main (numbered) series, as well as many other spinoffs and related titles. The unreleased third entry in the series is an upcoming Nintendo DS release, explaining the off-numbering. European release details have not been announced. 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 to some in the United States as ''Dragon Warrior''). (At the time, Enix and Square were separate companies; they did not merge until about 17 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 some 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 have appeared in almost 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. Some spin-off titles have cameo appearances of characters from preceding stories. But in most cases merely the names are reused, so that each game has its own unique collection of characters. 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. The exception to this trend is ''Final Fantasy X-2'', which is a continuation of ''Final Fantasy X''. Some key objects and concepts that have appeared in more than one ''Final Fantasy'' game include:
DESIGN See also: List Of Final Fantasy Designers 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. Akihiko Yoshida , who served as character designer for the spinoff title ''Final Fantasy Tactics'', as well as the Square-produced '' Vagrant Story '', recently became more involved with the series as the character designer of '' Final Fantasy XII '' and the '' Final Fantasy III '' remake. 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 (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'' Soundtrack s 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 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 Leitmotif s. 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 of '' Final Fantasy '' during a battle very early in the game. The player-characters appear on the right ''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'' (later re-released on the PlayStation and Game Boy Advance worldwide) and ''Final Fantasy III'' (later re-released on the Nintendo DS worldwide). 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 '' was the first game in the series to incorporate Full Motion Video .]] In the late 16-bit generation, Squaresoft 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-ROM s. However, ''Final Fantasy VII'' 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. It has its own spinoff on Nintendo Game Boy Advance in the form of Final Fantasy Tactics 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. Taking a temporary divergence, ''Final Fantasy XI'' utilizes the PlayStation 2's online capabilities as an '' on April 18th, 2006 worldwide. The expansion disk will be available on the PC and PlayStation 2 as well. ''Final Fantasy XII'' was released on March 16th, 2006 in Japan for the PlayStation 2. The game utilizes only half as many polygons as ''Final Fantasy X'' in exchange for more advanced textures and lighting. It also allows 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:
The games often feature various with their own graphical engines. Battle system of '' Final Fantasy IX '' during a battle. The enlarged bars represent the Active Time Battle system used in several Final Fantasy installments.]] ''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. This system was also used in the spinoffs, ''Final Fantasy Tactics'' and ''Final Fantasy Tactics Advance'', although the terminology was not. ''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 Hack And Slash MMORPG s, the attack speed, hit rate and dodge rate of the character are 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 resulting from "random encounters". EXTERNAL LINKS
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