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. For a specific Final Fantasy title, see the Final Fantasy Portal.
Image:Final Fantasy series logo.png Image:Final Fantasy North American logo.png Template:Portal
Final Fantasy (Japanese: Template:Lang Fainaru Fantajī) is a 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 2006, ten games have been released in 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. North American release details have not been announced.
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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
Image:Final Fantasy IV JAP Airship.png 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:
- 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. In the games in which the player has full control over the airship and can fly throughout the world, the game map wraps both horizontally and vertically, implying that the planet is toroidal.
- Character classes and the Job system — Playable character classes have included the Fighter or Warrior; 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, Final Fantasy Tactics and Final Fantasy Tactics Advance) 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.
- 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,Final Fantasy XI and Final Fantasy XII), 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). Depending on the actions of the player, Highwind may also appear as the name of the Gummi Ship in the Final Fantasy-Disney crossover game Kingdom Hearts.
- Complex character development and significant back-story — Throughout most of the Final Fantasy titles, the major characters grow and develop throughout the game. Frequently the relationship between various characters will change over time as well. Considerable time is also spent explaining the history behind many of the characters. Characters take on a personality of their own, rather than being totally at the control of the player. The result is that many fans will get attached to particular characters, being happy when things go well, and being sad when bad things happen to them. Often, this growth of characters is the basis for some of the humor and drama that is built into the game.
- 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, Avatars or Aeons) such as Bahamut, Shiva, Ifrit, and Leviathan have appeared in almost every title in the series.
- Magical styles (see also Final Fantasy magic) — Magic in the Final Fantasy series is generally divided into different classes, 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 enemies, 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 Arcana 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.
- 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. The love between major characters, from Final Fantasy IV's Cecil Harvey and Rosa Farrell to Final Fantasy X's Tidus and Yuna, as well as the death of major (and sometimes playable) characters, also drive the plot. 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 II, 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, Final Fantasy Tactics Advance and Final Fantasy: Crystal Chronicles).
- 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.
Design
- See also: List of Final Fantasy designers
Image:Ff6 magitek.jpg 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, 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
Image:Black Mages Above The Sky AfterShow.jpg 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
Image:Final Fantasy I Battle.png 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
Image:FFVII cutscene aeris.jpg 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.
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 MMORPG. Initially released on the PS2 and Microsoft Windows, Final Fantasy XI is to be released on the Xbox 360, which utilizes dual-layer DVD technology. (Note: PlayStation 2 and some PC systems also utilise dual-layer DVD technology.) The Xbox 360 version will be released with the next expansion Treasures of Aht Urhgan 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:
- 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.
- 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.
- 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 starting in Final Fantasy X.
- 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 any of the three display modes above. Tutorials will, in addition, often dive into the menu screen detailed below. 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
Image:Activetimebattle.jpg 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 MMORPGs, the attack speed, hit rate and dodge rate of the character are dependent on the game's statistics system, rather than by player input. Originally, RTB system was to be incorporated into Final Fantasy X, but that idea was postponed to Final Fantasy XI because of technological limitations at the time.
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".
Criticism
Template:Unreferenced Template:Cleanup-date Template:NPOV-section It is difficult to summarize criticism of Final Fantasy since there are so many titles in the series, and each title has significant differences from the others. In addition, there are many types of gamers who like the series for a variety of reasons. As each new title is released, those who feel that the new game has departed from why they like the previous games in the series will tend to complain about the game, while those who feel that the game has supported or enhanced what they liked about the games will tend to praise the new title. It is not uncommon for the same title be considered one of the best by some fans, and yet as one of the worst by other fans.
One characteristic of the Final Fantasy series is that virtually each title in the series is different than all the other games. Certain features will appear in more than one title, but at a minimum the characters are different, the world itself is different, usually the battle system is different, etc. A comparison between the only sequel in the series (X-2) and the original title finds that even though both take place in the same world, and with many of the same characters, the battle system, as well as the general feel of the two games are drastically different. In many cases, there are more differences than similarities between any two titles in the series. This makes it difficult to objectively compare the individual titles because there is no single benchmark to define what is a good Final Fantasy game.
For some gamers, a good RPG is like dining at a fine restaurant: the goal is to enjoy the experience rather than seeing how fast you can finish the meal [1]. These types of gamers enjoy being immersed in the game's world, exploring different areas, playing all the side quests and mini-games, etc. It is not uncommon for such gamers to be at the point where they can finish the game, but instead choose to continue to play, possibly leveling up, exploring remote areas, etc. in order to either discover more about the story, or simply to enjoy the atmosphere of the game. For these gamers, the more diversions there are in the game the better they like it. On the other hand, there are many other gamers who enjoy the challenge of finishing a game in the shortest possible time. These gamers consider time spent in cut scenes and side quests as a waste of time. They will also tend to level up their characters only when they have to because of stronger enemies. Clearly, these two groups will evaluate the same game quite differently.
In the earlier titles, where graphics were very limited, the appearance of the characters was communicated mostly by comments made in dialogue. In the more recent titles, the sexuality of a character is more obvious, and some fans feel that this has gone too far. A source of frequent criticism along this line is Final Fantasy X-2, where Rikku wears a bikini top and a skirt that has been described as one "that folded in half would make a fine belt" [2], and Paine makes suggestive comments during in-battle chatter. Many of the costumes leave little to the imagination, and the in-game battle scenes where they change costumes are often quite suggestive.
Many long time fans of the series blame what they perceive as a 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.
No matter how many fans there are that hold this belief however, there are just as many who believe that the character designs of Tetsuya Nomura have improved the games immesurably. While the earlier games tended to consist of fairly simplistic storylines (often involving the retrieval of crystals in order to save the world), under Tesuya Nomura both the characters - and subsequently the story itself - became arguably more complex and 'characteristically complete'. Themes such as redemption; individual identity; personal sacrifice for a greater cause; and whether ends can ever justify the means have been explored through the development of characters throughout the later games. This increased complexity can also partly be attributed to the advance of technology allowing more intricate and in-depth scenes to be played out, thus advancing the characters' stories.
Similar to the debate of characterisation in the 'Final Fantasy' series, some fans have felt the impact of 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 Uematsu's role diminished to a single song. The game's theme song is performed by Angela Aki while 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.
Final Fantasy is also known for "re-inventing" the series with almost every game, as each game takes a different approach in gameplay to the last, though the plots generally remain very similar in regard to their central structure and use of certain repeated plot devices and themes. Although some feel 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 teen-aged 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 are frequently featured wearing revealing clothing (Final Fantasy X-2).
Still others view the series as straying from its roots in general in hopes of garnering more money from those who would follow the series solely because of its name. These people feel that recent projects rely too heavily on older, more popular projects and characters, such as Final Fantasy VII and its primary protagonist, Cloud Strife. The apparent attention given to these more-renowned installments has incited some animosity in long-standing fans of the series; particularly those who cherish games that they feel have been ignored by Square Enix. Part of this animosity may stem from the belief that greater attention toward the more popular and recognized games in the series is tantamount to a betrayal to those fans who stuck by the company before it became such a worldwide success. Another factor of this approach to newer works within Final Fantasy may come from Tetsuya Nomura's perceived tendency to avoid anything he has not created himself, although he has arguably relaxed this personal rule in the recent Kingdom Hearts II.
This debate has further been fuelled by some fans requesting that certain games in the series get more attention by the company. Since games made in the 8-bit and 16-bit eras of gaming tend to get only a conversion to new formats, with only a few minor tweaks or additions, fans of the earlier games feel that more money should be directed toward new projects for the older, less well-known games of the series; or else otherwise for brand-new projects entirely. A case in point is that of Final Fantasy VII, which as of 2006 has had at least seven spinoffs as part of the Compilation of Final Fantasy VII, with demand continuing for a full remake of the original game in order to take advantage of new formats. While some fans believe that this is too much, other fans argue that earlier games do not harbour the content to warrant such 'special' treatment, and as such argue that the only reason for such 'spin-offs' of more recent games is that there is "much more story to tell". However, this attitude doesn't address the notion of a remake for those games, which would not require "much more story to tell." Additionally, one could argue that Final Fantasy X didn't have enough content to deserve a sequel; the only two important things that Final Fantasy X-2 addressed were the state of religion in Spira after two years and what happened to Tidus. Everything else was created brand new by Square-Enix for that installment. Just the same, Final Fantasy IV could easily focus on the origin of the crystals, or some new threat that exists beneath the underground, or racial issues, or any number of other concepts. Whether or not a game has enough content, then, becomes purely point of view.
It is a debate that carries on to this day, and one suspects that it will rage on for many years to come. The main point on which both parties can generally agree is that in their opinion the series must be experienced first-hand in order to fully appreciate it. Everything else is arguably up for debate.
Trivia
- Final Fantasy is the first video game franchise to reach a tenth installment as part of the main series.
- Final Fantasy XII is the first Final Fantasy game to receive a perfect 40/40 scored from Famitsu. It is also the second Yasumi Matsuno title to do so, the first being Vagrant Story.
See also
- Final Fantasy bestiary
- Final Fantasy character classes
- Final Fantasy magic
- List of Final Fantasy characters
- List of Final Fantasy locations
- List of Final Fantasy titles
- List of Final Fantasy weapons
- List of Final Fantasy Armor
- Races of Final Fantasy
External links
Template:Portal Template:Wikiquote
- Square Enix's official Final Fantasy website (English)
- Square Enix's official Final Fantasy website (Japanese)
- Open Directory Project: Final Fantasy sites
- Final Fantasy Series at MobyGames
- Template:Wikicities
- Final Fantasy Wiki
- History of Final Fantasy
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