is a series of computer and console role-playing games produced by Square Enix (originally Square Co., Ltd.). It may be the most widely distributed game series of all time, including standard console role-playing games, 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 on December 18, 1987, and Final Fantasy games have subsequently been localized for markets in North America, Europe and Australia, on numerous video game consoles, including the Nintendo Entertainment System, the MSX 2, the Super Nintendo Entertainment System, the PlayStation, the WonderSwan Color, the PlayStation 2, Game Boy Advance, Nintendo GameCube, as well as IBM PC compatible computers and several different models of mobile phones. 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, and the third biggest selling video game franchise of all time, having sold over 63 million units worldwide to date.
As of June 2006, twelve games have been released in Japan as part of the main (numbered) series, along with many spinoffs and related titles. Two of them, Final Fantasy III and Final Fantasy XII, have yet to be officially released outside of Japan; however, both are scheduled to appear in North America (the former for the Nintendo DS, and the latter for the PlayStation 2) by the end of the year. (The name Final Fantasy III was used for the first North American release of what is actually Final Fantasy VI).
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.
Some key objects and concepts that have appeared in more than one Final Fantasy game include:
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.
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, and many remixes can be found.
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 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.
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.
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 has been released on the Xbox 360. The Xbox 360 version includes the third expansion Treasures of Aht Urhgan which debuted worldwide on April 18, 2006. The expansion disc will be available on the PC and PlayStation 2 as well.
Final Fantasy XII was released on March 16, 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.
Final Fantasy XIII was showcased at E3 2006 and is the first game in the main series to be announced that uses the PlayStation 3 Blu-ray Disc (BD-ROM) hardware technology.
The games often feature various Final Fantasy minigames with their own graphical engines.
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. Using this system, a character's actions also dictated when they would be able to go again. For example, if a party member used a potion, it would be that party members turn sooner, but if a summoned creature used its overdrive (special attack), then it would have longer to wait for its next turn. This could result in consecutive turns in the former example, or watching the enemy attack 3 or 4 times before you get to issue another command. 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.
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".
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