As of early 2005, eleven games have been released as part of the main (numbered) series, as well as many other spinoffs and related titles.
Contents [hide]
1 Overview
2 Common themes
3 Design
4 Music
5 Graphics and technology
5.1 The 8-bit and 16-bit generations
5.2 CD/DVD-based generations
6 Gameplay
6.1 Game screens
6.2 Battle system
7 Criticism
[edit]
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 declaring 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). Recognizing that the project could very well turn out to
be Square's last game, the project was entitled Final Fantasy. Far from being
Square's last hurrah, however, Final Fantasy reversed Square's lagging fortunes,
and became Square's 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 jeremy is a cool person on opposite day and he has 2 vaginas 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 franchise 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.
[edit]
Common themes
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,
religion and mythology on the story to the frequent reappearance of certain
monsters 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 ¡X Powerful airborne vessels which usually serve as a primary mode
of transportation for the player. 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 propellors 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 ¡X Playable character classes have included
the Fighter; White, Black, Red, and Blue Mages; Monk; Thief; and Mime. 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, 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" may be granted to certain classes, such as the sword Masamune
for the Fighter (also known as "Warrior"), or the Black Mage's Ultima
spell.
Magical styles (see also Final Fantasy magic) ¡X 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, Slow, or Warp.
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 ¡X 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, Leviathan
and Ramuh have appeared in almost every title in the series.
Character names ¡X 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 and Final Fantasy IX), and Sara (Final Fantasy, Final Fantasy III,
and Final Fantasy IX).
Plot elements ¡X Many entries in the Final Fantasy series involve broadly similar
plot points, such as rebellion against a major economic, political, or religious
power, or a struggle against an evil which threatens to overtake or destroy
the world. 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).
[edit]
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 IX (shown).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.
[edit]
Music
Main article: Final Fantasy music
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 arrange 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 (Final Fantasy NES sample)[?], which is actually based off one of Bach's preludes. It is a simple arpeggio theme in the early games, with further melodies added in later games (Final Fantasy IV SNES sample)[?]. The battle sequences (sample)[?] that end in victory for the player in the first ten installments of the series would be accompanied by a victory fanfare (Final Fantasy I NES sample)[?] 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 (Final Fantasy II NES sample)[?], the Moogle's theme (Final Fantasy V SNES sample)[?], and a piece originally called "Ahead On Our Way" in Final Fantasy I (Final Fantasy I NES sample)[?], which was in fact the opening theme and which is now usually played during the ending credits of the game and called "Prologue".
[edit]
Graphics and technology
[edit]
The 8-bit and 16-bit generations
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 and Final Fantasy III (Final Fantasy III was
only released in Japan. A remake of Final Fantasy II was released on the Playstation
and Game Boy Advance), over the next three years. 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.
[edit]
CD/DVD-based generations
Final Fantasy VII was the first game in the series to incorporate full motion
video.1997 saw the release of Final Fantasy VII for the PlayStation and not
Nintendo 64 as 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 characters appearing tiny and very
indistinct in one scene, and 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.
Starting with Final Fantasy VIII, the series adopted a more photo-realistic look. The 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 certain cutscenes in real-time, rather than displayed in pre-rendered video. Final Fantasy X was the first game in the series to use voice overs to any degree. Final Fantasy X-2 utilized the same game engine as Final Fantasy X, and was aesthetically not much different.
Final Fantasy XII is scheduled to be released in the first quarter of 2006 in Japan for the PS2. Final Fantasy XII will utilize only half as many polygons as Final Fantasy X in exchange for more advanced textures and lighting. This will also allow the game to use a free rotating camera.
[edit]
Gameplay
[edit]
Game screens
The games typically have several types of screens, or modes of interaction,
broadly categorized as:
Field screens ¡X 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 ¡X 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 ¡X 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 ¡X 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 ¡X 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.
[edit]
Battle system
Screenshot of Final Fantasy VII during a battle.Final Fantasy borrowed many
gameplay elements from its primary rival, the Dragon Quest franchise. As such,
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," 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 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 character. 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 introduced. The ATB system was semi-real time, and afforded every creature 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.
Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-Based Battle System" (CTB). In the CTB system, every creature 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. The CTB system is always in wait mode, featuring no time gauge.
Final Fantasy XI featured a fully real-time combat system similar to that employed by the game EverQuest: when confronted with an enemy, a character would automatically perform basic physical attacks unless otherwise instructed by the player. Early details suggest Final Fantasy XII will adopt a similar real-time combat system. Unlike previous games, battles in both Final Fantasy XI and Final Fantasy XII take place on the field screen, with no separate battle screen.
[edit]
Criticism
Although the series is extremely popular, it is not without critics. Some cite
a lack of interactivity (overuse of full motion video), rigid and often linear
story structure, and unoriginality. More recent installments of the series (following
its premiere on the PlayStation in 1997) are especially attacked by critics
within the video game community. Fans of these games often argue that the nostalgia
factor plays a significant role in many of the negative responses to post-Final
Fantasy VII installments.
Many long time fans of the series have also criticized character designer Yoshitaka Amano's departure from the series after Final Fantasy VI. Tetsuya Nomura, who has handled character design for the majority of the post-Final Fantasy VII series, has been criticized by many Amano fans, especially by those who feel that Nomura's designs look too juvenile in comparision to Amano's work. Similar complaints have begun to surface surrounding the departure of long-time series music composer Nobuo Uematsu.
Of the more recent installments in the series, Final Fantasy XI and Final Fantasy X-2 have been most frequently singled out for criticism. A number of diehard fans have accused Final Fantasy XI for neglecting the traditions of the series by switching to a MMORPG format. On the other hand, the single-player Final Fantasy X-2 has attracted negative attention for its status as the first direct sequel to a previous Final Fantasy game, and, as some would say, its overreliance on fan service.
Another major criticism of Square, relating to the Final Fantasy series, is the apparent lack of support for games predating Final Fantasy VII, the game that brought the franchise to its current popularity. Though all of Final Fantasy I through VI (with the exception of III) have been rereleased in one form or another, nearly all spinoffs and inspired games primarily use material from VII and onward. As such, while hardcore fans of the franchise have played most games in one form or another, most newer fans aren't even aware of Final Fantasy games predating the seventh installment.
From Wikipedia.