Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Final Fantasy
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Development and history == === Origin === {{See also|Final Fantasy (video game)#Development|Final Fantasy II#Development|l1=Development of Final Fantasy (video game)|l2=Development of Final Fantasy II}} [[File:Hironobu Sakaguchi 20070706 Japan Expo 1.jpg|thumb|[[Hironobu Sakaguchi]], creator of the ''Final Fantasy'' series|alt=A man sitting in a chair and speaking in a microphone.]] In the mid-1980s, Square entered the Japanese [[video game industry]] with simple RPGs, [[racing video game|racing games]], and [[platform game|platformers]] for [[Nintendo]]'s [[Family Computer Disk System|Famicom Disk System]]. In 1987, Square designer [[Hironobu Sakaguchi]] chose to create a new fantasy role-playing game for the cartridge-based NES, and drew inspiration from popular fantasy games: [[Enix]]'s ''[[Dragon Warrior|Dragon Quest]]'', Nintendo's ''[[The Legend of Zelda (1986 video game)|The Legend of Zelda]]'', and [[Origin Systems]]'s [[Ultima (series)|''Ultima'' series]]. Though often attributed to the company allegedly facing bankruptcy, Sakaguchi explained that the game was his personal last-ditch effort in the game industry and that its title, ''Final Fantasy'', stemmed from his feelings at the time; had the game not sold well, he would have quit the business and gone back to college.<ref name="developmentFF">{{cite web|url=http://www.develop-online.net/news/28960/Sakaguchi-discusses-the-development-of-Final-Fantasy |title=Sakaguchi discusses the development of Final Fantasy |author=Fear, Ed |date=December 13, 2007 |work=[[Develop (UK magazine)|Develop]] |publisher=Intent Media |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110809114048/http://www.develop-online.net/news/28960/Sakaguchi-discusses-the-development-of-Final-Fantasy |archive-date=August 9, 2011 |url-status=dead}}</ref><ref name="IntroSE">{{cite web|title=An Introduction to Square-Enix |url=http://features.teamxbox.com/xbox/1554/An-Introduction-to-SquareEnix/p2/ |publisher=IGN |work=[[TeamXbox]] |last=Berardini |first=César A. |date=April 26, 2006 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110716200245/http://features.teamxbox.com/xbox/1554/An-Introduction-to-SquareEnix/p2/ |archive-date=July 16, 2011 |url-status=dead}}</ref><ref name="FF-Retro-1">{{cite web | url = http://www.gametrailers.com/video/part-i-final-fantasy/22250 | title = Final Fantasy Retrospective Part I | publisher = [[GameTrailers]]| date = July 15, 2007 | access-date = August 4, 2011 | archive-url = https://web.archive.org/web/20090608140809/http://www.gametrailers.com/video/part-i-final-fantasy/22250 | archive-date = June 8, 2009 | url-status = live}}</ref> Despite his explanation, publications have also attributed the name to the company's hopes that the project would solve its financial troubles.<ref name="IntroSE"/><ref name="GS-FFHistory">{{cite web | url = http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/ | title = The History of Final Fantasy: Introduction | work = The History of Final Fantasy | last = Vestal | first = Andrew | publisher = [[GameSpot]] | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090210055911/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/ | archive-date=February 10, 2009}}</ref> In 2015, Sakaguchi explained the name's origin: the team wanted a title that would abbreviate to "''FF''", which would sound good in Japanese. The name was originally going to be ''Fighting Fantasy'', but due to concerns over trademark conflicts with the [[Fighting Fantasy|roleplaying gamebook series of the same name]], they needed to settle for something else. As the English word "Final" was well known in Japan, Sakaguchi settled on that. According to Sakaguchi, any title that created the "''FF''" abbreviation would have done.<ref>{{cite magazine|url=http://www.famitsu.com/news/201505/24079276.html|title=『FF』はどのように世界に広がっていったのか?坂口博信氏と浜村弘一ファミ通グループ代表が"国際日本ゲーム研究カンファレンス"にて語る|magazine=[[Famitsu]]|date=May 24, 2015|access-date=May 29, 2015|archive-url=https://web.archive.org/web/20150526221313/http://www.famitsu.com/news/201505/24079276.html|archive-date=May 26, 2015|url-status=live}}</ref> The game indeed reversed Square's lagging fortunes, and it became the company's flagship franchise.<ref name="Edge177"/><ref name="IntroSE"/> Following the success, Square immediately developed a second installment. Because Sakaguchi assumed ''Final Fantasy'' would be a stand-alone game, its story was not designed to be expanded by a sequel. The developers instead chose to carry over only thematic similarities from its predecessor, while some of the [[gameplay]] elements, such as the character advancement system, were overhauled. This approach has continued throughout the series; each major ''Final Fantasy'' game features a new setting, a new cast of characters, and an upgraded battle system.<ref name="GT-FFRetrospectiveII"/> Video game writer John Harris attributed the concept of reworking the game system of each installment to [[Nihon Falcom]]'s ''[[Dragon Slayer (series)|Dragon Slayer]]'' series,<ref>{{cite web|url=https://www.gamedeveloper.com/design/game-design-essentials-20-rpgs |author=John Harris |title=Game Design Essentials: 20 RPGs - Dragon Slayer |website=[[Gamasutra]] |page=13 |date=July 2, 2009 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20111012154920/http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?page=13 |archive-date=October 12, 2011 |url-status=live}}</ref> with which Square was previously involved as a publisher.<ref>{{cite web|author=Kurt Kalata |url=http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm |title=Dragon Slayer |publisher=Hardcore Gaming 101 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110723142515/http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm |archive-date=July 23, 2011 |url-status=dead}}</ref> The company regularly released new games in the main series, but the time between the releases of ''XI'' (2002), ''XII'' (2006), and ''XIII'' (2009) were much longer than previous games. Following ''Final Fantasy XIV'', Square Enix released ''Final Fantasy'' games either annually or biennially. This switch was to mimic the development cycles of Western games in the ''[[Call of Duty]]'', ''[[Assassin's Creed]]'' and ''[[Battlefield (video game series)|Battlefield]]'' series, as well as maintain fan-interest.<ref>{{cite web|url=http://www.eurogamer.net/articles/2011-11-21-se-wants-to-release-a-final-fantasy-every-year-or-two |title=SE wants to release a Final Fantasy every year or two |website=Eurogamer |first=Wesley |last=Yin-Poole |date=November 21, 2011 |access-date=November 22, 2011 |url-status=live |archive-url=https://web.archive.org/web/20111123161322/http://www.eurogamer.net/articles/2011-11-21-se-wants-to-release-a-final-fantasy-every-year-or-two |archive-date=November 23, 2011}}</ref> === Design === {{See also|Category: Final Fantasy designers}} For the original ''Final Fantasy'', Sakaguchi required a larger production team than Square's previous games. He began crafting the game's story while experimenting with gameplay ideas. Once the gameplay system and game world size were established, Sakaguchi integrated his story ideas into the available resources. A different approach has been taken for subsequent games; the story is completed first and the game built around it.<ref name="UltimateHistory">{{cite book | title = [[Ultimate History of Video Games]] | first = Steven | last = Kent | author-link = Steven L. Kent | pages = 541–542 | chapter = The Mainstream and All Its Perils | publisher = [[Three Rivers Press]] | isbn = 0-7615-3643-4 | year = 2001}}</ref> Designers have never been restricted by consistency, though most feel each game should have a minimum number of common elements. The development teams strive to create completely new worlds for each game, and avoid making new games too similar to previous ones. Game locations are conceptualized early in development and design details like building parts are fleshed out as a base for entire structures.<ref name="ArtOfGameWorlds"/> The first five games were directed by Sakaguchi, who also provided the original concepts.<ref name="GT-FFRetrospectiveXIII"/><ref name="GS-FFHistory-Staff">{{cite web | url = http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec3.html | title = Staff Spotlight | work = The History of Final Fantasy | publisher = [[GameSpot]] | first = Andrew | last = Vestal | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20060709115353/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec3.html | archive-date=July 9, 2006}}</ref> He drew inspiration for game elements from anime films by [[Hayao Miyazaki]]; series staples like the airships and chocobos are inspired by elements in ''[[Castle in the Sky]]'' and ''[[Nausicaä of the Valley of the Wind (film)|Nausicaä of the Valley of the Wind]]'', respectively.<ref>{{cite magazine|last=Rogers |first=Tim |date=March 27, 2006 |url=http://www.next-gen.biz/features/defense-final-fantasy-xii |title=In Defense of Final Fantasy XII |magazine=[[Edge (magazine)|Edge]] |publisher=[[Next Generation (magazine)|Next Generation]] |access-date=August 4, 2011 |archive-url=https://archive.today/20130831220204/http://www.edge-online.com/features/defense-final-fantasy-xii/2/ |archive-date=August 31, 2013 |url-status=dead}}</ref> Sakaguchi served as a producer for subsequent games until he left Square in 2001.<ref name="GT-FFRetrospectiveXIII"/><ref name="GS-FFHistory-Staff"/> [[Yoshinori Kitase]] took over directing the games until ''Final Fantasy VIII'',<ref name="FFVI-GSDetails">{{cite web | url = http://www.gamespot.com/snes/rpg/finalfantasy3/tech_info.html | title = Final Fantasy III (SNES) - Tech Info | website = [[GameSpot]] | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090212080247/http://www.gamespot.com/snes/rpg/finalfantasy3/tech_info.html | archive-date=February 12, 2009}}</ref><ref name="FFVII-GSDetails">{{cite web|url=http://www.gamespot.com/ps/rpg/finalfantasy7/tech_info.html |title=Final Fantasy VII - Tech Info |website=[[GameSpot]] |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110826111050/http://www.gamespot.com/ps/rpg/finalfantasy7/tech_info.html |archive-date=August 26, 2011 |url-status=dead}}</ref><ref name="FFVIII-GSDetails">{{cite web | url = http://www.gamespot.com/ps/rpg/finalfantasy8/tech_info.html | title = Final Fantasy VIII - Tech Info | website = [[GameSpot]] | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090412002920/http://www.gamespot.com/ps/rpg/finalfantasy8/tech_info.html | archive-date=April 12, 2009}}</ref> and has been followed by a new director for each new game. [[Hiroyuki Ito]] designed several gameplay systems, including ''Final Fantasy V''{{'}}s "[[Final Fantasy V#Job System|Job System]]", ''Final Fantasy VIII''{{'}}s "[[Final Fantasy VIII Guardian Forces|Junction System]]" and the Active Time Battle concept, which was used from ''Final Fantasy IV'' until ''IX''.<ref name="GT-FFRetrospectiveXIII"/><ref name="FFVI-GSDetails"/> In designing the Active Time Battle system, Ito drew inspiration from [[Formula One]] racing; he thought it would be interesting if character types had different speeds after watching race cars pass each other.<ref>{{cite web|title=30 Things You (Probably) Didn't Know About Final Fantasy |page=6 |author=Jeremy Parish |website=[[1UP.com]] |url=http://www.1up.com/features/final-fantasy-thirty-things-you-did-not-know?pager.offset=5 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20111103175047/http://www.1up.com/features/final-fantasy-thirty-things-you-did-not-know?pager.offset=5 |archive-date=November 3, 2011 |url-status=dead}}</ref> Ito also co-directed ''Final Fantasy VI'' with Kitase.<ref name="GT-FFRetrospectiveXIII"/><ref name="FFVI-GSDetails"/> [[Kenji Terada]] was the scenario writer for the first three games; Kitase took over as scenario writer for ''Final Fantasy V'' through ''VII''. [[Kazushige Nojima]] became the series' primary scenario writer from ''Final Fantasy VII'' until his resignation in October 2003; he has since formed his own company, Stellavista. Nojima partially or completely wrote the stories for ''Final Fantasy VII'', ''VIII'', ''X'', and its sequel ''X-2''. He also worked as the scenario writer for the spin-off series, ''Kingdom Hearts''.<ref>{{cite web|url=http://kotaku.com/349279/super-smash-bros-brawl-storyline-penned-by-final-fantasy-vii-writer |title=Super Smash Bros. Brawl Storyline Penned By Final Fantasy VII Writer |first=Michael |last=McWhertor |publisher=Kotaku |date=January 25, 2008 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110815135139/http://kotaku.com/349279/super-smash-bros-brawl-storyline-penned-by-final-fantasy-vii-writer |archive-date=August 15, 2011 |url-status=dead}}</ref> [[Daisuke Watanabe]] co-wrote the scenarios for ''Final Fantasy X'' and ''XII'', and was the main writer for the ''XIII'' games.<ref name="ultimaniaomega">{{cite book | title=Final Fantasy X Ultimania Omega | publisher=[[Square Enix]] | pages=191–193, 476 | author=Studio BentStuff | language=ja}}</ref><ref name=dvd>{{cite web|title=Video interview with FINAL FANTASY XII Directors |url=https://www.youtube.com/watch?v=EYIzjBbO2FQ |work=FINAL FANTASY XII Collector's Edition Bonus DVD |publisher=[[Square Enix Co., Ltd]] |access-date=April 8, 2011 |date=October 31, 2006 |quote=Hiroshi Minagawa: In the course of development, Jun Akiyama and Daisuke Watanabe came up with many ideas but ultimately we had to abandon many of them. I'd heard their original ideas and I wish we could have included them all. Once we began development and many of the systems were in place, the team had many progressive ideas. It was the most enjoyable part of the project. But as we approached the project's end, I had to point out features we had to drop in order for the game to be finished. Which is unfortunate, since I'm sure people would have enjoyed the game that much more if we could have left all our original ideas in. |url-status=live |archive-url=https://web.archive.org/web/20131206221711/http://www.youtube.com/watch?v=EYIzjBbO2FQ |archive-date=December 6, 2013}}</ref><ref name="FamitsuWatanabe">{{cite magazine|url=http://www.famitsu.com/news/201407/11056946.html|title=『ファイナルファンタジーXIII REMINISCENCE -tracer of memories-』著者、渡辺大祐氏にインタビュー|trans-title=Final Fantasy XIII: Reminiscence -tracer of memories-: Interview with author Daisuke Watanabe|magazine=[[Famitsu]]|date=July 11, 2014|access-date=July 11, 2014|archive-url=https://web.archive.org/web/20140711075338/http://www.famitsu.com/news/201407/11056946.html|archive-date=July 11, 2014|url-status=live}}</ref> [[File:Ff6 magitek.jpg|thumb|upright|''[[Final Fantasy VI]]'' artwork by [[Yoshitaka Amano]], who provided designs for much of the series.]] Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from ''Final Fantasy'' through ''Final Fantasy VI''. Amano also handled title logo designs for all of the main series and the image illustrations from ''Final Fantasy VII'' onward.<ref name="GS-FFHistory-Staff"/> [[Tetsuya Nomura]] was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from ''Final Fantasy VII'' through ''X'', then came back for ''XIII'', and for the basic design of ''XV''.<ref name="GT-FFRetrospectiveXIII"/><ref name="GS-FFHistory-Staff"/> For ''Final Fantasy IX'' character designs were handled by [[Shukō Murase]], Toshiyuki Itahana, and Shin Nagasawa.<ref name="FFIX-GSDetails">{{cite web|url=http://www.gamespot.com/ps/rpg/finalfantasy9/tech_info.html |title=Final Fantasy IX - Tech Info |website=[[GameSpot]] |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110428184413/http://www.gamespot.com/ps/rpg/finalfantasy9/tech_info.html |archive-date=April 28, 2011 |url-status=dead}}</ref> For ''Final Fantasy XV'', Roberto Ferrari was responsible for the character design. Nomura is also the character designer of the ''Kingdom Hearts'' series, ''Compilation of Final Fantasy VII'', and ''Fabula Nova Crystallis: Final Fantasy''.<ref>{{cite magazine|url=http://www.next-gen.biz/features/hot-100-game-developers-2007 |title=The Hot 100 Game Developers of 2007 |magazine=[[Edge (magazine)|Edge]] |publisher=[[Next Generation (magazine)|Next Generation]] |date=March 3, 2007 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20120820032431/http://www.next-gen.biz/features/hot-100-game-developers-2007 |archive-date=August 20, 2012 |url-status=dead}}</ref> Other designers include Nobuyoshi Mihara and [[Akihiko Yoshida]]. Mihara was the character designer for ''Final Fantasy XI'', and Yoshida served as character designer for ''Final Fantasy Tactics'', the Square-produced ''[[Vagrant Story]]'', and ''Final Fantasy XII''.<ref name="GT-FFRetrospectiveIX"/><ref>{{cite web|title=Final Fantasy XI Tech Info |url=http://www.gamespot.com/ps2/rpg/finalfantasy11/tech_info.html |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20091221101604/http://www.gamespot.com/ps2/rpg/finalfantasy11/tech_info.html |archive-date=December 21, 2009 |url-status=dead}}</ref> === Graphics and technology === Because of graphical limitations, the first games on the NES feature small [[sprite (computer graphics)|sprite]] representations of the leading party members on the main world screen. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until ''Final Fantasy VI'', which uses detailed versions for both screens. The NES sprites are 26 [[pixel]]s high and use a [[Palette (computing)|color palette]] of 4 colors. 6 [[Film frame|frames of animation]] are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes [[non-player character]]s (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.<ref name="GT-FFRetrospectiveIV">{{cite web | url = http://www.gametrailers.com/video/part-iv-final-fantasy/23185 | title = Final Fantasy Retrospective Part IV | publisher = [[GameTrailers]] | date = August 5, 2007 | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090611203037/http://www.gametrailers.com/video/part-iv-final-fantasy/23185 | archive-date=June 11, 2009}}</ref> In 1995, Square showed an [[Final Fantasy VI#Legacy|interactive SGI technical demonstration of ''Final Fantasy VI'']] for the then [[History of video game consoles (fifth generation)|next generation of consoles]]. The demonstration used [[Silicon Graphics]]'s prototype [[Nintendo 64]] workstations to create 3D graphics.<ref name="GT-FFRetrospectiveIV"/><ref name="GS-FFHistory-Related">{{cite web|url=http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec4.html|title=Related Final Fantasies|work=The History of Final Fantasy|publisher=[[GameSpot]]|first=Andrew|last=Vestal|access-date=August 4, 2011|archive-url=https://web.archive.org/web/20060714232545/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec4.html |archive-date=July 14, 2006}}</ref> Fans believed the demo was of a new ''Final Fantasy'' game for the Nintendo 64 console. 1997 saw the release of ''Final Fantasy VII'' for the Sony PlayStation.<ref name="GS-FFHistory-Related"/><ref name="IGN-StateOfRPG">{{cite web|url=http://cube.ign.com/articles/634/634965p1.html |title=State of the RPG: GameCube |first=Matt |last=Casamassina |website=IGN |date=July 19, 2005 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110810173031/http://cube.ign.com/articles/634/634965p1.html |archive-date=August 10, 2011 |url-status=dead}}</ref> The switch was due to a dispute with Nintendo over its use of faster but more expensive [[ROM cartridge|cartridge]]s, as opposed to the slower and cheaper, but much higher capacity [[compact disc]]s used on rival systems.<ref name="GT-FFRetrospectiveV"/><ref>{{Cite magazine | date=September 2007 | title=10 Years of PlayStation Through the Eyes of PSM | magazine=[[PlayStation: The Official Magazine]] | publisher= [[Future plc|Future Publishing]] | issue=127 | pages=34–43}}</ref> ''VII'' introduced [[3D computer graphics|3D graphics]] with fully [[Rendering (computer graphics)|pre-rendered]] backgrounds.<ref name="GT-FFRetrospectiveV"/><ref>{{cite web|title=Final Fantasy VII (PS1) - Review |url=http://www.1up.com/do/reviewPage?cId=3111181&p=27&sec=REVIEWS |website=[[1UP.com]] |date=May 9, 2004 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20111104085304/http://www.1up.com/reviews/final-fantasy-vii_2 |archive-date=November 4, 2011 |url-status=dead}}</ref> It was because of this switch to 3D that a [[CD-ROM]] format was chosen over a cartridge format.<ref name="GT-FFRetrospectiveV"/><ref name="IGN-N64week">{{cite web|url=http://retro.ign.com/articles/914/914568p1.html |title=Nintendo 64 Week: Day Two |first=Levi |last=Buchanan |website=IGN |date=September 30, 2008 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110726163234/http://retro.ign.com/articles/914/914568p1.html |archive-date=July 26, 2011 |url-status=dead}}</ref> The switch also led to increased production costs and a greater subdivision of the creative staff for ''VII'' and subsequent 3D games in the series.<ref name="ArtOfGameWorlds"/> [[File:FFVIIInavigation.png|thumb|left|''Final Fantasy VIII'', along with ''VII'' and ''IX'', used pre-rendered backgrounds.]] Starting with ''Final Fantasy VIII'', the series adopted a more photo-realistic look.<ref name="development2">{{cite journal|language=ja |title=Interview with ''Final Fantasy VIII'' developers |date=June 5, 1998 |journal=Famitsu Weekly |url=http://playstationjapan.tripod.com/ff8iview2.html |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110717103530/http://playstationjapan.tripod.com/ff8iview2.html |archive-date=July 17, 2011 |format=Translation by Coxon, Sachi |url-status=dead}}</ref><ref name="GT-FFRetrospectiveVI">{{cite web | url = http://www.gametrailers.com/video/part-vi-final-fantasy/23726 | title = Final Fantasy Retrospective Part VI | publisher = [[GameTrailers]] | date = August 20, 2007 | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090604180803/http://www.gametrailers.com/video/part-vi-final-fantasy/23726 | archive-date=June 4, 2009}}</ref> Like ''VII'', [[full motion video]] (FMV) sequences would have video playing in the background, with the polygonal characters composited on top. ''Final Fantasy IX'' returned to the more stylized design of earlier games in the series, although it still maintained, and in many cases slightly upgraded, most of the graphical techniques used in the previous two games.<ref name="GT-FFRetrospectiveVI"/> ''Final Fantasy X'' was released on the PlayStation 2, and used the more powerful hardware to render graphics in real-time instead of using pre-rendered material to obtain a more dynamic look; the game features full 3D environments, rather than having 3D character models move about pre-rendered backgrounds. It is also the first ''Final Fantasy'' game to feature [[voice acting]], occurring throughout the majority of the game, even with many minor characters.<ref name="GT-FFRetrospectiveVII"/> This aspect added a whole new dimension of depth to the character's reactions, emotions, and development.<ref name="GT-FFRetrospectiveVII"/><ref>{{cite web | year = 2001 | title = Behind The Game The Creators | url = http://na.square-enix.com/games/FFX/btg/creators.html#1 | publisher = [[Square Enix]] | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20110805012633/http://na.square-enix.com/games/FFX/btg/creators.html | archive-date=August 5, 2011}}</ref> Taking a temporary divergence, ''Final Fantasy XI'' used the PlayStation 2's online capabilities as an MMORPG.<ref>{{cite web|url=http://ps2.ign.com/articles/359/359081p1.html |title=Final Fantasy XI – Big Plans, Big Money |website=IGN |date=May 10, 2002 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110525060509/http://ps2.ign.com/articles/359/359081p1.html |archive-date=May 25, 2011 |url-status=dead}}</ref> Initially released for the PlayStation 2 with a PC port arriving six months later, ''XI'' was also released on the Xbox 360 nearly four years after its original release in Japan.<ref>{{cite web|title=Shippin' Out 4/17-4/21: Final Fantasy XI Online, Brain Age |url=http://www.gamespot.com/pc/adventure/longestjourney2wt/news.html?sid=6147765 |website=[[GameSpot]] |last=Thorsen |first=Tor |date=April 17, 2006 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20090210132150/http://www.gamespot.com/pc/adventure/longestjourney2wt/news.html?sid=6147765 |archive-date=February 10, 2009 |url-status=dead}}</ref> This was the first ''Final Fantasy'' game to use a free rotating camera. ''Final Fantasy XII'' was released in 2006 for the PlayStation 2 and uses only half as many polygons as ''Final Fantasy X'', in exchange for more advanced textures and lighting.<ref>{{cite web|url=http://www.1up.com/do/previewPage?cId=3112825&p=2 |title=Final Fantasy XII (PS2) Previews |website=[[1UP.com]] |date=November 9, 2003 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20121106153212/http://www.1up.com/previews/final-fantasy-xii_19 |archive-date=November 6, 2012 |url-status=dead}}</ref><ref>{{cite web|url=http://www.rpgfan.com/previews/ff12/index.html |title=Final Fantasy XII - Preview First Look |publisher=RPGFan |last=Winkler |first=Chris |date=December 4, 2003 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110813140103/http://www.rpgfan.com/previews/ff12/index.html |archive-date=August 13, 2011 |url-status=dead}}</ref> It also retains the freely rotating camera from ''XI''. ''Final Fantasy XIII'' and ''XIV'' both make use of [[Crystal Tools]], a [[middleware]] engine developed by Square Enix.<ref>{{cite web|url=http://www.gamespot.com/ps3/rpg/finalfantasy13/news.html?sid=6149412 |title=E3 06: Square Enix announces trio of Final Fantasy XIII games |last1=Shoemaker |first1=Brad |last2=Tochen |first2=Dan |website=[[GameSpot]] |date=May 8, 2006 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20061118164237/http://www.gamespot.com/ps3/rpg/finalfantasy13/news.html?sid=6149412 |archive-date=November 18, 2006 |url-status=dead}}</ref><ref>{{cite web|url=http://www.joystiq.com/2008/02/22/gdc08-square-enix-unveils-crystal-tools-engine/ |title=GDC08: Square Enix unveils Crystal Tools engine |last=Yoon |first=Andrew |work=[[Joystiq]] |date=February 22, 2008 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110629165104/http://www.joystiq.com/2008/02/22/gdc08-square-enix-unveils-crystal-tools-engine/ |archive-date=June 29, 2011 |url-status=dead}}</ref> === Music === {{Main|Music of the Final Fantasy series}} [[File:Nobuo uematsu 001.jpg|thumb|upright|[[Nobuo Uematsu]], primary composer for the series]] ''Final Fantasy'' games feature a variety of music, and frequently reuse themes. Most of the games open with a piece called "Prelude", which has evolved from a simple, 2-voice [[arpeggio]] in the early games to a complex, melodic arrangement in recent installments.<ref name="IGN-Evo"/><ref name="GS-FFHistory-Series"/><ref name="FF-Retro-1"/> Victories in combat are often accompanied by a victory [[fanfare]], a theme that has become one of the most recognized pieces of music in the series. The basic theme that accompanies Chocobo appearances has been rearranged in a different musical style for most installments. Recurring secret bosses such as Gilgamesh are also used as opportunities to revive their musical themes. A theme known as the "Final Fantasy Main Theme" or "[[March (music)|March]]", originally featured in the first game, often accompanies the ending credits.<ref name="GS-FFHistory-Series"/> Although [[leitmotif]]s are common in the more character-driven installments, theme music is typically reserved for main characters and recurring plot elements.<ref name="Edge177"/> [[Nobuo Uematsu]] was the primary composer of the ''Final Fantasy'' series until his resignation from Square Enix in November 2004.<ref name="Edge177"/> Other notable composers who have worked on main entries in the series include [[Masashi Hamauzu]], [[Hitoshi Sakimoto]],<ref>{{cite web|title=Artist: 浜渦正志 |publisher=[[MusicBrainz]] |url=http://musicbrainz.org/artist/deff82b2-f269-47fc-b0bc-383a5c911acb.html |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20120505190515/http://musicbrainz.org/artist/deff82b2-f269-47fc-b0bc-383a5c911acb |archive-date=May 5, 2012 |url-status=dead}}</ref><ref>{{cite web|title=Artist: 崎元仁 |publisher=[[MusicBrainz]] |url=http://musicbrainz.org/artist/53a2cda4-31d0-405e-8a9d-5027c2479ebb.html |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20120505190631/http://musicbrainz.org/artist/53a2cda4-31d0-405e-8a9d-5027c2479ebb |archive-date=May 5, 2012 |url-status=dead}}</ref> and [[Yoko Shimomura]]. Uematsu was allowed to create much of the music with little direction from the production staff. Sakaguchi, however, would request pieces to fit specific game scenes including battles and exploring different areas of the game world.<ref name="1UP-DayWithUematsu">{{cite web|url=http://www.1up.com/do/feature?pager.offset=3&cId=3166165 |title=A Day in the Life of Final Fantasy's Nobuo Uematsu |website=[[1UP.com]] |first=James |last=Mielke |date=February 15, 2008 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20130501134825/http://www.1up.com/do/feature?pager.offset=3&cId=3166165 |archive-date=May 1, 2013 |url-status=dead}}</ref> Once a game's major scenarios were completed, Uematsu would begin writing the music based on the story, characters, and accompanying artwork. He started with a game's main theme, and developed other pieces to match its style. In creating character themes, Uematsu read the game's scenario to determine the characters' personality. He would also ask the scenario writer for more details to scenes he was unsure about.<ref>{{cite magazine | url = http://www.gameinformer.com/NR/exeres/91770fed-1a80-4874-9f48-af88afab5fa4.htm | title = Nobuo Uematsu: The Man Behind The Music | first = Meagan | last = VanBurkleo | date = May 25, 2009 | magazine = [[Game Informer]] | access-date = August 4, 2011 | url-status = dead | archive-url=https://web.archive.org/web/20090605074528/http://www.gameinformer.com/NR/exeres/91770fed-1a80-4874-9f48-af88afab5fa4.htm | archive-date=June 5, 2009}}</ref> Technical limitations were prevalent in earlier games; Sakaguchi would sometimes instruct Uematsu to only use specific notes.<ref name="1UP-DayWithUematsu"/> It was not until ''Final Fantasy IV'' on the SNES that Uematsu was able to add more subtlety to the music.<ref name="GT-FFRetrospectiveIV"/>
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Final Fantasy
(section)
Add topic