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Crisis Core: Final Fantasy VII

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Crisis Core: Final Fantasy VII
Crisis Core.png
Developer(s)

Square Enix

Publisher(s)

Square Enix

Director(s)Hajime Tabata
Producer(s)

Hideki Imaizumi

Programmer(s) Shun Moriya


Artist(s)

Yoshihiro Hirota

Writer(s) Kazushige Nojima


Composer(s)
Series

Takeharu Ishimoto

Final Fantasy

Compilation of Final Fantasy VII


Platform(s)

PlayStation Portable

Release date(s) JP September 13, 2007[1]


NA March 24, 2008[2]
AU June 19, 2008
EU June 20, 2008[3]

Genre(s) Action role-playing


Mode(s)

Single-player

Distribution

UMD

Crisis Core: Final Fantasy VII ( -


VII- Kuraishisu Koa -Fainaru Fantaj Sebun-?) is an action roleplaying game developed and published by Square Enix for the
PlayStation Portable. First released in 2007, the game is a prequel to
the 1997 video game Final Fantasy VII and is a part of the metaseries
Compilation of Final Fantasy VII, which includes other products related
to the original game.

The game primarily focuses on Zack Fair, a young member of the


paramilitary organization SOLDIER, who is assigned to look for the
missing SOLDIER Genesis Rhapsodos. As he searches for Genesis, Zack
discovers Genesis' origin, Project G, and how it is related to two other
high ranking SOLDIERs; Sephiroth and Angeal Hewley. The game's
storyline takes the player from the war between the megacorporation
Shinra and the people of Wutai to the events in Nibelheim, ending just
before the beginning of Final Fantasy VII.

The game was directed by Hajime Tabata, with Tetsuya Nomura serving
as character designer. Before development, the Square Enix staff
initially planned to make a PlayStation Portable port of the mobile
phone game Before Crisis: Final Fantasy VII, but after discussion, they
decided to create a new game. The plot is based on a scenario
Kazushige Nojima had in mind when working on Final Fantasy VII.
Crisis Core enjoyed strong sales, selling over three million units
worldwide.[4] Critical reception was generally positive.

Contents [hide]
1 Gameplay
2 Plot
2.1 Characters
2.2 Story
3 Development
4 Audio
5 Release
6 Reception
7 References
8 External links
Gameplay[edit]
Crisis Core is an action role-playing game in which the player controls
Zack Fair. The player moves Zack through and between open areas,
allowing him to talk with non-player characters, interact with the
environment, and engage monsters in battle. At save points, the player
may opt to take one of the available side missions, and if so, Zack is
moved to a special area to complete the mission, which usually involves
defeating one or more monsters. If the mission is successfully completed,
the player is rewarded with beneficial items, and often new missions
become available. Whether the player is successful in the side mission or
not, upon completion, Zack is returned to the save point in the main
game.

Zack in battle.
Crisis Core uses a real-time combat system in which the player can
move Zack around, initiate attacks, special abilities and spells, use
items, and block or dodge attacks.[4][5] Zack's abilities in battle are set
by what materia he currently has equipped.[6] Up to six materia can be
equipped at any one time, which can impart special attacks, magic
spells, or passive bonuses such as health increases or the ability to
display the statistics of the current foe in combat. Materia are gained
throughout the game through exploration, as rewards from side
missions, as spoils of battle, or from shops. Materia can be fused
together to make more powerful versions with improved bonuses; for
example, fusing an attack materia with an elemental magic materia can
create a new attack skill materia that inflicts elemental magic damage in
addition to physical damage. Special items collected in the game can
also be used in materia fusion to further increase the materia's power.

Crisis Core uses a slot machine-like mechanic to affect the combat


system. The "Digital Mind Wave" (DMW) features two sets of three
spinning wheels; one set with the numbers one through seven, and
another with pictures of characters that Zack befriends during the game.
The DMW automatically spins as long as Zack has at least 10 "Soldier
Points", which are awarded to the player by defeating foes. If the DMW
stops with the same three pictures lined up, Zack will then perform an
appropriate Limit Break attack that can greatly harm an enemy or
significantly heal Zack. Additionally, in this case, if the number slots
give two or more of the same number, the materia in that slot will power
up. Should the numbers line up as "777", Zack will gain an experience
level, increasing his health, soldier points, and ability points. If there is
no match in the pictures, matching numbers on the slots will grant
temporary bonuses, such as limited invincibility or zero-cost use of skills
and abilities. The chance of matching pictures is tied to the current Limit
level, which is raised by taking damage in battle and reduced upon
successful battles, and after certain storyline events. After collecting
certain items in the game, the pictures on the DMW may also randomly
change to summonable creatures, which have more destructive and
beneficial Limit Breaks should the pictures match up.

Following completion of the game, the player will obtain a New Game
Plus option.[7] The North American and European releases of Crisis
Core also have an added difficulty mode, which increases the power and
health of enemies.

Plot[edit]
Characters[edit]

Left to right, Genesis, Angeal, Zack, Sephiroth, Tseng, and Cloud.


Crisis Core begins seven years before the events of Final Fantasy VII,
and many characters from that game and other related works appear.
However, the primary characters in the game are from either SOLDIER
(the private army of Shinra), or from their elite branch of operatives, the
Turks.

The main protagonist is Zack Fair, a young and friendly SOLDIER. His
mentor and friend is Angeal Hewley, a 1st class SOLDIER[8] who is
also friends with fellow SOLDIER members Sephiroth and Genesis, who
ultimately becomes the game's primary antagonist.[9][10] The
SOLDIER operatives work under Director Lazard, the illegitimate son
of President Shinra. Zack is also friends with the Turks, particularly
their leader Tseng, and one of their female operatives, Cissnei. During
the course of the game, Zack encounters and befriends Aerith, a young
woman tending flowers from a ruined church in the Midgar slums. He
also befriends Cloud, a Shinra infantryman.[11][12]

Story[edit]

SOLDIERs Zack Fair and Angeal Hewley are dispatched to Wutai to


support the Shinra war effort.[13] However, during the fighting, Angeal
disappears,[14] and Zack is appointed to find both him and an already
missing SOLDIER, Genesis.[15] Zack, accompanied by Tseng, finds that
Genesis and Angeal have betrayed Shinra,[16] and, as such, Zack and
Sephiroth are assigned to kill them.[17] With help from Dr. Hollander, a
scientist with a vendetta against Shinra, Genesis creates an army of
clones to attack Shinra headquarters.[18] After the forces are defeated,
Zack and Sephiroth track down Hollander's secret laboratory,[19] and
learn that Hollander had used both Genesis and Angeal as part of
Project G, an attempt to create soldiers infused with Jenova cells.[20]
Sephiroth faces off against Genesis, whilst Zack pursues Hollander.[21]
However, Angeal is intent on keeping Hollander alive as he wants to
find a way to return to normal, and so he prevents Zack from killing the
doctor by knocking Zack into the slums of Midgar.[22]

Zack recovers to find Aerith tending to him.[23] After they spend some
time together, Zack returns to SOLDIER headquarters which is under
attack by Genesis.[24] On his way, Zack allies with Angeal, who has
developed doubts about his and Genesis' actions.[25] As Angeal, Zack
and Sephiroth protect the headquarters, Angeal confronts Genesis, but
both disappear. Zack is subsequently ordered to investigate Modeoheim,
where Genesis has been spotted.[26] En route, Zack meets Shinra
infantryman Cloud, and they become friends.[27] Near Modeoheim,
Zack encounters and defeats Genesis, who appears to commit suicide by
throwing himself into the depths of a reactor. Zack travels on to
Modeoheim and finds both Angeal and Hollander. Angeal summons and
fuses with his own clones, and mutates into a monster, forcing Zack to
kill him. Before he dies, Angeal gives Zack his Buster Sword, telling him
to protect his honor.[28]

Whilst Shinra continues the pursuit of Hollander, it emerges that


Genesis is still alive and still producing clones, some of which have
appeared in Midgar, forcing Zack to return so as to protect Aerith.[29]
He leaves her with an Angeal clone that seems to be protecting her, and
then travels with Sephiroth and Cloud to investigate a Mako reactor
near Nibelheim.[30] While checking the reactor, Sephiroth learns from
Genesis that he was an experiment, implanted with cells of Jenova
before he was born.[31] Genesis explains that his body is degrading,
and he needs Sephiroth's cells to survive, but Sephiroth refuses.[32]
Overcome with the recent revelations regarding his past, Sephiroth
locks himself in Nibelheim Mansion, and a week later, sets Nibelheim
ablaze and goes to the Mako reactor to take Jenova's body. When Zack
fails to stop him, Cloud throws him into the Lifestream below the
reactor. Zack awakes to find that Shinra has covered-up the Nibelheim
incident and he and Cloud have become part of Professor Hojo's
experiments on Jenova cells and Mako exposure.[33] However, Zack is
able to escape, taking the catatonic Cloud with him. They immediately
become high priority targets for Shinra. While fleeing, Zack learns that
Genesis and Hollander are still trying to stabilize Genesis'
mutation,[34] and they now plan to use Cloud's cells, as he is the only
one with Sephiroth's genes.[35]

Hollander tries to get to Cloud, but is killed by Zack. Zack then finds
Director Lazard who, now mutated into an Angeal clone, has turned
against Shinra.[36] Lazard directs Zack to the remains of Banora to find
Genesis. Zack defeats Genesis, but upon returning he discovers that
Shinra have located them, and killed Lazard. The Angeal clone that was
left guarding Aerith also arrives, but he too is killed.[37] Zack discovers
a note he had carried from Aerith, and learns he and Cloud had been
subjected to Hojo's experiments for four years. Zack and Cloud are able
to escape, heading towards Midgar, whilst Genesis' body is collected by
two soldiers.[38]

Shinra pursue Zack and Cloud, and catch up with them just outside
Midgar. Leaving the still semi-conscious Cloud hidden away, Zack fights
off an enormous number of Shinra troops, but is ultimately fatally
wounded. Cloud manages to crawl to Zack's body after Shinra has left,
and Zack, in his dying breath, bequeaths the Buster Sword to Cloud, as
Angeal had done to him.[39] Cloud then begins to walk to Midgar. The
epilogue recreates the opening scenes of Final Fantasy VII, as Cloud,
his memories confused, claims to be a former SOLDIER.[40]

Development[edit]

The idea of Crisis Core originated when Hajime Tabata was chosen as
director for an upcoming Final Fantasy title for the PlayStation
Portable. After discussion with Tetsuya Nomura and Yoshinori Kitase,
Tabata decided that the game should be another installment in the
Compilation of Final Fantasy VII, feeling that the pressure of producing
a game from a popular series would motivate both the staff and
himself.[41] The original idea was to make a PlayStation Portable port
of Before Crisis: Final Fantasy VII, as it had been released for mobilephones and the staff wanted to expand it. However, after deciding Zack
was going to be the protagonist of the new game, the idea of a Before
Crisis port was cancelled.[42]

Kitase wanted to make sure the game exceeded fans' expectations, so he


made sure that rather than making it as a "tribute" to Final Fantasy VII,
it shared important links with other titles from Compilation of Final
Fantasy VII.[42] Similarly, Tabata explained that he and the staff were
very wary throughout production of altering the "fans' perception of
Final Fantasy VII's iconic characters." For example, one of the main
background events from Final Fantasy VII, Nibelheim's destruction, had
been changed somewhat in the OVA Last Order: Final Fantasy VII, and
due to negative fan reaction to these change, the game staff decided not
to make any major changes in Crisis Core.[42] However, they also
operated on the principal that this game dealt with those characters'
"younger days," so that new elements could be added without changing
the characters too much.[41]

One of the primary reasons Zack was chosen as protagonist was


because his fate was predetermined.[41] Kitase stated that Zack's story
had "been cooking for 10 years" as, despite being a minor character in
Final Fantasy VII, Nomura had already developed conceptual artwork,
and Kazushige Nojima had already worked out a story. The game was
originally meant to have more scenes depicting Zack and Cloud's flight
to Midgar, so as to expand on their friendship and unrealized plans, but
these scenes were removed due to UMD limitations, and so the staff
focused more on Zack's background as a formidable warrior.[43] The
addition of the character of Genesis to the story came about after
discussions between producer Hideki Imaizumi and the character's
Japanese voice actor, Gackt, as Imaizumi had been impressed with the
characters' brief appearance in the secret ending to Dirge of Cerberus:
Final Fantasy VII, and felt there was great room to expand the
character.[44] Sephiroth's role was specifically written to give him a
"much more human side."[44] The game's logo represents various main
characters; the blue sky symbolizes Zack; the white feather symbolizes
Angeal; and the water symbolizes Aerith.[45]

Crisis Core was first envisioned as an action game, but because almost
all of the staff had more experience designing RPGs, they decided to
modify it, making battles more similar to the ones found in standard
RPGs.[43] However, they also added more action orientated elements to
the battles, resulting in the game becoming more of an action RPG than
a traditional RPG. The Materia system was designed so that players
could choose between "RPG-oriented enhancements" and "actionoriented enhancements," as well as to help with the game's balance.
Additionally, the Digital Mind Wave system (DMW) was added to give
gameplay an element of luck, as well as to prevent combat feeling
repetitive.[41] Nomura and Kitase wanted to include this in the game
because of their enthusiasm for pachinko machines.[42]

The game was first announced at the 2004 E3, prior to the release of the
PlayStation Portable. Its first trailer consisted of clips from Last
Order.[46] In an interview for Famitsu, Nomura stated that a playable
demo of the game would be ready by the end of 2006. However, there
was no mention of whether the demo would be openly available to PSP
owners.[47] By May 2005, Nomura announced that he had designed the
concept art for the game, with the gameplay set to be "interesting" and
"previously unseen."[48] In May 2007, both Nomura and Tabata
revealed that the game was 90% complete, and that completing its story
mode and all side quests would take about 100 hours of gameplay.[49]
A playable demo was made available at Jump Festa '06.[49]

Audio[edit]
Main article: Crisis Core: Final Fantasy VII Original Soundtrack
The game's soundtrack was released on October 10, 2007, containing
fifty-five songs on two discs. The music was composed by Takeharu
Ishimoto, with a few tracks orchestrated by Kazuhiko Toyama. The
soundtrack also included remixes of various music from Final Fantasy
VII composed by Nobuo Uematsu and Last Order: Final Fantasy VII,
which was also composed by Ishimoto. The game's ending theme,
"Why", was performed by Ayaka.[50] The addition of "Why" was
revealed by Square Enix in May 2007, with Ayaka stating that she was
fascinated by Crisis Core's story and felt she "would like to deliver
"Why" alongside Zack's fate to the hearts of many people."[51] The
single "Why" was released in Japan on September 5, 2007.[52]

Release[edit]

On September 13, 2007 Square Enix released a special edition bundle


for Crisis Core; a special silver colored PlayStation Portable Slim and
Lite with Final Fantasy VII's 10th Anniversary insignia on the back and
on one side. As with many limited edition Final Fantasy VII-related
releases by Square Enix, the bundle was limited to 77,777 units.[53]

On December 17, 2007 it was announced that Crisis Core would be


released in North America on March 25, 2008. If pre-ordered from
certain retailers, such as GameStop, the buyer may receive a Shinra
UMD case, depending on how long supplies lasted; if pre-ordered from
Best Buy, the buyer may receive Crisis Core with a metallic foil cover.
Two versions of the game were released in Europe: a standard edition,
and a limited edition, which was only available online, and then only
when pre-ordered. This limited edition included special slipcase
packaging and a book of promotional CG artwork entitled The Art of
Crisis Core: Final Fantasy VII.[54] In Australia and Europe, a bundle
containing the game and the limited edition Crisis Core-engraved silver
PlayStation Portable was released on June 20.[55][56] As with several
games from the company, Square released an Ultimania guidebook in
Japan, on October 18, 2007.[57]

After Crisis Core's release, Kitase expressed surprised at the quality of


the cutscenes, to the point where he felt it could almost be a PlayStation
2 game. He also enjoyed the game's ending, surprised by how moving
Zack's story became.[58]

Reception[edit]
[hide]Reception

Aggregate scores
Aggregator

Score

GameRankings 82.50%[72]
Metacritic 83/100[73]
Review scores
Publication

Score

1UP.com B+[67]
Computer and Video Games
Eurogamer
Famitsu

7/10[69]

35/40[59]

GamePro 4.5/5[61]
GamesRadar

9/10[62]

GameSpot 9.0/10[63]
GameSpy 4/5 stars[68]
GameTrailers

8.4/10[64]

IGN 8.5/10[66]
PALGN

8.5/10[71]

VideoGamer.com
X-Play

2/5[65]

9/10[70]

9.0/10[60]

Crisis Core sold 350,000 copies in Japan on its release date, including
the 77,777 Limited Edition PSP/Crisis Core bundles.[74] In November
2007, Square Enix announced that Crisis Core was its best-selling game
across all regions from April through September, with 710,000 copies
sold in Japan.[75] Selling 790,705 units as of August 2008, it became
the third best-selling game for the PSP in Japan.[76] In March 2008,
Crisis Core sold 301,600 copies in its first month of release in the
United States,[77] behind the sales of God of War: Chains of Olympus,
which sold 340,500 copies, making Crisis Core the second best-selling
game for the PSP during the month of March and the sixth best-selling
game overall.[77] As of March 31, 2009, Square Enix announced that
Crisis Core had sold 3.1 million units worldwide, with 830,000 of those
sales coming from Japan.[78] About 840,000 units of the game,
including 550,000 in Europe, were sold during Square Enix's 2009 fiscal
year.[79] In response to the game's sales, Square Enix labeled Crisis
Core their best PSP game of the year,[80] calling it "an incredible
success." Doug Bone, Square Enix's UK sales director, called it "the
must-have PSP game of 2008."[81]

Crisis Core has received generally positive reviews. At GameRankings,


the combined reviews for the game are currently 82%,[72] while the
score at Metacritic is 83.[73] With individual scores of 9/9/8/9, the
game received an overall rating of 35 out of 40 from Japanese gaming
magazine Famitsu.[59] GameSpot awarded it an "Editor's Choice"
label, praising its storyline, the combat system and its presentation, and
also stating that "Crisis Core is an exciting and poignant journey that
every fan of role-playing games should take."[63] IGN's Ryan Clements
praised its differences from other RPGs, due to its focus on Zack's
growth and his relationship with the SOLDIERs. He stated "Crisis Core
is a great game and, barring a few minor issues here and there, will not
disappoint." It also received a place amongst the "Editor's Choice"
gallery of recommended games for the PSP platform.[66] GameSpy also
gave it a good review, stating it "is equal parts tribute and original,
marrying classic design choices with refreshingly new techniques,
harmoniously bringing together something old with something new."
Gamespy also commented that although some players may dislike Zack,
"you'll have to be pretty jaded for the character not to grow on you as
you progress through the adventure."[68] VideoGamer.com gave an
overall score of 9, finding its fighting system "addictive", and arguing
that its CGI scenes had a similar quality to the ones from Final Fantasy
VII: Advent Children.[70] Similarly, GamePro gave it a positive review,
calling it the "best looking PSP title," and praising how it incorporated
elements from the Compilation, and at the same time created new
aspects.[61] GamesRadar's AJ Glasser stated that with the DMW
system, the gameplay could be easy, causing the "rare gamer" to try to
play it in Hard Mode. Glasser also found the game likeable enough so
that even gamers who dislike the Final Fantasy VII series may enjoy
it.[62] Play's Samuel Roberts called it the best game of 2008.[82]

Many reviews also commented on the game's relationship with Final


Fantasy VII. 1UP.com called it one of the best prequels of all time,
arguing that it "does a better job of putting players in FFVII's world
than even the original game did."[67] While GameTrailers stated that
Crisis Core "doesn't take the easy way out and photocopy the source,"
they found it, unlike Dirge of Cerberus, to be appealing.[64] Computer
and Video Games mentioned that despite the game's main story only
lasting 12 hours, the side-quests helped expand the game's length. They
further praised the battle system, claiming "[it] never becomes
tiresome," and the fact that some of the weak points from Final Fantasy
VII ("lengthy wandering, and an overlong center") were not issues in
this game.[60]

The game did receive some negative reviews, however. Despite calling it
the best Final Fantasy VII spin-off, Eurogamer criticized that "for the
twenty-six, twenty-eight, thirty-year-olds who it's aimed at, the game has
little to offer beyond polished sentimentality."[69] Although PALGN
called the DMW system a "handy tool", they also felt it was the game's
weakest point.[71] X-Play gave the game a 2/5, complaining about the
unskippable cutscenes, poor dialogue, repetitive gameplay, and a weak
plot.[65] On April Fools' Day, in response to criticism for their original
review, they "decided to give the game a second look and give it a rereview, this time with a clear unbiased perspective," sarcastically
dubbing over the original and giving it an impossibly high 6/5.[83]

Crisis Core has also received a number of awards from different


publications. It was nominated by GameSpot for the "Best of 2008"
awards, in the "Best Story", "Best RPG Game" and "Best PSP Game"
categories, winning "Best PSP Game". It was also listed as the tenth
best PSP game of all the time by IGN.[84] Four IGN articles concerning
the game were in "The Top 10 PSP Stories of 2008", with the review
article listed at number one.[85] In IGN's Best of 2008, Crisis Core won
in the categories "Best RPG" and "Best Story for the PSP".[86][87]
Videogamer.com placed it fifteenth and fourth in their articles "Best
Games of 2008" and "Top 10 PlayStation exclusives of 2008",
respectively.[88][89] GamePro featured it as one of the five games PSP
gamers should play, one of the 31 best PSP titles in 2009, and as the
seventh best video game prequel.[90][91][92] It was also voted to third
place in the Dengeki poll of most tear-inducing games of all time.[93] In
2011, it was voted second place in the Famitsu readers' poll on the same
topic.[94]
Final Fantasy X-2
From Wikipedia, the free encyclopedia
This is a featured article. Click here for more information.
Final Fantasy X-2
FFX-2 box.jpg
North American box art depicting the main playable characters Rikku,
Yuna and Paine
Developer(s)

Square Enix

Publisher(s)

JP Square

NA Square Enix

PAL Electronic Arts[1]


Director(s)Motomu Toriyama
Producer(s)

Yoshinori Kitase

Programmer(s)
Yukio Ishii
Masaki Kobayashi
Artist(s)

Shintaro Takai

Writer(s)
Kazushige Nojima
Daisuke Watanabe
Composer(s)
Noriko Matsueda
Takahito Eguchi
Series

Final Fantasy

Platform(s)
PlayStation 2
PlayStation 3
PlayStation Vita
Release date(s)
March 13, 2003[show]

Genre(s) Role-playing
Mode(s)

Single-player

Distribution
DVD-ROM
Blu-ray Disc
PlayStation Vita card
Final Fantasy X-2 (X-2 Fainaru Fantaj Ten
Ts?) is a role-playing video game developed and published by Square
for the PlayStation 2 video game console. The direct sequel to Final
Fantasy X, the game's story follows the character Yuna from Final
Fantasy X as she seeks to resolve political conflicts in the fictional world
of Spira before it leads to war.

Final Fantasy X-2 set several precedents in the Final Fantasy series
aside from being the first direct sequel in video game form and the
second sequel in the franchise, after the anime Final Fantasy: Legend of
the Crystals. It was the first game in the series to feature only three
player characters, an all-female main cast, and early access to most of
the game's locations. Additionally, it featured a variation of the
character classes systemone of the series' classic gameplay
conceptsand is one of the few games in the series to feature multiple
endings. Finally, it was the first Final Fantasy game in the series that
did not have musical contributions in it from longtime composer Nobuo
Uematsu.

The game was positively received by critics and was commercially


successful. After nine months of being released in Japan, it sold a
million copies in North America, and approximately four million copies
worldwide. Final Fantasy X-2 was voted as the 32nd best game of all
time by the readers of Famitsu. The English version of the game won an
award for "Outstanding Achievement in Character Performance" at the
Academy of Interactive Arts & Sciences in 2004. The game has attained
a rating of 86% on GameRankings and an 85% rating on Metacritic.
The game was re-released as a high-definition port for the PlayStation 3
and PlayStation Vita in 2013, together with Final Fantasy X, under the
title Final Fantasy X/X-2 HD Remaster.[5][6][7][8][9][10]

Contents [hide]
1 Gameplay
1.1 Navigation and quests
1.2 Dresspheres and the Garment Grid
2 Plot
2.1 Setting
2.2 Characters
2.3 Story
3 Development
3.1 Audio
4 Versions and merchandise
5 Reception

6 References
7 External links
Gameplay[edit]
Though a direct sequel to Final Fantasy X, Final Fantasy X-2 does not
duplicate its predecessor's gameplay; instead, it innovates on traditional
elements. Like pre-Final Fantasy X installments, characters "level up"
after a certain number of battles, by gaining pre-determined stat
bonuses. The conditional turn-based battle system in Final Fantasy X
has been replaced by a faster-paced variation of the Final Fantasy
series' traditional active time battle (ATB) system, which was originally
designed by Hiroyuki Ito and first featured in Final Fantasy IV.
Whenever a random enemy is encountered, the ATB system is used.
Under this enhanced version of the ATB, playable characters may
interrupt an enemy while they are preparing to take action, in lieu of
waiting for an enemy's turn to finish before attacking. Furthermore, it is
possible for both characters and enemies to chain attacks together for
greater damage.

Navigation and quests[edit]


Another departure from the gameplay of Final Fantasy X is in its world
navigation system: players can visit almost every location in Spira from
early in the game,[11] transported via the airship Celsius. This is a
deviation from the overall Final Fantasy series, where the most efficient
means of transportation is typically not obtained until late in the game.

An example of navigation on the field map

These two changes allow players to choose a less linear storyline.


Unlike Final Fantasy X, in which a player's course through the game's
world was largely straightforward, Final Fantasy X-2 is almost entirely
free form. The game consists of five chapters, with each location
featuring one scenario per chapter. Put together, the five scenarios in
one locale form a subplot of the game, called an "Episode". Only a few
scenarios per chapter are integral to the game's central plot, and are
marked on the world navigation system as "Hotspots" ("Active Links" in
the Japanese version).[11] By accessing only Hotspots, a player can
quickly proceed through the game's story without participating in
sidequests.

The game keeps track of the player's completed percentage of the


storyline, increased by viewing the scenarios comprising each Episode.
If 100% of the game is completed, an additional ending will be
unlocked. The game features a fork in its plot, allowing the player to
make a choice that changes what scenes they see and the number of
percentage points they acquire afterward. It is impossible to see all of
the game's content on a single playthrough, due to this fork in the
storyline, although it is possible to achieve 100% storyline completion in
a single playthrough. However, a 100% storyline completion can only
be achieved through one of the two possible storylines. When the game
is completed for the first time, it unlocks a New Game Plus option that
allows the player to restart the game with all of the items, Garment
Grids, dresspheres and storyline completion percentage achieved
previously. However, all character levels are set back to one.

The field-map navigation system is largely unchanged from Final


Fantasy X; it is still dominantly three dimensional with mostly
continuous locations. A few upgrades have been implemented, providing
the player with extended interaction with the environment through
jumping, climbing and rotating camera angles.

The game's sidequests include minor tasks and quests, optional bosses
and dungeons, and the most minigames of any Final Fantasy at the time
of its release.[12] These minigames include Gunner's Gauntlet (a thirdperson/first-person shooter game) and Sphere Break (a mathematical
coin game involving addition and multiplication), as well as the fictional
underwater sport blitzball originally featured in Final Fantasy X with a
different control scheme. Director Motomu Toriyama has explained that
one of the concepts at issue during development was providing a large
variety of minigames, such that "if you bought Final Fantasy X-2 you
wouldn't need any other game".[12]

Dresspheres and the Garment Grid[edit]


For more details on this topic, see Final Fantasy character jobs.

A battle with an early boss, depicting the characters' default dresspheres

Final Fantasy X-2 reintroduces the series' classic character class system
(seen previously in Final Fantasy III, Final Fantasy V and Final
Fantasy Tactics) through the inclusion of dresspheres. Because the party
never grows beyond three characters, switching characters during battle
is unnecessary. Instead, the player can switch character classes,
providing access to different abilities. The playable characters are
allowed to equip one dressphere at a time, each providing different
battle functions and abilities. Characters can learn new skills for each
dressphere with the use of Ability Points (AP). AP is obtained by
defeating enemies and by the use of items and abilities for that sphere.
Abilities to be learned are chosen in the main menu. During battle, AP is
given to that ability until it is learned. Each character can access as
many as six dresspheres at a time, depending on the specific properties
of the Garment Grid they are wearing. The Garment Grid is a placard
featuring a geometric shape connected by nodes. These nodes are slots
that can be filled with dresspheres, allowing characters to change
character classes during their turn in battle. Most Garment Grids
possess Gates that when passed through grant the user a complimentary
buff.

As with equipped items, Garment Grids often provide characters with a


variety of enhancements and extra abilities. The game features diverse
Garment Grids and dresspheres which can be discovered as the game
progresses. While normal dresspheres can be used by all three playable
characters, each character can acquire a dressphere that only they can
use. These dresspheres can only be activated after a character has
changed into all of the classes designated to her Garment Grid in a
single battle. When a character activates one of these dresspheres, the
other characters are replaced by two controllable support units.

Plot[edit]
Setting[edit]
Main article: Spira (Final Fantasy)
While the setting of the original Final Fantasy X was decidedly somber,
in Final Fantasy X-2, the main characters were fitted with a jovial
Charlie's Angels-like motif. Aesthetically, the world of Spira is
essentially unchanged in the two years since Final Fantasy X. Most
areas are from the original return (exceptions being the Omega Ruins
and Baaj Temple), with few new locations. The only significant changes
include the reconstruction of the village of Kilika and the clearing of the
mist atop Mt. Gagazet, revealing forgotten ruins. Additionally, the
Palace of St. Bevelle is now accessible throughout the game, rather than
only during mandatory storyline sequences. However, even with Sin
gone, fiends are no less populous than before.

Despite cosmetic changes, there are major differences in the ideology of


Spira's people. After Sin's defeat came the arrival of an era known as
"the Eternal Calm". The priests of the Yevon religion chose to expose
the truth about the order,[13] leaving the population to decide for
themselves how to live in a world without that particular religion, and
without Sin. Advanced technology and the Al Bhed are now embraced by
the population as a whole, and most have begun to pursue leisures such
as attending musical concerts and participating in the sport of blitzball.
Others have become hunters of ancient treasures, ranging from coins
and machinery long buried under the sands on Bikanel Island to spheres
in forgotten caves and ruins. Those who pursue the latter are known as
"sphere hunters", of which many groups have formed.

The three faction leaders: Nooj (left), Gippal (front), and Baralai (back)
Despite the absence of Sin and the corrupt maesters of Yevon, Spira is
not without conflict. Young people were especially quick to abandon
Yevon and embrace machinery (called "machina" in the game), eager to
see Spira develop, while many of the older generation felt that cultural
changes were happening too quickly. As new ideals and practices began
to sweep Spira, several new political groups emerged. Most influential
among them were the Youth League, led by Mevyn Nooj, and the New
Yevon Party, led by a former priest named "Trema" until his
disappearance, and later by Praetor Baralai. The Youth League consists
mainly of young people, determined to see Spira completely abandon its
past practices, while the New Yevon Party consists of members both old
and young who felt that changes should be gradual, their motto being,
"One thing at a time".

Following their formation, both the Youth League and New Yevon
sought High Summoner Yuna's support in the hopes of bolstering their
political presence. She chose to remain neutral, instead joining the
Gullwings, the sphere hunter group to which her cousins[14] Brother
and Rikku belonged. She also began working with the excavation team
of the Machine Faction, a neutral group of Al Bhed researching more
advanced machina technology, and led by a young man named
"Gippal".

As time passed, tensions between the Youth League and New Yevon
began to escalate towards violence. Meanwhile, Yuna sought spheres
that she hoped would lead her to Tidus, her lost love who vanished
during the ending of Final Fantasy X. After defeating Sin, Yuna initially
retired to a quiet life on the island of Besaid, arranging appointments
daily with the citizens of Spira. However, Rikku brought Yuna a video
sphere discovered on Mt. Gagazet by her childhood guardian, Kimahri,
now the elder of the Ronso Tribe. The sphere displayed a young man
with a strong resemblance to Tidus, apparently locked inside a prison
cell. Despite misgivings from Wakkanow married to his childhood
friend, LuluRikku convinced Yuna that she had fulfilled her duty to
Spira and deserved to follow her heart.[15] Yuna then left Besaid to join
the Gullwings and hunt for more clues about the identity of the man
shown in the sphere in the hope that it might be Tidus.

Whereas Final Fantasy X drew heavily on ancient Japanese culture and


Asian settings,[16] Final Fantasy X-2 incorporated a number of
elements from modern Japanese pop culture.[12] An exception,
however, is the Trainer dressphere, featuring the game's main
characters fighting alongside a dog, monkey and bird, the three animals
befriended by the Japanese folk hero Momotar in a traditional story.
Another exception is the Samurai dressphere, which features each
character fighting in traditional Japanese samurai armor.

Characters[edit]
Main article: Characters of Final Fantasy X and X-2

The three main playable characters of Final Fantasy X-2 are Yuna,
Rikku, and Paine, whose team is abbreviated in-game as "YRP"
("YuRiPa" in the original Japanese version). Yuna and Rikku reprise
their roles from Final Fantasy X, and, though their personalities are
much the same as before, Square decided that their appearances would
be heavily altered to give a greater impression of activity. Furthermore,
it was decided that the pervading cultural changes occurring in Final
Fantasy X's world as they and others began trying to live positively
would be reflected in the new clothing of these two characters. The
character of Paine is a new creation designed for inclusion in Final
Fantasy X-2, to accommodate the game's intended action-adventure
style revolving around a trio of female characters.[12] Her personality
is far more cynical and emotionally distant than that of her teammates,
and she keeps her past a secret from them for much of the game.

Several other major and supporting characters from Final Fantasy X


appear in the game. Additionally, other new characters are introduced
in Final Fantasy X-2, such as the Leblanc Syndicate, a group of sphere
hunters who serve as the Gullwings' rivals for much of the game. The
game's main antagonist is Shuyin, another new character.

Story[edit]

The story begins as Yuna, Rikku and Paine recover Yuna's stolen
Garment Grid from the Leblanc Syndicate in the first of several
encounters in which they vie for spheres. The game is punctuated by a
narration of Yuna addressing Tidus, as though she is recounting the
events of the game to him as they occur.[17] Although Yuna's quest is to
find clues that may lead her to Tidus, much of the storyline of the game
follows the clash of the factions that have established themselves in the
time since the coming of the Eternal Calm in Final Fantasy X, and the
uncovering of hidden legacies from Spira's ancient history. A significant
portion of the game's events are unnecessary for the completion of the
main storyline, but much of the depth of the storyincluding
characterization and background detailsare featured in the optional
content,[11] which generally follows how Spira is healing in the time
since the defeat of Sin.

As the game progresses, the hostilities between the Youth League and
New Yevon come to a head. Meanwhile, the Gullwings discover an
ancient sphere containing images of an enormous machina weapon
called "Vegnagun" that was secretly buried beneath Bevelle. The
weapon has enough power to threaten all of Spira,[18][19] and,
moreover, it is revealed that Vegnagun's AI is unable to distinguish
friend from foe once activated.[20] The Gullwings then join forces with
the Leblanc Syndicate to investigate the underground areas of the city in
an attempt to destroy the machine before it can be used by either side in
the upcoming conflict. However, discovering a large tunnel recently dug
into the floor of the weapon's chamber, they realize that Vegnagun has
apparently moved to the Farplane, located at Spira's core.

Disagreements between Spira's factions are soon punctuated further


after the disappearance of Baralai, Nooj, and Gippalthe leaders of
New Yevon, the Youth League and the Machine Faction respectively.
Returning to the underground areas of Bevelle, the Gullwings discover
the missing faction leaders discussing Vegnagun and learn that the
machine's AI allows it to detect hostility and to respond by activating
itself and fleeing.[21] Additionally, it is revealed that Nooj had come to
Bevelle with the intention of destroying Vegnagun previously, prompting
it to flee to the Farplane.[22]

The player then learns that Paine had once been friends with all three
men, assigned to be their sphere recorder while they were candidates for
the Crimson Squad, an elite group intended to be assigned leadership of
Crusader chapters across Spira.[23] Two years earlier in a cave
beneath Mushroom Rock Road called "the Den of Woe," just before the
failed Operation Mi'ihen, the squad's final exercise was conducted.
Within the cave, the various squad candidates were swarmed by
pyreflies and driven to kill one another. The only survivors were Paine,
Baralai, Gippal, and Nooj, who were themselves targeted by the Order
of Yevon afterward when they revealed having seen images of Vegnagun
while in the cave. Soon after, Nooj shot his surviving comrades and left
them to die, severing the friendship the group had with one another.
However, at this time, it is revealed that he was not acting of his own
accord when he shot them. The feelings that drove the squad members to
kill one another are revealed to have been the despair of the spirit
Shuyin, who died 1000 years earlier.[24] Before the four survivors
could leave the cave, the spirit of Shuyinrequiring a host in order to
interact with the world physically[25]had possessed Nooj, and later
forced him to shoot his comrades.[26]

Failing to control Nooj, Shuyin possesses Baralai's body, pursuing


Vegnagun to the Farplane. Nooj and Gippal follow in pursuit, asking
Yuna to keep things under control on the surface. In doing so, the player
must fight and defeat each of Yuna's aeons from Final Fantasy X, their
spirits now corrupted by Shuyin's despair on the Farplane.[27] During
this mission, Yuna falls into the Farplane and meets Shuyin, who
mistakes her for a woman named "Lenne". Shuyin expresses his anger
that Spira's citizens have not yet come to understand the heartache that
war can cause, and reveals that he has developed a plan to use the old
(but still operational) Vegnagun to destroy all of Spira, ending the
possibility of there ever being a war again. In so doing, he believes that
he will be making the world a better place.[28]

The player learns that 1000 years before the game, Shuyin was a famous
blitzball player in the high-tech metropolis of Zanarkand, and the lover
of a popular songstress and summonerLenne. The two lived during
Zanarkand's war with the more powerful Bevelle, and during the course
of the war, Zanarkand ordered all summoners to the front lines,
separating the couple. Believing that Lenne would die in battle, Shuyin
decided that the only way to save her was to infiltrate Bevelle,
commandeer Vegnagun, and use it to destroy Zanarkand's enemies.
However, Lenne perceived Shuyin's intentions, andunwilling to allow
him to take the lives of many others for her sakefollowed him.[29]
When she caught up to Shuyin in Bevelle, he had only just begun to
operate Vegnagun's control panel. Before he could use Vegnagun, Lenne
begged him to stop. Shuyin yielded, but a group of Bevelle soldiers
arrived a moment later and shot the couple.[30] Over the course of the
following 1000 years, Shuyin's despair and resentment over his failure
to save Lenne grew to the point that they began acting on their own.[31]

A screenshot of Yuna's concert, which prompts the memories of Lenne to


emerge from the Songstress dressphere.
Now with an understanding of Shuyin's hatred for war, Yuna manages to
return to the surface, and the Gullwings organize a concert to which
everyone in Spira is invited, supporters of the Youth League and New
Yevon alike. Additionally, the Songstress dressphere worn by Yuna is
revealed to hold Lenne's memories, resulting in a sphere screen
projecting them to everyone in attendance during the concert.
Witnessing images of Shuyin and Lenne's last moments, Spira's citizens
begin to understand the unproductive nature of their disagreements. The
player then learns that it was because of Lenne's memories that Shuyin
had mistaken Yuna for Lenne.[32]

Although the factional fighting has ceased, Shuyin has nearly carried
out his plan to destroy Spira with Vegnagun. Joining forces with the
Leblanc Syndicate once again, the Gullwings make their way to the
Farplane and find Gippal and Nooj already battling Vegnagun. Working
together, they manage to disable the giant machina before its cannon
can fire at Spira. Finally confronting Shuyin, Lenne's consciousness
emerges from the Songstress dressphere and convinces him to abandon
his mission and be at peace. Thanking Yuna, Lenne guides Shuyin's
spirit to peace on the Farplane.

Subsequently, the fayth once located in Bevelle appears before Yuna and
thanks her as well. He then asks her if she would like to see "him" again.
If the player replies with "Yes", and a sufficient percentage of the game's
optional storyline has been completed, the fayth locates Tidus's
scattered pyreflies and sends them to Besaid, where they reform; thus,
when Yuna returns home, she is reunited with Tidus. Players who
achieve 100% completion in addition to reviving Tidus will see an
additional reunion scene in Zanarkand where the pair discuss whether
he is truly real or still a dream.[33]

Development[edit]

Development of Final Fantasy X-2 began in late 2001 in response to the


success of Final Fantasy X, particularly fan reaction to the Eternal
Calm video included in the Japanese version of Final Fantasy X
International.[12][34][35] It was released in Japan shortly before the
merger between Square and Enix.[36] The game's eventual name, X-2,
was initially not liked by the production team, but it was eventually
accepted since the story was a direct continuation of X and thus could
not be the next numbered title in the series.[37] Kazushige Nojima, the
previous game's writer, was also skeptical about the creation of a
sequel. Something he was particularly averse to originally was the
happy ending, which he felt was wrong for the story.[38] The production
team was one third the size of the previous installment. This was because
the team was already familiar with the material and it allowed them to
give a hand-crafted feel to the game. In designing the game, a
significant number of character models, enemies, and location designs
from Final Fantasy X were reused. Character designer Tetsuya Nomura
has explained that this allowed the game to be developed in one year
and at half the normal scope Final Fantasy titles are normally
produced.[39] Maya and Softimage 3D were the two main programs
used to create the graphics.[40]

Producer Yoshinori Kitase and director Motomu Toriyama have


explained that the objective in mind when designing Final Fantasy X-2
was to embrace the concept of change as the game's theme and establish
a more upbeat atmosphere than its predecessor.[12] To portray the
drastic change in Spira, the developers excluded summons, redesigned
towns, and included vehicles. The low-flying vehicles were added to
allow the player quicker access and mobility to the areas that were
already available in the previous title.[40] Because of the emphasis on a
more optimistic setting, the game's dressphere system (inspired by the
magical girl sub-genre of anime and manga) was implemented, and the
atmosphere of J-pop introduced right from the game's opening
sequence. Additional allusions to popular culture in general were
featured, such as the style of Charlie's Angels.[12] Though work on the
opening song and motion capture began early in development, the
opening sequence was actually the last portion of the game to be
completed.[40]

Audio[edit]
Main article: Music of Final Fantasy X-2

For Final Fantasy X-2, regular series composer Nobuo Uematsu was
replaced by Noriko Matsueda and Takahito Eguchi of The Bouncer
fame.[12] Among the game's more notable tracks are two vocalized
songs: the J-pop-style "Real Emotion" and a more slowly-paced ballad,
"1000 Words". The Japanese versions of the songs are sung by Kumi
Koda, a Japanese music artist who also performed motion capture for
the "Real Emotion" opening full motion video[40] and provided the
voice of Lenne in the Japanese version of the game. Koda also released
her own English versions of the songs on her CD single Come with Me.
The English versions of the songs are sung by Jade Villalon of Sweetbox.
She released extended versions of the songs she sang as bonus tracks on
the Japanese release of her album, Adagio. While similar, the lyrics of
Koda Kumi's versions differ from those sung by Jade Villalon.

Versions and merchandise[edit]


As with Final Fantasy X, an expanded international version was
produced for Final Fantasy X-2. This version of the game, titled Final
Fantasy X-2 International + Last Mission, introduces two new
dresspheres, an additional "Last Mission" at a location called
"Yadonoki Tower," and the option to capture numerous monsters and
characters including Tidus, Auron and Seymour from Final Fantasy X
as well as several supporting characters from both gamesduring
battle.[41] This version was never released outside of Japan, although
the English voices were used for the main story in the International
version (not in the Last Mission). Due to this change, parts of the
Japanese subtitles were changed or altered to fit the voice-overs. This
was detailed in the official strategy book for the International version
(see below). In 2005, a compilation featuring Final Fantasy X and Final
Fantasy X-2 was released in Japan under the title Final Fantasy X/X-2
Ultimate Box.[42]

Several action figures, books and soundtracks were released by Square


Enix. Among the books that were published were three Ultimania
guidebooks, a series of artbooks/strategy guides published by Square
Enix in Japan. They feature original artwork from Final Fantasy X-2,
offer gameplay walkthroughs, expand upon many aspects of the game's
storyline, and feature several interviews with the game's designers.
There are three books in the series: Final Fantasy X-2 Ultimania, Final
Fantasy X-2 Ultimania , and Final Fantasy X-2: International+Last
Mission Ultimania. A similar three-book series was produced for Final
Fantasy X.

Gaming peripheral company Hori produced PlayStation 2 controllers


modeled after the Tiny Bee guns Yuna uses in Final Fantasy X-2. These
controllers were released only in Japan. They were re-released in a new
silver box to coincide with the release of Final Fantasy X-2:
International+Last Mission.

On September 13, 2011, Square Enix announced that Final Fantasy X


would be re-released in high-definition for the PlayStation 3 and
PlayStation Vita, in celebration of the game's 10 year anniversary. Yet
rumors spread that it would also include its sequel Final Fantasy X-2
[5] In January 2012, production of the game had started. Producer
Yoshinori Kitase will once again be involved in the production of the
game, wishing to work on its quality, yet again no confirmation yet of
the inclusion of the sequel.[6] On February 18, 2013 the first footage of
the PlayStation Vita version of Final Fantasy X HD was released,
showing off HD models of Tidus, Yuna, Bahamut and Yojimbo.[7] On 19
March, it was confirmed that the PS3 version of the game would also
include its sequel X-2, and that it would also be remastered in HD and
would be based on the International version. Final Fantasy X-2 Last
mission was announced to be also included in HD as well. The HD
remastered games for the PS3 was released under the title Final Fantasy
X/X-2 HD Remaster.[8] The two games were sold separately on
PlayStation Vita in Japan with Final Fantasy X International HD to
include Final Fantasy X and Final Fantasy X Eternal Calm and Final
Fantasy X-2 HD Remaster to include Final Fantasy X-2 International
and Final Fantasy X-2 Last Mission.[9] They were sold together with a
voucher to download Final Fantasy X-2 + Last Mission for free in
regions outside of Japan as well as in Japan. Square Enix launched an
official website for the two HD remastered titles in March 2013.[10]

Reception[edit]
[hide]Reception
Aggregate scores
Aggregator

Score

GameRankings 86.25%[56]

Metacritic 85/100[57]
Review scores
Publication

Score

1UP.com A[43]
AllGame 4/5 stars[44]
Edge 7/10[45]
Electronic Gaming Monthly A-[46]
Eurogamer
Famitsu

8/10[47]

34/40[48]

Game Informer 8.75/10[51]


GamePro 4.7/5[49]
Game Revolution

B+[50]

GameSpot 8.9/10[11]
GameSpy 5/5 stars[52]
GameZone 9.6/10[53]
IGN 9.5/10[54]
Official PlayStation Magazine (US)

A+[55]

Within nine months of its Japanese release, Final Fantasy X-2 sold more
than a million copies in North America (within two months of its release
there), and nearly four million copies worldwide.[59] It went on to sell
2.11 million units in Japan,[60] 1.85 million units in the United
States,[61] and more than 100,000 units in the United Kingdom.[62]

It was voted as the 32nd best game of all time by readers of the Japanese
video game magazine Famitsu,[63] which also gave it a 34 out of
40.[48] The English release of Final Fantasy X-2 won the Seventh
Annual Academy of Interactive Arts & Sciences award in 2004 for
"Outstanding Achievement in Character Performance" in recognition of
the character Rikku.[64]

Multimedia website IGN felt that the game's shift in tone is "part of what
makes [it] so intriguing," labeling the storyline "a deep political drama"
that "always manages to keep from taking things too seriously."[54]
They also commented that the game "treats its history with
intelligence"[54] and "its returning characters...just as clever".[54]
Further positive reaction came from RPGamer, with one staff reviewer
summarizing X-2 as "a light-hearted fun game" that "may ... be the most
enjoyable thing to come from the series in several years",[65] while
another regarded its battle system as innovative and "very simple to
navigate".[66]

The game's stylistic changes from past Final Fantasy titles sparked
negative comments, with some perceiving it as a change in the spirit of
the franchise. Among these were the game's status as Final Fantasy's
first direct sequel and the change from a tragic atmosphere in Final
Fantasy X to a dominantly lighthearted tone in Final Fantasy X-2.[11]
In the words of one reviewer, "Final Fantasy X opens with the
destruction of an entire city, whereas Final Fantasy X-2 begins with...a
pop concert".[67] In their review, gaming website GameSpot
commented that "Some of the missions ... come off as downright silly and
a bit tacked on". Additionally, they felt that the game's non-linear style
makes it "[lack] the singular narrative thrust of Final Fantasy X or
other typical RPGs, and the storyline can feel a little nebulous and
disjointed as a result". Moreover, GameSpot commented that "trivial
minigames have been creeping into the Final Fantasy games at an
alarming rate over the last few years, and in this regard, X-2 is
definitely the most egregious offender in the series". Despite these
comments, they praised the battle system as a "welcome addition", while
regarding its voice-overs and localizations as "outstanding".[11]

Another aspect of the game that has attracted criticism is the reuse of
graphical designs from Final Fantasy X.[11][43][46][54][68] One
reviewer at RPGamer commented that "there is little question that the
graphics in Final Fantasy X-2 could rival just about any other RPG on
the market ... [but] one does not get ... [the impression] that the graphics
have been improved in any significant way since Final Fantasy X",[68]
while GameSpot said "X-2 doesn't look that much better than X did two
years ago".[11] Electronic Gaming Monthly regarded this reuse of code
as "[tripping up] in the one area where Final Fantasy titles usually
shine".[46]

The game's soundtrack was met with mixed feelings, because Final
Fantasy X-2's score was the first in the series without input from Nobuo
Uematsu,[69] composer of all previous games in the main series, and
because of the change to a distinct J-pop atmosphere.[43][46][68][70]
While IGN commented that the music provided an "appropriately fitting
backdrop"[54] and 1UP.com suggested that it "certainly is in keeping
with the new flavor",[43] others, such as Electronic Gaming Monthly,
regarded it as "too bubbly."[46] One staff member at RPGamer
suggested that "the absence of Uematsu proves deafening," and "the
soundtrack that accompanies this nonsensical adventure manages to
encapsulate the shallow nature of the game perfectly."[68] Moreover,
some reviewers felt that the outfits worn by the main characters are too
revealing and aimed at making the game more appealing to Final
Fantasy's largely male audience.[66][71]

Despite the negative comments it has received, Final Fantasy X-2's


critical reception has been largely positive, with IGN summarizing it as
"a brilliant and addictive romp through Spira that we're certainly glad
to experience",[54] and GameSpot commenting that it is "every bit as
poignant, endearing, and engrossing as its forebears," with strengths
that "ultimately make ... X-2's minor flaws forgivable".[11] The game
maintains an 86.25% approval rating on GameRankings[56] and an
85/100 rating on Metacritic, both only slightly down from its
predecessor.[57]
Lightning Returns: Final Fantasy XIII
From Wikipedia, the free encyclopedia
This is a good article. Click here for more information.
Lightning Returns: Final Fantasy XIII

A woman in a leather suit with a large cape. On the left, the game's title
appears in a font unusual for the series. In the background, a clockface
is visible against a blurry, colorful background. The game's logo is
visible on her chest.
Developer(s)

Square Enix[1]

tri-Ace
Publisher(s)

Square Enix[1]

Director(s)Motomu Toriyama
Producer(s)

Yoshinori Kitase

Designer(s)

Yuji Abe

Programmer(s) Naoki Hamaguchi


Artist(s)

Isamu Kamikokuryo

Writer(s) Daisuke Watanabe[2]


Composer(s)
Masashi Hamauzu[3]
Naoshi Mizuta[3]
Mitsuto Suzuki[3]
Series
Fabula Nova Crystallis
Final Fantasy
Engine

Crystal Tools

Platform(s)
PlayStation 3[1]
Xbox 360[1]
Microsoft Windows
Release date(s)
PlayStation 3 & Xbox 360
JP November 21, 2013[4]
NA February 11, 2014[4]
AU February 13, 2014[5]
EU February 14, 2014[4]
Microsoft Windows
WW TBA 2015[6]
Genre(s) Action role-playing
Mode(s)

Single-player

Distribution
Blu-ray Disc
DVD-ROM DL

Lightning Returns: Final Fantasy XIII (


XIII Raitoningu Ritnzu: Fainaru Fantaj
Stn?) is a console action role-playing video game developed and
published by Square Enix for the PlayStation 3 and Xbox 360. It was
released on November 2013 in Japan and February 2014 in Europe and
North America. The game is a direct sequel to Final Fantasy XIII-2,
concludes the storyline of Final Fantasy XIII, and forms part of the
Fabula Nova Crystallis subseries. Lightning Returns employs a highly
revamped version of the gameplay system from the previous two games,
with an action-oriented battle system, the ability to customize the player
character's outfits, and a time limit the player must extend by completing
story missions and sidequests.

The game's story takes place five hundred years after the previous
game's ending. Lightning, the main protagonist of the first game and a
key character in the second, awakes from a self-imposed hibernation 13
days before the world's end, and is chosen by the deity Bhunivelze to
save the people of the dying world, including former friends and allies
who have developed heavy emotional burdens. As she travels, she learns
the full truth behind both the world's fate and Bhunivelze's true agenda.

Development of the game started in May 2012, shortly after the release
of XIII-2's final piece of DLC, and was unveiled at a special 25th
Anniversary Event for the Final Fantasy series in September that year.
Most of the previous games' key creative minds and developers returned,
and it was developed by Square Enix's First Production Department,
with developer tri-Ace helping with the graphics. The development team
wanted the game to bring a conclusive end to the story of both Lightning
and the XIII universe, and to address criticisms leveled against the last
two games. It has received mixed reviews in both Japan and Western
territories: while the main praise went to the game's battle system,
opinions were more mixed for the graphics, time limit and other aspects
of gameplay, while the story and characters were criticized for being
weak or poorly developed.

Contents [hide]
1 Gameplay
1.1 Battle system
2 Synopsis
2.1 Setting
2.2 Characters
2.3 Plot
3 Development
3.1 Music
4 Marketing
4.1 Downloadable content

4.2 Versions and merchandise


5 Reception
5.1 Sales
5.2 Reviews
5.3 Official response
6 References
7 External links
Gameplay[edit]

The player directly controls the character Lightning through a thirdperson perspective to interact with people, objects, and enemies
throughout the game. The player can also turn the camera around the
character, which allows for a 360 view of the surroundings. The world
of Lightning Returns, as with Final Fantasy XIII and its sequel XIII-2, is
rendered to scale with the character, who navigates the world on foot. In
one of the areas, the player can use chocobos, a recurring animal in the
Final Fantasy series. The player is able to freely navigate the game's
open world layout, explore towns and country areas, and accept quests
from various non-playable characters (NPCs).[7] Lightning is also able
to sprint for limited periods, climb up ladders and jump freely.[8] The
game features three difficulty levels: Easy,[9] Normal and Hard, the
latter of which is unlocked after first completing the game. There is also
a New Game+ option, whereby players can start a new game while
carrying over their equipment and stats from a previous
playthrough.[10] The in-game clock runs continuously during normal
navigation, with one in-game day equating to two to three hours in real
time on Easy mode and one hour on Normal and Hard modes.[10][11]
The timer starts out at seven in-game days, but can be extended to a
maximum of thirteen days.[10] The timer stops during cutscenes,
conversations and battles. Lightning can also pause time using an ability
called Chronostasis.[12]

Quests are directly linked to Lightning's growth: as she completes


quests, her stats are boosted, with the main story quests yielding the
biggest boosts.[10] Many side-quests can only be obtained at certain
times, since the real-time build of the world means NPCs are in constant
movement, and only appear in certain places at a given time.[7]
Lightning can also accept quests from the Canvas of Prayers, a post
board found in all the main locations.[13] Upon completing NPC
quests, Lightning is rewarded with a portion of Eradia, spiritual energy
retrieved when a person's burden is lifted.[14] Every day at 6 AM gametime, Lightning is drawn back into the Ark, a location where the in-game
clock does not progress. Once there, Lightning gives her gathered
Eradia to a tree called Yggdrasil: if she has gathered enough, the ingame clock is extended by a day. She can also restock on supplies and
collect new equipment.[15][16] Another feature in the game is
Outerworld Services, a feature where players can take photos and share
them, along with their personal stats and battle scores, on Facebook and
Twitter.[17]

Battle system[edit]
A woman attacking a bipedal monster with magic, with a UI overlay on
top of the image depicting their status.
The Lightning Returns: Final Fantasy XIII battle system, with the ATB
meters for Lightning's garb, the available abilities of the current garb,
and the EP visible. The enemy's health and stagger meter are visible
above it.

The battle system, called the Style-Change Active Time Battle system,[9]
uses elements from the Active Time Battle (ATB)-based Paradigm system
from the first and second XIII games and bears similarities to the
dressphere system featured in Final Fantasy X-2.[18][19][20] Lightning
has access to several customizable outfits (garb) with different power
sets (plural: Schemata; singular: Schema). Each garb has its own
separate ATB gauge, and actions for them are mapped onto the
controller's face buttons, meaning that the usual menu-style ATB battle
system is no longer needed: this enables Lightning to be moved around
the battle field to a limited degree.[18] The majority of the garbs and
their accessories are either purchasable in the in-game shops or
received upon completing quests.[10] Stronger garbs, items, shields and
weapons are unlocked in Hard Mode, along with access to more
challenging areas and boss battles.[21] Lightning can equip three
Schemata directly, while having additional slots for backup costumes
which can be equipped outside battle. She can be equipped a closecombat weapon (sword, spear, etc.), a shield and a cosmetic accessory.
The color scheme of each garb can be customized using both pre-set and
custom color: there are options to alter both specific portions and all
portions of the costume.[22]

As with the previous game, enemies appear in the open field and can be
avoided or engaged. The number of enemies increases during
nighttime,[14] and their strength and ability to deal damage increases
the more days pass in-game.[10] By killing all the standard versions of
an enemy, a final version appears as a boss. Defeating it will yield a
high reward and make the enemy type extinct in an area of the
game.[23] When Lightning attacks an enemy, or they attack her, the
battle starts. If Lightning strikes a monster, they lose a small portion of
health, while if the enemy strikes Lightning first, she will lose
health.[18] As Lightning performs attacks, her ATB meter is drained
and she must switch to another assigned garb: the depleted garb's meter
recharges while not being used. Lightning utilizes her many swords for
short-range melee attacks and magic for long-range attacks. She can
block enemy attacks using her shield[24] and has the option to evade an
attack, which can be assigned to any garb.[25] Each enemy has a
stagger meter, represented by a line behind their health bar. As
Lightning lands certain kinds of magical or physical blows on the
enemy, their meter oscillates more. Eventually, the enemy is staggered,
rendering them vulnerable to damaging attacks.[26] Lightning can also
spend Energy Points to perform special moves or activate abilities, such
as Overclock (which slows time for Lightning's opponents and enables
her to land more hits); Army of One, Lightning's signature
move;[18][27] and create a decoy to distract enemies.[25] By winning
battles, Lightning earns gil, the in-game currency, and replenishes a
portion of her Energy Point gauge.[28] In Normal and Hard modes, if
Lightning flees from or dies in battle, one in-game hour is lost.[11][29]
Unlike the last two games, the player character does not automatically
recover HP after battles, instead needing to use remedies bought from
in-game merchants and shops, and there is no auto-battle mode, with
Lightning needing to be controlled manually at all times. In Easy Mode,
Lightning can recover lost health if she stands idle.[21][25][30]

Synopsis[edit]
Setting[edit]
Lightning Returns is set after the stories of Final Fantasy XIII and Final
Fantasy XIII-2. In XIII, Lightning is one of six people who are turned by
a fal'Cieone of a race created by the gods[31]into l'Cie, servants of
the fal'Cie gifted with magical powers and a 'Focus'an assigned task
to be completed within a time limit; those that succeed in their Focus go
into crystal stasis, while those that fail turn into monsters called
Cie'th.[32] The six were intended to cause the large, floating sphere
named Cocoon to fall onto the world below, named Gran Pulse, killing
all of the humans of Cocoon. At the finale of the game, two of the l'Cie
transformed into a crystal pillar to support Cocoon, preventing the
catastrophe. The remaining l'Cie were made human again by the
Goddess Etro, the deity responsible for maintaining the balance between
the mortal world and the Unseen Realm. In XIII-2, it is revealed that
Etro's interference allowed Chaos, an energy trapped in the Unseen
Realm, to escape and distort the timeline as written after the fall of
Cocoon. Lightning was drawn to Valhalla, Etro's citadel, and decided to
stay and act as her protector. Three years after Cocoon's fall,
Lightning's sister Serah sets out to correct the distortions and reunite
with Lightning, while the people of Gran Pulse construct a new Cocoon,
since the old one is destined to collapse. The protagonists unwittingly
end up instigating the death of Etro, which allows Chaos to spill into the
mortal world and bring an end to time itself.[33] Serah also dies,
causing Lightning to nearly lose hope. Reassured by her sister's spirit,
Lightning chooses to enter crystal stasis to preserve her sister's memory
and keep hope alive.[34]

Lightning Returns is set five hundred years after the ending of XIII-2,
during the final thirteen days of the world's existence. Because of the
unleashing of Chaos, the world of Gran Pulse has been consumed,
leaving only a set of islands called Nova Chrysalia.[35] The new
Cocoon, called "Bhunivelze" after the key deity of the XIII universe, acts
as the world's moon. The Chaos has halted human aging and no new
children are born due to Etro's death, causing the human population to
stagnate and shrink.[36][37] Over the intervening centuries, two
opposing religions have formed and dominate the life of Nova
Chrysalia's people: the Order of Salvation, that worships
Bhunivelze,[38] and the Children of Etro, a rebel cult who worship the
Goddess.[39] The world itself is divided into four regions, each
dominated by a specific mood and environment.[40] The city of
Luxerion is a capital of worship whose people are loyal to the Order.
The pleasure capital of Yusnaan is a city of revelry where people live in
a constant state of celebration. The Dead Dunes is a desert area
dominated by ruins. The Wildlands is an untamed area where the human
city of Academia used to stand; it also houses the remains of Valhalla,
the capital of Etro. Within the New Cocoon is the Ark, a zone where time
is frozen.[8][41][42]

Characters[edit]
Main article: Characters of the Final Fantasy XIII series

Lightning, a central character from both XIII and XIII-2, is the game's
main protagonist, sole playable character, and narrator. The other main
characters from the previous games also make appearances: Hope
Estheim aids Lightning using a wireless communicator;[43] Snow
Villiers, devastated by the death of Serah Farronhis fiance and
Lightning's sisterbecomes the leader of Yusnaan and the world's last
l'Cie; Oerba Dia Vanille and Oerba Yun Fang, released from crystal
stasis, go separate ways, with Fang becoming the leader of Monoculus,
a bandit gang in the Dead Dunes, and Vanille gaining the power to hear
the voices of the dead, thus being deemed a saint and falling under the
constant protection of the Order in Luxerion. Noel Kreiss, feeling guilty
over his role in the deaths of Etro and Serah and the world's current
state, becomes a vigilante in Luxerion. Sazh Katzroy and his son Dajh,
who fell into a comatose state, reside in the Wildlands. The region also
becomes the home of Mog, Noel and Serah's former moogle companion
from XIII-2; Caius Ballad, Lightning's old adversary and the one
responsible for the unleashing of Chaos into the mortal world; and
Paddra Nsu-Yeul, a former seeress and pivotal character in the previous
game whose cycle of early death and reincarnation was the motivation
behind Caius's actions. The game also introduces Lumina, a mysterious
near-doppelganger of Serah who both aids and taunts Lightning during
her quest;[44] and Bhunivelze, the main deity of the Final Fantasy XIII
universe who chooses Lightning as the world's savior.[45]

Plot[edit]

Lightning Returns: Final Fantasy XIII begins with Lightning being


woken from crystal stasis by the god Bhunivelze after 500 years. The
world is set to end in 13 days, and to this end Lightning is made the
savior, a figure who will free the souls of humanity from the burdens on
their hearts and guide them to a new world that Bhunivelze will create
once the 13 days are up.[46] Lightning undertakes this task to rescue
and ensure the rebirth of Serah's spirit.[47] Hope acts as her guide from
the Ark, which houses the rescued souls of humanity: Bhunivelze chose
him and changed his physical form to his 14-year-old self from XIII.[48]
As she journeys and performs her task, she encounters her former allies
and adversaries, many of whom now carry heavy emotional burdens.
She is also followed about by Lumina, who both gives her advice and
taunts her at regular intervals.

In Luxerion, Lightning investigates a series of murders where all the


victims match the physical description of the savior. During her journey,
she is followed by Noel, who has become obsessed with a prophecy that
he must kill Lightning to realize a better world and reunite with
Yeul.[49] The two briefly ally to rout the Children of Etro, responsible
for the murders, then later do battle. Lightning uses Noel's rage to make
him realize and accept his mistakes, lifting his burden. After this, she
meets up with Vanille in the Order's cathedral. Vanille shows Lightning
a place within the cathedral where the souls of the dead have gathered.
Vanille is being prepared for a ritual to take place on the final day that
will apparently purify the souls. She hopes to atone for past actions by
doing so.[50] In the Dead Dunes, Lightning encounters Fang and goes
with her on a journey through the region's dungeons in search of a relic
called the Holy Clavis. When they find it, Fang reveals that it is key to
the ritual in Luxerion as it has the power to draw in the souls of the
dead, and that the ritual will kill Vanille.[51] Fang attempts to destroy
the relic, but the forces of the Order arrive and take it. On the eleventh
day, the souls of the dead speak to Lightning through the visage of Cid
Raines, a man Lightning encountered during XIII.[52] He tells her that
the Order has deceived Vanille and plans to sacrifice her to destroy the
dead, so the living will forget their existence and be 'purified' for rebirth
in the new world. Lightning decides to stop the ritual, though Cid warns
her that she will be defying Bhunivelze's will.[53]

In the Wildlands, Lightning saves a white chocobo called the "Angel of


Valhalla" from monsters and nurses it back to health. The chocobo is
revealed to be Odin, one of the Eidolon race who acted as her ally in
XIII.[54] She encounters Sazh, whose son Dajh has fallen into a coma
and become unwilling to wake because of his father's current state.[55]
Lightning retrieves the fragments of Dajh's soul, lifting Sazh's emotional
burden and waking his son. Traveling to the ruins of Valhalla, Lightning
encounters Caius and multiple versions of Yeul. After fighting with
Caius, Lightning learns that he has become tied to life by the Yeuls and
thus cannot be saved.[56] She also learns that it was Yeul's perpetual
rebirth that caused the Chaos to seep into the mortal world and trigger
the events of XIII-2.[57] Encountering Mog as the leader of a moogle
village, she helps him fend off attacking monsters. In Yusnaan, Lightning
infiltrates Snow's palace and finds him preparing to enter a
concentration of Chaos contained inside the palace. He plans to absorb
the Chaos, transform into a Cie'th, and have Lightning kill him. Though
he performs the act and they fight, Lightning manages to renew his hope
of seeing Serah again, reverse his transformation and lift his
burden.[58] On Nova Chrysalia's final day, Hope reveals to Lightning
that Bhunivelze used him to watch over Lightning and that the deity will
dispose of him now that his task is completed.[59]

After Hope disappears, Lightning is transported to Luxerion and enters


the cathedral, where Noel, Snow and Fang help her fight the Order to
save Vanille. Lightning manages to convince her to free the souls of the
dead.[60] This act allows Lightning to find Serah's soul, kept hidden
inside Lumina to keep it safe, but Bhunivelze arrives using Hope as his
host and captures everyone but Lightning.[61] Transported to an
otherworldly realm, Lightning meets Bhunivelze in person, and learns
that he has been conditioning Lightning to replace Etro.[62] After
wounding the god in battle, she frees Hope and prepares to become the
new goddess and protect the new world by trapping herself and
Bhunivelze in the Unseen Realm.[63] An illusion of Serah then confronts
Lightning, revealing Lumina as the physical manifestation of Lightning's
suppressed vulnerabilities.[64] Accepting Lumina as a part of herself,
Lightning calls for aid. Hope, Snow, Noel, Vanille, Fang and the
Eidolons answer her call, and they sever Bhunivelze's hold on the souls
of humanity, including Sazh, Dajh, Mog, and a revived Serah. The souls
then unite and defeat Bhunivelze. In the aftermath, Caius and the
multiple versions of Yeul choose to remain in the Unseen Realm and
protect the balance between worlds in Etro's stead.[65] The final
incarnation of Yeul, who alone wishes for a new life, is allowed to
accompany Lightning and her friends.[66] After the Eidolons and Mog
disappear to the Unseen Realm, Lightning, her allies, and the souls of
humanity travel to a new Earth-like world where they can decide their
own fate. In a post-credits scene, Lightning is seen in normal clothes
arriving in a rural town, going to reunite with one of her
friends.[2][67][68]

Development[edit]

The concept of Lightning Returns originated during development of XIII2, while the development team was brainstorming ideas for possible
continuations of the story and universe of the games, though there was
no solid decision to make a second sequel to XIII at the time.[69]
Development of Lightning Returns started in May 2012, soon after the
release of Requiem of the Goddess, the final story-based DLC episode
for XIII-2. According to Motomu Toriyama, he had wanted to tell more
stories about Lightning, and the DLC had not provided a satisfactory
ending for her. The game was designed in a shorter time than the other
games in the series; Yoshinori Kitase explained that this was because
the team did not want players to forget the story of the previous games,
and the team needed to work especially hard as a result. Another reason
was that the team wished to bring the XIII series to a close before the
release of the next generation of gaming hardware.[70][71] The title
was also chosen to be the last original Final Fantasy game on seventh
generation consoles,[72][73] and next-gen versions of the game were
not considered.[74] One of the key story concepts behind the game was
the "rebirth" of Lightning as a character: this was cited as the main
reason why the game was called Lightning Returns and not XIII-3,
alongside the team's desire to attract new players to the series.[70][75]
Lightning was also made into a darker and more vulnerable character,
partly because Kitase felt that her previous stoic depictions might have
alienated earlier players.[70][74][76] The main scenario and script was
written by Daisuke Watanabe, the main writer for the previous XIII
games. During the concept process, Watanabe, Toriyama and other
members of staff brainstormed ideas for important scenes and events
leading up to them. The process of writing the script was slow, causing
difficulties for the rest of the team. In response to this, Watanabe worked
extra hard to create an appropriate finale for the characters and story.
He also wrote the script as more hard-edged than those for the previous
XIII games.[2]

The game was designed as the final entry in the XIII storyline (generally
dubbed the "Lightning Saga" by the production team),[77][78] but was
also intended to stand independent of the Final Fantasy series as a
whole.[75] One example of the breakaway from series norms is the
game's logo, which was not designed by regular series logo artist
Yoshitaka Amano,[79] and which was one of several created during the
early stages of development.[80] The concept of the story's progression
was termed as "world-driven", a concept whereby the world the player
interacted with moved independently of their actions: i.e. NPCs would
appear in different locations depending on the time of day. That concept
partially gave rise to the game's time limit, which was suggested by the
game's battle designer Yuji Abe after having read of the Doomsday
Clock.[70][75] Another inspiration behind the story pacing and time
limit was the 2011 movie In Time.[81] The open world aspect of the
game was heavily influenced by The Elder Scrolls V: Skyrim,[69] and
some of the hard-edged gameplay ideas were borrowed from Dark
Souls.[82] The majority of the hardcore-gaming elements were
eventually trimmed out in order to make the game accessible to
newcomers.[83]

In terms of assets, the team reused very little from the previous two
games, choosing instead to build a large proportion of the game from
the ground up, especially when it came to the overworld design and
NPC behaviors.[74] The Crystal Tools engine, used in the last two XIII
games, required a major overhaul as it was not designed for open-world
games.[84] In contrast to the previous games, a lot of the game's
cutscenes were created while the game was still being developed,
meaning developers needed to use many placeholder objects and models
before returning to polish the scenes up. The team also had to
thoroughly check Lightning's various outfits and weapons, to ensure that
there were no gaffs in cutscenes with the weapons and that the
character's underwear remained concealed during active battles even
for her more revealing outfits.[85] Because the team was mostly using
new assets to create the game, the various continents took longer to
create than the environments in XIII-2, and story scenes sometimes
needed to be redone as the game's overall plot had yet to be finalized
when development began. The voice actors, in contrast to the normal
procedure doing their performances first and those being used to create
the game characters' facial expressions, recorded their lines for the
characters well after the various cutscenes had been created.[85]
Developer tri-Ace, who had previously worked with the team on Final
Fantasy XIII-2, returned to help with the graphics.[86]

The concept of Lightning Returns' battle system originated while ideas


were being discussed for the battle system in Final Fantasy XIII, but
technical limitations and problems implementing it in a party-based
battle system prevented it from being used in that game.[20] It
reemerged when some of the development team wanted Lightning to
change her appearance during battle, and reducing to one playable
character opened up the memory space necessary for such a system to
be implemented.[87] In making the system revolve around one
character, the developers ended up removing any opportunity for story
scenes between party members, which was cited by Abe as its main
weakness.[20] The time limit sprang from the story concept of a world
with a set time to live. When the feature was first announced, there were
some who felt it was too new a thing, as a time limit was seen as a taboo
in role-playing video games.[88] The mechanic originally received
negative feedback from test players who were unable to complete the
game in time. In response to this, the team made adjustments so that
players were given a more comfortable amount of time.[11] Along with
sharing design elements with the previous two XIII games, the system
also bears similarities to the battle system of Final Fantasy XV,
although the developers said that they were not directly inspired by
it.[20][89]

Lightning's multiple outfits were designed by Isamu Kamikokuryo, the


game's art director, Toshitaka Matsuda, the lead art designer, and
Toshiyuki Itahana, a designer who had worked on Final Fantasy IX and
the Crystal Chronicles series. The three drew inspiration from character
designs done by Amano and the atmospheres of game locations.[90]
Matsuda and Itahana also respectively did the character designs for
Bhunivelze and Lumina.[75][91] Tetsuya Nomura returned to design
Lightning and Snow's new looks.[92] Kamikokuryo used the game's
theme of a dying world to create Nova Chrysalia, as well as
incorporating cultural and architectural influences from the Middle
East, Asia, and London during the Industrial Revolution.[79] Nova
Chrysalia was originally conceived as a single island, but as the game's
development advanced, the world grew into its final, four-island
configuration.[93] The world's open design was inspired by MMORPGs
such as Final Fantasy XI, described by Abe as a "tourist guide
style".[94] Each island was designed to have a definite feel and theme,
while their construction was handled by separate small teams, with the
content for each area held and quality-controlled by each
team.[71][93][95] The art team used multiple real world locations as
inspiration: Luxerion and Yusnaan were inspired by Paris and Las
Vegas, while the Dead Dunes and Wildlands were influenced by Cairo
and Costa Rica.[96] The scenery for the final FMV was based on
southern Europe.[97]

Music[edit]
Main article: Music of Lightning Returns: Final Fantasy XIII

The music of Lightning Returns was composed by Masashi Hamauzu,


who composed the music for XIII, Naoshi Mizuta and Mitsuto Suzuki,
who co-composed the music for XIII-2 with Hamauzu.[3] Others
involved in recording the soundtrack were Japanese band Language and
the Video Game Orchestra, founded by Shota Nakama.[98][99][100]
Multiple tracks used "Blinded by Light", a recurring theme in the XIII
games, as a leitmotif.[93] Unlike the previous XIII games, a theme song
was not created, with the composers instead creating a purely orchestral
piece for the finale.[101] The main soundtrack album, Lightning
Returns: Final Fantasy XIII Original Soundtrack, was released on four
compact discs on November 21, 2013.[102] A bonus album, Lightning
Returns: Final Fantasy XIII Soundtrack Plus, featuring unreleased
tracks and rearrangements of classic themes used in the game, was
released on March 26, 2014.[103] A promotional album, Lightning
Returns: Final Fantasy XIII Pre Soundtrack, was released in July
2013.[104] The game featured multiple musical Easter eggs, including
tunes from previous entries in the franchise.[105] The commercial
albums respectively reached #29 and #211 on the Oricon
charts.[106][107]

Marketing[edit]

Rumors about a second sequel's existence started even before XIII-2's


release, when a domain name was registered in the name of Final
Fantasy XIII-3, however it turned out that the domain was registered by
the company's western branch without the main company's
knowledge.[108] After XIII-2's cliffhanger ending became common
knowledge, the game's creators released a statement saying that the
ending was meant to prepare fans for coming DLC packets that would
expand upon the game's story.[109] However, after the release of the
last piece of DLC, company officials stated that they would be releasing
future content related to XIII.[110] By August 2012, during the run-up
to a special 25th Anniversary commemoration event for the Final
Fantasy series, a teaser site titled "A Storm Gathers" was released,
promising new developments for the XIII series and its main
protagonist.[77] The game itself was finally unveiled at the event, with
Toriyama, Kamikokuryo, Abe and Kitase detailing the core concepts of
the game.[1] Because character dialogue varied due to the time of day
in-game, the western release of the game was delayed by over two
months after the local release, as there was far more translation,
dubbing work and lip-synching than in previous titles.[111] For the
promotion and marketing of the game, the development team rethought
their strategy. They worked closely with Yohei Murakami, the publicity
and marketing agent for many Square Enix games. Lightning Returns
was heavily promoted at gaming events throughout 2013.[112] As part
of the promotion campaign, Lightning and monsters from the XIII series
featured in a series of player events in Final Fantasy XIV: A Realm
Reborn.[113]

Downloadable content[edit]

While the previous game had a large amount of downloadable content in


the form of character costumes, extra story episodes and battles in the
game's fighting arena, the reaction to these was mixed. The costumes
were liked by fans, despite some complaints of them being purely
cosmetic, but the presence of story DLC caused many to criticize the
original game as incomplete. In reaction to this, the developers decided
to package the game's entire story with the retail edition.[114] However,
they did create pre-order DLC for the game in the form of outfits
Lightning could use in battle.[115] One of these featured the clothing,
weapon and equipment of Cloud Strife from Final Fantasy VII, available
with the game's limited edition Pre-Order Bonus Pack,[116] while
another featured a collection of Samurai-inspired outfits.[115] In
addition to this, as part of a cross-game promotional campaign,[117]
Square Enix of Japan also made Yuna's costume from Final Fantasy X a
playable garb for those who had purchased the Japanese HD Remaster
of the game on either PS3 or Vita.[118] The garb was later made
available as a pre-order exclusive from Amazon.com.[119] After the
game's release, an additional set of DLC costumes was released, among
them a moogle outfit. In the Western release of the game scheduled on
February 11, 2014, a free DLC pack was released that enabled players
to play the localized version of the game with Japanese voice acting and
lip-synching. The DLC was free for the first two weeks, and then became
paid DLC.[120]

Versions and merchandise[edit]

Lightning Returns was released on November 21, 2013 in Japan and on


February 11, 13 and 14, 2014 in North America, Europe and Australia
respectively. Alongside the standard release, a special box set titled
"Lightning Ultimate box" was released. It included Final Fantasy XIII,
XIII-2 and Lightning Returns, a figurine of Lightning, selected music
from the games, a special stand from the game and a book of
artwork.[121] A limited edition of the PlayStation 3 version containing a
specially-themed Dualshock 3 controller was also released in Asia.[122]
A Collector's Edition exclusive to North America was released through
Square Enix's online store. It contained a copy of the game, an artwork
book, a pocket watch embossed with the game's logo and codes for
costume DLC.[123] The game is also being ported to Microsoft
Windows platforms via Steam for release in 2015.[6]

As part of the game's promotion in Japan, Square Enix teamed up with


Japanese confectionery company Ezaki Glico to market a range of
Pocky snakes in packaging promoting the game.[124] A Play Arts Kai
figurine of Lightning as she appears in the game was also created by
Square Enix Merchandise.[125] After the game's release, an Ultimania
guide to the game was also released, containing concept and character
artwork, interviews with staff members, and guides to the game's
enemies, continent layouts and times for events.[126] A book set
between XIII-2 and Lightning Returns, Chonicle of Chaotic Era, was
originally scheduled to be released alongside the game in Japan,[127]
but was eventually cancelled due to the author falling ill.[128] After the
game's release, a three-part novella set after Lightning Returns' ending
was released through Famitsu Weekly magazine, titled Final Fantasy
XIII Reminiscence: tracer of memories.[129] Written by Watanabe
based on and incorporating the material written for Chronicle of
Chaotic Era, the book takes the form of a series of interviews with the
main characters of the XIII series.[2]

Reception[edit]
Sales[edit]
In Japan, the PS3 version of Lightning Returns reached the top of the
Top 20 in software sales in its first week, selling just over 277,000 units
and beating Nintendo's Super Mario 3D World.[130] In the same
period, the Xbox 360 version sold 4,000 units, under half of the initial
sales of XIII-2 for that platform.[131] By the end of 2013, the PS3
version was 17th among the 100 best-settling titles of the year, selling
404,147 physical copies.[132] In the United Kingdom, Lightning
Returns debuted at third place in the top ten debut video games.[133]
The game was 8th in the top ten best-selling video games of
February.[134] As of September 2014, the game has shipped
approximately 1.4 million copies worldwide.[135]

Reviews[edit]
[hide]Reception
Aggregate scores
Aggregator

Score

GameRankings X360: 71.69%[136]


PS3: 66.15%[137]
Metacritic X360: 69/100[138]
PS3: 66/100[139]
Review scores

Publication

Score

Destructoid

7.5/10[140]

Edge 6/10[141]
Eurogamer
Famitsu

8/10[29]

37/40[142]

Game Informer 7/10[144]


GameSpot 5/10[145]
IGN 7/10[146]
Official PlayStation Magazine (UK)

6/10[143]

Lightning Returns has received mixed reviews from critics. The game
scored 37/40 in Famitsu magazine, with the reviewers giving scores of
10, 10, 9 and 8 out of 10 for each console version of the game.[142]
Famitsu later gave the game an "Excellence" award during the 2013
Famitsu Awards.[147] Aggregating review websites GameRankings and
Metacritic gave the Xbox 360 version 71.69% based on 16 reviews and
69/100 based on 21 reviews.[136][138] and the PlayStation 3 version
66.15% based on 40 reviews and 66/100 based on 62
reviews.[137][139]

The battle system gained the highest amount of praise. Matt Elliot of
Official PlayStation Magazine said the battle system was fun and "[felt]
like Final Fantasy: an energetic, modern approximation of combat that
was previously turn-based."[143] IGN's Marty Sliva greatly enjoyed the
battle system, saying that "Lightning Returns did a great job of
empowering me to create a [trio of Schema] that felt unique and
personal."[146] Joe Juba of Game Informer was also pleased with the
system which he considered to be an improvement over the previous two
XIII games, noting that the switching of Schema created "a fast-paced,
high-tension system that makes fights exciting."[144] Eurogamer's
Simon Parkin called it "perhaps the best and certainly most flexible
version yet" when compared to the other XIII games, while GameSpot's
Kevin VanOrd stated that if it were not for a few flaws such as the
blocking, "it may have even found a place among Final Fantasy's better
battle systems."[29][145] Famitsu generally cited the battle system as
"excellent", noting it as fast-paced and fun, but also noting that some
enemies were tricky even on Easy mode. It also priased the level of
"uniqueness" available in garb customization.[148]

The quest gameplay was less-well received, with Sliva saying it made
him "feel like [he] was stuck in the opening hours of an MMO", while
Juba called the tasks "dull".[144][146] Parkin stated that the quests
"can seem trivial under the eye of the apocalyptic clock".[29] VanOrd
commented that while many quests were "absorbing on their own", he
admired their ability to get the player out into the world.[145]
Destructoid's Dale North felt that the time limit made the quests "a
waste of the precious time left".[140] The time limit itself received mixed
reviews. Sliva said the time limit gave the game "a sense of urgency ...
that I really enjoy.", while VanOrd said the limit worked against the
player and "collides with almost every other aspect of the
game."[145][146] Juba enjoyed planning out his days, but on the other
had felt that the time limit prevented exploration, and that it "severely
[limited] your ability to fully dive into some of the systems."[144] Elliot
said the limit overly pressured him, and became unpleasant when
coupled with the time penalty for fleeing battle.[143] The Famitsu
reviewers said that the time limit was not an overly stressful factor.[148]

The graphics received mixed reviews. Sliva referred to the locations as


"visually interesting and varied", while VanOrd said the player "can't
help but gawk at the beautiful spectacle before [them]."[145][146] Juba
liked the overall look and design of the main cast and environment, but
critiqued the environment textures and NPCs.[144] Elliot praised the
CG cutscenes, but said that "the tired, boxy side streets feel unfinished."
However, he further said that the expansive nature of environments
balanced this issue out.[143] The environments were praised by
Famitsu, which stated that due to the expansive nature of the
environments and the lack of hints concerning quests, new players might
take a bit of time getting use to it. It also generally called the game
"quite nice".[148]

The game's story was poorly received by most reviewers. Sliva said the
narrative was "drenched in uninteresting pathos that failed to give me a
reason to care about these characters that I've spent well over 100 hours
with."[146] Juba called the story "a joke", saying that there was little
development for Lightning as a character, and that the narrative "killed
whatever lingering investment [he] had in the universe."[144] VanOrd
found the large amount of character dialogue a distracting and jarring
feature, while Parkin said that the game's narrative could not fix the
issues present in the previous two XIII games, although the side-quests
and dialogue helped lighten Lightning's character.[29][145] Elliot
spoke of it as one of the reasons to play the game, terming it a "typically
bonkers narrative".[143]

Official response[edit]
Both Toriyama and Kitase have responded to the mixed review scores
the game received. Speaking to Siliconera about the Japanese reviews,
Toriyama said that most of the negativity stemmed from the time limit,
and that "opinions on the game become more positive after some time
since Lightning Returns' initial release [after players get used to the
nuances]."[68] Speaking with Joystiq, Kitase said that he "wasn't really
shocked. There are negative reviews and positive reviews, it's a real
mixture. When I started making this game I took on very new challenges,
so in a way I had anticipated that there would be mixed opinions, so this
is more or less what we had anticipated."[149]

References[edit]

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both Pulse and Lindzei were granted limitless power, and they built the
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great powers and magic, but they are forced to obey the gods' will to
achieve their Focus, or mission. If they fail, the l'Cie turn into mindless
monsters called Cie'th."

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XIII". PlayStation 3, Xbox 360. Square Enix. "Datalog The destruction
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flood the dimension in which humanity lives. The influx of Chaos slowly
covered the lands, leaving only small tracts still inhabitable by man."
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XIII". PlayStation 3, Xbox 360. Square Enix. "Hope: The Chaos brought
destructionand a kind of immortality, too. Suddenly, everyone just
stopped growing. It was like we'd lost our time. But if that was a gift, it
was a poisoned one. We could not ageand neither could new life be
born. There were no more children. But although we were ageless, we
were not immune to death. Sickness, accidents, and violence could still
kill us. Life remained as fragile as it had always been. And so humanity
began a new chapter in its history. The population slowly shrinking, the
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the new world, entrust yourself and all you are to God on highthis is
the teaching that has won over the majority of humanity."
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deny that the girl bears a striking similarity to Serah. But Serah is dead,
and this Lumina seems to have her own goals."

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XIII". PlayStation 3, Xbox 360. Square Enix. "Datalog Almighty
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and holds the world in his palm. ... It was Bhunivelze who called to
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XIII". PlayStation 3, Xbox 360. Square Enix. "Datalog Creating a new
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and make a new one. There is no way to save Nova Chrysalia from the
chaos in which it is sinking. ... Bhunivelze will use the souls of the saved
to populate his new world. For that purpose, he has selected a savior to
gather the souls and prepare them for the new world."
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once."
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Yeah, "purity" the dead, put them to their eternal rest - all it'll take is the
life of a saint!"
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has dissolved into the swirl of Chaos. ... I am the voice of the many, of
the countless multitude who call Chaos home. I am the speaker for the
dead."
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doesn't know what she is capable of. The Order has kept the truth from
her. ... The Soulsong will destroy us and make you forget we ever
existed. Murder on a grand scale. / Lightning: You want me to stop her,
right? / Cid: Yes. And then you must tell her what her real power is, so
she can lead us to salvation. / Lightning: Is this what you all want? /
Cid: It is. But it is not God's will. If you answer our prayer, it will mean
defying Bhunivelze."

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happened to Odin after she was defeated in Valhalla, but he was in fact
reborn as the Angel of Valhalla."
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Dajh saw what was happening and got scared. So he hid his heart
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then reforms from the Chaos] Even if one Yeul desires my salvation,
another demands my rebirth. ... / Lightning: So Yeul ... is never gonna
let you go."
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Chaos, fighting a solitary battle against the rising tide. In a last
desperate act, Snow allows himself to be transformed into a Cie'th and
attacks Lightning. But she cries out one last appeal: Don't let your love
for Serah disappear into the Chaos! Somehow, Snow hears her - and
returns to human form."

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all came together to stop the Soulsong. ... The Soulsong was a lie, meant
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Lightning turned her back on God and put a stop to the Soulsongand
Serah's soul appeared before her, as if she had been waiting for
Lightning to make the correct choice. ... Yet their reunion was fleeting.
The bells that marked the end of the world began tolling, and Bhunivelze
awoke. The almighty god descended upon the world in Hope's body and
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and watch over the souls of the dead, ensuring that they are reborn and
that the cycle of life continues. Without such a goddess, the new world
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External links[edit]
Book icon
Book: Final Fantasy series
Wikimedia Commons has media related to Lightning Returns:
Final Fantasy XIII.
Lightning Returns: Final Fantasy XIII official Japanese website
(Japanese)
Lightning Returns: Final Fantasy XIII official English portal site
(English)

Ivalice
From Wikipedia, the free encyclopedia
(Redirected from Final Fantasy Tactics (series))
Fortress - Judge.jpg
Ivalice Concept Artwork for Fortress
Final Fantasy XII location
Creator

Yasumi Matsuno

Genre

Role-playing game

Type Kingdom, region


Notable locations

Nabudis, Rabinastre

Notable characters

Vaan, Balthier, Ramza

First appearance

Final Fantasy Tactics

Final Fantasy worlds


Spira (Final Fantasy X)
Ivalice (Final Fantasy XII)
vte

Ivalice ( Ivarsu?) is a fictional universe setting primarily


appearing in the Final Fantasy video game series. The world was
conceived by Yasumi Matsuno when he joined Square Co. (now Square
Enix Co., Ltd.) in 1995, and has since been expanded upon by several
games, with more yet due with the Ivalice Alliance series. Ivalice is
described as a complex world with a very long history, and the stories of
Vagrant Story, Final Fantasy Tactics, and Final Fantasy XII are said to
unfold quite close on the Ivalice map.[1]

Though described often as a world, this was only physically true of


Ivalice in Final Fantasy Tactics Advance, in which Ivalice was created
parallel to the real world. The 'true' Ivalice, as witnessed in the
remaining games, describes two distinct locations; a geographical
region,[2] and a smaller kingdom, both of which belong to a larger,
unnamed world. Generally, however, the term Ivalice is also used to
refer to the conceptual setting, rather as one might say "the world of
medieval Europe" and the Middle Ages Mediterranean.

Contents [hide]
1 Concept and creation
2 Appearances
2.1 Video games
2.2 Other media
3 Setting
3.1 Geography

3.1.1 Kingdom of Ivalice


3.1.2 Le Monde
3.1.3 St. Ivalice
3.1.4 Galtean Peninsula
3.1.5 Purvama Lemurs
3.1.6 Jylland
3.2 Timeline
3.3 Races
3.4 Mythos
4 Reception
5 See also
6 References
7 External links
Concept and creation[edit]

Ivalice was created by Yasumi Matsuno as a fictional world with its own
identity; a medieval-like world where magic and machine exist together.
The usual elements of Final Fantasy, such as Chocobos, crystals and
magic spells, blend into the setting. This setting first appeared in Final
Fantasy Tactics, a game produced mostly by the team that made Ogre
Battle and Tactics Ogre, and was Matsuno's first project with Square
following his departure from Quest in 1995.[3] Matsuno's next game,
Vagrant Story, featured several allusions to Final Fantasy Tactics, and
Matsuno stated in 2004 that Vagrant Story, Final Fantasy Tactics, and
Final Fantasy XII unfold quite close on the map of Ivalice, "a complex
world with a very long history and the stories".[4]

Following Matsuno's departure from Square Enix during development


on Final Fantasy XII, Square Enix has continued to feature Ivalice in
other games.

In 2011, Matsuno stated that he never originally intended for Vagrant


Story to take place in Ivalice.[5] As a result, any references he had made
of Final Fantasy Tactics in Vagrant Story, as well as Vagrant Story
references in Final Fantasy XII, only serve as "fan service".[6]

Appearances[edit]
Video games[edit]

Final Fantasy Tactics (1997), a tactical role-playing game developed


and published by Square for the Sony PlayStation video game console,
marked the first appearance of Ivalice. The game combined thematic
elements of the Final Fantasy video game series with a game engine and
battle system unlike those previously seen in the franchise.[7] Final
Fantasy Tactics is set in a fictional medieval-inspired kingdom called
Ivalice and created by Yasumi Matsuno. The game's story follows Ramza
Beoulve, a highborn cadet who finds himself thrust into the middle of an
intricate military conflict known as The Lion War, where two opposing
noble factions are coveting the throne of the kingdom. As the story
progresses, Ramza and his allies discover a sinister plot behind the war.

In an interview with Akito Inoue, an assistant professor at the


International University of Japan, Inoue mentions that Final Fantasy
Tactics was made because of how casual gamers are usually put off by
games with branching storylines found in other Matsuno's titles such as
Tactics Ogre.[8]

Vagrant Story (2000) is an action role-playing game featuring no shops


and no player interaction with other characters; instead, the game
focuses on weapon creation and modification, as well as elements of
puzzle-solving and strategy.[9][10] The game takes place in the fictional
kingdom of Valendia and the ruined city of Le Monde. The story
centers on Ashley Riot, an elite agent known as a Riskbreaker, who must
travel to Le Monde to investigate the link between a cult leader and a
senior Valendian Parliament member, Duke Bardorba. In the prologue,
Ashley is blamed for murdering the duke, and the game discloses the
events that happen one week before the murder.

Final Fantasy Tactics Advance is a tactical role-playing game


developed and published by Square for the Nintendo Game Boy
Advance. The game shares several traits with Final Fantasy Tactics,
although it is not a direct sequel. The game's story centers on four
children; Marche, Mewt, Ritz, and Doned, who live in a small town
named St. Ivalice. The children are transported to a realm of the same
name as their town, "Ivalice", after discovering an ancient magical
book. The story then focuses on the exploits of Marche as he attempts to
return to the real world while facing opposition from those around him.

Development on the game began when Square announced its publishing


agreement with Nintendo, and it was later confirmed by the producer
Matsuno. The development team of Tactics Advance, Square's Product
Development Division 4, was constructed from employees of Quest
Corporation, and work began in February 2002.[11][12] This comes
after Quest announced the handover of its software development team to
Square, of which the former is famed for its Tactics Ogre series.[13]

Final Fantasy XII (2006) is a role-playing video game developed and


published by Square Enix for the PlayStation 2 platform. It is the twelfth
title in the mainline Final Fantasy series. The game introduced several
innovations to the offline titles in the mainline series: an open world, a
seamless battle system, a controllable camera, a customizable "gambit"
system which lets the player automatically control the actions of
characters; and a "license" system which determines which abilities and
equipment are used by characters.

The game takes place in the fictional land of Ivalice, where the empires
of Archadia and Rozarria are waging an endless war. Dalmasca, a
small kingdom, is caught between the warring nations. When Dalmasca
is annexed by Archadia, its princess, Ashe, creates a resistance
movement. During the struggle, she meets Vaan, a young adventurer
who dreams of commanding an airship. They are quickly joined by a
band of allies; together, they rally against the tyranny of the Archadian
Empire.

On December 13, 2006, a Square Enix representative informed Tokyo


reporters that the already announced Final Fantasy XII: Revenant
Wings would be joined by other games in a new subseries known as the
Ivalice Alliance.[14] Final Fantasy Tactics: The War of the Lions is a
PlayStation Portable and iOS port of the original Final Fantasy Tactics
game. Final Fantasy Tactics A2: Grimoire of the Rift is a Nintendo DS
sequel to Final Fantasy Tactics Advance,[15] albeit set in the actual
Ivalice world and not an artificial illusory world, unlike its
predecessor.[16] Another title in the collection, Final Fantasy XII
International Zodiac Job System, was revealed on May 8, 2007.[17]

Executive producer Akitoshi Kawazu explained that the aim of the


Ivalice Alliance is to "spread the word about the world of Ivalice", and
to bring more players into the franchise, with new titles not restricted to
the standard role-playing game genre but also tactical games and games
similar to Vagrant Story.[18] Revenant Wings director Motomu
Toriyama noted that with the large and original team that worked on
Final Fantasy XII, Ivalice became more Square Enix's world than that of
the former Quest team, and that the Ivalice Alliance world is thus
slightly more influenced by Final Fantasy XII than the earlier Ivalice
titles.[19]

Crystal Defenders is a series of turn-based strategy video games


developed by MSF/Winds and published by Square Enix. It comprises
several iterations released for mobile phones and through online video
game delivery services. The games are set in the fictional world of
Ivalice and features job classes, monsters and summoned creatures from
the tactical role-playing game Final Fantasy Tactics A2: Grimoire of
the Rift.

Fortress is the code name of a cancelled action role-playing video game


that was in development by Grin. Director Ulf Andersson devised the
concept for Fortress and pre-production began in the second half of
2008.[20] During development, Square Enix approached the developer
and proposed making the game a spin-off of Final Fantasy XII. Grin
reconceived the game in the recurring Final Fantasy world of Ivalice,
and included elements of Final Fantasy XII such as stylistic motifs and
character designs; additional elements included chocobos and other
recurring creatures from the Final Fantasy series.[21] It was to be
released on the Microsoft Windows, PlayStation 3, and Xbox 360
platforms.[22]

During development, Square Enix did not pay Grin over several months,
and disapproved of the game's Nordic art style.[20][23] Grin worked to
bring the game's art style closer to the Final Fantasy series, but after six
months of development was told that no funding would ever come from
Square Enix, and the developer filed for bankruptcy several days
later.[24] Word of the project leaked out through art portfolios of those
who worked on the project and even a tech demo surfaced.[25] In 2011,
Fortress was thought to have been in development by an undisclosed
studio, but this was also suspended and the game will not be released in
any form.[26]

Final Fantasy Tactics S is a tactical role-playing game with social


features and multiplayer battles. It was released in Japan on the
Mobage social gaming network in May 2013.[27]

Other media[edit]
In Japan, Final Fantasy Tactics Advance's story was expanded and
broadcast in Japanese radio stations. The radio drama entitled Final
Fantasy Tactics Advance Radio Edition was broadcast in four radio
stations within Japan from early January 2003 to late March 2003.[28]

Final Fantasy XII was adapted into a manga by Gin Amou. Square Enix
published the series in a total of five tankbon volumes from December
22, 2006 to August 22, 2009.[29][30]

Setting[edit]

Geography[edit]
Kingdom of Ivalice[edit]

Ivalice in Final Fantasy Tactics.


The events of Final Fantasy Tactics are set in the kingdom of Ivalice,
which borders Ordalia in the east and the insular nation of Romanda in
the north-west, from which it is separated by the Larner Channel. The
kingdom forms a peninsula and is composed of seven provinces which
were individual kingdoms before their unification: Gallione, Lionel,
Lesalia, Fovoham, Limberry, Zeltennia and Mullonde.[31]

The insular province of Mullonde is home to the Glabados Church and


is ruled separately from the royal government.[32] In the game's
backstory, Mullonde's territory was once connected to the mainland, but
was mostly submerged by a disaster involving the Zodiac Stones and
which occurred soon after Saint Ajora's execution, with its city made
into a Necrohol, a city of the dead.[33][34] The city of Bervenia, Ajora's
birthplace, is governed by the Church although it is enclosed in the
province of Lesalia.[35]

Prior to the events of Final Fantasy Tactics, the Fara church dominated
the kingdom of Ivalice.[36] The remake of Final Fantasy Tactics, Final
Fantasy Tactics: The War of the Lions, refers to the Fara Church as
Pharism.[37] The life of Ajora saw Fara replaced with the new
Glabados church which, by the time of the game, is the major religion of
the kingdom. Glabados is monotheistic and intensely political,
underscoring much of Ivalice history. Followers of Glabados use the
word "Faram" to affirm their prayers.[38] During the events of the
game, the church is revealed to have put a large spin on history,
particularly the events surrounding the life of Ajora, a messianic
figure.[36]

Le Monde[edit]
Vagrant Story is set in the ruins of the city of Le Monde. The kingdom
of Valendia is also heavily mentioned, and a few of its locations are
featured in the prologue and the ending sequence. In contrast to the
other Ivalice games, magic is rare, being suppressed by religious
doctrine. Other races are never mentioned, so one can assume that all
other races aside from Humes have become extinct by this time.[39][40]

Vagrant Story centers around the "Dark", a formless, invisible entity. In


places where the Dark runs strongest, those who died will have their
corpses controlled by the dark, becoming the undead.[41] The Dark
exists within a person as negative energy that unleashes the individual's
latent power.[42] Throughout the story, many individuals crave the
powers of the Dark, which centers around the abandoned city of Le
Monde. Another mythological aspect of Vagrant Story is the Kiltia, an
ancient cult which built itself upon the Dark and ancient sorcery, and of
which the Mllenkamp sect is stemmed from. It can be seen that most
rituals and summoning performed in the game involved ancient Kildean
magic.[40]

In Vagrant Story, the Iocus priesthood of the kingdom of Valendia is


shown to use the Kildean rood as a symbol, although they follow the
teachings of a saint named Iocus instead of the original Kildean
teachings of the Kiltia religion of Le Monde.[43][44] Mllenkamp,
founder of the city of Le Monde featured in the story, used to be a
priestess of Kiltia,[43] and bore the rood on her back.[44] The followers
of St. Iocus are outwardly intolerant of magic,[45] seeing it as an
abomination, and yet its higher members continue to use it behind the
scenes.[46] This hypocrisy is revealed over the course of the story,
though it goes unresolved.

St. Ivalice[edit]

In Final Fantasy Tactics Advance, the protagonist lives in a land called


St. Ivalice. Following the characters' discovery of the book called the
Gran Grimoire, St. Ivalice was transformed into a "mirror" of the "real"
kingdom of Ivalice.[47] The races seen in the world of Tactics
AdvanceBangaa, Moogle, Viera and Nu Moureappear in the game
Final Fantasy XII, the setting of which has come to represent the "real"
Ivalice.[48] This is apparently explained as Mewt replied that Final
Fantasy was his favorite game; with the Races and elements such as
Ivalice, one would assume St. Ivalice was based on Final Fantasy XII.
The sequel to the game, Final Fantasy Tactics A2: Grimoire of the Rift,
also takes place in both St. Ivalice and the Ivalice of Final Fantasy
XII.[49]

Galtean Peninsula[edit]

The explorable section of Ivalice in Final Fantasy XII. This map focuses
solely on a small area centered on the Galtean Peninsula. Ivalice proper
extends beyond its confines.[50]

In Final Fantasy XII, Ivalice covers three continents, Ordalia, Valendia


and Kerwon. The demography consists of the known races: Humes,
Bangaa, Viera, Seeq and Moogles, and other minority races. Civilization
is advanced in this world where the use of a magical stone called
magicite is extensive in everyday life, airships are a prominent
transportation and multi-story buildings cover the cityscape. Ivalice in
Final Fantasy XII is designed based on a mixture of cultures. According
to the game developers, these designs are inspired from a mixture of
medieval Mediterranean countries,[51] Turkish architecture,[52] artdeco from Indian architecture,[53] the cityscape of New York[52] and
the Arabic culture found hidden in European countries. As such, many
patterns are featured as geometrical and Arabesque in shape.[54] The
cityscape is also conceived by Matsuno as being dirty and weatherworn, mirroring the conditions of a medieval landscape.[52] The
natural landscape also mirrors Earth's geographical features, including
large expanse of deserts and snowy mountains.

In Final Fantasy XII, the continents in Ivalice are presently home to


three nations: Rozarria, Archadia and Dalmasca. There was once the
Kingdom of Nabradia and the Republic of Landis in Valendia, now
either destroyed or assimilated into the Archadian Empire. Strategically
located between the rival neighboring empires of Archadia and
Rozarria, Dalmasca's position as a neutral buffer region between the
two countries is eliminated when it is invaded by Archadia at the onset
of the game. With the fall of Landis and Nabradia and its reduction to an
occupied territory under Archadian rule, Dalmasca is set to play a
central role in the still-heated dispute between its neighbors, which is
escalating once more.

The events of Final Fantasy XII are focused on the area around the
Galtean Peninsula, itself located in the larger Ivalice region.[2][50]
This area of Ivalice is diverse in both geography and climate,[2]
ranging from the hilly, clement grasslands of southern Valendia[55] to
the deserts of Dalmasca.[56] In Kerwon, south of Dalmasca, the lands
are arid at lower altitudes, though the higher elevations are the only
places in the region known to receive snow.[57] The north of Kerwon is
heavily forested, home to the dense Golmore Jungle, within which lies
the magical Feywood.[58][59]

These various micro-climates are influenced by the magical


phenomenon known as Mist, an unstable substance with the ability to
cause great variation over small areas.[60] Due to the influence of Mist,
several areas of Ivalice are 'jagd', areas in which Mist-laden winds and
magicite-rich soil interfere with airship mechanisms. As such, jagds tend
to be harsh, lawless frontiers, uncontrolled by any nation.[61]
Physically, the peninsula area resembles Europe in the east, with the
landmasses of Valendia, Ordalia and Kerwon surrounding a central
body of water (the Naldoan Sea) on three sides. To the west, Valendia
and Kerwon curve away from Ordalia, creating the Galtean
Peninsula.[62]

Mist is responsible for the existence of 'magicite', stones that contain


magical powers due to the presence of Mist in their crystalline structure.
Magicite is divided into three types; spellstones that are used in spell
casting, skystones that are installed into a component known as 'glossair
rings' that give flight to the vehicles, whether small-sized bikes or large
airships, and memstones that function much like recording devices. The
quality of magicite depends on the quantity of Mist and not on the size or
shape of the stone. The ubiquitousness of magic and magicite, as well as
its cost-efficiency, led to it replacing electricity and its various sources
as the dominant usable energy in Ivalice.[63]

Nethicite, another type of magicite, works by absorbing Mist, thus


nullifying the effects of magic and storing vast amounts of power.
Nethicite can be described as either deifacted or manufacted (literally,
god-made or man-made). During the course of the game, it is discovered
that deifacted nethicite is nethicite created by the Occuria, and that the
ultimate source of known pieces of deifacted nethicite is the Sun-Cryst
they created.[64] Deifacted nethicite contains a large amount of magic
and is known to influence the history of Ivalice.

In Final Fantasy XII, the Light of Kiltia, a polytheistic religion, is the


dominant church in Ivalice, having influence in the political affairs of
the region around the Galtean Peninsula.[65] Despite this, the church
maintains an apolitical stance, with its most high-ranking officials
banned from participating in political affairs altogether.[66] At its head
is the Gran Kiltias, being the Helgas Anastasis at the time of Final
Fantasy XII, until his death during the events of the story. Like Glabados
followers in Final Fantasy Tactics, Kiltias swear on the name of Faram,
the Father of All, in the manner of the Christian amen.[67] The Final
Fantasy XII Ultimania guide considers the Glabados Church a
possible branch of Kiltia.[68]

Purvama Lemurs[edit]
Some of the locations in the Ivalice of Final Fantasy XII returned in its
sequel, Final Fantasy XII: Revenant Wings, along with a new area
called Lemurs. A legendary Purvama (Floating Continent) raised into
the skies by the god Feolthanos long ago, this land is ruled by three
"Sacred Crystals" called Auraliths, which erected a barrier to shield the
Purvama from the rest of the world. In Revenant Wings, the "Legend of
the Floating Land" has become an ambition for Sky Pirates who seek the
island for Auracite, pieces of Auralith able to allow one to summon
entities called Yarhi. The ruins of Lemurs are where the Aegyl
reside.[69] During the course of the game, the main characters learn
that the sealing of Lemurs was the work of the Occuria, whom
Feolthanos defied prior to using the Auralith to become a god-like
being.[70]

In the backstory of Final Fantasy XII: Revenant Wings, Feolthanos


established a personality cult over Lemurs, labeling himself to his
people as a god. Though Lemurs still had a sense of peace and
paradise, in spite of Yarhi attacks, it was a false paradise due to the
Aurcite draining the Aegyl of their anima as part of Feolthanos' plan to
destroy Ivalice as revenge against the Occurians.[70]

Jylland[edit]
Taking place only a few years after Final Fantasy XII: Revenant Wings,
Final Fantasy Tactics A2: Grimoire of the Rift introduces a new region
of Ivalice called Jylland. The region of Jylland is made up of the western
half of the Ordalia Continent and the eastern half of the Loar Continent,
with Jagd Zellea to the north of the two continents. There are five
regions spread out across these two continents, which consist of smaller
territories inside of them, twenty being the number of territories
throughout Jylland, which contain a varying number of areas
(battlefields) in each of them (eighty-six areas in all of Jylland). The
towns in Jylland include Camoa, Grazston, Moorabella, Fluorgis, and
Goug. Goug in particular, is a town of Moogles. Another race similar to
the Aegyl also was introduced along with this game. Called Gria, these
winged females are small, but pack a mean punch, specializing in three
new classes and one old one. Geomancer, Ravager, and Raptor, along
with the before-human exclusive class Hunter were given to the Gria,
and only the geomancer class uses magic.[71]

Timeline[edit]

The timeline of Ivalice as presented in the games was left quite vague,
and formerly other official sources had said little on the matter. A few
sources have made their own conclusion on the timeline of
Ivalice.[72][73] The official timeline, however, was eventually given in
the Final Fantasy XII Ultimania Omega, and placed the events of Final
Fantasy XII before those of Final Fantasy Tactics.

There is no direct mention of Ivalice in Vagrant Story. However, several


references are made; the Kingdom of Valendia, the setting for Vagrant
Story, shares its name with a continent of Ivalice appearing in Final
Fantasy XII. The Kiltia religion, featured in Final Fantasy XII, was the
religion of the ghost town Le Monde, in which the story takes place.
Additionally, a quotation from Arazlam J. Durai, a famous historian of
Ivalice who lived 400 years after the War of the Lions (and narrator of
the Zodiac Brave Story told in Final Fantasy Tactics), is used at the
beginning of the game,[74] and the descriptions of several items make
direct reference to the same story.[75] This would seem to place
Vagrant Story latest in the timeline, given its direct references to the
events of Final Fantasy Tactics. Matsuno has said that he never
intended Vagrant Story to be in the same world as Tactics and Final
Fantasy XII, though he noted that Square Enix advertising might not
agree.[76]

Some confusion still persists, particularly due to the facts surrounding


Saint Ajora, who was executed 1200 years prior to the events of Final
Fantasy Tactics,[77] yet in the Clan Primer of Final Fantasy XII is said
to have separated from the Light of Kiltia religion shortly after its
foundation, already two thousand years old.[78] While no gender is
specified in the North American release of Final Fantasy XII, in both the
Japanese Clan Primer and the Ultimania timeline, Ajora is referred to
as Seijo Ajora (?, lit. Holy Woman Ajora), while Ajora of
Final Fantasy Tactics is male.[48][77][37]

Final Fantasy Tactics A2: Grimoire of the Rift has been confirmed by
the developers to take place after Final Fantasy XII, and both Final
Fantasy Tactics Advance and A2 to take place "near" in time to Final
Fantasy XII.[49]

Races[edit]
The populations seen in Final Fantasy Tactics and Vagrant Story are
essentially human. The other intelligent races who appear are hostile or
monster-like, such as Goblins or Ogres. Friendly intelligent races
appear in later games set in Ivalice, where the human race is called
Humes. Monsters and the like are thought not to exist by the general
populace in Vagrant Story, with the monsters in the isolated Le Monde
all stemming from the Dark. The races are sorted by appearance and
then according to the alphabetical order.

Ivalice as featured in Final Fantasy Tactics Advance is populated by


four main intelligent races in addition to Humes; all of them also
reappearing in Final Fantasy XII.

The Bangaa ( Banga?) are a reptilian race living almost twice as


long as Humes. Being a very socially and cognitively advanced race,
they hate being called "lizards" as this is regarded as an offensive slur.
Bangaa in Final Fantasy XII are often considered to be the most
integrated of all races into Hume society, and are the race most friendly
with the latter, as exemplified with Migelo. Bangaa possess great agility
and strength, and acute senses of hearing and smell, making them
excellent hunters and fighters. However, their eyesight is so poor that
some wear blindfolds as part of their clothing. Their magical abilities
are generally poor due to problems their unique mouth gives them when
chanting magic spells. To make up for this, some Bangaa have
developed exclusive high level spells for the race to use.[79] They are
also said to be distantly related to lizard men.
The Moogles ( Mguri?) are a resourceful race known to be
skillful in mechanics and engineering; they were the pioneers of airship
construction. They have longer, rabbit-like ears and tend to have more
beige or gray fur.[80] In Final Fantasy Tactics Advance, the player is
guided through the world of Ivalice by the moogles Montblanc and
Nono. In Final Fantasy XII, these two characters return albeit with
different roles. Although Moogles were featured in Final Fantasy
Tactics only as summoned creatures, their race is mentioned in the
backstory as having once lived in the Sweegy Woods.

A Nu Mou from Final Fantasy XII

The Nu Mou ( N Mou?) are a dog-like race. They are short


and hunched; half the size of an adult Hume, are adept in magic and can
speak with monsters. The Nu Mou's lifespan is three times longer than
that of a Hume. Two Nu Mou, Babus Swain and Ezel Berbier, appear as
optional playable characters in Final Fantasy Tactics Advance. All of
the races have an infinite number of possible playable characters, but
these two are the only Nu Mou with special sprites. In Final Fantasy XII,
most of the Nu Mou appear as acolytes of the Kiltia religion, found
mainly in Mt. Bur-Omisace.[81]

A Viera from Final Fantasy Tactics Advance

The Viera ( Viera?) are a rabbit-like race that can live three
times as long as a Hume, and divided into two subraces: The lightskinned Veena and dark-skinned Rava. The Viera have rabbit or deerlike features, most notably their long ears. Their feet are shaped in such
a way that in order to stand they must wear high heels. Their slender
forms heighten their senses and speed, and although their defense is low,
Viera agility and finesse are unmatched by the other races. In Final
Fantasy Tactics Advance, Vieras have blue-white, pale green, or purplewhite hair, with only a few having hair that is pure white, which is
considered to be a blessing. Viera can listen to the surrounding nature
and sense Mist, and can sometimes go berserk from feeling an
overwhelmingly vast quantity of active Mist. In Final Fantasy XII, they
live in hidden villages deep within the vast forests of Ivalice. The Viera
believe themselves to be intimately tied to the "Wood", a part of the
forests themselves, and are rarely involved in matters outside the wood.
A Viera that moves out of the forest, like Fran, is considered an outcast
and dead to her people. Mixed breeds of Veena and Rava Viera have
accustomed themselves to coexist within Hume society, dyeing their
white hair. Regarding the lack of males seen, it is found that males and
females live separately, only meeting when there is a need for it.[82]
Final Fantasy XII introduces several other races to Ivalice, with varying
importance in the plot of the game.

The Baknamy ( Bakunamusu?) are a green-skinned


humanoid race. Their bodies are relatively small in stature; even as an
adult, their height is only the size of a child Hume. After the kingdom of
Nabradia ceased to exist, they designated the Necrohol of Nabudis as
their stronghold. The Baknamy are sensitive to the air that they breathe,
and living where the air is polluted due to the city's destruction forces
them to wear gas masks. The poorer and less fortunate Baknamy commit
crimes to earn a living, targeting adventurers and travelers, causing
Humes to view them as a despicable race.[83]
The Garif ( Garifu?) of Final Fantasy XII are depicted as
large, thick-furred appreciators of nature and the arts of war, but
disliking unnecessary violence. They have high smelling and hearing
senses, which make them able hunters. The Garif prefer to adorn
themselves with natural ornaments of animal bones and stones over
crafted objects, with the exception of a traditional mask which is worn
from birth to death. Their villages are sparsely located in the Bancour
Region, and each is governed by a council led by a High Elder.
Relations with other races are peaceful but rare. Garif merchants are
known to trade with the nomads of Giza Plains and the Dalmascans,
exchanging items such as Bancour spices. In ancient times, the Occuria
granted the Garif nethicite, however the Garif's dislike for violence
hindered them from using its power.[81]
The Helgas ( Herugasu?) are a long-living, highly intelligent
race. Helgas are white-haired, tall, thin, and have long limbs. They can
communicate telepathically while asleep, and also probe into the dreams
of others. Gran Kiltias Anastasis is the only Helgas who appears within
Final Fantasy XII.[84]
The Rev ( Rebe?) are a minor, feline race that appears in Skycity
Bhujerba. They are deeply cultured and a bit aristocratic, and act as
advisors and representatives for Marquis Halim Ondore the IV.[84]

The Seeq ( Shku?) are a powerful and agile porcine race


possessing low intellect and described as barely able to speak human
languages. Though somewhat cowardly, they are often hired as
mercenaries, guards, or hunters, with a significant amount going into
thievery. The Seeq are also attracted by shiny objects, often adorning
themselves with such.[85] Seeq often adorn themselves with markings of
sorts, the most common being something that resembles a smiley face on
their chest. Males and Females are almost impossible to distinguish, the
only real sign being that females often wear some clothing on their
upper bodies.
The Urutan-Yensa ( Urutan-Ensa?) are the "Lords
and Masters of the Great Sea", a name bestowed befitting their presence
in the Yensa Sandsea and mastery in taming the Yensa fish for travel.
Evolved from crustaceans, their bodies are thin and entirely covered by
layers of clothing, which the game's Bestiary states is either to hide their
ugly bodies or to keep themselves protected from the sun. The UrutanYensa divided into separate tribes ruled by a queen able to speak the
Hume language, and are strictly territorial, attacking anyone who enters
their lands. Urutan-Yensa are particularly proud and attached to honor
so much that requesting the aid of others outside their race results in a
death penalty. They sometimes exile tribe members that show unusual
aggressive and violent nature, known as the Urutan-Exile.[83]
Final Fantasy XII: Revenant Wings introduces two other races:

The Aegyl ( Eguru?) is a winged, humanlike race appearing in


Final Fantasy XII: Revenant Wings. These wings count as both a
blessing (able to fly in the air) and a curse (resulting in a short lifespan
of 40 years). The Aegyl dwell in the ruins of the Lemurs. They are a
people without emotion and thus have no true conflict amongst
themselves, but there are a few who tend to go against the will of their
people; such as Llyud. But overtime, as Auraliths were being destroyed,
the Aegyl regained their emotions, with some feeling mostly rage on the
Sky Pirates who terrorized them and Ivalice for its sins against them.
Their race departed from Ivalice when Lemurs crumbled.[70]
The Feol Viera ( Foru Viera?) is a sub-race of the
Viera, characterized by light blond hair and shorter ears than standard
Viera. They are the descendants of the Aegyl chief Feolthanos who fell
in love with a full-blood Viera. The Feol were from birth treated as
exiles by their full blood kin, cast out of the Wood to take refuge at Roda
Volcano, where none dare enter. Since they have no wings, Feolthanos
left the airship Galbana and the Auracite in the hopes that one day they
come to him. His inheritance was received by Mydia/Judge of Wings,
who decimated all that remained of his progeny to ensure that her
people would never learn the truth behind their patriarch.[70]
Lastly, Final Fantasy Tactics A2: Grimoire of the Rift features two other
races:

The Gria ( Guria?) are a winged, humanoid race in Final


Fantasy Tactics A2: Grimoire of the Rift. The Gria are born with
dragon-like wings and horns, and excel at physical combat. All Gria
featured in the game are female, but it is never stated whether all
members are female or if males exist.[86]

The Revgaji are a subspecies of the above mentioned Rev race. Their
features are not as feline but they do share the pointed ears. Cid and
Lezaford are members of this race.
Mythos[edit]
Within Final Fantasy Tactics, legends revolve around the Zodiac Brave
Story, which deals with twelve knights who used the power of Zodiac
Stonesmagical stones engraved with symbols of the twelve Zodiac
constellationsto fight against a demon summoned by an ambitious
king to control Ivalice. This myth was twisted by the Glabados Church,
as explained in the game's backstory, by including St. Ajora as the
leader of the Zodiac Braves.

The "Lucavi" are demons linked to the twelve Zodiac Stones who seek to
gain control of Ivalice by resurrecting their defeated leader, the High
Seraph, Ultima. Any person who holds a Zodiac Stone may make a
contract with the Lucavian demon associated with it, and in doing so,
become one with that demon. During the events of the game, the Lucavi
manipulate the Glabados Church into controlling the War of the Lions
to ensure enough bloodshed for Ultima's resurrection.[87] A thirteenth
Lucavi, associated with the sun constellation Ophiuchus, can also be
found in a side-quest. Some of the Lucavi reappear as Totema in Final
Fantasy Tactics Advance, while a sub-boss, Gukko, becomes a "Rukavi"
before his final encounter with the party, with an appearance similar to
that of a vampire-type enemy. They also reappear in Final Fantasy XII
as summoned Esperswith backstories that describe how they became
known as Lucavi. It is also revealed that they were creations of the
Occuria from Final Fantasy XII.[88] In the new translation of the PSP
version of Final Fantasy Tactics, the Zodiac Stones are also referred to
as Auracitethe same stone used to summon the Yarhi and Scions (the
Lucavi) in Final Fantasy XII: Revenant Wings.

Final Fantasy XII also introduces the "Occuria", immortal beings who
have no visible faces, only a pair of glowing yellow eyes seen under
their floating shell-like armor, surrounded by an aquamarine aura. The
Occuria can become selectively invisible, and are also capable of
possession, shape-shifting and image projection. Referred to by some as
gods, but unknown to the main religions in Ivalice, the Occuria race
played a central role in the history of Ivalice, controlling all major
events, such as the rise of the Dynast-King Raithwall.[89] Though peace
fostered in Ivalice in the four-hundred year rule after Raithwall, the
Occurian Venat, apparently disgusted with its kind's manipulations,
rebelled and gave the secret of Nethicite to the Archadia's Dr. Cid and
Vayne to overthrow the Occuria and make mankind the masters of their
own fate.[90] The events of the game eventually provoke the end the
"Age of Stones" (the Occuria's control over Ivalice).[91] In Final
Fantasy XII: Revenant Wings, the Occuria were revealed to have played
a part in the sealing of the Purvama Lemurs long ago, which by the
present time became a land of legend that many Sky Pirates sought for
its Auracite.

Revenant Wings also introduced beings known as the "Yarhi". Also


known as "Espers" to those on Ivalice, they are powerful entities created
from anima, spiritual energy. Through certain elements, such as
Auracite or Mist, the Yarhi can assume physical form until they are
defeated in battle. They are summoned by the wielders of Auracite and
obey their every command. Fourteen such Yarhi appeared in Final
Fantasy XII; the first thirteen being the Lucavi from Final Fantasy
Tactics which are referred as the "Scions of darkness", magical beings
created by Occuria with great strength and intelligence. Led by Ultima,
they eventually rebelled for various reasons and engaged themselves in
a war dubbed the Thousand Year War against the gods; but they were
eventually defeated. Consequently, the gods bound their existence with
the Glyph of the Beast, trapping them within the Mist. Any who controls
the Glyph in turn controls the Scion, allowing them to operate as
summoned creatures. The Fourteenth is the legendary swordsman
Gilgamesh, who collects the swords of those he defeats in battle. While
most fight, few like Cu Sith and the Sahaguin Namingway offer aid in
other ways.[70] Also, the viera job "Summoner" can call and use the
powers of mythological gods like Kirin, Shiva, and many others.

Reception[edit]

Final Fantasy Tactics sold 824,671 copies in Japan in the first half of
1997.[92] Since then, the total number of copies sold in Japan has
reached approximately 1,350,000.[93] In the United States it reached an
estimated sale of 750,000 units as of year 2004.[94] As of March 31,
2003, the game had shipped 2.27 million copies worldwide, with 1.36
million of those copies being shipped in Japan and 910,000 abroad.[95]
Final Fantasy Tactics Advance sold over 440,000 copies during its year
of release in Japan, with nearly 225,000 units being sold in its first week
alone.[96][97] By August 6, 2004, more than 1 million units of the game
were sold in North America and Europe together.[98] The War of the
Lions reached the top of Japanese gaming charts, and sold 100,000
copies in the first month of release in the United States.[99] The game
was the 53rd best-selling game of 2007 in Japan at 301,796 copies
according to Famitsu magazine.[100] The Ultimate Hits edition sold an
additional 19,488 copies in Japan.[101] Square Enix reports that as of
May 31, 2009, Final Fantasy Tactics A2: Grimoire of the Rift has sold
670,000 copies worldwide, with 310,000 copies sold in Japan, 240,000
copies in North America, and 120,000 copies in Europe.[102]

Editorials from the gaming website RPGamer.com outlined several


similarities between the Catholic Church and the Church of Glabados
portrayed in Final Fantasy Tactics. One editorial noted that it was a
controversial move by the developers, as if the church institution "in fact
worships a demon, and is evil from its god on down".[103] However,
another editorial mentions that such controversies failed to recognize
the church in question is the medieval Roman Catholic Church, and that
historically such institution is known for its flaws in the past.[104]

The Ivalice of Final Fantasy XII is considered a Japanese take on the


Star Wars galaxy by a GameSpot reviewer[105] (in turn, Star Wars was
considered an American take on Japanese jidaigeki samurai films,
specifically Akira Kurosawa's The Hidden Fortress).[106] Even with the
established fantasy setting, the airships and air battles gives the world a
science-fiction feel. Adding to the "galaxy far, far away" mood is the
mingling of different races within large cities and the political unrest
between the rebellion and the Empire. Because the characters primarily
traverse on foot, the world of Final Fantasy XII feels vast, and reviewers
enjoyed sightseeing because of the impressive visuals.[105]

Eurogamer praised the "beautiful architecture and interaction of the


various races" in Final Fantasy XII and noted that there was a
"melancholy feeling" to "wandering the barren wastes" of Ivalice.[107]
In their review of Final Fantasy Tactics, IGN called the battle areas
"extremely well designed and detailed to perfection", singling out the
churches as especially beautiful.[108] GameSpot was similarly
impressed with the wide varieties of "beautiful" terrains to be seen in
Ivalice, from swamps to castles to "anything else you can think of".[109]
PSXExtreme praised the feel of Lea Monde in Vagrant Story, calling it
"excellently lit" in a style that brought out the "dark and moody" feeling
of the game. They went on to say that the game's "great visual
presentation will go down in the books as one of the best looking
[PlayStation] games".[110]

See also[edit]
Book icon
Book: Final Fantasy XII

Spira (Final Fantasy)

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^ Jump up to: a b Ajora was born in the Lesalian city of Bervenia twelve
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his divinity, eventually forming the Church of Glabados Square Enix.
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body's return to the earth. May the grace of Saint Ajora lead Alma's soul
to the eternal shores of Paradise. There she shall find peace. Faram.
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Guildenstern's lot works them magicks as well... Sackheim: Rubbish!
We're servants of the Lord! No true Knight of the Cross would dabble in
the black arts!"
^ Jump up to: a b Square (2000-05-15). "Vagrant Story". PlayStation.
Square. Level/area: Town Center West, Rue Sant D'alsa. "Samantha:
Ancient Kildean...from Mullenkamp's time. / Guildenstern: Ah, truly.
These were written before the birth of St. Iocus... time when sorcerers
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Jump up ^ Guildenstern: The Dark is formless and invisible. It invades
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Jump up ^ Hardin: We all possess energy, Inquisitor. But it is a negative


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Mother of all. There you shall find peace. Faram. Square Co (2006-1031). "Final Fantasy XII". PlayStation 2. Square EA.
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Lesalia. Raised in Milodos. Spoke of the arrival of a kingdom of a higher
source, as feelings of anitpathy grew from Father Fara. Executed as a
traitor by the Holy Empire of Yudora. Soon after, the capital of the
Church of Fara became submerged under the sea by an extraordinary
natural phenomenon. Those disciples of Ajora believed this was his
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today. Square. "Final Fantasy Tactics". PlayStation.
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Bestiary

"The Light of Kiltia - Religion begun by the prophet Kiltia over two
millennia ago. The religion of the Ordalian people is a dualist system--a
polytheistic pantheon with the God of Light, Faram the Father, at its
head. After embarking on a pilgrimage to proselytize and deliver the
word of the vision he had seen to the people, Kiltia came to Mt BurOmisace, and from there his teachings spread. The Light of Kiltia, as his
teachings were called, continued even after his death, until they covered
all Ivalice. Though the followers and churches of Kiltia are spread far
and wide, they do not interfere in affairs of state or governance. Though
at one point the church held considerable influence, they willingly
discarded that power, fearing oppression. Ever since, the church
officials with the rank of celebrant or higher have been forbidden from
participating in statecraft. In addition, Mt. Bur-Omisace maintains a
mutual non-incursion policy with the surrounding territories. Several
years after Kiltia's founding, Saint Ajora began a new teaching,
claiming that Faram alone was the one true god, the popularity of this
new sect further lessening the power of the Light."
Square Enix (2006-10-10). "Final Fantasy XII". PlayStation 2.
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Ultimania (in Japanese). Square Enix. p. 90. ISBN 4-7575-1696-7.
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Ultimania (in Japanese). Square Enix. p. 89. ISBN 4-7575-1696-7.
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Scenario Ultimania (in Japanese). Square Enix. p. 92. ISBN 4-75751696-7.
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Ultimania (in Japanese). Square Enix. p. 88. ISBN 4-7575-1696-7.

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Scenario Ultimania (in Japanese). Square Enix. p. 93. ISBN 4-75751696-7.
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Scenario Ultimania (in Japanese). Square Enix. p. 87. ISBN 4-75751696-7.
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hear? It just needs more blood... Lots of blood is needed for the Angel's
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form and appearance made by the gods in ancient times. Favored with
great strength and intellect, the Espers knew power far beyond that of
men, but their power made them proud, and at length they sought to
challenge the gods. Seeing this, the gods were angered and struck down
their blessed children, and binding their souls and flesh with the Glyph
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called them forth. Square Enix (2006-10-31). "Final Fantasy XII".
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save this Ivaliceand chose Raithwall the Dynast-King. He took the
sword and cut the Cryst. Square Enix (2006-10-31). "Final Fantasy
XII". PlayStation 2. Square Enix.
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chosen bearer or to none. The heretic trespassed and set the rose of
knowledge in Man's hand. Square Enix (2006-10-31). "Final Fantasy
XII". PlayStation 2. Square Enix.
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External links[edit]

Ivalice at Final Fantasy Wiki


Final Fantasy: The 4 Heroes of Light
From Wikipedia, the free encyclopedia
Final Fantasy: The 4 Heroes of Light

European box art


Developer(s)

Matrix Software
Square Enix
Publisher(s)
Square Enix
Director(s)
Takashi Tokita
Hiroaki Yabuta
Producer(s)
Tomoya Asano
Artist(s)
Akihiko Yoshida
Writer(s)
Izuki Kogyoku
Tomoya Asano
Takashi Tokita
Hiroaki Yabuta
Composer(s)
Naoshi Mizuta
Series
Final Fantasy
Platform(s)
Nintendo DS
Release date(s)
JP October 29, 2009
NA October 5, 2010
EU October 8, 2010
Genre(s)
Role-playing game
Mode(s)
Single-player, multiplayer
Final Fantasy: The 4 Heroes of Light, known in Japan as Hikari no 4 Senshi -Final Fantasy Gaiden- (
4 -- Hikari No Yon Senshi -Fainaru Fantaj Gaiden-?, lit. Four
Warriors of Light -Final Fantasy Side Story-), is a role-playing video game developed by Matrix Software
and published by Square Enix for the Nintendo DS. It is a spin-off of the Final Fantasyseries and was
released by Square Enix in Japan in Fall 2009.[1] The game was then released in America and Europe in
Fall 2010.
The game tells the story of a boy named Brandt who, on his 14th birthday, is summoned by the king to
rescue a princess who has been kidnapped by the Witch of the North.[2]

A sequel to the game was considered by the development team, and eventually evolved into the game
Bravely Default, which was released for the Nintendo 3DS in Japan in October 2012, Europe in
December 2013 and North America in February 2014.

Contents
[hide]

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3 HYPERLINK
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Gameplay[edit]
Enemies are encountered randomly, and the turn-based battle system is reminiscent of the Final
Fantasy games released for theFamicom, but uses a "Boost" command in lieu of traditional magic
points.[1] The game features a similar Job System called a "Crown System" which allows players to
choose what abilities they want depending on what headgear their character is wearing.[3] Crowns,
weapons and armor can be upgraded by adding jewels to them.[4]
Four players can play together in a Multiplayer co-op mode to battle enemies. After each battle, players
receive battle points. If a player reaches a certain amount of battle points, they would be able to
exchange them for a prize.[5]

Plot[edit]
This article's plot summary may be too long or
excessively detailed. Please help improve it by
removing unnecessary details and making it
more concise. (April 2012)
A 14-year old boy named Brandt must present himself to the king as a custom of entering manhood.
Upon arriving, Brandt finds the King distraught and is told to go find Princess Aire and save her from the
Witch of the North, Louhi. On the way, Brandt is joined by his friend Jusqua and the princess's
bodyguard Yunita before they rescue Princess Aire and slay Louhi, and when they return to town,
everyone's been turned to stone and the king is nowhere to be found.
While Brandt and Yunita attempt to restore Horne's people, Jusqua takes Aire to the city of Liberte.
Brandt and Yunita meet Krinjh in the desert, who helps them find the Merkmal to find Guera, the
kingdom of magic. King Guera them asks them to slay the Sand Demon, who is actually a girl named
Araidne who Krinjh disappears with. Aire meets a fairy named Lilibelle who reveals a hidden treasure in
Liberte. Aire is transformed into a cat. Leaving Jusqua, Aire finds Brandt as the two head to Arbor forest.
Brandt is turned into a dog.
Arbaroc, Guardian of Arbor forces the party to defeat him in combat. The Queen of Arbor thanks them
by making the Animal Staff into the Transformation Staff so they can regain their forms while telling
them that Rolan of the floating island of Spelvia may have the way of solving their trouble. However,
only Aire makes it across while Brandt plummets back into Arbor. Meanwhile, mistaking a normal cat for
Aire, Jusqua travels to the city of Urbeth and finds both Yunita and a sorcerer who offered to lift the
animal hex for 10,000 gil. Jusqua learns the sorcerer was a con artist as he escapes into the night
towards Invidia. Learning of this, Jusqua leaves Yunita behind and pursues the sorcerer on one of the
merchants' boats. He is reunited with Brandt before learning Aire was with Brandt the whole time.
With Brandt and Jusqua arriving at Invidia, they meet a young girl named Rekoteh who assists them in
getting the Dragon's Harp. By that time, the island was over Urbeth as Yunita chooses to climb up the
Tower to the Sky in order to reach it. She soon meets Aire as the two arrived into town, finding its ruler,
Rolan, locked himself away in solitude with his bitterness towards humans influencing the Golems to
attack any human. As a result, Yunita and Aire travel into Rolan's subconscious with the help of the
Witch of the Sky. They destroy the monsters that were controlling Rolan but this caused him to unleash
the darkness locked away inside him and warped reality itself by the time the girls are reunited with
Brandt and Jusqua. As a result, the 4 children must embark on an epic quest to find the Weapons of
Light to save not only their home of Horne, but even the world from the Dark Lord that the anicent hero
Rolan had sealed.
In Guera's past, Krinjh was a servant to the previous king. This king was actually Asmodeus, demon of
lust, in disguise and used Krinjh to earn the trust of Ariadne to get a seedling from Arbor to become allpowerful and then attempted to break them apart. Yunita prevents this by using the Merkmal to reveal
Asmodeus and the groups defeats him. In return, Krinjh gives them the Shield of Light. Krinjh becomes
king and creates diplomatic relations between Geura and Arbor. In Liberte's past, an artist, Pione, was
attempting to create the most beautiful piece of art and incorporated Lillibelle into it. However, the
pirate's stole the work and Aire wanted to everything it took to stop them. It turns out the entire pirate

crew was being possessed and after freeing them, the group awakens Cetus, the ancient's Rolan's whale
and uses him to help defeat Leviathan, demon of envy.
In Urbeth's past, a plague ravaged the city and the only cure cost absurd amounts which led to Urbeth to
go from a city of faith to a city commerce. Thauzand's daughter was unfortunately one of the victims.
However, Jusqua is determined to prevent this and finds a vial of the cure. Its revealed that the
apothecary in town was causing the plague and selling the overpriced medicine. The group reveals him
to be Beelzebub, demon of gluttony, and defeats him. In return, Thauzand gives the group the Cape of
Light and Urbeth becomes a town of the perfect balance of faith and commerce. In Arbor's past, Torte,
as a human, released Belphegor, demon of sloth, in trying to obtain the spell Lux. As punishment, he was
turned into a mouse and it was decided that no humans would be allowed in Arbor. In the meantime,
Belphegor was trying to possess Arbaroc and destroy Arbor. In the original history, he succeeded in the
possession, but thanks to the intervention of Torte and the group, he is defeated instead and the group
is rewarded with the legendary white magic Lux.
In Invidia's past, there was a winter that threatened to destroy the town. In response, Rekoteh's father
who expected her to be as strong as her brother despite being much younger. He asked her to retrieve
the Dragon's Mark which Brandt decides to go get for her. They give it to her and when she shows it to
her father, he asks the group to take it and stop whatever is going on at the Sun Temple. The group
arrives and defeats Mammon, demon of greed. Upon their return, Invidia is finally hit with spring, and
Rekoteh's father apologizes to his daughter and gives the group the Armor of Light. In Spelvia's past, the
group arrives just before it's too late to save Rolan from the darkness. They delve into his soul again and
defeat Lucifer, demon of pride, freeing Rolan's soul from darkness and giving him the confidence he
needs to be a hero. He gives them the Sword of Light.
In Horne's past, a drought has caused popular to go towards asking Louhi for help. Beneath the castle,
despite this being the date of Aire's birth, the king is contacting Louhi for help. In exchange for Aire,
Louhi would break the seal on the legendary black magic. The group is appalled that their king would do
such a thing and travels to Louhi's mansion. There, Rolan shows up and tells Louhi to break her
agreement with the king and advises the group to get the Lamp of Truth. With the lamp, they reveal the
king to actually be Satan, demon of wrath, and defeat him. Brandt's parrot shows up and uses the Lamp
of Truth to turn into the real king. It should be noted, that in the beginning of the game, they were
actually tricked into serving Satan meaning they were actually on the side of evil since Louhi also works
for Rolan. This also implies that Satan was planning to betray Louhi and violate the contract for a long
time. In thanks, the king gives the group the legendary black magic Desolator. It is interesting to note
that Horne will remain as it appears in the present until the other demons are defeated, making Satan
the final boss before the final dungeon, the Star Chamber. This could emphasise the fact that reality has
been warped terribly, to the extent that while other regions have returned to the past, Spelvia and
Horne remain as they appear in the present.
At this time, the Dark World opens and with the help of Cetus, the group enters, and defeats Asmodeus,
Leviathan, Beelzebub, Belphegor, Mammon, and Satan again and then faces off against Chaos, the Dark
Lord. In the final fight after the crystal appears to heal the group, Chaos destroys it and still manages to
lose to the group despite them losing their major source of power. The group then travels the world
returning all seven of their recently obtained items. Now that the world is returned to normal, everyone
remembers them and all they have done for them.

Development[edit]
The 4 Heroes of Light was developed by Matrix Software, produced by Tomoya Asano and directed by
Takashi Tokita with Akihiko Yoshida serving as character designer and art director and Tomihito Kamiya
as sound director.[2] The game was initially to be revealed through a teaser website with a countdown
timer that was to end on July 6, 2009. Due to the number 4 in the website and being the mark of the
20th Anniversary of the SaGa HYPERLINK "http://en.wikipedia.org/wiki/SaGa_(series)" HYPERLINK
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series, it was speculated to be SaGa 4.[6] The game was revealed by Weekly Sh HYPERLINK
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"http://en.wikipedia.org/wiki/Weekly_Sh%C5%8Dnen_Jump"nen Jumpmagazine five days before the
teaser site's timer ended.[7]
The game was designed to be a throwback to previous simpler games in contrast to modern RPGs,
however noted to have maze-like towns.[8] Tomoya Asano has described the game as "a classic fantasy
RPG using today's technology."[2] Yoshida Akihiko designed the game with a style resembling picture
books.[9]
The Development team drew inspiration from Final Fantasy III and Final Fantasy V for the crown system
and Final Fantasy IV for story and individual characters. The team also looked for influence in standard
RPGs for the NES system such as Final Fantasy I - III and Dragon Quest I - III.[10]

Reception[edit]
[hide]Reception
Review scores
Publication
1UP.com
Eurogamer
Famitsu
Game Informer
IGN
NintendoLife
RPGFan
RPGamer

Score
B+[13]
7 out of 10[14]
33 out of 40[11]
6 out of 10[15]
8.0 out of 10[12]
9 out of 10[16]
82%[17]
3 out of 5[18]

Final Fantasy: The 4 Heroes of Light was the second best-selling game in Japan during its week of release
at 115,000 units sold.[19]With an additional 35,000 units sold the following, it was reported that the
game sold out in the region.[20] HYPERLINK "http://en.wikipedia.org/wiki/Final_Fantasy:_The_4_Heroes_of_Light#cite_note-20" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy:_The_4_Heroes_of_Light#cite_note-20" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy:_The_4_Heroes_of_Light#cite_note-20" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy:_The_4_Heroes_of_Light#cite_note-20"[21]

November 2009.

The game sold 178,510 copies by the end of

[22]

The game had received mixed to positive reviews by critics. The game holds an aggregated score of 71
out of 100 approval rating based on 49 reviews on Metacritic.[23] It was praised by Japanese gaming
magazine, Famitsu with one of the four reviewers stating, "The story, music, and so on evokes memories
of an older age and it mixes well with the modern gameplay to make things seem pretty fresh."[11]
Janelle Hindman's review on RPG Land concluded, "Players who don't mind a little awkwardness will
enjoy this humble Final Fantasy side story" and labeled the game "Good."[4] IGN also praised the game
noting its unique style with an old school SNES feel.[12]
The game was also showcased at E3 2010 where it generated numerous positive responses from the
media. It was nominated byGameTrailers for Best DS Game of the Show.[24]

Final Fantasy XII: Revenant Wings


From Wikipedia, the free encyclopedia
Final Fantasy XII: Revenant Wings

North American cover art for Revenant Wings


Developer(s)
Publisher(s)
Director(s)
Producer(s)

Think & Feel[1]


Square Enix
Motomu Toriyama
Yasuhito Watanabe
Eisuke Yokoyama
Artist(s)
Ryoma It
Toshitaka Matsuda
Isamu Kamikokuryo
Writer(s)
Motomu Toriyama
Takanari Ishiyama
Composer(s)
Hitoshi Sakimoto
Kenichiro Fukui
Series
Final Fantasy
Ivalice Alliance
Platform(s)
Nintendo DS
Release date(s)
JP April 26, 2007
NA November 20, 2007[2]
PAL February 15, 2008[3]
Genre(s)
Tactical role-playing game
Mode(s)
Single player
Distribution
1024 Megabit Nintendo DS Game Card
Final Fantasy XII: Revenant Wings (XII Fainaru
Fantaj Revananto Uingu?) is a real-time HYPERLINK "http://en.wikipedia.org/wiki/Real-time_strategy"
HYPERLINK "http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK
"http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Realtime_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK
"http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Realtime_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Tactical_role-playing_game" HYPERLINK
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"http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Realtime_strategy" HYPERLINK "http://en.wikipedia.org/wiki/Real-time_strategy" HYPERLINK

"http://en.wikipedia.org/wiki/Real-time_strategy"strategy RPG developed by Think & Feel and


published by Square Enix for the Nintendo DS. It is a sequel to the best-selling 2006 HYPERLINK
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"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
"http://en.wikipedia.org/wiki/2006_in_video_gaming" HYPERLINK
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"http://en.wikipedia.org/wiki/2006_in_video_gaming"PlayStation 2 role-playing game Final Fantasy XII.
One year after the events of Final Fantasy XII, the protagonist Vaan is now a sky pirate possessing his
own airship. He is joined in a new quest by his friend and navigator Penelo, other returning characters
from the original title, along with new characters such as Llyud, a member of the Aegyl race who have
wings protruding from their backs.[4] Their treasure-hunting adventures take them to the purvama
(floating continent) of Lemurs and the ground below, where the story begins.
Revenant Wings is the first title announced in the Ivalice Alliance series of video games. The North
American release of the game was rebalanced to be more difficult than the Japanese version, and was
released on November 20, 2007.[5]

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2 HYPERLINK "http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot"
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Gameplay[edit]
After completing a prologue sequence, the player starts the game with an airship, named after their clan
(with a default name of Galbana, or Beiluge (?) in the Japanese version). The airship is
used as a base where the player can check on their current mission and view other tasks, customize
equipment in the synthesis shop, or travel between the four islands of Lemurs. The airship's interior
can also be customized by the player.[6]

Battle system[edit]
Revenant Wings is a real-time strategy game, but with elements reminiscent of the turn-based Final
Fantasy Tactics and Tactics Advance.[7] It can be played entirely with the Nintendo DS stylus. Battles are
initiated when the player begins a mission or chooses to fight a melee battle in a particular area. The
characters attack automatically once the enemy is within range. The player is given the option to give
commands to the characters by tapping on them with the stylus. Possible commands include changing
the character's target, setting their gambit, or using various abilities.[8]
Each character is distinguished according to three types: melee, ranged and flying. Melee characters
attack at a close range, and ranged from afar, while flying are able to travel unbound to terrain. The
types oppose each other in the manner where melee wins over ranged, ranged wins over flying and
flying wins over melee.[9]

Summoning[edit]
Summoning magic returns from Final Fantasy XII in Revenant Wings and has a larger role; director
Motomu Toriyama stated that Revenant Wings has more summons, or Espers, than any previous Final
Fantasy game.[4] Summon abilities are learned via the new Ring of Pacts system, which is used to allow
the summoning of Espers. Each slot in the Ring of Pacts is placed with an Auracite to create a pact with
the Esper.[9] The number of summons available to the player is fifty-one, and they are classified in
different categories, with each character able to summon a large number depending on the party's
combined capacity.[10]
Summoning Espers to aid in battle is accomplished by using a Summon Gate located in the play field
area. The ability to summon the different creatures depend on the Affinity of the player characters.
Additionally, two Espers per character are automatically summoned at the beginning of each battle

where Espers are allowed. Espers can be linked to battle groups using a system reminiscent of the
earlier Square game Bahamut Lagoon. Summons are ranked from 1 to 3, with Rank 1 and 2 able to
manifest in large numbers, as opposed to Rank 3 which summons only one entity. Before the battle
begins, players can select up to five Espers to possibly summon through Esper Gates in the upcoming
battle (Esper Troupes); one Rank 3 Esper, two Rank 2 Espers, and two Rank 1 Espers. Summons are also
differentiated by varying elements, which are fire, water, earth, and lightning. Recovery and nonelemental are two other types.[9]

Synthesizing[edit]
An element of alchemy and synthesizing is used in the game, where the player obtains recipes and
materials necessary for the synthesis process. Only leader characters can obtain the materials, of which
can be synthesized into weapons and armor and the stats of being dependent on the materials' grade.[9]

Plot[edit]
Setting[edit]
Main article: Ivalice
A few locations in the Ivalice of Final Fantasy XII and Final Fantasy Tactics Advance return in Revenant
Wings, along with a new setting: Lemurs, described in the official website as a legendary purvama
(floating continent) raised into the skies by the god Feolthanos long before the events of the game.
Because of the effect of Cloudstones or "Auraliths", magical stones used to erect barriers, this purvama
is shielded from the rest of the world. In time, the "Legend of the Floating Land" became an ambition for
sky pirates who seek the island and what riches are on it. The ruins of Lemurs are where the Aegyl
reside; the Aegyl are a human-like race with wings sprouting from their backs and a life-span of forty
years. Due to being shielded within Lemurs, the Aegyl have no knowledge of the outside world but
what they learn from intruding sky pirates.
The magicite in Lemurs are known as Auracite. Fragments of Auralith, Auracites are used in the Ring of
Pacts to summon beasts known as the Yarhi, referred by others of Ivalice as Espers.[9] However,
extended use of Auracite can purge the user of his or her anima, which becomes a new Yarhi and
continues the cycle until the user becomes a soulless shell.

Characters[edit]
See also: Characters of Final Fantasy XII

Ryoma It's design for Vaan


Revenant Wings added four additional main playable characters to the six in Final Fantasy XII: Kytes and
Filo, two orphans from Rabanastre; Llyud, a resident of Lemures; and Ba'Gamnan, a sinister bounty
hunter who has a grudge against Vaan and company for having involved themselves in his affairs during
the first game. Kytes and Filo appeared as a NPCs in XII, while Ba'Gamnan had been a recurring
antagonist. All three characters gain larger roles in this game.[11]
Summon designs have also been changed. The lizard design of Salamander, for example, was changed to
be boar-like to ensure the designs would come out well and distinguishable within the DS' graphical
capabilities. Each summon has three Ranks,[10] and the designs of each Rank are so that there are
relations between one Rank and another.[11]

Story[edit]
Revenant Wings begins a year after the events of Final Fantasy XII, with Vaan flying his own airship with
Penelo after Balthier and Fran "stole" the Strahl. The foursome is revisited in Bervenia and decide to
accompany each other inside to obtain the Cache of Glabados.[12]
While obtaining a treasure, two strange crystals, the building begins to collapse on itself. In the ensuing
chaos, Vaan loses his airship and are forced to flee the site on Balthier's airship. Balthier soon drops
Vaan and Penelo back in Rabanastre where they, along with Kytes and Filo, witness a strange object
flying overhead: a derelict airship. After sneaking aboard the airship and defeating the Bangaa
headhunter Ba'Gamnan, Vaan and company christen the airship whatever the player decides (default
Galbana) and find themselves on the purvama Lemurs by accident. While looking around the unknown
ruins, they meet Llyud of the Aegyl race and learn his people are locked in battle with sky pirates who
are raiding the island for treasure. Lemurs is said to possess summoning crystals called Auracite.
Deciding to aid the Aegyl in defending Lemurs, Vaan's group learns the pirates were recruited by the

mysterious Judge of Wings, who seeks out the three Auraliths, grand masses of Auracite that protect
Lemurs from the outside world.
When the group confronts the Judge of Wings at the site of the first auralith, the Judge of Wings
destroys the auralith, leading Vaan and his friends to have visions of Balthier confronting the Judge of
Wings and losing, after which they hear sky pirates are gathering at the Skysea, and they go there to find
Rikken, a friend of Vaan's. He says he may know something about the Judge of Wings, but to get
answers, Vaan must compete in Rikken's tournament.
After saving Rikken, it is revealed Rikken knows nothing about the Judge, but Tomaj discovers there is an
auracite shrine beneath the Skysea. When venturing there, the group encounters Ba'Gamnan who
kidnaps Filo, taking her deeper within the shrine. When the group catches up with him, Rikken agrees to
help rescue Filo, and once she is rescued, the party moves on to confront the esper Belias, the Gigas,
that was summoned by the Judge of Wings. Once defeated, the Judge summons the massive esper
Bahamut, who destroys the Skysea, and the party becomes island-trapped.
While stranded, the group meets Velis, a man who was at Nalbina and got lost while searching for his
lover, Mydia. After a lot of character development, it is discovered Velis is, in fact, dead, and actually an
esper who you later must battle when the Judge of Wings comes and controls him. After Velis is
defeated (as the esper Odin), it is discovered the Judge of Wings is Mydia, but she then flees the island.
Tomaj runs to the group, tells them the airship is fixed, and that he has spotted the Strahl, Balthier's
ship.
When the group finds the ship, they find Fran, who says Balthier is within a mountain on the island they
are now on. Once inside, the group discovers an auralith, and the group plus Fran must defeat Mydia
and the esper Mateus while protecting Balthier. Once defeated, Mydia flees without destroying the
auralith, but Balthier then turns on the group and destroys the auralith, which sends the party into an
illusion.
While within the illusion, the team discovers the Aegyl are so emotionless because they are deprieved of
anima, which is harvested by their god, Feolthanos, and stored in the auraliths. It is discovered this
illusion is the world of the espers, and they find Velis, who makes everything clear: Mydia is a body,
stripped of its anima, controlled by Feolthanos to reap anima for him, and if the auraliths are destroyed,
the Aegyl's anima will return and as such, they must destroy the auraliths.
Once awoken from the illusion, Vaan confronts Balthier, who already knew these newly discovered
facts, and Balthier and Fran join the team. The group then finds the Leviathan, the ship of Queen Ashe
and Judge Magister Basch, who join the team as they venture through Ivalice, Emperor Larsa also
joining. Mydia, as it turns out, is a Feol Viera, more commonly known as an Exiled, of which have white
skin and shorter ears and hair as compared to the normal Viera who are darker-skinned and longerhaired. While in Roda Volcano, the team battles Mydia and the esper Chaos, and, as Mydia takes her
dying breath, requests the team go to Feolthanos' palace above Lemurs and kill him. Her anima guides
them up as they prepare to open the final chapter of their story.
Above Lemurs, the team battles reincarnations of dead Aegyl, and then battle the reincarnated form of
Mydia's anima, while discovering Feolthanos, the god, is, himself, the last auralith. When the team
ventures all the way to the seat of Feolthanos' power, they battle him and the anima-stripped Aegyl he

commands. When he is almost defeated, he summons Bahamut to do battle with the team. After his
giant shrine is destroyed, there is a one-on-one battle between Vaan and Feolthanos in which
Feolthanos is apparently stronger, but as Vaan begins to lose, his friends come to back him up: first Ashe
and Basch, Balthier and Fran, then Filo and Kytes, Llyud, and finally Penelo---the only battle in the game
where every group leader is involved. In the end, Llyud deals the final blow to Feolthanos, releasing all
the remaining stored anima.
After the end of the battle with Feolthanos, the game ends, and the characters going their separate
ways as the credits roll is shown. If 100% game completion is reached then you are treated to an
extended ending which shows Vaan and Penelo leaving together as a couple on a new adventure only to
be interrupted by Filo, Kytes and Tomaj with some Yarhi and Cuit Sith in toe.

Development[edit]
The game was directed and its story written by Motomu Toriyama, who also directed Final Fantasy X-2
and Final Fantasy XIII.[13] According to Toriyama, the game is aimed at Nintendo DS owners who are not
experienced with Final Fantasy games, and will remove "overly complicated elements from the battle
system...that will allow [the player] to defeat the enemies with minimal controls."[14]
The game features a sprite-based graphics engine with 3D backgrounds and character designs by Ryoma
It (Final Fantasy Tactics Advance). Producer Eisuke Yokoyama citedWarcraft and Age of Empires as
sources of inspiration and expressed a desire to "extract the pure 'fun' of those games" and bring it to
Final Fantasy.[15] It based some of his designs on those of Final Fantasy XII character designer Akihiko
Yoshida. It "traded secrets" with him, with the confidence he gained from Final Fantasy XII creator
Yasumi Matsuno's praise on his tampering with Final Fantasy Tactics Advance's Moogle designs.[11]
For the North American localization, Revenant Wings was rebalanced to make it more difficult because
the North American market is judged as "more familiar" with the real-time strategy genre.[15]

Audio[edit]
Revenant Wings was scored by Final Fantasy XII composer Hitoshi Sakimoto, joined by Kenichiro Fukui,
who had arranged the English version of "Kiss Me Good-Bye". Most of the music for the game is
arrangements from the previous title. While the Nintendo DS has more technical limitations than the
PlayStation 2, Sakimoto considers it not particularly noticeable in practice.[16]
Unlike in Final Fantasy XII, the music is entirely dynamic and context-dependent. Each track possesses
different parts, ranging from musical themes of peaceful moments to frantic battle cries, which are
activated when the actions of the players require it and are looped until the context is changed again.[17]

Reception[edit]
[hide]Reception
Aggregate scores
Aggregator
GameRankings
Metacritic
Review scores
Publication
1UP.com

Score
79.67%[18]
81/100[19]
Score
B+

Electronic Gaming Monthly


8 of 10
Famitsu
32 of 40
GameSpot
8.5 of 10
GameZone
8.5/10
IGN
8.3 of 10
Nintendo Power
7.5 of 10
X-Play
4/5
As of August 8, 2008, Revenant Wings has sold 1.04 million units worldwide, with 540,000 units sold in
Japan, 220,000 units in North America, and 280,000 in Europe.[20] It was the best-selling Japanese
console game in the week of its release, then the second best-selling in the following week.[21]
The Japanese version of the game scored 32/40 in the Japanese gaming magazine Famitsu.[22] The game
also received praise from reviewers of Dengeki DS HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
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"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS"& HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" HYPERLINK
"http://en.wikipedia.org/wiki/Dengeki_Nintendo_DS" Wii Style. Praise was given to the mission-based
storyline and battles for being "simple and more involved". The large number of characters who can
enter the fray at one given time gives a sense of involvement for the player as if they were "close to the

action", and the game's difficulty may appeal even to those who "do not normally play role-playing
games". The only criticism found was with the usage of the stylus, as its usage in selecting areas on the
battlefield can be difficult.[23]
The North American version of the game scored mainly positive reviews. Nintendo Power gave it a
7.5/10, IGN gave it an 8.3/10, 1upgave it a B+,[24] GameSpot and GameZone both gave it an 8.5/10, and
X-Play gave it a 4/5.
Electronic Gaming Monthly also gave it generally favorable reviews, with staff giving it scores of 8, 7.5,
and 6 (all out of 10). The reviewers praised the game's combination of role-playing and strategy, but
criticized the screen size relative to the amount of action.[25] IGN named it Nintendo DS Game of the
Month for November 2007.[26]

See also[edit]

Book: Final Fantasy XII

References[edit]

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Sullivan, Meghan (May 1, 2007). "Final Fantasy XII Revenant Wings: Pre-Battle Jitters". IGN.
News Corporation. pp. 12. Retrieved May 3, 2007.

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Xcomp (December 7, 2006). "FFXII: Revenant Wings, Battle System and the Egul Race". "Xcomp's
Yuuenchi". Archived from the original on 2006-12-13..GameBrink.Com. Retrieved December 7,
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Morcos, Antoine (March 2, 2007).


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note: Something more valuable: the Cache of Glabados. I await in Bervenia.Square Enix (200610-31). "Final Fantasy XII". PlayStation 2. Square Enix.

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Freund, Josh (September 20, 2006). "Final Fantasy XII: Revenant Wings (DS) scan, details Update #1". GamesAreFun.com. Retrieved September 21, 2006.

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Staff (September 21, 2006). "TGS 2006: Final Fantasy XII Update". IGN. News Corporation.
Retrieved September 21, 2006.

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Harris, Craig (May 16, 2007).


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(February 15, 2007). "Hitoshi Sakimoto AU Interview". IGN. News Corporation. Retrieved July 6,
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(May 16, 2007). "Second thoughts on Final Fantasy XII: Revenant Wings".Siliconera. Retrieved
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Fantasy XII: Revenant Wings reviews on GameRankings". GameRankings. Retrieved March 25,
2014.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-19"^ "Final
Fantasy XII: Revenant Wings reviews on Metacritic". Metacritic. Retrieved March 25, 2014.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-20"^ "Annual
Report 2008". Square-Enix.com. August 8, 2008. Retrieved 2008-12-20.[dead link]

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-21"^ "Top 30
Japanese Console Game Chart". The Magic Box. 2007. Retrieved July 6, 2007.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-22"^ Parkin,
Simon (May 28, 2007). "First Impressions - Final Fantasy XII: Revenant Wings". Eurogamer.
Eurogamer Network. p. 2. Retrieved July 6, 2007.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-23"^ Gantayat,
Anoop (April 16, 2007). "FFXII: Revenant Wings Reviewed". IGN. News Corporation. Retrieved
April 16, 2007.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-24"^ Parish,
Jeremy (2007-11-16). "Final Fantasy XII: Revenant Wings". 1UP.com. Retrieved 2008-08-02.

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-25"^ Electronic
Gaming Monthly, Issue 223; HOL. 2007

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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_ref-26"^ Harris, Craig
(2007-11-30). "Nintendo DS Game of the Month: November 2007". IGN.News Corporation.
Retrieved 2007-12-01.

External links[edit]

Final Fantasy XII Revenant Wings HYPERLINK "http://www.square-enix.co.jp/ff12rw/"


HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK "http://www.squareenix.co.jp/ff12rw/" HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK
"http://www.square-enix.co.jp/ff12rw/" HYPERLINK "http://www.square-enix.co.jp/ff12rw/"
HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK "http://www.squareenix.co.jp/ff12rw/" HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK
"http://www.square-enix.co.jp/ff12rw/" HYPERLINK "http://www.square-enix.co.jp/ff12rw/"
HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK "http://www.squareenix.co.jp/ff12rw/" HYPERLINK "http://www.square-enix.co.jp/ff12rw/" HYPERLINK
"http://www.square-enix.co.jp/ff12rw/" official website for Japan (Japanese)

Final Fantasy XII Revenant Wings HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK


"http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.square-enix.com/ffxiirw/"
HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.squareenix.com/ffxiirw/" HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK
"http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.square-enix.com/ffxiirw/"
HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.squareenix.com/ffxiirw/" HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK
"http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.square-enix.com/ffxiirw/"
HYPERLINK "http://na.square-enix.com/ffxiirw/" HYPERLINK "http://na.squareenix.com/ffxiirw/" official website for North America

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