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Square Enix
Publisher(s)
Square Enix
Director(s)Hajime Tabata
Producer(s)
Hideki Imaizumi
Yoshihiro Hirota
Takeharu Ishimoto
Final Fantasy
PlayStation Portable
Single-player
Distribution
UMD
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.
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]
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]
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]
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]
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]
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]
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]
Square Enix
Publisher(s)
JP Square
NA Square Enix
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.
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.
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]
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.
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.
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.
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.
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.
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]
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]
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]
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.
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]
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]
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
Isamu Kamikokuryo
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
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
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]
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]
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]
Music[edit]
Main article: Music of Lightning Returns: Final Fantasy XIII
Marketing[edit]
Downloadable content[edit]
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
Publication
Score
Destructoid
7.5/10[140]
Edge 6/10[141]
Eurogamer
Famitsu
8/10[29]
37/40[142]
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 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]
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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
Nabudis, Rabinastre
Notable characters
First appearance
Contents [hide]
1 Concept and creation
2 Appearances
2.1 Video games
2.2 Other media
3 Setting
3.1 Geography
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]
Appearances[edit]
Video games[edit]
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.
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]
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]
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]
St. Ivalice[edit]
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]
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]
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]
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.
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.
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 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.
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]
See also[edit]
Book icon
Book: Final Fantasy XII
References[edit]
Jump up ^ FFWorld Staff (2004). "Interview - Yasumi Matsuno".
www.ffworld.com.
^ Jump up to: a b c Ivalice (Sage Knowledge 29 of 78), Clan Primer
Bestiary Square Enix (2006-10-31). "Final Fantasy XII". PlayStation 2.
Jump up ^ critiqueofgames.net staff (March 19, 2004). "
". Critique of Games. Retrieved
December 11, 2007.
Jump up ^ "Interview". FFWorld.com (in French). 2004. Retrieved
2007-05-25.
Jump up ^ "Yasumi Matsuno @ Twitter". 2011-06-29. Retrieved 201107-01.
Jump up ^ "Yasumi Matsuno @ Twitter". 2011-06-29. Retrieved 201107-01.
Jump up ^ Kasavin, Greg (February 23, 1998). "Final Fantasy Tactics
for PlayStation Review". GameSpot. Retrieved April 24, 2007.
Jump up ^ "Critique of Games: Akito Inoue". Square Haven. May 27,
2007. Retrieved December 13, 2007.
Jump up ^ Zdyrko, David (2000-05-22). "Vagrant Story". IGN. Retrieved
2007-05-08.
^ Jump up to: a b Ajora was born in the Lesalian city of Bervenia twelve
centuries ago. Raised in Milados, he preached openly about the coming
of Paradise. This infuriated the Pharist priests, and the Holy Ydoran
Empire hanged him as a traitor. When Mullonde, the center of Pharist
teachings, then sank into the sea, Ajora's disciples began to preach of
his divinity, eventually forming the Church of Glabados Square Enix.
"Final Fantasy Tactics: The War of the Lions". PlayStation.
Jump up ^ Priest: Blessings of the Great Father descend, and guide your
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.
Square Enix (2007-10-01). "Final Fantasy Tactics: The War of the
Lions". PlayStation Portable.
Jump up ^ Square (2000-05-15). "Vagrant Story". PlayStation. Square.
Level/area: Wine Cellar, Wine Guild Hall. "Goodwin: And procure the
miracles of Le Monde! 'Tis just a rumour, but I've heard that
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
were common as sellswords."
Jump up ^ Guildenstern: The Dark is formless and invisible. It invades
the body like a plague, an unseen visitor. Yet those it taints
become...undying. Square Co (2000-05-15). "Vagrant Story".
PlayStation. Square EA.
"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.
Jump up ^ Studio BentStuff, ed. (2006). Final Fantasy XII Scenario
Ultimania (in Japanese). Square Enix. p. 90. ISBN 4-7575-1696-7.
Jump up ^ Studio BentStuff, ed. (2006). Final Fantasy XII Scenario
Ultimania (in Japanese). Square Enix. p. 89. ISBN 4-7575-1696-7.
^ Jump up to: a b Studio BentStuff, ed. (2006). Final Fantasy XII
Scenario Ultimania (in Japanese). Square Enix. p. 92. ISBN 4-75751696-7.
Jump up ^ Studio BentStuff, ed. (2006). Final Fantasy XII Scenario
Ultimania (in Japanese). Square Enix. p. 88. ISBN 4-7575-1696-7.
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.
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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" 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" 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" 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.
[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]
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Gameplay"Gameplay
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Battle_system"Battl
e system
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Summoning"Summo
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Synthesizing"Synthe
sizing
2 HYPERLINK "http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Plot"Plot
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Setting"Setting
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Characters"
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Characters"Characte
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#Story" HYPERLINK
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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
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+
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]
References[edit]
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2007-12-05.
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(2007-07-14). "Square Enix gesticulates in regards to Revenant Wings bonus content". Retrieved
2007-07-15.
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"http://en.wikipedia.org/wiki/Final_Fantasy_XII:_Revenant_Wings#cite_refForever_Fantasy_6-0"^ soul (April 4, 2007). "New Revenant Wings Scans". "Forever Fantasy".
Archived fromthe original on 2007-08-26.. Archived from the original on September 27, 2007.
Retrieved April 4, 2007.
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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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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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