is a
media franchise owned by
Square Enix that includes
video games,
motion pictures and other merchandise. It began in 1987 as an
eponymous console role-playing game developed by
Square, spawning a video game series that became the franchise's central focus.
The video game franchise of ''Final Fantasy'' is the
fourth-best selling as of March 2007, having sold over 75 million units
[1] worldwide, trailing ''
Mario'', ''
Pokémon'', and ''
The Sims''. The franchise later branched out into other genres and platforms, such as
tactical RPGs,
portable games,
MMORPGs and games for mobile phones. The series also spurred the release of three
animated productions and two full length
CGI films.
The
first installment of the series premiered in
Japan on
December 18,
1987, and ''Final Fantasy'' games have later been
localized for markets in
North America,
Europe and
Australia on numerous
video game consoles,
[1] IBM PC compatible computers, and several different models of
mobile phones. Future installments have been announced to appear on
seventh generation video game consoles. Two upcoming titles for the PS3 include ''
Final Fantasy XIII'' and ''
Final Fantasy Versus XIII''.
As of March 2007, there are about 28 games
[2] in the franchise. This number includes installments from ''
Final Fantasy'' to ''
Final Fantasy XII'', along with a few direct sequels (''
Final Fantasy X-2'' and '') and numerous
spin-offs.
Overview
ImageSize = width:200 height:500
PlotArea = left:50 bottom:10 top:10 right:0
DateFormat = yyyy
Period = from:1987 till:2007
TimeAxis = orientation:vertical order:reverse
ScaleMajor = unit:year increment:1 start:1987
ScaleMinor = unit:year increment:1 start:1987
Colors =
id:blue value:rgb(0,0,0)
id:red value:rgb(0.9,0.05,0.05)
# there is no automatic collision detection,
# so shift texts up or down manually to avoid overlap
Define $dx = 25 # shift text to right side of bar
# shift texts up or down when two have same year
Define $up = shift:($dx,1)
Define $dw = shift:($dx,-8)
PlotData=
bar:Games anchor:till color:green width:15 textcolor:blue align:left fontsize:S mark:(line,white) shift:($dx,-4)
from:1987 till:2007
at:1987 text:"Final Fantasy"
at:1988 text:"Final Fantasy II"
at:1990 text:"Final Fantasy III"
at:1991 text:"Final Fantasy IV"
at:1992 text:"Final Fantasy V"
at:1994 text:"Final Fantasy VI"
at:1997 text:"Final Fantasy VII"
at:1999 text:"Final Fantasy VIII"
at:2000 text:"Final Fantasy IX"
at:2001 text:"Final Fantasy X"
at:2002 text:"Final Fantasy XI"
# don't add FF X-2 to the above chart. It is a sequel and not part of the main series
at:2006 text:"Final Fantasy XII"
Square first entered the Japanese
video game industry in the mid 1980s, developing a variety of simple RPGs, racing games, and platformers for
Nintendo's
Famicom Disk System (FDS), a disk-based
peripheral for the Family Computer. By 1987, declining interest in the FDS had placed Square on the verge of
bankruptcy. At approximately the same time, Square designer
Hironobu Sakaguchi began work on an ambitious new fantasy role playing game for the cartridge-based Famicom, inspired in part by
Enix's popular ''
Dragon Quest'' (known as ''Dragon Warrior'' in the
United States until
2005).
[3] According to unconfirmed sources, Sakaguchi had plans to retire after the completion of the project, so it was named ''
Final Fantasy''. Andrew Vestal, who used to run the ''UnOfficial SquareSoft HomePage (UOSSHP)'', also attributed the name to the company's hopes that the project would help with their financial woes.
[4]''Final Fantasy'' reversed Square's lagging fortunes, and became their flagship franchise.
Following the success of the first game, Square quickly began work on a second installment. Unlike a typical sequel, ''
Final Fantasy II'' featured entirely different characters, with a setting and story bearing only some thematic similarities to its predecessor. Some of the
gameplay elements, such as the
character advancement system, were also completely changed. This approach to future installments has continued throughout the series, with each major ''Final Fantasy'' game introducing a new world, a new cast of characters, and a new system of gameplay.
[5] [6]
Due to the (as of 2007) 20 year time span of the game series, the games, especially older versions, are often sold at great value and maintaining a full working collection of the titles is often difficult given the wide breadth of systems. The
Nintendo DS provides the means with
Game Boy Advance backwards compatibility to play all six of the original 2D games (Dawn of Souls, the remakes of IV, V and VI and the DS 3D remake of III, not including spin-offs), and the
PlayStation 3 offers the opportunity to play the PSone remakes of ''Origins'' (''I'' and ''II''), ''Chronicles'' (''IV'' and ''Chrono Trigger''), ''Anthology'' (''V'' and ''VI''), the original PSone titles (''VII'', ''VIII'' and ''IX''), the PlayStation 2 titles (''X'', ''X-2'', ''XI'', ''XII'') and the PlayStation 3 version of ''
Final Fantasy XIII'', which is currently in development. ''
Final Fantasy III'' is as yet unavailable for the PlayStation series of consoles.
Common elements
Main articles: Common elements of Final Fantasy
Though each ''Final Fantasy'' story is independent, many themes and elements of gameplay recur throughout the series. The concept of summoning legendary creatures to aid in battle has persisted since Final Fantasy III, with Shiva, Ifrit, and Bahamut being among the common pantheon of beasts like the famous
chocobo.
Some spin-off titles have cameo appearances of characters from preceding stories, but in most cases merely the names are reused, so that each game has its own unique collection of characters in totally unrelated worlds. There has been a character, either playable or background, named
Cid in each game since Final Fantasy II. However, the name is the only common thread, as the actual appearance and personalities differ, though the character usually has something to do with flying.
Design
:''See also: ''

A depiction of
Terra riding a suit of Magitek Armor from ''Final Fantasy VI''.
Artistic design, including character and monster design work, was handled by Japanese artist
Yoshitaka Amano from ''Final Fantasy'' through ''Final Fantasy VI'', as well as title logo designs for all of the main series and all of the image illustrations from ''Final Fantasy VII'' onward. Following Amano's departure, he was replaced by
Tetsuya Nomura, who continued to work with the series through ''
Final Fantasy X'', with the exception of ''Final Fantasy IX'', in which character designs was handled by
Shukou Murase for the main characters and Toshiyuki Itahana and Shin Nagasawa for the sub characters. Nomura is also the character designer of the ''
Compilation of Final Fantasy VII,'' and all three installments of the upcoming ''. In ''
Final Fantasy XI'', the characters were designed by
Nobuyoshi Mihara.
[7]
Akihiko Yoshida, who served as character designer for the spinoff title ''Final Fantasy Tactics'', as well as the Square-produced ''
Vagrant Story'', recently became more involved with the series as the character designer of ''
Final Fantasy XII'' and the ''
Final Fantasy III'' remake.
In October 2003,
Kazushige Nojima, the series' primary scenario writer since ''
Final Fantasy VII'', resigned from Square Enix to form his own company,
Stellavista. He partially or completely wrote the stories for ''Final Fantasy VII'', ''Final Fantasy VIII'', ''Final Fantasy X'', and ''Final Fantasy X-2''. Square Enix continues to contract story and scenario work to Nojima and Stellavista.
Music
Main articles: Final Fantasy music
Final Fantasy is the first Japanese-origin video game franchise to mass market its soundtracks in the United States. The international popularity of video game music began to surge with the success of the Final Fantasy series, particularly ''
Final Fantasy VI'' and later games in the series.
Nobuo Uematsu was the chief
music composer of the Final Fantasy series until his resignation from Square Enix in November 2004. His music has played a large part in the popularity of the ''Final Fantasy'' franchise abroad. In the
2004 Summer Olympics, the American
synchronized swimming duo consisting of Alison Bartosik and Anna Kozlova were awarded the bronze medal for their performance to the song 'Liberi Fatali' from ''Final Fantasy VIII''. Uematsu is also involved with the rock group
The Black Mages, which has released two albums of
arranged ''Final Fantasy'' tunes. Other composers who have contributed to the series include
Masashi Hamauzu,
Junya Nakano and
Hitoshi Sakimoto. Hitoshi Sakimoto, Hayao Matsuo, Yuji Toriyama, and Nobuo Uematsu have composed the soundtrack of ''Final Fantasy XII.''
There have already been two successful runs of Final Fantasy concerts in Japan as of 2004. ''Final Fantasy''
soundtracks and
sheet music are also increasingly popular amongst non-Japanese ''Final Fantasy'' fans and have even been performed by the
London Symphony Orchestra. On
November 17,
2003, Square Enix U.S.A. launched an
AOL Radio station dedicated to music from the Final Fantasy series, initially carrying complete tracks from ''
Final Fantasy XI'' in addition to
samplings from ''Final Fantasy VII'' through ''Final Fantasy X''. Many video game and
MIDI world wide web sites offer renditions of ''Final Fantasy'' musical pieces, and many remixes can be found.
The concert tour was established, starting February 2005, due to the success of the first ''Final Fantasy'' concert performed by the
Los Angeles Philharmonic Orchestra at
Walt Disney Concert Hall on
May 10,
2004. Music from Final Fantasy was first performed outside of Japan as a part of the
Symphonic Game Music Concert series in
Germany. The ''Final Fantasy'' soundtracks have also joined the catalogue of the
iTunes Music Store.
While the music in the games offers wide variety, there are some frequently reused themes. The games often open with a piece called ''Prelude'', which is a simple
arpeggio theme in the early games, with further melodies added in later games. The battle sequences that end in victory for the player in the first ten installments of the series would be accompanied by a victory fanfare that used the same nine-note sequence to begin the fanfare, and it has become one of the most recognized pieces of music relating to the ''Final Fantasy'' series. The fanfare was also used in the movie
Final Fantasy VII Advent Children as Loz's ringtone, heard while he was in Aerith's Church fighting Tifa, and as the "Level Up" music in
Final Fantasy XI. Other memorable tunes include the Chocobo's theme, the Moogle's theme, and a piece originally called "Ahead On Our Way" in ''Final Fantasy I'', which was in fact the opening theme and which is now usually played during the ending credits of the game and called "Prologue" (in many cases, this theme is also known simply as "Final Fantasy").
Notably in the character-driven ''Final Fantasy'' incarnations, a significant element in each game's musical score is the use of
leitmotifs. A leitmotif, popularized by
Romantic Era composer
Richard Wagner, can be described as a 'theme melody' for a specific character, situation, or other entity. In nearly all ''Final Fantasy'' games, the most important characters and plot elements have their own theme music. For example, in ''Final Fantasy VII'', the song "Anxious Heart" is generally played whenever the main character's troubled past is brought up in the storyline.
Video game music, in particular the popular tracks from the Final Fantasy series, has also found its niche in the Australian market.
Hiroaki Yura founded
Eminence Symphony Orchestra, which claims to be the first group outside of Japan to perform anime and video game music. Nobuo Uematsu attended one of their concerts in 2004. Similar endeavors have also been founded by the American-based organizations ''Play!'' and ''Video Games Live''.
Graphics and technology
The cartridge generations
''Final Fantasy'' debuted on the
Nintendo Family Computer[8] as ''Final Fantasy'' in 1987. On the main world screen, small
sprite representations of the leading party members were displayed because of graphical limitations, while in battle screens, more detailed, full versions of all characters would appear in a side view perspective.
In 1988 it's first sequel ''
Final Fantasy II'' appeared on the Famicom in Japan only, though it was later re-released on the
PlayStation and
Game Boy Advance worldwide. It strayed from the traditional leveling system, instead improving abilities based on how they were used.
''
Final Fantasy III'', released in 1990 in Japan only and later remade on the
Nintendo DS worldwide, would return to the classic experience system and would introduce jobs.
The same basic system was used in the next three games, ''
Final Fantasy IV'', ''
Final Fantasy V'', and ''
Final Fantasy VI'', for the
Super Famicom.
[9] These games used updated graphics and effects, as well as higher quality music and sound than in previous games, but were otherwise similar to their predecessors in basic design.
The disc generations
Late in the 16-bit generation, Square of Final Fantasy for the next generation. However, 1997 saw the release of ''
Final Fantasy VII'' for the Sony
PlayStation and not the
Nintendo 64 as many had originally anticipated. This was due to a dispute with Nintendo over its use of faster and more expensive cartridges, as opposed to the slower and cheaper - though much higher capacity - compact discs used on rival systems. ''
Final Fantasy VII'' would have required a very expensive large capacity cartridge to work on the Nintendo 64. A cartridge holding the game's three CD-ROM's worth of data and full-motion video would have been nearly impossible to market at a price that most people could afford. Instead, ''Final Fantasy VII'' was created for the PlayStation console. The characters and entire game world were now
3-dimensional, with fully
pre-rendered backgrounds. However, ''Final Fantasy VII''
's FMVs often lacked consistency, with character models resembling their real-time counterparts in one scene, and then extremely detailed in the next. A version was later released for the
PC.
The turn-based strategy title ''
Final Fantasy Tactics'', released shortly after ''
Final Fantasy VII'', once again used sprites for the characters. As the only real user-interaction outside of battle was menu-driven, the developers saw no need for fully
3D-rendered overhead graphics, although the battle area was in 3D. This title was also the first tactics based RPG in the series. The second was ''
Final Fantasy Tactics Advance'' on the
Nintendo Game Boy Advance.
Starting with ''
Final Fantasy VIII'', the series adopted a more
photo-realistic look. Like ''Final Fantasy VII'', some full motion video sequences would have video playing in the background, with the polygonal characters composited on top.
''
Final Fantasy IX'' returned briefly to the more stylized design of earlier games in the series. It still maintained, and in many cases slightly upgraded, most of the graphical techniques utilized in the previous two games in the series.
''
Final Fantasy X'' was released on the
PlayStation 2, and made use of the much more powerful hardware to render many cutscenes in real-time, rather than in pre-rendered
FMV sequences. Also, rather than having 3D models moving about in pre-rendered backgrounds, the game featured full 3D environments, giving it a much more dynamic look (though the camera was still fixed, rather than a 360 degree, freely rotating camera). It was also the first Final Fantasy game to introduce voice-acting throughout the majority of the game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development. ''
Final Fantasy X-2'' used the same game engine as ''Final Fantasy X'', and was aesthetically very similar.
Taking a temporary divergence, ''
Final Fantasy XI'' used the PlayStation 2's online capabilities as an
MMORPG. Initially released for PlayStation 2 with a PC port arriving 6 months later, ''Final Fantasy XI'' was also released on the
Xbox 360 nearly four years after its first release in Japan. This was the first ''Final Fantasy'' game to allow the use of a free rotating camera.
''
Final Fantasy XII'' was released between
2006 and
2007 for the PlayStation 2. The game utilizes only half as many polygons as ''Final Fantasy X'' in exchange for more advanced textures and lighting. It also retains the freely rotating camera from ''Final Fantasy XI''.
''
Final Fantasy XIII'' was shown at
E3 2006 and is slated to be the first game in the main series for
PlayStation 3. A trailer was showcased at E3 2006 and showed brief moments of what ostensibly looked like real-time battles.
'' continues the storyline from ''Final Fantasy VII: Advent Children'' and is a Third Person Shooter released for the PlayStation 2 in 2006. Vincent is the only playable character in the game, aside from one minor level with Cait Sith. Due to the new genre of the game, the battle sequences from previous installments have been removed, and the opponents simply appear from around corners or out of doors at set points in the game.
Gameplay
Game screens
The games typically have several types of screens, or modes of interaction, broadly categorized as:
★ 'Battle screens' — Battles occur on a separate type of screen (or
arena), usually with a change of scale and a backdrop "arena" that usually generically represents where the battle is occurring in the game. (For example, a random battle in a
desert gets a desert backdrop.) Plot-relevant battles (as opposed to battling random monsters) may have a specially built battle screen/arena, however. In ''Final Fantasy VII'' and later, these screens are fully 3D, using higher resolution versions of the characters, but very restricted in size. ''Final Fantasy XI'' and ''XII'' do away with "scene-battles": battle sequences occur on the main field screen.
★ 'Field screens' — These are where the main interaction between the characters occurs, and most of the exploration of the world occurs on these screens. Dialog mostly occurs on these screens. ''Final Fantasy VII'' marked the point that ''Final Fantasy'' would have realistic computer graphics, while ''
Dragon Warrior'' stayed with anime style
cel-shaded graphics. Prior to ''Final Fantasy VII'', they were pseudo-
orthographic, using a simple
2D engine. ''Final Fantasy VII'', ''Final Fantasy VIII'', and ''Final Fantasy IX'' used pre-rendered and pre-painted backgrounds over which 3D models were overlaid. ''Final Fantasy X'' used a completely 3D field screen system, which allowed the camera angle to change as the characters moved about. The 3D field screen was kept for ''Final Fantasy XI'' and ''Final Fantasy XII'', but with a new camera system which can be adjusted by the player.
★ 'World screen' — A low-scale screen used to symbolize traveling great distances in times that would otherwise slow the game down unacceptably plot-wise. These are usually not scaled, as a character may appear the size of a small mountain. Relatively little plot occurs here, but there are exceptions. Final Fantasy X did away with this, and simply made the distances between areas smaller, often classed as areas in themselves.
★ '
Cutscenes' — These scenes are non-interactive playback that usually provide instructions for the player or advance the plot. They can either be pre-rendered video (FMV), or they can be executed in with the same engine (or a slightly modified engine to allow for more detailed expressions) as any of the three display modes above. Tutorials often manipulate the menu screen detailed below. In some cases, pre-rendered video is overlaid with real-time rendered field screen graphics (full motion video-3D).
★ 'Menu Screen' — This screen is used for navigating your party's status, equipment, magic, etc. This screen is usually a very simple blue-table layout, with a gloved hand to select one's options. In some games, the option to change the color or texture of the tables is given.
★ '
Mini-games' — The games often feature various minigames with their own graphical engines. Examples of these are the "Tetra Master" card game, featured in Final Fantasy IX, and then featured as a separate game shipped as part of the Final Fantasy XI PC game.
Battle system
:''See also:
Final Fantasy battle systems''

Screenshot of ''
Final Fantasy IX'' during a battle. The enlarged bars represent the Active Time Battle system used in several ''Final Fantasy'' installments.
The ''Final Fantasy'' series started with a simple menu-driven,
turn-based battle system, but later included more real-time and semi-real-time elements as the series progressed.
[10] The series went into complete real-time in ''Final Fantasy XI'' and ''Final Fantasy XII''. Most games in the series utilize an
experience level system for character advancement,
[11] and a point-based system for casting magical spells.
[12] Since Final Fantasy III, most games in the series feature a variety of "special commands," over and beyond the traditional "Attack," "Defend," "Cast Magic," "Item," and "Run" battle commands, such as the ability to steal items from enemies, or performing a leap attack. Often these special attacks are integrated into the "job system," which has appeared in several games in the series and spin-offs.
[13]
The first three games all featured a traditional, turn-based battle system. At the beginning of each combat round, the player chooses all of the battle commands. These commands would then be carried out, but in an order from the fastest to slowest characters. The turn-based battle systems were later replaced by the
Active Time Battle starting with ''Final Fantasy IV'', which was, in turn, replaced by the
Conditional Turn-Based (CTB) system in Final Fantasy X, and then finally by
Real Time Battle systems starting with ''Final Fantasy XI''.
At
E3 of
2006, Square Enix presented a short demo of ''
Final Fantasy XIII'', in which the battles had a battle menu for inputting commands at the bottom of the screen but was not well-noticed because the battles themselves appeared to be completely cinematic in nature.
Notes
1. ; these include the Nintendo Entertainment System, the MSX 2, the Super Nintendo Entertainment System, the PlayStation, the WonderSwan Color, the PlayStation 2, PlayStation Portable (currently a movie only), Game Boy Advance, Nintendo DS, Nintendo GameCube, Xbox 360
2.
Taku Murata, who supervised ''Final Fantasy XII'''s development, made this comment at the 2007 Game Developers Conference. [2]
3. At the time, Enix and Square were separate companies; they did not merge until about 17 years later.
4. [3] ''The History of Final Fantasy'' by Andrew Vestal, courtesy of GameSpot.
5. Although ''Final Fantasy V'' did receive a sequel in the form of an anime original video animation (OVA) named '' in 1994.
6. until the release of ''Final Fantasy X-2'', in 2003.
7. Final Fantasy XI Info GameFAQs staff
8. also known as the "Famicom", and known internationally as the ''Nintendo Entertainment System''
9. also known internationally as the ''Super Nintendo Entertainment System''
10. with the exception of ''Final Fantasy X''
11. although ''Final Fantasy II'' and ''Final Fantasy X'' did not
12. though ''Final Fantasy'', ''Final Fantasy III'' and ''Final Fantasy VIII'' all featured different approaches
13. ''Final Fantasy III'', ''Final Fantasy V'', ''Final Fantasy Tactics'', ''Final Fantasy Tactics Advance'', ''Final Fantasy X-2''
References
★
Final Fantasy XI Info GameFAQs staff
★
Kingdom Hearts II achieves million-unit sales mark in North America in four weeks
★ Vestal, Andrew.
The History of Final Fantasy. GameSpot. Retrieved 06-16-2007.
External links
★
Square Enix's official ''Final Fantasy'' website (English)
★
Square Enix's official ''Final Fantasy'' website (Japanese)
★
Open Directory Project:
''Final Fantasy'' sites
★
Final Fantasy Wiki