Final Fantasy

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Japanese series logo, which also appears in the post-16-bit era North American localizations
Japanese series logo, which also appears in the post-16-bit era North American localizations

Final Fantasy (ファイナルファンタジー, Fainaru Fantajī) is a series of computer and console role-playing games produced by Square Enix (originally Square Co., Ltd.). It may be the most widely distributed video game franchise of all time, including standard console role-playing games, portable games, a massively multiplayer online role-playing game, games for mobile phones, three anime productions, and two full length CGI films. Unlike most game series, the separate installments bearing the "Final Fantasy" name are nearly always unconnected in terms of plot and gameplay specifics, and are sequels in name only. In terms of numerical sequels, it is the longest-running video game series, with Final Fantasy XII having recently been released in 2006.

The first installment of the series premiered in Japan on December 18, 1987, and Final Fantasy games have subsequently been localized for markets in North America, Europe and Australia, on numerous video game consoles[1] as well as IBM PC compatible computers and several different models of mobile phones. Future installments have been announced to appear on future platforms such as the Wii, Xbox 360, and PlayStation 3 game systems. It is Square Enix's most successful franchise, and the third biggest selling video game franchise of all time, having sold over 63 million units worldwide to date.

As of Winter 2006, twelve games have been released as part of the main (numbered) series. There are also many spinoffs and related titles.

Overview

See also: List of Final Fantasy titles

Square Co., Ltd. first entered the Japanese video game industry in the mid 1980s, developing a variety of simple RPGs for Nintendo's Famicom Disk System (FDS), a disk-based peripheral for the Family Computer (also known as the "Famicom," and known internationally as the Nintendo Entertainment System). By 1987, declining interest in the FDS had placed Square on the verge of 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 to some in the United States as Dragon Warrior). [2] Sakaguchi had plans to retire after the completion of the project so he named it Final Fantasy because it was his final game, although it was also going to be Square's final game. In fact, it's commonly believed that the game was named Final Fantasy because of Square and not Sakaguchi, although Sakaguchi himself has confirmed it was named because of his plans for retirement. Either way, Final Fantasy turned out to be far from Square's or Sakaguchi's last game. 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. As an 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 development system, were also completely changed. This approach to installments has continued throughout the series, with each major Final Fantasy game introducing a new world, and a new system of gameplay. Many elements and themes would recur throughout the series, but there would be no actual sequels until the release of Final Fantasy X-2, in 2003, after the merger with Enix.[3]

Common themes and motifs

File:Final Fantasy IV JAP Airship.png
Airships have appeared in almost every Final Fantasy game, and a character named Cid is almost always directly related to them. (Final Fantasy IV shown).

Though each Final Fantasy story is independent, many themes and elements of gameplay recur throughout the series. 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. From the strong influence of history, literature, human psyche, religion, and mythology on the story to the frequent reappearance of certain monsters, characters, and items, these shared elements provide a unifying framework to the series.[4]

Some key objects and concepts that have appeared in more than one Final Fantasy game include:

  • Airships — Powerful airborne vessels which usually serve as a primary mode of transportation for the player, enabling fast movement to nearly anywhere in the overworld without the risk of random encounters.[5] In many games[6] the presence of airships is a key component to the story itself. In most of the titles, airships generally had the appearance of flying sailing ships with a series of propellers instead of sails. However, in some of the later games they look more technological, appearing to be zeppelins or even ornate space ships. In the games in which the player has full control over the airship and can fly throughout the world, the game map wraps on both its X and Y axes.
  • Character classes and the Job system — Playable character classes have included the Fighter or Warrior; White, Black, Red, and Blue Mages; Monk; and Thief. Even in games where the player is not given the choice of choosing class alignment, these classes often play an important background role in the story. Additionally, several installments in the series [7] have utilized a "Job" system wherein the player is able to switch character classes in between battles. In Final Fantasy X-2, the "Dressphere" system actually allows a player to switch a character's job during the middle of a fight. In addition to this, certain recurring legendary weapons and spells may be granted to certain classes, such as the sword Masamune for the Ninja, or the Black Mage's Ultima spell.
  • Character names — A character named "Cid" has been present in every Final Fantasy game since Final Fantasy II.[8] Although he is never the same individual,[9] he is usually presented as an owner, creator, and/or pilot of airships.[10] In a similar vein, characters named Biggs and Wedge (homages to the Star Wars characters Biggs Darklighter and Wedge Antilles) have appeared in FFVI to Final Fantasy X-2 , as well as Chrono Trigger (another game made by Square Enix ). Other repeated names include Hilda,[11] Gogo,[12] Gilgamesh,[13] Lonewolf the Pickpocket,[14] and Sara.[15] Also Cecil's name (FFIV) has been repeated in the GameCube adventure, Final Fantasy Crystal Chronicles. The surname Highwind has also been used by several characters in the series,[16] and depending on the actions of the player, Highwind may also appear as the name of the Gummi Ship in the Final Fantasy-Disney crossover game Kingdom Hearts. The Protagonists of the Final Fantasy series usually all have a name alluding to or directly related to forces or elements of nature. Examples include Tina/Terra (Terra being the latin name for our planet, Earth), Cloud Strife, Aeris/Aerith (from the Japanese transliteration of Earth), Squall Leonhart, Garnet Til Alexandros XVII, Tidus (meaning Sun), and Yuna (meaning Moon). Recent reports and fan speculation claim the female protagonist of Final Fantasy XIII is named Lightning as her name is evidently viewable in a trailer. [17]
  • Complex character development and significant back-story — Throughout most of the Final Fantasy titles, the major characters grow and develop throughout the game. Frequently the relationship between various characters will change over time as well. Considerable time is also spent explaining the history behind many of the characters. Characters take on a personality of their own, rather than being totally at the control of the player. The result is that many fans will get attached to particular characters, being happy when things go well, and being sad when bad things happen to them. Often, this growth of characters is the basis for some of the humor and drama that is built into the game.
  • Creatures/monsters — Fictional creatures such as Chocobos and Moogles have appeared in most games in the series. Certain monsters also reappear frequently, including Goblins, Oni/Ogres/Gigas/Giants, Tonberrys, Malboros and Cactuars. Lastly, summoned monsters[18] such as Bahamut, Shiva, Ifrit/Efreeti, Siren, and Leviathan have appeared in almost every title in the series. Ramuh is the Thunder/Lightning summon creature that is nearly always present.[19]
  • Magical styles (see also Final Fantasy magic) — Magic in the Final Fantasy series is generally divided into different classes, which are usually named after a specific color. White magic and Black magic represent healing/support and attack/enchantment magic, respectively. Later additions have included Blue magic,[20] which incorporates specific special attacks learned from being attacked by enemies, and Time/Space magic, which includes status affecting spells such as Haste and gravity spells such as Demi. The most recent magic set is called Green Magic, first appearing in the Oracle class as Yin-Yang Magic from Final Fantasy Tactics and later as the Dark Knight class' Arcana in Final Fantasy X-2, then as a fully separate magic type in Final Fantasy XII. Green Magic introduces skills which were previously classified as Black or White magic, such as Darkness and Petrification.
  • Music — Several musical scores have been in just about every Final Fantasy game to date. A very noticable score the victory music played after a battle. This score is so well known it has become a ring-tone for cellular phones.
  • Plot elements — Many entries in the Final Fantasy series involve broadly similar plot points, such as rebellion against a major economic, political, or religious power, a struggle against an evil which threatens to overtake or destroy the world, or nature versus technology. The love between major characters,[21] and in some cases rivalry between characters,[22] as well as the death of major (and sometimes playable) characters, will also drive the plot. Elemental crystals have appeared in over half of the titles of the series.[23] Also, most of the games' plots seem to involve large-scale destruction at some point in the game, often near the end.[24]
  • Status ailments and cures: Characters in Final Fantasy games are usually subject to a number of standard "status ailments" which cause deleterious effects, including silence, poison, petrification and confusion. While these are present in many console RPGs, Final Fantasy also has a standard list of items which may be used to cure specific ailments,[25] as well as magical spells.[26] In most cases, a status ailment can be cured by either an item or a spell.

Design

See also: List of Final Fantasy designers
Yoshitaka Amano designed the characters for the first six Final Fantasy games, as well as providing some conceptual artwork for Final Fantasy VII and Final Fantasy IX. The above is a depiction of Terra from Final Fantasy VI.

Artistic design, including character and monster design work, was handled by renowned Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Following Amano's departure, he was replaced by Tetsuya Nomura, who continued to work with the series through Final Fantasy X, with the exception of Final Fantasy IX, in which character design was handled by Shukou Murase, Toshiyuki Ithaana and Shin Nagasawa. Nomura is also the character designer of Final Fantasy XI, the Compilation of Final Fantasy VII and all three installments of the upcoming Fabula Nova Crystallis: Final Fantasy XIII.

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' principle scenario writer, resigned from Square Enix to form his own company, Stellavista. He partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy IX, Final Fantasy X, and Final Fantasy X-2. Square Enix continues to contract story and scenario work to Nojima and Stellavista.

Music

Main article: Final Fantasy music
File:Black Mages Above The Sky AfterShow.jpg
Nobuo Uematsu (third from left) and The Black Mages, a hard rock band that has released two albums of arranged 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 music from Final Fantasy VIII.[27] 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. While Sakimoto has taken over as composer for the soundtrack of Final Fantasy XII, Uematsu still contributed the vocal theme - "Kiss Me Goodbye."

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 Dear Friends: Music From Final Fantasy 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 actually based on one of Bach's preludes. It 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. 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 perfom anime and video game music. Nobuo Uematsu attended one of their concerts in 2004. Similar endeavors have also been founded by the American-based organisations Play! and Video Games Live.

Graphics and technology

The 8-bit and 16-bit generations

File:Final Fantasy I Battle.png
Screenshot of Final Fantasy during a battle very early in the game. The player-characters appear on the right.

Final Fantasy began on the Nintendo Family Computer [28] as Final Fantasy in 1987, and was joined by two sequels, Final Fantasy II[29] and Final Fantasy III.[30] 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.

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.[31] These games utilized updated graphics and effects, as well as higher quality music and sound than in previous games, but were otherwise similar to their predecessors in basic design.

The text of the Japanese versions of early Final Fantasy games was composed purely of kana. Much of the dialogue was simply clumps of text, making it especially hard for older gamers and foreigners learning Japanese. Finally, in Final Fantasy V, the games began to use kanji. This would continue to get more advanced in Final Fantasy VI, and the trend would continue to make the games much more erudite.

CD/DVD-based generations

File:FFVII cutscene aeris.jpg
Final Fantasy VII was the first game in the series to incorporate pre-rendered cutscenes.

Late in the 16-bit generation, Squaresoft showcased an interactive SGI technical demonstration 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 Nintendo's use of faster and more expensive cartridges, as opposed to the slower and cheaper compact discs used on rival systems. Nintendo planned to develop a magnetic disc reader that would mount to the expansion port on the bottom of the Nintendo 64 (later dubbed the 64DD), however the release of this peripheral was delayed repeatedly. (The 64DD was eventually released exclusively in Japan to achieve minimal success and with virtually no third-party titles.)

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. Therefore, 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 realtime counterparts in one scene, and then extremely detailed in the next.

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 utilized a display technique wherein video would play in the background while the polygon characters would be composited on top.

Final Fantasy IX returned briefly to the more stylized design of earlier games in the series, but maintained most of the graphical techniques utilized in the previous two games in the series.

Final Fantasy X was released on the PlayStation 2, and made use of the much more powerful hardware to render many cutscenes in real-time, rather than displayed in pre-rendered video. 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. It was also the first Final Fantasy game to introduce full voice-acting throughout the whole 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 utilized the same game engine as Final Fantasy X, and was aesthetically not much different.

Taking a temporary divergence, Final Fantasy XI utilizes the PlayStation 2's online capabilities as an MMORPG. Initially released for Microsoft Windows with a PS2 version arriving 6 months later, Final Fantasy XI has been released on the Xbox 360. The Xbox 360 version includes the third expansion Treasures of Aht Urhgan which debuted worldwide on April 18, 2006. The expansion disc is available on the PC and PlayStation 2 as well.

Final Fantasy XII was released on March 16, 2006 in Japan, and on October 31 2006 in the United States 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 allows the use of a free rotating camera.

Final Fantasy XIII was showcased at E3 2006 and is the first game in the main series to be announced that uses the PlayStation 3 Blu-ray Disc (BD-ROM) hardware technology. One claim made about the game is that the transition from real-time gameplay to FMV will be nearly impossible to distinguish due to the graphical capabilities of the Playstation 3. This claim stems from the ambiguous 2006 E3 trailer.

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 will 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.
  • Cutscenes — These scenes are non-interactive playback that usually advances the plot. They can either be pre-rendered video (FMV), or they can be executed in with the same engine as any of the three display modes above. Tutorials will, in addition, often dive into the menu screen detailed below. In some cases, pre-rendered video was 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.

The games often feature various minigames with their own graphical engines.

Battle system

See also: Square Enix battle systems
File:Activetimebattle.jpg
Screenshot of Final Fantasy IX during a battle. The enlarged bars represent the Active Time Battle system used in several Final Fantasy installments.

Final Fantasy started with a simple menu-driven, turn-based battle system, but has moved to include more real-time and semi-real-time elements as the series progressed[32] before finally going real-time in Final Fantasy XI and Final Fantasy XII. Most games in the series utilize an experience level system for character advancement,[33] and a point-based system for casting magical spells.[34] Most games in the series[35] 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 spinoffs.[36]

Final Fantasy through Final Fantasy III all featured a traditional turn-based battle system. The player would input all battle commands at the beginning of each combat round, which would then be carried out based on the speed rating of each participant. Starting with Final Fantasy IV, and continuing until Final Fantasy IX (and revived in Final Fantasy X-2), the "Active Time Battle" (ATB) system was used. The ATB system was semi-real time, and assigned every participant in combat a time gauge. When a specific character's time gauge was filled, the character could act, which would then reset the timer. Generally each of these games included both "active" and "wait" modes: when "wait" mode was chosen, then all activity relating to the time gauge would pause whenever the player was using a submenu to choose a magic spell, item, or special attack. In "active" mode, time would pass even if the player was using a submenu, allowing attacks to be performed while the player was issuing commands.

Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-based Battle" (CTB) system. In the CTB system, every participant in battle would be ranked according to speed. As this ranking was displayed on screen during battle, it was possible to know when a character and/or enemy would move several combat turns in advance, and to plan battles accordingly. Because the CTB system was completely turn-based, the time gauge was absent. Using this system, a character's actions also dictated when they would be able to go again, and possibly affect when the target went next.[37] This system was originally used in the spinoff, Final Fantasy Tactics and its sequel Final Fantasy Tactics Advance, although the terminology was not.

Final Fantasy XI featured the "Real Time Battle" (RTB) system. Unlike previous iterations of the Final Fantasy series, characters no longer stand still during battle while taking turns to attack. Combat is real time, where the character is allowed to freely move about. After targeting an enemy, the character automatically performs basic physical attacks unless otherwise instructed by the player through menu-based commands. However, unlike in hack and slash MMORPGs, the attack speed, hit rate and dodge rate of the character are dependent on the game's statistics system, rather than by player input.

Final Fantasy XII features a combat system similar to Final Fantasy XI, called the "Active Dimension Battle" (ADB) system. The system is similar to the RTB system in that characters are free to move about during battle, and after targeting a monster, the character will automatically perform basic attacks. However, there is also a visible ATB-like time gauge showing when a character can act. "Active" and "wait" modes have also been implemented. An important addition to this game's battle system is the Gambit system, in which the AI of party members can be set so that they will automatically perform certain actions without prior input from the player.

Unlike previous games, battles in both Final Fantasy XI and Final Fantasy XII take place on the field screen, with no separate battle screen resulting from "random encounters".

At E3 of 2006, Square Enix presented a short demo of Final Fantasy XIII, in which the battle system appeared to be total action without the traditional menu and commands. It also appeared that not all of the cutscenes were pre-rendered but were being real time rendered in full DVD'esque quality.

Notes

  1. ^ including 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. ^ At the time, Enix and Square were separate companies; they did not merge until about 17 years later.
  3. ^ Since the merger, however, actual sequels have become increasingly prevalent, including spin-off titles based on former titles, most notably Final Fantasy VII's continuation in the movie Final Fantasy VII Advent Children, and later game title Dirge of Cerebus.
  4. ^ The first exception to this trend was Final Fantasy X-2, which was a continuation of Final Fantasy X, including many of the same characters. In addition, Before Crisis, Crisis Core, and Dirge of Cerberus, all of which are based on Final Fantasy VII, have been released, or are set to be released in Japan as part of the Compilation of Final Fantasy VII to expand the Final Fantasy VII universe, along with CG film Final Fantasy VII Advent Children. Trailers for each of these games can be seen on the special features disc (disc 2) of the English version of Final Fantasy VII Advent Children, released on DVD and PSP in America on April 25, 2006, and in Europe on April 24. Final Fantasy XIII appears to follow this thread as well, with three games: Final Fantasy XIII, Final Fantasy Versus XIII and Final Fantasy Agito XIII as part of the Fabula Nova Crystallis: Final Fantasy XIII Collection. However, Square Enix has stated that the individual Final Fantasy XIII games will have no connections with regards to storyline or settings.
  5. ^ Some titles have specific battles that involve airships which are used to advance the plot, while a few games have random encounters with an optional monster.
  6. ^ most notably Final Fantasy IV , Final Fantasy VI and Final Fantasy IX
  7. ^ Final Fantasy III, Final Fantasy V, Final Fantasy XI, Final Fantasy Tactics and Final Fantasy Tactics Advance
  8. ^ with a simple mention in FFO and Final Fantasy I & II: Dawn of Souls
  9. ^ Except, of course, for Final Fantasy X-2
  10. ^ The motion picture Final Fantasy: The Spirits Within also featured a character named "Sid," presumably an alternate spelling of the more traditional "Cid."
  11. ^ FFII, FFIX and FFXI
  12. ^ FFV,FFVI and is mentioned in FFIX
  13. ^ FFI, FFV, FFVIII, FFIX,FFXI and FFXII
  14. ^ FFV and FFVI
  15. ^ FFI, FFIII, FFV, and FFIX
  16. ^ Ricard Highwind (FFII), Kain Highwind (FFIV), King Alexander Highwind Tycoon (FFV), Cid Highwind (FFVII), and Highwind (FFXI)
  17. ^ http://ps3.ign.com/articles/705/705978p1.html
  18. ^ (also known as Espers/Phantom Beasts, Guardian Forces, Eidolons, Avatars or Aeons)
  19. ^ However in FFVIII he was replaced with a bird type summon named Quezacotl, derived from the Aztec god named Quetzalcoatl, and in FFX he was replaced with a unicorn-like aeon named Ixion, so named after the first kin slayer of greek mythology.
  20. ^ (sometimes referred to as Lore or Enemy skills)
  21. ^ from Final Fantasy IV's Cecil Harvey and Rosa Farrell to Final Fantasy X's Tidus and Yuna
  22. ^ Sometimes two male characters will try to outdo the other, while male-female rivalry often involves a love triangle
  23. ^ Final Fantasy, Final Fantasy II, Final Fantasy III, Final Fantasy IV, Final Fantasy V, Final Fantasy IX, Final Fantasy XI and Final Fantasy XIII), as well as in several spin-off titles (Final Fantasy Mystic Quest, Final Fantasy Tactics Advance and Final Fantasy: Crystal Chronicles)
  24. ^ In Final Fantasy VI, an entire segment of the game depicts the aftermath of such destruction.
  25. ^ For example, the "Echo Screen" cures silence, and "Golden Needle" (often just "Soft" in English translations) cures petrification
  26. ^ Such as Esuna or Panacea.
  27. ^ They performed to 'Liberi Fatali'.
  28. ^ also known as the "Famicom", and known internationally as the Nintendo Entertainment System
  29. ^ later re-released on the PlayStation and Game Boy Advance worldwide
  30. ^ later remade on the Nintendo DS worldwide
  31. ^ known internationally as the Super Nintendo Entertainment System
  32. ^ with the exception of Final Fantasy X
  33. ^ although Final Fantasy II and Final Fantasy X did not
  34. ^ though Final Fantasy, Final Fantasy III and Final Fantasy VIII all featured different approaches
  35. ^ from Final Fantasy III and on
  36. ^ Final Fantasy III, Final Fantasy V, Final Fantasy Tactics, Final Fantasy Tactics Advance, Final Fantasy X-2
  37. ^ For example, if a party member used a potion, it would be that party members turn sooner, but if a summoned creature used its overdrive (special attack), then it would have longer to wait for its next turn. This could result in consecutive turns in the former example, or watching the enemy attack 3 or 4 times before you get to issue another command. Likewise, if a character cast Quick on an ally, their next turn might move up in the sequence.

External links