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BZAstroGD — Final Fantasy Information Part 2

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Description Common elements : Although most Final Fantasy installments are independent, many gameplay  elements recur throughout the series.[77] [78]  Most games contain elements of fantasy and science fiction and feature recycled names often inspired from various cultures' history, languages and mythology, including AsianEuropean , and Middle-Eastern .[79]  Examples include weapon names like Excalibur  and Masamune—derived from Arthurian legend  and the Japanese swordsmith Masamune  respectively—as well as the spell names Holy, Meteor, and Ultima.[78] [79]  Beginning with Final Fantasy IV, the main series adopted its current logo style that features the same typeface  and an emblem designed by Japanese artist Yoshitaka Amano . The emblem relates to a game's plot and typically portrays a character or object in the story. Subsequent remakes of the first three games have replaced the previous logos with ones similar to the rest of the series.[78]
Plot and themes : The central conflict in many Final Fantasy games focuses on a group of characters battling an evil, and sometimes ancient, antagonist that dominates the game's world. Stories frequently involve a sovereign state  in rebellion, with the protagonists taking part in the rebellion. The heroes are often destined to defeat the evil, and occasionally gather as a direct result of the antagonist's malicious actions.[3] [79]  Another staple of the series is the existence of two villains; the main villain is not always who it appears to be, as the primary antagonist may actually be subservient to another character or entity.[3]  The main antagonist introduced at the beginning of the game is not always the final enemy, and the characters must continue their quest beyond what appears to be the final fight.[79]

Stories in the series frequently emphasize the internal struggles, passions, and tragedies of the characters, and the main plot often recedes into the background as the focus shifts to their personal lives.[23] [80]  Games also explore relationships between characters, ranging from love  to rivalry.[3]  Other recurring situations that drive the plot include amnesia , a hero corrupted by an evil force, mistaken identity, and self-sacrifice .[3] [81] [82]  Magical orbs and crystals are recurring in-game items that are frequently connected to the themes of the games' plots.[79]  Crystals often play a central role in the creation of the world, and a majority of the Final Fantasy games link crystals and orbs to the planet's life force . As such, control over these crystals drives the main conflict.[79] [83]  The classical elements  are also a recurring theme in the series related to the heroes, villains, and items.[79]  Other common plot and setting themes include the Gaia hypothesis , an apocalypse , and conflicts between advanced technology  and nature .[79] [81] [84]

The central conflict in many Final Fantasy games focuses on a group of characters battling an evil, and sometimes ancient, antagonist that dominates the game's world. Stories frequently involve a sovereign state  in rebellion, with the protagonists taking part in the rebellion. The heroes are often destined to defeat the evil, and occasionally gather as a direct result of the antagonist's malicious actions.[3] [79]  Another staple of the series is the existence of two villains; the main villain is not always who it appears to be, as the primary antagonist may actually be subservient to another character or entity.[3]  The main antagonist introduced at the beginning of the game is not always the final enemy, and the characters must continue their quest beyond what appears to be the final fight.[79]

Characters : The series features a number of recurring character archetypes. Most famously, every game since Final Fantasy II, including subsequent remakes of the original Final Fantasy, features a character named Cid . Cid's appearance, personality, goals, and role in the game (non-playable ally, party member, villain) vary dramatically. However, two characteristics many versions of Cid have in common are 1) being a scientist or engineer, and 2) being tied in some way to an airship the party eventually acquires. Every Cid has at least one of these two traits.

Biggs and Wedge , inspired by two Star Wars  characters of the same name, appear in numerous games as minor characters, sometimes as comic relief.[23] [78]  The later games in the series feature several males with effeminate  characteristics.[85] [86]  Recurring creatures include ChocobosMoogles , and Cactuars .[87]  Chocobos are large, often flightless birds that appear in several installments as a means of long-distance travel for characters. Moogles are white, stout creatures resembling teddy bears with wings and a single antenna. They serve different roles in games including mail delivery, weaponsmiths , party members, and saving the game . Cactuars are anthropomorphic  cacti  with haniwa -like faces presented in a running or dashing pose. They usually appear as recurring enemy units, and also as summoned allies  or friendly non-player characters  in certain titles. Chocobo and Moogle appearances are often accompanied by specific musical themes  that have been arranged differently for separate games.[3] [23] [78]

Gameplay : In Final Fantasy games, players command a party of characters as they progress through the game's story by exploring the game world and defeating enemies.[3] [79]  Enemies are typically encountered randomly  through exploring, a trend which changed in Final Fantasy XI and Final Fantasy XII. The player issues combat orders—like "Fight", "Magic", and "Item"—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems. Prior to Final Fantasy XI, battles were turn-based with the protagonists and antagonists on different sides of the battlefield. Final Fantasy IV introduced the "Active Time Battle" (ATB) system that augmented the turn-based nature with a perpetual time-keeping system. Designed by Hiroyuki Ito , it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until Final Fantasy X , which implemented the "Conditional Turn-Based" (CTB) system.[3] [23] [88]  This new system returned to the previous turn-based system, but added nuances to offer players more challenge.[19] [89]  Final Fantasy XI adopted a real-time battle system where characters continuously act depending on the issued command.[90]  Final Fantasy XII continued this gameplay with the "Active Dimension Battle" system.[91]  Final Fantasy XIII's combat system, designed by the same man who worked on X,[92]  was meant to have an action-oriented feel, emulating the cinematic battles in Final Fantasy VII: Advent Children. The latest installment to the franchise, Final Fantasy XV, introduces a new "Open Combat" system. Unlike previous battle systems in the franchise, the "Open Combat" system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a "Tactical" Option during battle, which pauses active battle to allow use of items.[93]

Like most RPGs, the Final Fantasy installments use an experience level  system for character advancement, in which experience points are accumulated by killing enemies.[94] [95] [96] [97]  Character classes , specific jobs that enable unique abilities for characters, are another recurring theme. Introduced in the first game, character classes have been used differently in each game. Some restrict a character to a single job to integrate it into the story, while other games feature dynamic job systems that allow the player to choose from multiple classes and switch throughout the game. Though used heavily in many games, such systems have become less prevalent in favor of characters that are more versatile; characters still match an archetype, but are able to learn skills outside their class.[23] [78] [79]

Magic  is another common RPG element in the series. The method by which characters gain magic varies between installments, but is generally divided into classes organized by color: "White magic", which focuses on spells that assist teammates; "Black magic", which focuses on harming enemies; "Red magic", which is a combination of white and black magic, "Blue magic", which mimics enemy attacks; and "Green magic" which focuses on applying status effects  to either allies or enemies.[3] [78] [88]  Other types of magic frequently appear such as "Time magic", focusing on the themes of time, space, and gravity; and "Summoning magic", which evokes  legendary creatures to aid in battle and is a feature that has persisted since Final Fantasy III. Summoned creatures are often referred to by names like "Espers" or "Eidolons" and have been inspired by mythologies from ArabicHinduNorse , and Greek  cultures.[78] [79]

Different means of transportation have appeared through the series. The most common is the airship for long range travel, accompanied by chocobos for travelling short distances, but others include sea and land vessels. Following Final Fantasy VII, more modern and futuristic vehicle designs have been included.[79]

Development and history : Origin : In the mid-1980s, Square entered the Japanese video game industry  with simple RPGs, racing games , and platformers  for Nintendo 's Famicom Disk System . In 1987, Square designer Hironobu Sakaguchi  chose to create a new fantasy role-playing game for the cartridge-based NES, and drew inspiration from popular fantasy games: Enix 's Dragon Quest , Nintendo's The Legend of Zelda , and Origin Systems 's  Ultima series. Though often attributed to the company allegedly facing bankruptcy, Sakaguchi explained that the game was his personal last-ditch effort in the game industry and that its title, Final Fantasy, stemmed from his feelings at the time; had the game not sold well, he would have quit the business and gone back to university.[98] [99] [100]  Despite his explanation, publications have also attributed the name to the company's hopes that the project would solve its financial troubles.[99] [101]  In 2015, Sakaguchi explained the name's origin: the team wanted a title that would abbreviate to "FF", which would sound good in Japanese. The name was originally going to be Fighting Fantasy, but due to concerns over trademark conflicts with the roleplaying gamebook series of the same name , they needed to settle for something else. As the English word "Final" was well-known in Japan, Sakaguchi settled on that. According to Sakaguchi, any title that created the "FF" abbreviation would have done.[102]

The game indeed reversed Square's lagging fortunes, and it became the company's flagship franchise.[50] [99]  Following the success, Square immediately developed a second installment. Because Sakaguchi assumed Final Fantasy would be a stand-alone game, its story was not designed to be expanded by a sequel. The developers instead chose to carry over only thematic similarities from its predecessor, while some of the gameplay  elements, such as the character advancement system, were overhauled. This approach has continued throughout the series; each major Final Fantasy game features a new setting, a new cast of characters, and an upgraded battle system.[5]  Video game writer John Harris attributed the concept of reworking the game system of each installment to Nihon Falcom 's Dragon Slayer  series,[103]  with which Square was previously involved as a publisher.[104]  The company regularly released new games in the main series. However, the time between the releases of Final Fantasy XI (2002), Final Fantasy XII (2006), and Final Fantasy XIII (2009) were much longer than previous games. Following Final Fantasy XIV, Square Enix stated that it intended to release Final Fantasy games either annually or biennially. This switch was to mimic the development cycles of Western games in the Call of DutyAssassin's Creed  and Battlefield  series, as well as maintain fan-interest.[105]

Design : For the original Final Fantasy, Sakaguchi required a larger production team than Square's previous games. He began crafting the game's story while experimenting with gameplay ideas. Once the gameplay system and game world size were established, Sakaguchi integrated his story ideas into the available resources. A different approach has been taken for subsequent games; the story is completed first and the game built around it.[106]  Designers have never been restricted by consistency, though most feel each game should have a minimum number of common elements. The development teams strive to create completely new worlds for each game, and avoid making new games too similar to previous ones. Game locations are conceptualized early in development and design details like building parts are fleshed out as a base for entire structures.[77]

The first five games were directed by Sakaguchi, who also provided the original concepts.[79] [107]  He drew inspiration for game elements from anime films by Hayao Miyazaki ; series staples like the airships and chocobos are inspired by elements in Castle in the Sky  and Nausicaä of the Valley of the Wind , respectively.[108]  Sakaguchi served as a producer for subsequent games until he left Square in 2001.[79] [107]  Yoshinori Kitase  took over directing the games until Final Fantasy VIII,[109] [110] [111]  and has been followed by a new director for each new game. Hiroyuki Ito  designed several gameplay systems, including Final Fantasy V's "Job System ", Final Fantasy VIII's "Junction System " and the Active Time Battle concept, which was used from Final Fantasy IV until Final Fantasy IX.[79] [109]  In designing the Active Time Battle system, Ito drew inspiration from Formula One  racing; he thought it would be interesting if character types had different speeds after watching race cars pass each other.[112]  Ito also co-directed Final Fantasy VI with Kitase.[79] [109]  Kenji Terada  was the scenario writer for the first three games; Kitase took over as scenario writer for Final Fantasy V through Final Fantasy VII. Kazushige Nojima  became the series' primary scenario writer from Final Fantasy VII until his resignation in October 2003; he has since formed his own company, Stellavista. Nojima partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy X-2. He also worked as the scenario writer for the spin-off series, Kingdom Hearts.[113]  Daisuke Watanabe  co-wrote the scenarios for Final Fantasy X and XII, and was the main writer for the XIII games.[114] [115] [116]

Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Amano also handled title logo designs for all of the main series and the image illustrations from Final Fantasy VII onward.[107]  Tetsuya Nomura  was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from Final Fantasy VII through Final Fantasy X.[79] [107]  For Final Fantasy IX character designs were handled by Shukō Murase , Toshiyuki Itahana, and Shin Nagasawa.[117]  Nomura is also the character designer of the Kingdom Hearts series, Compilation of Final Fantasy VII, and Fabula Nova Crystallis: Final Fantasy.[118]  Other designers include Nobuyoshi Mihara and Akihiko Yoshida . Mihara was the character designer for Final Fantasy XI, and Yoshida served as character designer for Final Fantasy Tactics, the Square-produced Vagrant Story , and Final Fantasy XII.[41] [119]

Graphics and technology : Because of graphical limitations, the first games on the NES feature small sprite  representations of the leading party members on the main world screen. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 pixels  high and use a color palette  of 4 colors. 6 frames of animation  are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes non-player characters  (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.[120]

In 1995, Square showed an interactive SGI technical demonstration  of Final Fantasy VI for the then next generation of consoles . The demonstration used Silicon Graphics 's prototype Nintendo 64  workstations to create 3D graphics.[120] [121]  Fans believed the demo was of a new Final Fantasy game for the Nintendo 64 console. 1997 saw the release of Final Fantasy VII for the Sony PlayStation.[121] [122]  The switch was due to a dispute with Nintendo over its use of faster but more expensive cartridges , as opposed to the slower and cheaper, but much higher capacity Compact Discs  used on rival systems.[123] [124]  Final Fantasy VII introduced 3D graphics  with fully pre-rendered  backgrounds.[123] [125]  It was because of this switch to 3D that a CD-ROM  format was chosen over a cartridge format.[123] [126]  The switch also led to increased production costs and a greater subdivision of the creative staff for Final Fantasy VII and subsequent 3D games in the series.[77]

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look.[127] [128]  Like Final Fantasy VII, full motion video  (FMV) sequences would have video playing in the background, with the polygonal characters composited on top. Final Fantasy IX returned to the more stylized design of earlier games in the series, although it still maintained, and in many cases slightly upgraded, most of the graphical techniques used in the previous two games.[128]  Final Fantasy X was released on the PlayStation 2, and used the more powerful hardware to render graphics in real-time instead of using pre-rendered material to obtain a more dynamic look; the game features full 3D environments, rather than have 3D character models move about pre-rendered backgrounds. It is also the first Final Fantasy game to introduce voice acting , occurring throughout the majority of the game, even with many minor characters.[19]  This aspect added a whole new dimension of depth to the character's reactions, emotions, and development.[19] [129]

Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG.[130]  Initially released for the PlayStation 2 with a PC port arriving six months later, Final Fantasy XI was also released on the Xbox 360 nearly four years after its original release in Japan.[131]  This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting.[132] [133]  It also retains the freely rotating camera from Final Fantasy XI. Final Fantasy XIII and Final Fantasy XIV both make use of Crystal Tools , a middleware  engine developed by Square Enix.[134] [135]

Music : The Final Fantasy games feature a variety of music, and frequently reuse themes. Most of the games open with a piece called "Prelude", which has evolved from a simple, 2-voice arpeggio  in the early games to a complex, melodic arrangement in recent installments.[23] [78] [100]  Victories in combat are often accompanied by a victory fanfare, a theme that has become one of the most recognized pieces of music in the series. The basic theme that accompanies Chocobo appearances has been rearranged in a different musical style for each installment. A piece called "Prologue" (and sometimes "Final Fantasy"), originally featured in the first game, is often played during the ending credits.[78]  Although leitmotifs  are common in the more character-driven installments, theme music is typically reserved for main characters and recurring plot elements.[50]

Nobuo Uematsu  was the primary composer of the Final Fantasy series until his resignation from Square Enix in November 2004.[50]  Other notable composers who have worked on main entries in the series include Masashi HamauzuHitoshi Sakimoto ,[136] [137]  and Yoko Shimomura . Uematsu was allowed to create much of the music with little direction from the production staff. Sakaguchi, however, would request pieces to fit specific game scenes including battles and exploring different areas of the game world.[138]  Once a game's major scenarios were completed, Uematsu would begin writing the music based on the story, characters, and accompanying artwork. He started with a game's main theme, and developed other pieces to match its style. In creating character themes, Uematsu read the game's scenario to determine the characters' personality. He would also ask the scenario writer for more details to scenes he was unsure about.[139]  Technical limitations were prevalent in earlier games; Sakaguchi would sometimes instruct Uematsu to only use specific notes.[138]  It was not until Final Fantasy IV on the SNES that Uematsu was able to add more subtlety to the music.[120]

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