Final Fantasy XI, also known as Final Fantasy XI Online, is a massively multiplayer online role-playing game (MMORPG), developed and published by Square (later Square Enix) as part of the Final Fantasy series. Designed and produced by Hiromichi Tanaka, it was released in Japan on May 16, 2002, for PlayStation 2 and Microsoft Windows-based personal computers in November of that year.
Final Fantasy XI | |
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Developer(s) | |
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Director(s) |
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Producer(s) | |
Designer(s) | Hiromichi Tanaka |
Programmer(s) | Ken Narita |
Artist(s) | Ryosuke Aiba |
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Composer(s) | |
Series | Final Fantasy |
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Genre(s) | MMORPG |
Mode(s) | Multiplayer |
Final Fantasy XI[a], also known as Final Fantasy XI Online, is a massively multiplayer online role-playing game (MMORPG), developed and published by Square (later Square Enix) as part of the Final Fantasy series. Designed and produced by Hiromichi Tanaka, it was released in Japan on May 16, 2002, for PlayStation 2 and Microsoft Windows-based personal computers in November of that year. The game was the first MMORPG to offer cross-platform play between PlayStation 2 and personal computer.[1] It was also the Xbox 360's first MMORPG.[2] All versions of the game require a monthly subscription to play.[3]
The story is set in the fantasy world of Vana'diel, where player-created avatars can both compete and cooperate in a variety of objectives to develop an assortment of jobs, skills, and earn in-game item rewards. Players can undertake an array of quests and progress through the in-game hierarchy and through the major plot of the game. Since its debut in 2002, five expansion packs have been released[4] along with six add-on scenarios. Each expansion pack and add-on brings a new major storyline to the Final Fantasy XI world, along with numerous areas, quests, events and item rewards.
In 2015, Square Enix released the final main scenario for Final Fantasy XI titled Rhapsodies of Vana'diel.[5]Final Fantasy XI became the final active server on the PlayStation 2 online service. The servers for the PlayStation 2 and Xbox 360 versions were ultimately shut down on March 31, 2016.[6] A mobile client for the game is under development by Square Enix in collaboration with Korean developer Nexon.[7] A spinoff mobile game, Final Fantasy Grandmasters was released on September 30, 2015.
Final Fantasy XI is a massively multiplayer online role-playing game (MMORPG), and differs from previous titles in the series in several ways. Unlike the predefined main characters of previous Final Fantasy titles, players are able to customize their characters in limited ways, including selecting from one of five races and choosing their gender, facial style, hair color, body size, job, and nation allegiance. Also diverging from previous games in the series, the game takes place in a fully three-dimensional landscape with enemies freely roaming in it, allowing battles to occur in real time as opposed to the random encounters used in previous games - a trend continued in every numbered Final Fantasy title since.[8]
There are currently 16 public game worlds available for play, down from 32 at the game's height, with approximately 15,000 to 20,000 players in each.[9] A private Test Server was opened to eligible players to aid in feedback of updates in development for the game in mid-2011. The servers are named after summoned monsters from previous Final Fantasy titles, such as Ifrit and Diabolos. Players have the ability to move between servers, though Square-Enix charges a 'world transfer' fee to do so.[10][11] There are no region-specific or system-specific servers, and unlike most online games, players of different languages play in the same world and can interact through automatic language translation from a library of translated phrases.[12] The game servers are run by Square-Enix as part of their PlayOnline network.
Players have the option of using any combination of a keyboard, mouse, and controller to play Final Fantasy XI. While by default, a player using a PlayStation 2 or an Xbox 360 uses a virtual/in-game keyboard option, the player is able to use an external keyboard that is USB compatible for communication within the game. The head-up display in Final Fantasy XI consists of a log window, menus, and several game information elements. The log window at the bottom of the screen displays system messages, battle messages, and text input by other players. Players may choose to filter what appears in the log window. 'Menus' allow the player to access different commands, status windows, and configuration options. The 'action command menu' appears just above the log window and gives the player several options to interact with the game world. Several menu options are available through the use of keyboard shortcuts, as well.[13]
Story related gameplay in Final Fantasy XI consists of two major components: missions, through which the main storyline of the game is told, and quests, which do not advance the main storyline, but fill out the game's fantasy world.[14] Completing missions allows a player to advance in rank, which grants access to new areas, several privileges, and various other storylines. At first, a player may only complete missions for his home nation, though they are able to change allegiances later on, allowing access to other nations' storylines. Quests may be undertaken for their various rewards, or to acquire 'fame,' which allows a character to become well-known and respected by NPCs; a higher fame rating will open up new interactions and quests with NPCs. At release, over one hundred quests were available to play and each expansion pack has added its own set of missions and quests.[15] Players obtain in-game money known as gil by completing missions, quests and defeating Beastmen, though unlike previous Final Fantasy games, these monsters drop only small amounts. Gil can then be exchanged amongst players for goods through the Auction House, or be used to purchase items and rewards from NPCs.Unlike some MMORPGs, there is very little focus on player versus player (PvP) combat, instead the game revolves around player versus environment (PvE). There are numerous PvE activities and events for players to partake in, including instanced activities and shared spaces activities. Some instanced events include Dynamis, Salvage, Assault and Nyzul Isle, which involve anywhere between 6 and 64 players.[16] These battle grounds give players a series of objectives to overcome or complete and enemies to defeat, generally within a certain time frame. Popular shared spaces activities include hunting Notorious Monsters, fiends that rarely appear and drop precious loot.
The only way to attack other players in PvP is to enter one of two competition activities known as 'Conflict'.[17] The first form of competition, called Ballista, involves players competing to score points by throwing petras into a castle-like structure known as a Rook.[18][19] The second form is known as 'Brenner', and features a capture the flag type system.
From time to time special seasonal festivals and events are held. They last only for a set period of time and offer a variety of fun or useful rewards. Many events have changed over time, adding new features and eliminating old ones. These events are geared towards any level, often restricting players to level 1, so that veterans and novice players alike can join in together. Events celebrated are often thematically based on real life equivalents, for example: Valentione's Day in place of Valentine's Day, the Egg Hunt Egg-stravaganza in place of Easter, and the Starlight Celebration in place of Christmas.
Battles in Final Fantasy XI take place in the world in which players move around, a first in the series, where battle had previously taken place in a separate screen via random encounters. The surprise of the random encounter system is achieved via aggressive monsters, who will attack players based on different factors such as sight and sound. This format would continue in future Final Fantasy games. Monsters within the game operate under a system of 'claim' and 'enmity'. A monster is claimed the moment a player performs any offensive action upon it, whether physical, magical or ability related. With some exceptions, once a monster is claimed it can only be attacked by players in the party or alliance of the player that claimed it. A monster will focus its attention on whoever has built up the most enmity. Players have several means at their disposal, including spells, abilities and items, to build up enmity or shed it to their advantage in battle - a factor that features heavily in group, or 'party' play.
To defeat more powerful monsters and gain experience points efficiently, players can join a party. A regular party has room for six members. Like in many other games, a well-balanced party will consist of several archetypes- namely a healer, a tank (the party member with high defense that will be the main target of the monster), and the damage dealer. The enmity system comes into play heavily in parties, as players try to keep the monsters attention off fragile jobs and on the tanks. A well-balanced team working together is the only way to defeat many of the game's enemies.
A party can expand into an alliance, with up to three parties combined, with a total of 18 players. Alliances are necessary to complete more difficult challenges: including missions, quests, nation or territory driven events, and defeating notorious monsters. Much of end-game play consists of alliance forces overcoming these higher level challenges and can even allow several alliances to enter into specific instances owned by a group of players (e.g. Dynamis instances entry is controlled by an hourglass item).
Final Fantasy XI's incarnation of Limit Breaks are 'Weapon Skills'. Physical damage given and received fills a Tactical Points (TP) bar, to a maximum of 3000. Any amount above 1000 is able to be used up by being channelled into a weapon skill. These skills vary in effect depending on job class, what weapon is equipped, how full the TP bar is, and how proficient the player is with the weapon. If partying with other players, one may use these weapon skills in succession in order to create a 'Skillchain'. A skillchain creates additional damage after a series of weapon skills are used. Building on this even further, magic used on a skillchain at the right time will receive a boost to its damage; this is called a 'Magic Burst'. In order to create the best possible skillchains and magic bursts, players must work together, focusing on each other's actions and timing.
Final Fantasy XI uses the concept of changing Jobs in a similar fashion to Final Fantasy III,[20] and currently has twenty-two Jobs as of the latest expansion pack in 2013. There are six 'standard Jobs' available to choose from at the start of the game. After one standard Job has reached Level 30, the 'extra Jobs' are accessible upon completing certain quests. Players are able to change their jobs any time from inside their house or by speaking with a Nomad Moogle. In June 2010, the long-standing level limit of 75 was incrementally increased to the higher level cap of 99, finishing in the December 2011 version update.
Jobs have a combination of unique 'job traits', 'job abilities', and magic spells, giving them a specific role within group play due to their area of expertise. Job traits are passive abilities that are always in effect, while job abilities must be activated by the player in order to come into effect. They last a limited time and have a 'cooldown' period before they can be used again. Magic spells are available to certain jobs, and in addition to a cooldown period, they often consume MP or some form of item in order to be cast, while at the same time requiring the user to stand still. Additionally, each job has a special one-hour ability that performs an extraordinary function.
The unique system of Final Fantasy XI's job system is the 'Support Job'.[21] This system allows a player to augment their character with abilities, traits, and spells from another chosen job, at half the level of their current job. For instance, a Level 20 Warrior setting Ninja as their support job would allow them to use all Ninja abilities, traits, and spells up to that of a level 10 Ninja, while still primarily being a Level 20 Warrior. The support job system allows for job-merges never before seen in the Final Fantasy series. However, there are some exceptions to the system. One-hour abilities and other abilities deemed signature to a particular job (such as Call Wyvern for Dragoons) are restricted to being used only on the main job.
In addition to completing quests and missions, players can participate in several side-minigames and other activities.[8] One such minigame is fishing, where players can measure their strength against the fish they attempt to catch. Another is clamming, where players collect as many fish or sea creatures as possible without going over their bucket's size limit. Gardening allows players to raise plants in their residence, or 'Mog House' as it is known in the game.[22] The raising and breeding of Chocobos was a long-requested activity enabled in the summer 2006 update.[23] Chocobo racing began in March 2007, which allowed for the racing of player-raised Chocobos against non-player characters (NPCs). Winning racers can earn 'Chocobucks', which can be used to buy, for example, items that assist Chocobo breeding.[24]
An important part of the game is the accumulation of items, especially rare ones, which allow players to create powerful weapons, armour and food. There are many ways to obtain items, such as harvesting, excavating, logging, mining, defeating monsters, and digging by using Chocobos. Square Enix attempted to increase the opportunity for players to find rare items in order to equalize the game and stop the practice of 'gil selling', or exchanging real money for in-game items.[25] The item auction system was shut down temporarily once due to some players exploiting the system.[26] Items can be created by consuming elemental crystals (obtained by fighting monsters) with other ingredients in a process called 'synthesis'.[27] Recipe results can vary widely based on the player's skill, the quality of the player's equipment worn, and the ingredients used. There is large speculation (though nothing evidently documented yet) about the moon phase, direction the player is facing, in-game day (every day of the week is assigned an element), and even time of day the synthesis is performed to either increase or reduce the results of the recipe.
Final Fantasy XI has a largely player-based economy, with a heavy reliance on auction houses in each of the major cities of Vana'diel. There are certain economic controls in place mainly in the form of fees for putting items up for auction. Transportation, auction house, item storage, and fees do not go to players; these gil sinks effectively remove money from the economy to prevent inflation. The city of Jeuno used to levy a tax on bazaar purchases inside the city, but it was removed in a patch in the December 2008 version update.[28]
Square Enix has stated that the trade of items for real currency is officially a violation of the Terms of Service for Final Fantasy XI.[29] In early 2006, Square Enix discovered that a group of players had found a way to generate game currency and exchange it for real currency, which, in turn, drove up prices for all items across the game. In response, 700 accounts were permanently banned and 300 billion gil was removed from circulation.[30] In July 2006, Square Enix banned or suspended over 8,000 other accounts for similar manipulation and commerce.[31] Since 2006, Square Enix has regularly banned accounts found to be in violation of the terms, some of them using third-party tools, effectively removing billions of gil from the in-game economy.
The setting of Final Fantasy XI is the world of Vana'diel, a rich world with diverse climates, ranging from northern glaciers and southern deserts, to ethereal realms and sky landmasses.[32] Vana'diel is divided into a number of regions, which are subdivided into areas known as 'zones'. These zones are available for exploration and consist of outdoor areas, dungeons, cities, and towns. Players are able to explore a portion of Vana'diel, including the Middle Lands, Near East, and with the release of Seekers of Adoulin, the near west.[33] Six city states exist in the available lands, The Republic of Bastok, The Kingdom of San d'Oria, The Federation of Windurst, The Grand Duchy of Jeuno, The Empire of Aht Urhgan and the Sacred City of Adoulin. While most areas are accessible by walking, various modes of transportation, ranging from the classic Final FantasyChocobo and airships to special spells, facilitate movement across the game world.
Ancient lore states that Vana'diel was created as a playground for the Gods and their children, who themselves were spawned from an enormous and sentient Crystal. Eventually wishing to be one with the Gods, the children constructed a pathway to paradise. They were smote down for their insolence, however, and their cities cast to the bottom of the sea. After seeing the destruction of her children and filled with sadness, the Goddess Altana wept five tears that gave life to the five Enlightened Races of Vana'diel. The God of Twilight, Promathia, condemned her weakness, however, and the life that arose from it. Promathia cursed the five races with eternal conflict amongst themselves by bringing forth their darkest attributes: the apathy of the Humes, the arrogance of the Elvaan, the rage of the Galka, the cowardice of the Tarutaru, and the envy of the Mithra. He created the Beastmen, commanding them to forever fight the people of Vana'diel and occupy their minds, so these children would never have time to group together and construct a pathway like the ones before them.[32] The creation lore's sentient Crystal, Gods, Children, and the truths behind them feature as major plot points in several Final Fantasy XI expansion packs, while the Beastmen are some of the game's main antagonists.
The events of the game are set 20 years after the Crystal War, a devastating war where the Middle Land nations of Bastok, San d'Oria and Windurst fought and defeated the Shadow Lord and his army of Beastmen. Players deal with the aftermath of this conflict in the original story, and may travel back in time to aid in the war effort with the expansion pack Wings of the Goddess. Several parallel worlds are available, such as Dynamis and Abyssea, in which the beastmen won the Crystal War and conquered the land.
Final Fantasy XI features five playable races known as the 'Enlightened Races':
In addition to the playable races, there are two other non-playable Enlightened Races, known as the Zilart and the Kuluu. These ancient races were thought extinct, and are the focus of the first two-game expansions. There is also a large supporting cast of NPCs involved in quests, missions and the game's storylines. The game features several typical Final Fantasy fiends, including Goblins, Sahagins and Tonberries. Several of these races are known as Beastmen, a distinction made between fiends who possess higher than average intelligence, exhibiting self-awareness, emotions, culture, and religion. The complex relationship, bigoted views, and reasons of conflict between the Enlightened Races and Beastmen is a plot point throughout the game.[34]
Final Fantasy XI is represented in the Dissidia game series by Shantotto, a female Tarutaru Black Mage from the Windurst storyline, voiced by famed voice actress Megumi Hayashibara in the Japanese version and Candi Milo in English version.[35][36] The game's prequel adds Prishe, a female Elvaan from Tavnazia, who is the main character in the Chains of Promathia expansion pack.
The storyline is primarily followed with missions through the governing nations that exist in the base game as well as each expansion that the player is affiliated with. Nation or governing body affiliation is relatively simple, sometimes requiring prerequisite quests being completed and have several stages of progression to achieve higher recognition and reward throughout each story. Some missions are even required to be completed to further progress into the start of the additional storylines of each expansion or specific areas.
Players begin the game as residents of one of the three main countries: San d'Oria, Bastok, and Windurst, and must help band the nations together against the resurrected Shadow Lord.
The expansion Rise of the Zilart reveals that the Crystal War and the resurrection of the Shadow Lord had been masterminded by the Zilart princes Eald'Narche and Kam'lanaut, who survived the extinction of their race. The two Zilarts plan to become Gods by opening the path to paradise, and the player is charged with thwarting their plans.
Chains of Promathia revolves around an Elvaan girl named Prishe and the dead Twilight God Promathia, who had originally cursed the Zilart race, and the attempts of various factions to either complete or stop his resurrection. The wyrmking Bahamut is involved in these events, and intends to destroy Vana'diel to prevent Promathia from absorbing the life of the world.
Treasures of Aht Urhgan concerns the Empire of Aht Urhgan which opens up to the nations of midlands after years of self-imposed isolation. As a new and powerful nation, it is of concern to the nation of the player, who is sent as a representative. The player then becomes embroiled in the intrigues of the Empress's court and the growing fears of war and darkness coming to Aht Urhgan.
Wings of the Goddess primarily occurs in the era of the Crystal War, 20 years in the past from the main Final Fantasy XI setting. The player discovers and crosses mysterious time portals alongside the Hume/Elvaan mix Lilisette, and are led to help the Regal Feline Cait Sith reduce the suffering of the era. However, Lilisette and her partner encounter Lilith, an alternate timeline version of herself who wishes to keep the war going to maintain her time while negating Lilisette's.
Seekers of Adoulin concerns the western continent archipelago of Adoulin, and the Sacred City of Adoulin. The city was a focal point for colonization 200 years before the present game, but when colonization efforts failed in the main continent of Ulbuka, the nation fell in population and shifted to trade as a focus. Now colonization has begun once again, and players are free to explore the region.
Rhapsodies of Vana'diel concerns the conclusion of the Final Fantasy XI storyline with the threat posed by the Cloud of Darkness and an alternate timeline version of the player.
The idea to develop Final Fantasy XI as an online game was conceived by Hironobu Sakaguchi when establishing Square Pictures headquarters in Hawaii. Impressed by western MMORPGs that he discovered there, such as EverQuest, Sakaguchi convinced Square to begin the development of their own MMORPG and suggested that it be based on the Final Fantasy series.[37] The team responsible for Chrono Cross was assigned to the development of Final Fantasy XI after the English localization of the former title.[38] Development began in November 1999. The game was the first developed under Square's new philosophy to develop for 'all platforms and media'.[39]Hiromichi Tanaka, the producer of the game, has stated Final Fantasy XI is heavily influenced by Final Fantasy III, especially in its battle and magic systems.[20] According to Tanaka, Square put in Final Fantasy XI what they could not put in the first Final Fantasy titles due to technical limitations, thus making Final Fantasy XI the 'most [representative] Final Fantasy of all the episodes'.[37] The game was developed and ran on the NvidiaGeForce 4 TiGPU, which the President of Square Yoichi Wada described as the most powerful graphics processor available at the time.[40] The game cost two to three billion yen (~$17–25 million) to create along with the PlayOnline Network Service and was assumed to become profitable over a five-year timespan.[41] By creating a unified game world instead of different ones balkanized by language, development costs were cut 66%.[42][43] Since recurring monsters of the series are known by different names in the Japanese and English versions of the other installments, it was decided for Final Fantasy XI to use both Japanese and English names for different varieties of the same monsters.[42]
It was originally announced that there would be a simultaneous release on the PlayStation 2 and Microsoft Windows as well as concurrent Japanese and American release, but this was later changed.[44] There was also discussion of an Xbox release, but it was abandoned mainly because of its small 8 GB hard drive.[9] Originally announced in January 2000 at the Yokohama Millennium Conference, there was a great deal of negative press.[45] There were questions raised about naming the game the eleventh in the series, since it was not clear whether the game would have a structured story, which it ended up having, and the title of Final Fantasy Online was suggested.[46] Following an August 2001 beta test in Japan, a public Japanese beta test was done in December 2001.[47]
Following its PC release, Final Fantasy XI was listed as one of IGN's most anticipated PlayStation 2 games of 2004.[48]Sony launched a multimillion-dollar ad campaign to promote Final Fantasy XI along with the PlayStation 2 hard drive add-on which the game required.[49] Having been released on the PlayStation 2 as well as the personal computer, it became the first cross-platform MMORPG ever created.[1] On June 14, 2002, the game server was down for four hours for maintenance to the database servers, bug fixes on the text interface, and a new patch for the game client.[50] This is thought to be the first patch ever released for a console game.[51] Other early issues included complaints by American players that experienced Japanese players had already completed all the quests. Square Enix responded by adding new servers in order to have game worlds with fewer expert players.[15]
Final Fantasy XI is one of the first cross-console video games, and has continued to update its software to allow the game to run on new consoles. On 8 March 2007, a patch was released to enable gameplay in French and German. Square Enix noted that Nintendo's use of 'friend codes' was the primary reason Final Fantasy XI was not brought to the Wii.[52] In December 2006, the PlayStation 2 versions of PlayOnline and Final Fantasy XI were able to install and run on the PlayStation 3. The Vana'diel Collection 2008 discs for the PlayStation 2 had installation issues on the PlayStation 3, causing them to be unusable at first since they weren't on Sony's list of HDD compatible titles in the firmware the PlayStation 3 had at the time. This problem was fixed on December 18, 2007 when Sony released firmware update 2.10 for the PlayStation 3. This allowed all backwards compatible models—20GB model #CECHB01, 60GB model #CECHA01 and 80GB model #CECHE01—to play FFXI. After working with Microsoft to resolve Final Fantasy XI's incompatibility issues with Windows Vista, Square Enix released a downloadable version of the PlayOnline client which is compatible with the operating system, although small bugs have appeared.[53]
On September 1, 2010, Akihiko Matsui became the director of Final Fantasy XI.[54] Only three months later, on December 10, 2010, Matsui left the Final Fantasy XI team to work as 'Lead Combat System Designer' on Square Enix's new MMO, Final Fantasy XIV. His replacement as director of Final Fantasy XI is Mizuki Ito.[55] On July 13, 2011, information from a Famitsu interview with former Final Fantasy XI producer Hiromichi Tanaka revealed that Square Enix is looking into the possibility of porting Final Fantasy XI to SonyPlayStation Vita.[56] On June 24, 2012, at the end of VanaFest 2012, a festival in Yokohama, Japan to celebrate 2012's tenth anniversary of the Japanese launch of Final Fantasy XI, Hiromichi Tanaka announced that, due to health reasons, he was stepping down as producer of the game and leaving Square-Enix. Akihiko Matsui has been selected to replace him.[57]
In 2006, between 200,000 and 300,000 active players logged in per day, with 500,000 total active players and around 150,000 online at any one time.[58] In April 2009, Square Enix announced that the total number of active characters exceeded 2 million for the first time.[59] In June 2012, Square Enix president Yoichi Wada announced that Final Fantasy XI had become the most profitable title in the Final Fantasy series.[60]
The music of Final Fantasy XI was scored by Naoshi Mizuta, Kumi Tanioka, and Nobuo Uematsu.[61] Composer Yasunori Mitsuda was also asked to contribute, but at the time he was unable to do so, as he was scoring the music for Xenosaga.[45] The game's five expansion packs since were scored by Mizuta alone, after Tanioka left to pursue other projects and Uematsu left Square Enix. The opening of the game features choral music with lyrics in Esperanto.[45] According to Uematsu, the choice of language was meant to symbolize the developers' hope that their online game could contribute to cross-cultural communication and cooperation. He also noted the increased difficulty of scoring a game for which there was no linear plotline, a major change from the previous Final Fantasy games. It was the first game in the series for which he composed while he was no longer a Square Enix employee.[62] New music has been employed for special events, such as a holiday score titled 'Jeuno -Starlight Celebration-' which can be heard in the city of Jeuno each mid-to-late December since 2004.
The game's music has been released in CD form several times and has been featured in Final Fantasy concerts. Some of the game's music has been released on iTunes, such as the vocal 'Distant Worlds', which was released on the Japanese iTunes store on September 13, 2005, having been put in the game in a July 2005 patch.[63] A compilation CD box was released on March 28, 2007, titled Final Fantasy XI Original Soundtrack Premium Box, which included the four original soundtracks from Final Fantasy XI and its three expansion sets, as well as the previously unreleased tracks from the game and the unreleased Final Fantasy XI Piano Collections.[64]Dear Friends -Music from Final Fantasy-, a 2004–2005 concert series, featured 'Ronfaure' from Final Fantasy XI. A ten-track album of music inspired by Final Fantasy XI entitled Music from the Other Side of Vana'diel was released by The Star Onions on August 24, 2005.[65]
Final Fantasy XI has additions released every few years. Expansion packs add new story, jobs, zones, quests, and content to the game, while add-ons are smaller in scale, adding a smaller selection of the aforementioned items. All of the expansions and add-ons have been released on PlayStation 2, Microsoft Windows, and Xbox 360, with the exception of Seekers of Adoulin, which did not see a PlayStation 2 release outside Japan.[66]
Title | Type | Year | Notes |
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Rise of the Zilart (ジラートの幻影Jirāto no Gen'ei, lit. 'Phantoms of the Zilart')[67] | Expansion pack |
| When news was first circulated about an expansion to Final Fantasy XI, it was thought that the game's title would be Final Fantasy XI: Vision of Girade and it was unclear whether it would be a free upgrade or not.[67] The Xbox Live version was also beta tested to see how their online playing system supported Final Fantasy XI.[69] A demo version of the Xbox 360 release of the game was the first game on the Xbox 360 to require the use of its hard drive addition.[70] The game introduced the Dragoon as well as the Samurai and Ninja.[71] |
Chains of Promathia (プロマシアの呪縛Puromashia no Jubaku, lit. 'Curse of Promathia')[72] | Expansion pack | On November 7, 2006, a new version of 'Vana'diel Collection' for 2007 was released including the original game and both expansions.[73] Forty new areas were made available to explore, as well as new quests and missions, but no new jobs for characters to learn or new game mechanics.[74] | |
Treasures of Aht Urhgan (アトルガンの秘宝Atorugan no Hihō, lit. 'Hidden Treasure of Aht Urhgan')[75] | Expansion pack |
| The game was also released on the Xbox 360 bundled with all three of the expansions released to date, and on the PC as 'Vana'diel Collection 2007'. The expansion included three new jobs; Puppetmaster, Corsair, and Blue Mage.[76] The expansion's final update in fall 2007 finally allowed the player to advance to the rank of 'Captain.' |
Wings of the Goddess (アルタナの神兵Arutana no Shinpei, lit. 'Divine Soldiers of Altana')[77] | Expansion pack | The fourth expansion of Final Fantasy XI was announced on May 12, 2007 at the Square Enix Party event in Japan.[78] The expansion shipped for PlayStation 2 and Xbox 360 on November 20; the PC version was delayed until November 21 due to manufacturing issues. The expansion went live and became playable on November 22, 2007. On November 20, 2007, Square Enix updated Final Fantasy XI in preparation for the expansion. This update included a new large-scale battle known as 'Campaign' and various new spells and job abilities.[79] The Dancer and Scholar jobs were introduced in the expansion, and their equipment known as 'artifact armor' was released in the March 10, 2008, update.[80] | |
A Crystalline Prophecy: Ode of Life Bestowing | Add-on scenario | 2009[81] | Masato Kato, the original scenario writer of Final Fantasy XI and the expansion pack Rise of the Zilart returned to work on these features. Unlike traditional expansion packs, these chapters, conceived as interactive 'novelettes', focused on deepening the storylines of existing locations rather than introducing new areas.[82] Moogle Kupo d'Etat was originally conceived to be a scary story, but became comical as it was developed.[83] The series of add-ons was made to tie up several storylines that developers such as Masato Kato had wanted to see well concluded.[83] Some experienced players criticized the add-ons simple 'fetch quest' beginning, which later Kato explained was made for beginner players.[83] |
A Moogle Kupo d'Etat: Evil in Small Doses | |||
A Shantotto Ascension: The Legend Torn, Her Empire Born | |||
Vision of Abyssea | Add-on battlefield | 2010[84] | Abyssea is a realm composed of battle areas created with characters level 75 and above in mind. There, players partake in activities such as leveling, engaging battles against foes, and collecting powerful equipment. It was the first paid for addition to Final Fantasy XI that did not have a focus on adding new storylines.[85] |
Scars of Abyssea | |||
Heroes of Abyssea | |||
Seekers of Adoulin[33] | Expansion pack |
| The fifth expansion for Final Fantasy XI, Seekers of Adoulin, was announced at VanaFest 2012, a celebration of the tenth anniversary of the Japanese launch of the game, in Yokohama, Japan. Two new jobs are featured in the new expansion, Geomancer and Rune Fencer.[66] The expansion also contains seven powerful bosses, and a new western continent called Adoulin.[86] Because it is the last game released on the PlayStation 2 in Asia,[66]Seekers of Adoulin is not available on the console outside Japan. |
Rhapsodies of Vana'diel[87] | Main scenario | Announced as part of a press conference, Rhapsodies of Vana'diel is the final main scenario, and serves to tie together fourteen years of Final Fantasy XI, billed as 'the ultimate compilation of all we have accomplished to date, with major characters from throughout the game's history making appearances.' The scenario consists of three separate chapters released for free, debuting in the May, August, and November 2015 version updates, respectively.[88] |
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Final Fantasy XI received positive reviews from critics. Aggregating review websites GameRankings and Metacritic gave the PlayStation 2 version 85% based on 57 reviews and 85/100 based on 49 reviews,[89][92] the PC version 82% based on 44 reviews and 85/100 based on 25 reviews[90][93] the Xbox 360 version 69% based on 32 reviews and 66/100 based on 25 reviews.[91][94]Famitsu rated the game 38 out of 40.[96]Computer and Video Games Magazine noted that it was one of the most welcoming MMORPGs despite the cumbersome initial registration and setup.[100]IGN called it a well done but unoriginal game and also noted that North American players were forced to play with already much more experienced Japanese players who had already completed the game's various quests.[15]GameSpot criticized it at release for having an unconventional control system, a lengthy installation, and having no player versus player (PvP) aspects.[101] Other elements receiving criticism include the EXP grind, which involves constant battles to access different parts of the game, and overcrowded camp sites.[102] The expansions have been mostly positively received, with praise for the amount of content added, but increasing signs that the graphics of the game are becoming outdated.[103][104]IGN review of the Xbox 360 release was similar, noting that it was a large amount of game content, but had a protracted setup process and elements of the game design that require a large time investment.[105] It has also been noted that this game is the first to move in a wildly different direction while remaining in the main numbering line, as opposed to the Tactics and Crystal Chronicles games which became their own side series.
The user base for the PlayStation 2 version was truncated initially because of limited sales of the PlayStation 2's hard drive and network adapters that were needed for the game.[106] The Japanese release of Rise of the Zilart was the number one selling game when it debuted in 2003 with 90,000 copies sold in the first week.[106] The Treasures of Aht Urhgan, released three years later, sold over 103,000 copies for the PlayStation 2 in Japan during 2006.[107] In the United States, Final Fantasy XI's computer version sold 340,000 copies ($15.5 million) by August 2006, after its release in October 2003. It was the country's 51st best-selling computer game between January 2000 and August 2006.[108] The Final Fantasy XI All-in-One Pack was number 36 and Wings of the Goddess was number 40 on the top 50 best-selling Xbox 360 games in Japan as of December 2007.[109] For the April–September 2004 financial period, Square Enix saw online gaming, particularly Final Fantasy XI, sales increase by 101 percent and operating profit increase by 230.9 percent.[110] Revenues held steady from subscription services in the summer of 2006; in the fall, however, Square acknowledged that online subscription revenues were 'unsatisfactory', despite the steady performance of Final Fantasy XI.[111][112] In December 2003, Square Enix president Yoichi Wada announced that there were over 200,000 subscribers to Final Fantasy XI, allowing the company to break even and start making a profit.[113] There were between 200,000 and 300,000 active players daily in 2006.[114] As of August 14, 2006 the Xbox 360 version was the sixth most played game on Xbox Live.[115] In June 2012, Square Enix president Yoichi Wada announced that Final Fantasy XI had become the most profitable title in the Final Fantasy series.[60] While many MMOs have switched to some form of free-to-play model, the base monthly subscription price point for Final Fantasy XI has remained the same since its debut in 2002.[116][117]
Final Fantasy XI was awarded the grand prize from the Japan's Consumer Entertainment Software Association (CESA) for 2002–2003 along with Taiko no Tatsujin.[118] It has also received GameSpy's 2003 PC MMORPG Game of the Year Award and IGN's Game of the Month for March 2004, citing the game's huge customization and its successful cross-platform and cross-language game world.[119][120]Final Fantasy XI was referenced in the online game Minna no Golf Online in the form of a Final Fantasy XI-themed lobby.[121] At 2009's Electronic Entertainment Expo, Square Enix revealed Final Fantasy XIV Online, which was Square Enix's next MMORPG.
The game has spawned several written adaptations and related merchandise. Starting in 2003, a series of Final Fantasy XI novels was written by Miyabi Hasegawa and released in Japanese,[122] German,[123] and French.[124] Additionally, in 2004, Adventure Log, a webcomic by Scott Ramsoomair, was commissioned by Square Enix starting in 2007.[125]Final Fantasy XIPlayOnlineVisa and MasterCard credit cards were available in Japan, with features including no annual fees as long as cardholders remain PlayOnline subscribers and various other rewards.[126] There have also been posters with limited edition phone cards and keychains released, also exclusively in Japan.[127] Several T-shirts have been made available for order in North America,[128] and various stuffed animals and gashapon figurines have also been made available to order of different races from the series.[129][130] A Vana'diel clock which displayed the in-game time was also marketed, as well as CDs of the game's music.[131]
Final Fantasy XII | |
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Japanese boxart for Final Fantasy XII, designed by Yoshitaka Amano | |
Developer(s) | Square Enix |
Publisher(s) | Square Enix |
Director(s) | |
Producer(s) | Hiroyuki Ito |
Designer(s) | Hiroyuki Ito |
Programmer(s) | Takashi Katano |
Artist(s) |
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Writer(s) | |
Composer(s) | |
Series | Final Fantasy |
Platform(s) | |
Release |
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Genre(s) | Role-playing |
Mode(s) | Single-player |
Final Fantasy XII[a] is a fantasy role-playing video game developed and published by Square Enix for the PlayStation 2 home video console. A part of the Final Fantasy series, the game was released in 2006. It introduced several innovations to the series: an open world; a seamless battle system; a controllable camera; a customizable 'gambit' system, which lets the player control the artificial intelligence (AI) of characters in battle; a 'license' system, which determines what abilities and equipment can be used by characters; and a hunting side quest, which allows the player to find and defeat increasingly difficult monsters in the game's open world. Final Fantasy XII also includes elements from previous games in the series, such as Chocobos and Moogles.
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 becoming a sky pirate in command of an airship. They are quickly joined by a band of allies; together, they rally against the tyranny of the Archadian Empire.
Final Fantasy XII received critical acclaim, earning numerous Game of the Year awards. As of November 2009, the game sold over six million copies worldwide on PlayStation 2. A sequel, Final Fantasy XII: Revenant Wings, was released for the Nintendo DS in 2007. A high-definition remaster of the International Zodiac Job System version, subtitled The Zodiac Age, was released for the PlayStation 4, Microsoft Windows, Nintendo Switch, and Xbox One.
Throughout the game, the player directly controls the on-screen character from a third-person perspective to interact with people, objects, and enemies. Unlike previous games in the series, the player can also control the camera with the right analog stick, allowing for a 360° view of the surroundings.[1] While in towns and cities, the player may only see from the perspective of Vaan, but any character may be controlled in the field. The world of Final Fantasy XII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the overworld on foot, Chocobo, or by airship.[2] Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport between gate crystals.[3] An in-game bestiary provides incidental information about the world of Final Fantasy XII.[4]
Final Fantasy XII restructures the system of earning gil, the currency of the Final Fantasy games; instead of gil, most enemies drop 'loot' which can be sold at shops.[5] This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row.[6] Selling different types of loot also unlocks a bazaar option in shops, which provides items at a lower cost, or items exclusive to the bazaar.[5]
Excluding the massively multiplayer online role-playing gameFinal Fantasy XI, Final Fantasy XII is the first entry in the main Final Fantasy series not to include random encounters.[7] Instead, enemies are visible in the overworld and the player may choose to fight or avoid them. Battles unfold in real time using the 'Active Dimension Battle' (ADB) system. Battles begin when the party comes within range of an aggressive enemy, the party attacks an enemy, or a story event initiates a confrontation.[7] When a character or enemy begins an action, target lines connect characters to other party members or enemies; different colors represent the different types of action.[8] The player may swap to and issue commands to any of the three characters in the party, but guest characters are controlled by artificial intelligence (AI).[9] Battle commands are initiated through a series of menus, and include Attack, Magicks, Technicks, Mist, Gambits, and Items. The player may switch any active character with an inactive character at any time, unless the active character is targeted by an attack or ability. Characters who are knocked out may also be substituted.
A new feature in Final Fantasy XII is the 'gambit' system, which allows the player to program each character to perform certain commands in battle in response to specified conditions.[10] Using gambits, the player may set reactions to different stimuli for each character. Each gambit consists of three parts: a target, an action, and a priority. The target specifies which ally or foe to act on and the condition for applying the action. For example, the target 'Ally: HP < 70%' causes the character to target any ally whose hit points have fallen below 70%. The action is the command to be performed on the target. The priority determines which gambit to perform when multiple gambits are triggered. These heuristics guide the characters when acting autonomously, though player-directed commands are always given top priority.[10]
In Final Fantasy XII, a mysterious phenomenon known as 'Mist' is the key energy which allows characters to cast summoning magic and perform 'Quickenings'. After defeating an Esper in combat, the player will be able to summon it to the battlefield.[11] Similar to Final Fantasy X, the summoned creatures become active participants in battle,[11] as opposed to the cinematic attacks seen in previous games in the series. Unlike Final Fantasy X, however, Espers follow hidden gambits, rather than the player's direct command.[11] The summoner remains an active member in the fight, able to attack and cast support magic, instead of leaving the party or standing idle while the summoned creature fights.[11] An Esper will leave the battle if either the summoner or itself is knocked out, its time limit expires, or it executes its special attack.[11] Some Espers have origins in Final Fantasy Tactics and Final Fantasy Tactics Advance and others are derived from the final bosses of previous Final Fantasy games such as Chaos, the final boss of the first Final Fantasy, and Zeromus, the final boss of Final Fantasy IV.
Final Fantasy XII introduces 'Quickenings', a new Limit Break system unique compared to those in previous games in the series.[12] Characters learn Quickenings by progressing to specific panels on the License Board.[12] Each character can learn three Quickenings, which are unique to that character.[12] Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses.[12] If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence.[12]
As in many role-playing games (RPGs), characters 'level up' each time they earn a set number of experience points from defeating enemies; each level gained increases the character's statistics and improves performance in battle.[13] Statistics include hit points, the amount of damage a character can receive; strength, the power of the character's physical attacks; and magic, the potency of the character's magical spells.[13]
In addition to leveling up, players may improve their characters via the License Board. The License Board is an array of panels that contain 'licenses' which allow a character to perform certain actions.[14] The board is split into two parts; the upper part comprises Magick, Technick, Accessory, and Augment (stat increases and other permanent buffs) licenses, and the bottom part comprises mostly Weapon and Armor licenses.[15] To use a Magick, Technick, or piece of equipment, the character must obtain its corresponding license by spending the required amount of LP (License Points).[14] LP are earned in battle along with the experience points. Like the Sphere Grid in Final Fantasy X, all characters may obtain all licenses on the board; however, each Quickening and Esper license may only be activated by a single character.[16]
Final Fantasy XII is set within the land of Ivalice during an age when 'magic was commonplace' and 'airships plied the skies, crowding out the heavens'. At this time, magicite, a magic-rich mineral, is commonly used in magic spells[17] and in powering airships—a popular form of transportation in Ivalice.[18] Ivalice is divided into three continents:[19] Ordalia, Valendia, and Kerwon.[1] Ordalia is located in the western part of Ivalice. The Rozarrian Empire makes its home in the vast inland plains of this continent as the eastern portion of it is largely desert and 'jagd'—lawless regions so rich in Mist, the ethereal manifestation of magicite, that airships cannot function.[20] Valendia is the home of Imperial Archadia, where lush highlands dot the landscape.[21] Central to the story is Dalmasca, a small kingdom between the two continents and empires. Located in the middle of the Galtean Peninsula of Ordalia, Dalmasca is surrounded by an expanse of desert. The temperate climate of Dalmasca differs from the cold environs of Kerwon to the south and the lush plains of Valendia and Ordalia.[22] During this time, Ivalice is beset by the pending war between the forces of Rozarria and Archadia. Caught between the two powerful Empires, Dalmasca and a number of smaller nations have already been subjugated by Archadia two years before the game begins.
The six main playable characters in Final Fantasy XII are Vaan, an energetic orphan of Rabanastre who dreams of becoming a sky pirate; Ashe, a determined princess of Dalmasca who lost her father and her husband in the Archadian invasion; Basch, a disgraced knight of Dalmasca charged with treason for slaying the king; Balthier, a gentlemanly sky pirate who pilots his airship, the Strahl; Fran, Balthier's partner and a Viera exile whose knowledge extends to legends and myths; and Penelo, Vaan's childhood friend who accompanies him on journeys to 'keep an eye on him'.[23]
The Archadian Empire is ruled by House Solidor, headed by Emperor Gramis.[24] The emperor's sons are Vayne and Larsa, the former a military genius and the game's main antagonist, and the latter a charismatic seeker of peace. Judge Magisters, upholders of Archadian law,[24] protect House Solidor and execute every command issued by the ruling family. The technological marvels of airships and synthetic nethicite—a form of magicite that absorbs Mist—are thanks to Doctor Cid, a prominent researcher from Archadia.[24] The Resistance against Archadia includes Dalmascan knight Vossler, an ally of Basch; Marquis Halim Ondore IV, the game's narrator and ruler of the skycity Bhujerba; Reddas, a sky pirate based in the port at Balfonheim; and the Rozarrian Empire, of which Al-Cid Margrace is a prince of the ruling family.[24] The mythos of Final Fantasy XII revolves around a character known as Dynast-King Raithwall, a man who once united Ivalice to create the Galtean Alliance in ages past.
In Dalmasca's capital city of Rabanastre, Princess Ashelia (Ashe) of Dalmasca and Prince Rasler of Nabradia have just wed, as the Archadian Empire invades the two countries. Rasler is killed in the war, the city of Nabudis is destroyed in a single explosion, and the Dalmascan King Raminas is assassinated moments after signing a treaty of surrender. Marquis Ondore announces that the assassin was Dalmascan captain Basch, who has been sentenced to death, and that Princess Ashe has committed suicide.[25]
Two years later, Vaan, a Rabanastre street urchin, ignores his friend Penelo's objections and infiltrates the palace during a dinner celebrating the appointment of Archadian prince Vayne Solidor as consul. In the treasury he finds a piece of magicite, a powerful magical crystal. He is discovered by Balthier and Fran, a pair of sky pirates looking for the magicite. The three escape as Dalmascan Resistance forces assault the palace, and in the sewers they meet the Resistance leader, Amalia, before being captured by Archadian forces. Detained in the Nalbina dungeons, they meet Basch, who was imprisoned but not killed, and who states his twin brother Gabranth was the one to kill the king. The four then escape together back to Rabanastre. There they discover Penelo has been kidnapped and taken to the floating city of Bhujerba by the bounty hunter Ba'Gamnan, who seeks to draw Balthier to him.
In Bhujerba, they meet Lamont, a curious boy who is Vayne's younger brother, Larsa, in disguise.[26] After rescuing Penelo from the Lhusu Mines, Larsa invites her to stay with him. Basch confronts the Marquis over his lies, but the party is captured and detained aboard the Archadian airshipLeviathan, headed by Judge Ghis. On the Leviathan, the party is reunited with Penelo and Amalia, who is revealed to be Princess Ashe.[27] Ghis takes the magicite, which is revealed to be a royal Dalmascan artifact, 'deifacted nethicite', from Vaan to send to Archadia. The party escapes the airship, but as Ashe had planned to use the magicite as proof that she was the princess,[28] the group makes plans to collect another of the pieces of nethicite, the Dawn Shard.[29] They do so, but are again captured by Ghis; when he tries to use the Dawn Shard in the Leviathan rather than the 'manufacted' (artificially made) magicite it normally uses, his entire airship fleet is destroyed in a mirror of the destruction of Nabudis, and the party flees again.
The party encounters Larsa, who seeks a peace treaty between Dalmasca and the empire. Convinced, Ashe and the group go to Mt. Bur-Omisace to seek the Gran Kiltias Anastasis, Ivalice's religious leader, and beg his approval of her as queen of Dalmasca.[30] There, they also meet Al-Cid Margrace, a member of the Rozarrian Empire ruling family, who is seeking to avert a war between Rozarria and Archadia and is in talks with Larsa.[31][32] Their plans are curtailed when Anastasis is killed by Archadia, and soon afterwards the Archadian emperor Gramis dies and Vayne ascends the throne.[33]
After retrieving the Sword of Kings, which can destroy nethicite, the party journeys to Archadia to retrieve Larsa, who has been taken. There they discover Doctor Cid, who created manufacted magicite, and who directs them to go to Giruvegan as it is the source of nethicite.[34][35] In Giruvegan, only Ashe can enter the final area, where she encounters the makers of nethicite, the immortal Occuria, who 'pull the strings of history'; they give her the Treaty Blade to cut new pieces of nethicite from the Sun-cryst, the source of all nethicite and its power.[36] She learns that Venat, one of the Occuria, has defected to put the 'reins of History back in the hands of Man', controlling Vayne and Cid, manipulating the former's goal to conquer Ivalice and become the new Dynast King, and leading the latter to create manufacted magicite to reduce the relative power of the Occuria.[37][38] Archadia's expansion campaign was a front to capture the existing shards of nethicite.[39]
Ashe and the party journey to Pharos tower, the location of the Sun-cryst, where she decides not to take her revenge by following the Occuria's wishes, but instead destroy the Sun-cryst.[40] The party defeats Gabranth, who reveals that he killed King Raminas, and then the party also defeats Cid, before destroying the crystal.[41] The group later learns from Al-Cid that the Dalmascan Resistance, led by Ondore, is about to fight Archadia in Rabanastre, but the Archadian forces now include the Sky Fortress Bahamut, powered by the Mist released by the destruction of the Sun-Cryst. They infiltrate the Bahamut, and find Larsa attempting to dissuade his brother Vayne from his plans for war to no avail.[42] They defeat Vayne and Venat, and Ashe and Larsa announce the end of the conflict to the battlefield.[43] Larsa becomes the Archadian emperor and Ashe the Queen of Dalmasca; Basch replaces his brother Gabranth as Larsa's protector; Vaan and Penelo fly an airship to meet Balthier and Fran for another adventure.[44]
Development for Final Fantasy XII began in December 2000 and was headed by Final Fantasy Tactics director Yasumi Matsuno and Final Fantasy IX director Hiroyuki Ito.[45][46][47] Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns.[48] The team was restructured as a consequence: the new directorial duo consisted of Ito and Hiroshi Minagawa, while Akitoshi Kawazu of SaGa series fame became the game's executive producer.[49][50] Series creator Hironobu Sakaguchi was disappointed by Matsuno's departure and declined to play the game beyond its introduction.[51]
The desire to move away from random encounters was present since the beginning of development.[52] This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change.[52] Battle system designer Hiroshi Tomomatsu said that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game.[53] Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing 'licenses' to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges.[52]
At the early stages of development, Minagawa revealed that numerous ideas and features were planned for the game, but were dropped from the final stages due to certain constraints and hardware limitations. Some of these included the ability for a second player to join in the gameplay, enabling a two-player mode. Another idea that was given a considerable amount of thought was the ability to recruit non-player characters to join in the mob hunts. Due to the technical limitations of the console and multiple number of characters joining the fray, the development phase took longer than expected, causing delays.[54]
Design inspiration came from a mix of medieval Mediterranean countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region.[55] The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited Turkey, which influenced the game's Mediterranean-style setting.[56] The developers also used styles and deco from other sources including areas in India and New York City.[56][57] Of note is the use of Sanskrit in the city of Bhujerba. Phrases such as 'svagatam' (welcome) and titles like 'parijanah' (guide) are lifted directly from Sanskrit. Minaba mentions that the team tried to bring out Arabic culture in the design of the game.[58]War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by Ancient Rome.[57] When asked to comment on the fan observation of Star Wars similarities, Minaba replied that although he was a fan of the series, it was not necessarily an influence to the game's designs.[56] It has also been noted that the similarities originate from The Hidden Fortress, the 1958 Akira Kurosawa film that inspired Star Wars.[59][60]
Basch was initially meant to be the main protagonist of the story, but the focus was eventually shifted to Vaan and Penelo when the two characters were created later in development.[61] The development team explained that their previous game, Vagrant Story, which featured a 'strong man in his prime' as the protagonist had been unsuccessful and unpopular; the change regarding Final Fantasy XII from a 'big and tough' protagonist to a younger, youthful one was thus decided after targeting demographics were considered. With the casting of actor Kouhei Takeda for the voice acting and motion capture, Vaan became less feminine and more 'active, upbeat bright and positive'.[61][62] Comments were made about the similarity between main character designer and background design supervisor Akihiko Yoshida's creations and those of Tetsuya Nomura, another Square Enix character designer. Yoshida feels this connection is sparked by the style of color used by both artists, which involves a color consistency between the characters and the environments.[62] The designers stated that non-human characters and races feature a prominent role in the game,[58] which was influenced by an interest in history among the developers.[56]
Miwa Shoda wrote a storyline for the game premised on the basis of the cutscenes and world setting that had already been finished when she joined the team. Scenario writer Daisuke Watanabe in turn fleshed out Shoda's plot into a script.[63] During the English localization process, Alexander O. Smith, who had previously worked on Vagrant Story and Final Fantasy X, acted as producer and translator.[64] While still preserving the meaning behind the Japanese script, Smith made the decision to use different dialects of English to reproduce the regional differences in pronunciation found in the Japanese version.[65][66] He also tried to distance the game from the 'flat reads' found in other dubbed work by casting voice actors who had experience in theatre work.[66] In terms of general changes, the localization team introduced widescreen 16:9 ratio support and reinserted scenes that were left out of the original Japanese version for political reasons and to preserve an 'All Ages' CERO rating.[67][68]
On November 15, 2005, a playable demo of the game was shipped with the North American release of Dragon Quest VIII.[69] To commemorate the release of Final Fantasy XII, playable demos of the English version were available at DigitalLife's Gaming Pavilion in New York City on October 11, 2006, a day dubbed 'Final Fantasy XII Gamer's Day'.[70] Additionally, Square Enix gave fans the chance to cosplay as characters from Final Fantasy XII. Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the Final Fantasy XII Gamer's Day event.[71]
Final Fantasy XII once held the Guinness World Record for longest development period in a video game production, with a total of five years, spanning from 2001 until its release in 2006.[72] At a Final Fantasy XII 'postmortem' at MIT in March 2009, Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development of the game.[73] It was also listed as 8th on the Guinness top 50 games of all time in 2009.[74]
Hitoshi Sakimoto composed and arranged most of the game's soundtrack, with Hayato Matsuo and Masaharu Iwata creating seven and two tracks respectively. Nobuo Uematsu, following his departure from Square Enix in 2004, only contributed the ending song, 'Kiss Me Good-Bye'.[75] Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way.[76][77] 'Kiss Me Good-Bye' was performed in both English and Japanese by Angela Aki.[78] Aki's style of playing the keyboard while singing reminded Uematsu of his childhood idol, Elton John, which was one of the reasons he chose her.[79] The English version of the song was featured in both the Japanese and North American versions of the game. In addition to the theme song, violinist Taro Hakase co-composed, arranged, and performed the game's ending credits theme, Symphonic Poem 'Hope', along with Yuji Toriyama.[80]
Two promotional soundtracks were released before the original soundtrack, Symphonic Poem 'Hope' and The Best of the Final Fantasy XII Soundtrack, on March 1 and 15, 2006, respectively. The former contains all the music used in the game's trailer performed by Taro Hakase, including Symphonic Poem 'Hope'.[81] The original soundtrack itself was released in Japan on May 31, 2006.[82] It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final version of the game.[83] The CD single for 'Kiss Me Good-Bye' was released on the March 15, 2006.[84] A limited edition was also released, featuring a DVD containing the music video for 'Kiss Me Good-Bye'.[84]Tofu Records has released an abridged version of the original soundtrack, which contains 31 songs, including 'Kiss Me Good-Bye'.[85]
On March 16, 2006, Sony Computer Entertainment Japan released a special Final Fantasy XII package, which contained a PlayStation 2 game system, the Final Fantasy XII game, a standard DualShock controller, and a vertical console stand.[86][87] The Japanese third-party manufacturer Hori also released Final Fantasy XIImemory cards on the day of the game's release; stickers of Final Fantasy XII characters are included.[88] Game peripheral maker Logicool (Logitech's Japanese branch) released a special edition Final Fantasy XII controller on the same day.[89]Suntory produced 'Final Fantasy XII Potion'—a drink containing such ingredients as royal jelly, chamomile, sage, thyme, and marjoram. The drinks became commercially available in Japan on March 7, 2006. Suntory also released a Final Fantasy XII Premium Box, which came with a Final Fantasy XII collector's card. The Potion was a limited edition product and is no longer available.[90]Final Fantasy XII was also adapted into a manga by Gin Amou. Square Enix published the series in a total of five tankōbon volumes from December 22, 2006 to August 22, 2009.[91][92]
Studio BentStuff published three Ultimania books: Final Fantasy XII Battle Ultimania and the Final Fantasy XII Scenario Ultimania on June 16, 2006, and Final Fantasy XII Ultimania Ω on November 24, 2006. The Battle Ultimania provides a description and analysis of the new battle system and its components, and developer interviews.[93] The Scenario Ultimania describes the main scenarios in the game, profiles on the characters and areas in Ivalice, developer interviews, and details on each location.[93] The last guide, the Ultimania Ω, includes voice actor interviews, the complete story of Final Fantasy XII including additional character profiles, a collection of artworks and illustrations, the complete play guide,[94] and a novella written by Benny Matsuyama, author of Hoshi wo Meguru Otome from the Final Fantasy VII Ultimania Ω Guide.[95] Another Ultimania edition, the Final Fantasy XII International Zodiac Job System Ultimania, was released on September 6, 2007, as a guide book for the International Zodiac version of the game.[96] On December 18, 2012 the game was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package.[97]
For the North American release, a 'Collector's Edition' was available through GameStop and EB Games.[98] This edition includes the original game packaged in a metallic case along with a special bonus disc, which contains Final Fantasy XII developer interviews, an art gallery, U.S. and Japanese trailers, and a featurette, 'History of Final Fantasy', which gives a brief overview of Final Fantasy games.[99] On January 26, 2007, Square Enix Product Blog revealed full-color Gabranth, Ashe, Balthier, and Vaan figures.[100]
Final Fantasy XII sold more than 1,764,000 copies in its first week in Japan, almost equaling the sales of Final Fantasy X in its first week.[101] A Square Enix conference report stated that Final Fantasy XII sold more than 2.38 million copies in Japan in the two weeks since its March 16, 2006 release.[102] In North America, Final Fantasy XII shipped approximately 1.5 million copies in its first week.[103] It was the fourth best-selling PlayStation 2 game of 2006 worldwide.[104] As of March 2007, the game had shipped over 5.2 million copies worldwide.[105] By November 2009, over 6 million copies of the game were sold worldwide on PlayStation 2.[106] As of October 2017, The PlayStation 4 remaster shipped over one million copies worldwide.[107]
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According to review aggregatorMetacritic, Final Fantasy XII received 'universal acclaim'.[108] On March 16, 2006, it became the sixth game to receive a perfect score from the Japanese gaming magazine Famitsu, making it the first Final Fantasy game, first Hiroyuki Ito game, and only PlayStation 2 game to do so. It is also the second Yasumi Matsuno game to garner a perfect score, the first being Vagrant Story. The game was praised for its graphics, scenarios, game system, and the freshness it brought to the Final Fantasy series.[116] It was praised for its seamless transitions between full motion video segments and the in-game engine,[129] and was voted number one for Best Art Style on IGN's weekly Top Ten.[130]Newtype USA named Final Fantasy XII its 'Game of the Month' for November 2006, praised the gameplay, graphics, and story, and called it 'the best RPG to have been released for any Sony platform'.[131]
Although GameSpot lauded the gambit and license systems as an innovative and in-depth way for the player to control the characters, it criticized them for being too complicated and difficult to adjust to, especially for newer players of the series. The reviewer also criticized the sometimes tedious back and forth travel. On the other hand, GameSpot took particular note of the 'excellent' voice cast.[118] IGN praised the game's rich storyline and artistic direction, shown through its 'sheer depth of character'. It also assuaged criticism that the gambit system would 'let the game play itself', countering that gambits do not function without a player. However, IGN wrote that while 'still extremely strong', Final Fantasy XII has one of the series' weaker soundtracks.[122]
Executive producer Akitoshi Kawazu was pleased by Famitsu's rating but admitted that he thought the game was not perfect; he felt that the storyline did not meet some fans' expectations.[132] Kawazu expressed his frustration and regrets regarding the storyline, citing creative differences between the PlayOnline and Final Fantasy Tactics members of the development team.[133]
Final Fantasy XII was named best PlayStation 2 game and best RPG by numerous video game journals and websites, including GameSpot, GameSpy and IGN.[127][128][134][135] Both Edge and Famitsu awarded it Game of the Year 2006.[124][125] The Japan Game Awards 2006 honored Final Fantasy XII with their 'Grand Award' and 'Award for Excellence' and the PlayStation Awards 2006 bestowed the 'Double Platinum Prize'.[126][136][137] It was selected for the list 'Top 100 New Japanese Styles', a list of 'products and services originating in Japan to serve as a mark of excellence'.[138][139]Final Fantasy XII also received nominations in such categories as best RPG, story, art direction, character design and original musical score at the Interactive Achievement Awards, Game Developers Choice Awards, BAFTAVideo Games Awards, Spike Video Game Awards, and the Satellite Awards.[140][141][142][143][144]
An expanded version of the game, Final Fantasy XII International Zodiac Job System, was released in Japan on August 10, 2007.[145] It includes twelve license boards (instead of the original game's one), each corresponding to a different Zodiac sign and job. The player can control guest characters and summons, and hold L1 to double the game's running speed. There is also a 'New Game+' option, a 'New Game- (minus)' option (in which characters do not gain experience), and a 'Trial Mode' in which the player hunts monsters in 100 different maps to gain items and money. The game also includes the western version's English voices and widescreen 16:9 support, and a bonus DVD.[146][147][148]
A sequel, Final Fantasy XII: Revenant Wings, was released for the Nintendo DS in 2007. It takes place one year after the events of Final Fantasy XII and follows the adventures of Vaan.[149] The game is one of four in the Ivalice Alliance series, which also includes International Zodiac Job System.[150]
Fortress, a spin-off action game developed by Grin, was to have been a 'game with an epic scale both in story and production values' that took place in Ivalice following the events of Revenant Wings.[151][152] Square Enix cancelled the project after six months of development.[153][154][155]
In July 2017, Square Enix released Final Fantasy XII: The Zodiac Age, a high-definition remaster of the Japanese-only International Zodiac Job System for the PlayStation 4.[156][157] It adds trophy support, a remastered soundtrack with a few new tracks, and improved technical performance.[156][158][159]The Zodiac Age was nominated for 'Best Remake/Remaster' at IGN's Best of 2017 Awards,[160] and won 'Best Remaster' at Game Informer's Best of 2017 Awards and 2017 RPG of the Year Awards.[161][162] The remaster also received favorable reviews.[109][110]
A version for Windows was released via Steam on February 1, 2018. The port included support for higher display resolutions and 60 frames-per-second rendering, options to switch between three different versions of the soundtrack, and immediate access to the post-game modes.[163] Versions for the Nintendo Switch and Xbox One, ported by Virtuos, were released on April 30, 2019.[164][165]
Ondore: Prayer, too, for the noble Princess Ashe, who, wrought with Grief at her Kingdom's Defeat, has taken her own Life. Know also that Capt. Basch fon Ronsenburg, for Incitement of Sedition and the Assassination of H.R.M. King Raminas, has been found Guilty of High Treason and put to his Death.
Larsa: Vayne Solidor, the Consul, is my brother.
Ghis: Come now, come now. Have you forgotten your manners? This is hardly the courtesy due... The late Princess Ashelia B'nargin Dalmasca. / Vaan: Princess?!
Ondore: You may yet be a Princess, but without proof of your identity, you are powerless. You will remain with me. We do nothing till the time is right.
Ashe: I'm going to retrieve the Dawn Shard. It's the proof that I need. I know where it's hidden. I'll return his airship later.
Larsa: Lady Ashe, let us go to Bur-Omisace. With the blessing of His Grace the Gran Kiltias Anastasis...you may rightly wear your crown, and declare the restoration of the Kingdom of Dalmasca. As Queen, you can call for peace between the Empire and Dalmasca...and stop Marquis Ondore.
Anastasis: In Archadia, Larsa. In Rozarria, Al-Cid. They dream not of war. Should empire join with empire, the way will open for a new Ivalice in our time.
Larsa: Dalmasca would be the battlefield! What if nethicite were used on Rabanastre? You know my brother would do this!
Al-Cid: The Emperor Gramis is no more. His life was taken.
Cid: Am I right? I am, aren't I. A worthy daughter of the Dynast-King! You would do well to go to Giruvegan. Who knows? You may receive a new Stone for your trouble.
Gerun: Seek you the Sun-cryst, slumb'ring star. In tower on distant shore it dreams. The mother of all nethicite, the source of its unending power.
Gerun: Now take this sword, this Treaty-Blade. Occurian seal, mark of your worth. Cut deep the Cryst and seize your Shards. Wield Dynast-King's power! Destroy Venat!
Bergan: Hark! Ivalice hails her true Dynast-King, Vayne Solidor! He shall defy the will of the gods, and see the reins of History back in the hands of Man!
Venat: Indeed. What claim does Gerun have on history's reins...seated on throne immortal, rent from time?
Vayne: We conquered two kingdoms, that you might study these 'baubles'. / Cid: Oh, I am grateful for the sacrifice. Without it, manufacted nethicite would have eluded us—an unrivaled weapon, I warrant you.
Ashe: In all Dalmasca's history, not once did we rely on the Dusk Shard. Our people resolved never to use it, though their need might be dire. That was the Dalmasca I wanted back... I will destroy the Sun-cryst! I will discard the Stone!
Gabranth: Yes, it was I who wore Basch's face - who cut down the Life of Dalmasca. Lady Ashe! Your father's murderer is here!
Vayne: Observe well, Larsa. Watch and mark you the suffering of one who must rule, yet lacks the power. / Larsa: No. No, brother. I will not. Though I lack your power, I will still persist.
Ashe: This is Ashelia Dalmasca. I confirm what Judge Magister Gabranth and Larsa Solidor have said here. Please. Stand down your attack. The war is over. Ivalice looks to the horizon. A new day has dawned. We are free!
Balthier's note: Something more valuable: the Cache of Glabados. I await in Bervenia.
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