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A Look Back at the Final Fantasy Series

March 12, 2010

It’s ironic that a series with so many sequels, spinoffs, and fan obsession is called “Final” Fantasy. But here we are at lucky number 13, and it shows no signs of reaching an actual finality. Final Fantasy has become synonymous with the big budget, blockbuster Japanese RPG.

Story-driven and incredibly linear but nonetheless deep and detailed, FF brought the RPG into the mainstream and popularized the genre outside Japan. Well, it actually took the PlayStation and some deceptive ads that only featured CG cutscenes to help it along, but prior to that all the menu based battles and all the “reading” confined RPGs to the nerds-only realm. RPGs still have a hint of geekiness to them, but hey, if I was so worried about being “cool” I’d only play sports games, racing sims, and the occasional first person shooter.

Even the most famous JRPG in the world had its humble beginnings. Back in the 80s, a fledgling game company then known simply as Square was on the brink of bankruptcy with its simple RPGs, racing games, and platformers for the Famicom Disk System. Designer Hironobu Sakaguchi was tasked with saving the company from financial ruin, and that minor bit of pressure helped him develop a new fantasy role playing game for the cartridge based Famicom. He took inspiration from Dragon Quest, The Legend of Zelda, and Ultima and after the project was finished he planned to retire. Thinking it would be the last game he would design, Sakaguchi named it Final Fantasy. Needless to say it was a huge success and reversed Square’s fortunes, and Final Fantasy became the company’s flagship title. So let’s take a look back at the series that led up to the release this week of Final Fantasy XIII.

Common Elements

Originally planned as a standalone title, each installment of FF is distinct from each other. They’ll always have different characters, worlds, storylines, and even gameplay mechanics. However, there are several elements that are signature Final Fantasy and are immediately recognizable by veteran players.

Gameplay

Although the basic gameplay mechanics of each FF title is tweaked just enough to not become stale, the basic elements remain pretty much the same. It usually involves the party wandering the overworld or dungeon randomly encountering enemies. Transitioning to the “battle arena”, your three to four member party is on the right, with a group of enemies on the left. Battles are typically menu driven and turn based, in which the player issues commands like “Fight”, “Magic”, and “Item”. RPG players the world over also know the following: level grinding, buying and equipping new weapons and equipment, and talking to everyone in the village(s).

Themes and Plot

The plots were fairly the same for all the games- save the world from either conquest or destruction from the forces of evil. The major villain introduced in the beginning may not be the same villain the heroes face at the end. A surprise “final” final boss of some ancient evil often confronts the party at the climax. Fantasy plots are usually epic that way.  As each plot unfolds-more so in the later games-the story delves deeper into the characters, their motivations, flaws, and relationships. The stories often take place against the backdrop of a major war between kingdoms or a rebellion against an oppressive state or sinister corporation. The protagonists always take the side of the rebels. War and peace, nature vs. technology, fate, sacrifice, love, the psyche, and the nature of reality are some of the themes explored in series.

Chocobos

Horses just don’t exist in Final Fantasy worlds. Instead these big, usually yellow flightless birds serve as mounts for traveling short distances or for use as pack animals. They made their first appearance in FF2, and are so cute they are the de facto mascot of the series.

Moogles

If Chocobos weren’t cute enough; these cuddly, winged, teddy bear-like creatures with antennae on their heads served several functions throughout the series: weapon smiths, mail carriers, save points, and even playable characters. They also made their first appearance in FFII. None can resist their adorable catchphrase: Kupo!

Airships

Not surprisingly, the worlds in Final Fantasy lack C-47 Transports and AC-130 Gunships. Airships provide long distance transportation and often times serve as a base of operations for the party. The airships from the older games resembled Victorian-style propeller driven zeppelins. In more recent games they looked like futuristic space vessels.

Crystals

The One Ring, The Holy Grail, The Crystal Skull…what to these items have in common? They are Egg Mcmuffins, I mean MacGuffins- items that drive the plot in fantasy quests. Crystals serve as All Important Relics in a lot of fantasy adventures, and they are prominent in the Final Fantasy series. They are at the center of each conflict, related to powerful magic or the very life force of the planet in certain titles.

Black Mages

Black Mages are arcane offensive powerhouses that handle your fire, lightning, and any other spell that either weakens or reins destruction on the enemy. The classic Final Fantasy Black Mages are represented simply by their blue robes, tall brimmed hats and glowing eyes. One particular Black Mage traveled to the world of Eternia, adorned red robes, and became a trusted confidant of that world’s greatest hero. The mage’s name: Orko.

Cid

For some reason, there is always a character named Cid in the game. Sometimes he’s a major character or even a playable character, sometimes he’s in a minor role that just makes a cameo. But he’s always some sort of engineer. Cid was even in the Spirits Within movie.

Summons

Whether they’re called Espers or Eidolons, summoned creatures help the party with powerful and devastating attacks on their enemies or grant strong protections that buff or heal the adventurers. Several of them are based on Arabic, Hindu, Greek, Norse, and even Aztec mythology. Quite a few of them have made multiple appearances like Ifrit (fire), Shiva (ice), Leviathan (tidal wave), Odin (sword attack or death) and Bahamut (platinum dragon that blasts the bejeesus out of the enemy). Starting with FF7, summons were the most graphically spectacular attack, with long and sometimes unskippable animations.

Cactuar

Cactuars are quirky, randomly encountered enemies that appear in a lot of the games. They are characterized by being extremely difficult to hit and are prone to escaping, but defeating them results in a whole lot of experience points. Cactuars are to Final Fantasy what metal slimes are to Dragon Quest. They are sometimes summons, too.

Master Tonberry

You and your companions are the biggest badasses in the world. You’ve brought down otherworldly monsters and three headed dragons. Your knight wields Excalibur, your samurai possesses the Masamune katana, and your mage inflicts 9999 points of damage with the Ultima spell. In your travels you encounter one wizened anthropomorphic lizard carrying a lantern. He approaches the party slowly and with hostile intent. Your attacks don’t seem to slow him down. Before you know it he whips out a dagger and KILLS one of your allies! WTF just happened? Master.Tonberry.

Victory Fanfare

Nobuo Uematsu’s signature victory music plays whenever the party defeats their enemies. The characters strike a pose before plundering the corpses of the fallen for treasure and items. It is easily one of the most recognizable melodies in gaming, along with maybe the Super Mario Bros. theme and Zelda’s “discovering a secret passage tune.”I was sooo hoping for the victory fanfare to play after a battle in the Spirits Within movie. da-da-da-da daa daa du di daa!

Biggs and Wedge

Apparently the guys behind Final Fantasy are Star Wars fans because characters named after Luke Skywalker pals Biggs Darklighter and Wedge Antilles make several appearances in the FF games. They are usually in minor roles as allies, grunts in the opposing military force, or general comic relief.

The Games

I realize that there are ton of Final Fantasy related spinoffs and other media, but in the interest of keeping my hands from cramping, I have decided to focus only on the first twelve main titles.

Final Fantasy (NES,1987)

The plot of the very first Final Fantasy is pretty generic, with the four Light Warriors embarking on numerous fetch quests to defeat four fiends based on the classical elements: Earth, Fire, Water, and Wind. They can then open a portal to a place where they can defeat the ancient evil of Chaos. It had all the bare basics of the standard console RPG: character classes, visiting towns, random encounters, experience points and leveling up, and so on. FF1 also had typical high fantasy staples like elves and dwarves who have all but disappeared from later games.

Final Fantasy II (Famicom, 1988)

Originally released only in Japan, Final Fantasy II introduced several elements that would become staples throughout the series. The Chocobo and recurring character Cid make their first appearance in FF2. This time, the heroes have actual names and identities. It is a more character-driven story as the heroes fight on the side of a rebellion against the Palamecian Empire and its tyrannical Emperor. FF2 also does away with traditional experience points for leveling up. Instead characters improved abilities by what weapon, spell, or ability they used most often. This led to an unintended consequence. Players were then able to exploit this system by having characters attack each other to max out their abilities.

Final Fantasy III  ( Famicom,1990)

Another Japan only release until the 2006 remake, FF3 introduced further gameplay elements that would recur throughout the series. The “Job System” which is an interchangeable class system allowed for a more customizable experience. All four characters start off as the weirdly named “Onion Knights” but have access to any job available. The experience points system returns and new commands like “Steal” for the Thief and “Jump” for the Dragoon are featured for the first time. FF3 is also the first time summoned creatures become available. In the story, once again four orphaned youths are drawn to a crystal of light who tells them to go forth and bring balance back to the world, as well as defeat a warlock named Xande.

Final Fantasy IV (SNES, 1991)

FFIV was released as Final Fantasy II in the U.S. and it is the first 16 bit title for the series. It featured a complex and involving plot with a huge cast of characters who die, appear to die, and reappear throughout the game. The story centers around Cecil, a disillusioned Dark Knight who embarks on a quest for redemption and to stop the Darth Vader-like Golbez from destroying the world.  It’s definitely one of the better stories throughout the series. The player could control up to five party members, when previous titles were restricted to four. The most notable gameplay innovation is the now famous Active Time Battle system. Whereas in previous titles you could take as much time as you wanted to choose a command, the ATB injected a sense of urgency by letting enemies attack the party while you sifted through menus. It was good incentive to be decisive and have your wits about you. The most memorable phrase came from the old wizard Tellah: “I’ll avenge her with Meteo!!” Oh and one more: the dwarves’ “Rally ho!”

Final Fantasy V (Super Famicom, 1992)

FF5 was yet another Japan only title until it was released along with Final Fantasy VI as Final Fantasy Anthology for the PlayStation in 1999. The most prominent feature of FF5 was its extremely deep and customizable Job system which allowed the four main characters to be skilled in several classes. The Job system enabled one character to be a both a monk and a berserker and another character to be a blue mage and bard should the player desire. It made it so that every FF5 player would have a unique experience. This title also introduced the Active Time Battle System meter to be able to anticipate which character’s turn was coming up next. The early games appeared to follow a pattern. Even numbered games were more story driven. Odd numbered games had deeper gameplay elements but pretty generic stories. FF5 is a prime example of this. The story started off with four characters that once again embark on a quest to save four crystals that govern the four elements. And then they had to stop an evil being named X-Death from bringing the world to oblivion. Both the heroes and villain are one dimensional, with only the Job system keeping my interest in progressing.

Final Fantasy VI (SNES, 1994)

Originally released as Final Fantasy III, FF6 is the last and in my opinion best of the pre- CD ROM era. The Active Time Battle system remains unchanged from FFV. This time the gameplay is based on use of Espers, magical beings that imbue spells on characters they are assigned to. They also serve as summoned creatures. Each character possesses special abilities based on their class but they all eventually learn spells. Instead of the medieval setting like the previous titles, FF6 is set during a type of industrial revolution which combines steam power and modern mechs. It is kind of like a bridge between the traditional fantasy settings of the prequels and the futuristic sci fi settings of the later games. The story centers on a mysterious young woman named Terra with a gift for magic. She eventually meets up with a cast of distinct and memorable characters who join forces to defeat the iron fisted Emperor Gestahl and his insane, Joker-like advisor Kefka. FF6 contains some genuinely emotional sequences for a 16-bit title, like the poisoning of the water at Doma, and of course the beautifully done Opera Scene:

Final Fantasy VII (PS1, 1997)

The first Final Fantasy for the 32 bit era was a huge deal. I remember the TV commercials vividly, showcasing only the prerendered cut scenes but none of the actual gameplay screens. Regardless, FF7 was extremely successful and was responsible for bringing RPGs into the mainstream. Skills, abilities, and magic were based around Materia, orbs that could be attached to weapons and equipment. Characters had powerful special attacks called Limit Breaks which were spectacularly fun to watch. Even more spectacular were the summon spells which took advantage of the more powerful hardware. They were incredibly cinematic, especially the multi-hit Knights of the Round. For the first time, the series took a much darker tone and was fully set in a sci-fi world with modern technology, mechs, and plasma rifles.  Starring a mentally unhinged Cloud Strife and an even more disturbed Sephiroth as the villain, FF7 had one of the best stories of the series. And who can forget this heart-wrenching sequence? And yes, it’s the whole sequence:

Final Fantasy VIII (PS1, 1999)

Final Fantasy VIII also has its foot set firmly in a near future sci-fi setting. Starring a determined loner named Squall Leonhart, he is part of a group of young mercenaries who are drawn into an international war and seek to prevent the sorceress Edea from manipulating it for her own purposes. It also revolves around the romance between Squall and the outspoken Rinoa Heartilly. Visually characters have a more realistic look as opposed to the cartoonish characters from previous installments. FF8 does away with several series staples by using the Junction system. By “junctioning” Guardian Forces (basically summoned creatures) to characters, they then have access to commands beyond basic attacks with their main weapon. It marks the first time summoned creatures performed a function other than a single devastating attack. And instead of magic consuming the usual magic points, spells are “drawn” from enemies and Draw Points and stored as quantified inventory. It was different for sure, but it kept the series fresh. FF8 was also the first FF title to feature a theme song with vocals. It’s on four CDs, after all.

Final Fantasy IX (PS1, 2000)

Final Fantasy IX was the last FF for the PS1, and was developed as a homage to the older games. Steeped in nostalgia, FF9 went back to the traditional fantasy setting, complete with comically exaggerated physical features on characters, the return of the Active Time Battle system, strict character classes, and blue robed Black Mages. It is a lighter hearted story starring a young thief named Zidane Tribal and his group of motley companions. They eventually confront a manipulative weapons dealer called Kuja and his silver dragon named “Silver Dragon.” FF9 also goes back to the four member party, magic points for spell casting, and a simple Item system for learning skills and abilities. Players familiar with the first six Final Fantasies are instantly at home with FF9. The only difference is the use of polygons rather than sprites. Look for the word for word Yoda quote before the very last battle.

Final Fantasy X (PS2, 2001)

The PlayStation 2 did wonders for the next Final Fantasy, because part 10 had a radical new feature: actual voice acting. Other innovations were the lack of an overworld, the awesome ability to switch characters on the fly in battle, and best of all no annoying random encounters when trying to solve a puzzle! You know how irritating that is in RPGs? Character advancement was handled through a Sphere Grid, which allowed for greater freedom in customizing the characters though they all have obvious intended battle roles. Blitzball, a fictional water polo-like sport has a prominent role as a mini game and is necessary to gain certain abilities. You either loved it or didn’t bother with it.  FF 10 had one of the more complex storylines that are at times hard to follow. It revolved around a whiny, bleach blond Blitzball player named Tidus and his father issues. The story also focuses on a summoner and Tidus’ love interest Yuna, who is the key to the relentless cycle of death and rebirth in the game’s world involving an entity called “Sin.” It’s complicated. FF 10 is also the first game to have a direct sequel with returning characters: Final Fantasy X-2.  It had an all female cast with three playable characters and featured a faster paced version of the Active Time Battle System.

Final Fantasy XI (PS2, 2002)

Final Fantasy entered the huge subscription based world of the MMORPG with FF 11. Like others of this genre, the player customizes a character and goes on missions and side quests, best teamed up with a group of other players. The player can choose from five different races and up to twenty different jobs. Set in the fantasy world of Vana’diel the main quest is to band the nations together to thwart the resurrected Shadow Lord. Of course, there are thousands of other things to do to sap the player’s time such as Chocobo breeding. This year FF11 will get a next gen console sequel in the form of Final Fantasy XIV.

Final Fantasy XII (PS2, 2006)

The twelfth installment of Final Fantasy introduced several more innovations. In a way, it takes a more western RPG approach by eliminating the separate battle screen and random encounters altogether. Players can see potential hostiles in the consistent overworld and can choose to either engage or avoid them. The actual battles are still menu based. The Gambit system allowed for assigning tactical conditions to the other members of the party. Advancement was handled via a License Board, similar to FF10’s Sphere Grid. Summoned creatures (Espers) fought alongside the party instead of completely taking over like in previous games. Another FF6 term, “magicite” is revived as well. Starring the effeminate looking pretty boy Vaan, he ends up helping a princess named Ashe in a resistance against the tyranny of the Archadian Empire. Just once, I’d like to see Final Fantasy heroes take the side of the Empire and have the bad guys be the rebels. FF12 also spawned a direct sequel; a real-time strategy RPG for the DS subtitled Revenant Wings.

Final Fantasy XIII (PS3, Xbox 360, 2010)

Review

So there you have it, the Final Fantasy series in all its glory.

Cosplay this!

Comments

3 Responses to “A Look Back at the Final Fantasy Series”

  1. Karli Winata on March 15th, 2010 1:21 am

    FF 10 had a complicated story? Have you played FF 12?

  2. Ron Aquino on March 15th, 2010 7:44 am

    No, I haven’t played 12. I take it’s even more complicated?

  3. jas on March 19th, 2010 8:16 pm

    haha 10 is about as simple as they can come. I still don’t understand all the plot and political mechanizations of 12 but it’s still one of the most fun and rewarding games. Surprisingly, the screen shots of 12 still look pretty good today

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