|Final Fantasy XII|
Japanese and European boxart for Final Fantasy XII, designed by Yoshitaka Amano
|Series|| Final Fantasy |
Final Fantasy XIIis 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 was both a critical and commercial success, earning several Game of the Year awards and selling over six million copies by the end of 2009. 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 in the late 2010s.
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.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. 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. An in-game bestiary provides incidental information about the world of Final Fantasy XII.
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.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. 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.
Excluding the massively multiplayer online role-playing game Final Fantasy XI , Final Fantasy XII is the first entry in the main Final Fantasy series not to include random encounters.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. 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. 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). 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.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.
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.Similar to Final Fantasy X , the summoned creatures become active participants in battle, 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. 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. 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. 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.Characters learn Quickenings by progressing to specific panels on the License Board. Each character can learn three Quickenings, which are unique to that character. Characters may string together Quickenings into large combo attacks, called Mist Chains, via timed button presses. If a Mist Chain reaches a certain length, a final strike will be initiated at the end of the Quickening cycle, called a Concurrence.
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.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.
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.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. 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). 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.
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 spellsand in powering airships—a popular form of transportation in Ivalice. Ivalice is divided into three continents: Ordalia, Valendia, and Kerwon. 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. Valendia is the home of Imperial Archadia, where lush highlands dot the landscape. 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. 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".
The Archadian Empire is ruled by House Solidor, headed by Emperor Gramis.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, 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. 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. 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.
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.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 airship Leviathan, headed by Judge Ghis. On the Leviathan, the party is reunited with Penelo and Amalia, who is revealed to be Princess Ashe. 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, the group makes plans to collect another of the pieces of nethicite, the Dawn Shard. 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.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. Their plans are curtailed when Anastasis is killed by Archadia, and soon afterwards the Archadian emperor Gramis dies and Vayne ascends the throne.
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.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. 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. Archadia's expansion campaign was a front to capture the existing shards of nethicite.
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.The party defeats Gabranth, who reveals that he killed King Raminas, and then the party also defeats Cid, before destroying the crystal. 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. They defeat Vayne and Venat, and Ashe and Larsa announce the end of the conflict to the battlefield. 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.
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. Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns. 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. Series creator Hironobu Sakaguchi was disappointed by Matsuno's departure and declined to play the game beyond its introduction.
The desire to move away from random encounters was present since the beginning of development.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. 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. 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.
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.
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.The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited Turkey, which influenced the game's Mediterranean-style setting. The developers also used styles and deco from other sources including areas in India and New York City. 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. War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by Ancient Rome. 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. It has also been noted that the similarities originate from The Hidden Fortress , the 1958 Akira Kurosawa film that inspired Star Wars.
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.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". 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. The designers stated that non-human characters and races feature a prominent role in the game, which was influenced by an interest in history among the developers.
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.During the English localization process, Alexander O. Smith, who had previously worked on Vagrant Story and Final Fantasy X , acted as producer and translator. 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. 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. 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.
On November 15, 2005, a playable demo of the game was shipped with the North American release of Dragon Quest VIII .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". 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.
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.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. It was also listed as 8th on the Guinness top 50 games of all time in 2009.
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".Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way. "Kiss Me Good-Bye" was performed in both English and Japanese by Angela Aki. 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. 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.
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".The original soundtrack itself was released in Japan on May 31, 2006. It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final version of the game. The CD single for "Kiss Me Good-Bye" was released on the March 15, 2006. A limited edition was also released, featuring a DVD containing the music video for "Kiss Me Good-Bye". Tofu Records has released an abridged version of the original soundtrack, which contains 31 songs, including "Kiss Me Good-Bye".
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.The Japanese third-party manufacturer Hori also released Final Fantasy XII memory cards on the day of the game's release; stickers of Final Fantasy XII characters are included. Game peripheral maker Logicool (Logitech's Japanese branch) released a special edition Final Fantasy XII controller on the same day. 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. 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.
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.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. 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, and a novella written by Benny Matsuyama, author of Hoshi wo Meguru Otome from the Final Fantasy VII Ultimania Ω Guide. 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. On December 18, 2012 the game was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package.
For the North American release, a "Collector's Edition" was available through GameStop and EB Games.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. On January 26, 2007, Square Enix Product Blog revealed full-color Gabranth, Ashe, Balthier, and Vaan figures.
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.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. In North America, Final Fantasy XII shipped approximately 1.5 million copies in its first week. It was the fourth best-selling PlayStation 2 game of 2006 worldwide. As of March 2007, the game had shipped over 5.2 million copies worldwide. By November 2009, over 6 million copies of the game were sold worldwide on PlayStation 2. As of October 2017, The PlayStation 4 remaster shipped over one million copies worldwide.
According to review aggregator Metacritic, Final Fantasy XII received "universal acclaim".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. It was praised for its seamless transitions between full motion video segments and the in-game engine, and was voted number one for Best Art Style on IGN's weekly Top Ten. 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".
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.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.
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.Kawazu expressed his frustration and regrets regarding the storyline, citing creative differences between the PlayOnline and Final Fantasy Tactics members of the development team.
Final Fantasy XII was named best PlayStation 2 game and best RPG by numerous video game journals and websites, including GameSpot, GameSpy and IGN.Both Edge and Famitsu awarded it Game of the Year 2006. 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". 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". 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, BAFTA Video Games Awards, Spike Video Game Awards, and the Satellite Awards.
An expanded version of the game, Final Fantasy XII International Zodiac Job System, was released in Japan on August 10, 2007.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.
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.The game is one of four in the Ivalice Alliance series, which also includes International Zodiac Job System.
Fortress , a spin-off action game developed by Grin, was to have been a spin-off game that took place following the events of Revenant Wings.Square Enix cancelled the project after six months of development.
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. 's Best of 2017 Awards and 2017 RPG of the Year Awards. The remaster also received favorable reviews. The Zodiac Age was largely developed by Virtuos, who previously developed Final Fantasy X/X-2 HD Remaster for Square Enix.It adds trophy support, a remastered soundtrack with a few new tracks, and improved technical performance. The Zodiac Age was nominated for "Best Remake/Remaster" at IGN's Best of 2017 Awards, and won "Best Remaster" at Game Informer
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.Versions for the Nintendo Switch and Xbox One were released on April 30, 2019.
The Final Fantasy XII gambit system inspired the Tactics system used in Dragon Age: Origins.Final Fantasy XIV also used the gambit system as a base for its "Trust System", a mechanic that pairs online players with story characters controlled by artificial intelligence. The game also incorporated several regions and characters from Final Fantasy XII into its game world, alongside other games from the Ivalice universe. Michael-Christopher Koji Fox, the translation director of Final Fantasy XIV indicated in an interview that the team have a lot of people who worked on Final Fantasy XII and "is one of the games they wanted to borrow heavily from because they thought it was really cool, and they really liked the imagery and lore that it had". The localization of Final Fantasy XII was praised as a high point of the series and video games as a whole. Lead localizers Alexander O. Smith and Joseph Reeder went on to collaborate again on Tactics Ogre: Let Us Cling Together , the remake of a previous Yasumi Matsuno game, with its localization also receiving high praise. Producers of The Zodiac Age stated they were considering another game set in the Ivalice universe, adding that earlier projects faded away due to original development members working on other games.
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Chocobo Racing, known in Japan as Chocobo Racing: Genkai e no Rōdo, is a racing game for the PlayStation game console. The game was developed by Square Co., creators of the Final Fantasy series of video games. The game was first released in Japan in March 1999. North American and European releases followed that year.
Vagrant Story is an action role-playing game developed and published by Square for the PlayStation video game console. The game was released in 2000, and has been re-released through the PlayStation Network for the PlayStation 3, PlayStation Portable and PlayStation Vita consoles. Vagrant Story was primarily developed by the team responsible for Final Fantasy Tactics, with Yasumi Matsuno serving as producer, writer and director.
Ivalice is a fictional universe setting primarily appearing in the Final Fantasy video game series. The world was co-created by Yasumi Matsuno and Hiroyuki Ito, and has since been expanded upon by several games as the Ivalice Alliance series. Ivalice is described as a complex world with a very long history, and the stories of Final Fantasy Tactics, Vagrant Story and Final Fantasy XII all take place in it.
Vaan is a fictional character in the Final Fantasy series from Square Enix. Created by Yasumi Matsuno and designed by Akihiko Yoshida, he first appeared in Itadaki Street Special and then appeared in Final Fantasy XII as the protagonist. Final Fantasy XII establishes Vaan as an orphaned teenager from Rabanastre who dreams of becoming a sky pirate. He and his best friend Penelo join Dalmasca Princess Ashe in her fight against the tyranny of the Archadian Empire. Vaan also takes a more active role in the sequel Final Fantasy XII: Revenant Wings and has also been featured in few Final Fantasy crossover games.
Balthier is a 22-year-old fictional character in the Final Fantasy series, and a protagonist in Final Fantasy XII. He was designed by Akihiko Yoshida, was voiced by Gideon Emery and Hiroaki Hirata in the English and Japanese versions respectively, and is one of the most positively received characters of the game, compared by some to the likes of James Bond and Han Solo.
Final Fantasy XII, a role-playing video game released by Square Enix in 2006, revolves around the attempt to liberate the kingdom of Dalmasca from the Archadian Empire. The story is told through the eyes of Vaan, an orphan who wishes to be a sky pirate, and the cadre of other characters he encounters throughout the adventure. The visuals of the characters were designed by Akihiko Yoshida, while their stories were created by Daisuke Watanabe. The characters were designed to look and behave unlike any that had existed in the Final Fantasy series. Their stories were written to create a script where neither side was truly right or wrong, but instead just had different opinions and interpretations of the events occurring in the game.
Hiroyuki Ito, is a Japanese game producer, director and designer who works for Square Enix. He is known as the director of Final Fantasy VI (1994), Final Fantasy IX (2000) and Final Fantasy XII (2006) and as the creator of the Active Time Battle (ATB) system in the Final Fantasy series.
Motomu Toriyama is a Japanese game director and scenario writer who has been working for Square Enix since 1994. He initially worked on cutscenes in Bahamut Lagoon and Final Fantasy VII before serving as event director on Final Fantasy X.
Final Fantasy XII: Revenant Wings is a real-time tactical role-playing game developed by Think & Feel and Square Enix who also published the game for the Nintendo DS. It is a sequel to the 2006 PlayStation 2 role-playing video game Final Fantasy XII.
Final Fantasy Tactics A2: Grimoire of the Rift is a tactical role-playing game developed and published by Square Enix for the Nintendo DS handheld game console. Releasing in 2007 in Japan and 2008 in the West, the game is a sequel to Final Fantasy Tactics Advance and forms part of the Ivalice Alliance, a group of games set in the titular fictional universe. The game features cameo appearances from central and supporting characters from Final Fantasy XII, a title set in Ivalice.
Final Fantasy Tactics: The War of the Lions is a tactical role-playing game developed and published by Square Enix for the PlayStation Portable (PSP), the game is an updated version of Final Fantasy Tactics made for the PlayStation which was released in 1997.
The Japanese video game developer and publisher Square Enix has been translating its games for North America since the late 1980s, and the PAL region and Asia since the late 1990s. It has not always released all of its games in all major regions, and continues to selectively release games even today depending on multiple factors such as the viability of platforms or the condition of the game itself. The process of localization has changed during that time from having a one-person team with a short time and tight memory capacities to having a team of translators preparing simultaneous launches in multiple languages.
Fortress is the code name of a cancelled action role-playing video game that was in development by Grin. Director Ulf Andersson devised the concept for Fortress and preproduction began in the second half of 2008. During development, Square Enix approached the developer and proposed making the game a spin-off of Final Fantasy XII. Grin reconceived the game in the recurring Final Fantasy world of Ivalice, and included elements of Final Fantasy XII such as stylistic motifs and character designs; additional elements included chocobos and other recurring creatures from the Final Fantasy series. It was to be released on the Microsoft Windows, PlayStation 3, and Xbox 360 platforms.
Crisis Core: Final Fantasy VII is an action role-playing game developed and published by Square Enix for the PlayStation Portable. First released in 2007, the game is a prequel to the 1997 video game Final Fantasy VII and is a part of the metaseries Compilation of Final Fantasy VII, which includes other products related to the original game.
Isamu Kamikokuryo is a Japanese video game artist who worked at Square Enix until his resignation on March 31, 2017. He is known for his work on the company's role-playing video game series Final Fantasy, for which he designed locations and characters. Among others, he was involved in the Ivalice Alliance and Fabula Nova Crystallis franchises. Kamikokuryo had initially planned to become an oil painter and illustrator but was inspired to join the video game industry by the release of Final Fantasy VII. His influences as an artist include realist painter Andrew Wyeth and photojournalist Steve McCurry. Kamikokuryo draws inspiration from his photography hobby and world travels.
Final Fantasy is a media franchise created by Hironobu Sakaguchi, and developed and owned by Square Enix. The franchise centers on a series of fantasy and science fantasy role-playing video games (RPGs). The eponymous first game in the series, published in 1987, was conceived by Sakaguchi as his last-ditch effort in the game industry; the title was a success and spawned sequels. While most entries in the series are separate from each other, they have recurring elements carrying over between entries: these include plot themes and motifs, gameplay mechanics such as the Active Time Battle (ATB) system, and signature character designs from the likes of Yoshitaka Amano and Tetsuya Nomura.
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.
Regardless of how one feels about the stripping and rebuilding of how a game in the series plays with its almost total MMO-like openness and intricate programmable combat, the translation and voice acting are a high point for not only the series, but a significant turn for video games both then and now.
The superb localization, headed by famed translator Alexander O. Smith and his team at Kajiya Productions, gives the story a lasting impact that will stay with the player for quite some time.
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