Theatrhythm Final Fantasy

Last updated

Theatrhythm Final Fantasy
Theatrhythm.png
European cover art
Developer(s) Square Enix 1st Production Department
indieszero
Publisher(s) Square Enix
Director(s) Masanobu Suzui
Producer(s) Ichiro Hazama
Artist(s) Atsuhiro Tsuchiya
Series Final Fantasy
Theatrhythm
Platform(s) Nintendo 3DS, iOS
Release3DS
  • JP: February 16, 2012 [1]
  • NA: July 3, 2012 [2]
  • AU: July 5, 2012
  • EU: July 6, 2012 [3]
iOS
  • WW: December 13, 2012 [4]
Genre(s) Rhythm
Mode(s) Single-player, multiplayer

Theatrhythm Final Fantasy [lower-alpha 1] is a rhythm video game, developed by indieszero and published by Square Enix for Nintendo 3DS [5] [6] and iOS. Based on the Final Fantasy video game franchise, the game involves using the touch screen in time to various pieces of music from the series. [7] The game was released in Japan in February 2012, and in North America, Australia and Europe in July. An iOS version was released in December. A sequel, Theatrhythm Final Fantasy: Curtain Call , was released in 2014. A third game based on the Dragon Quest series, Theatrhythm Dragon Quest , was released in 2015. An arcade game, Theatrhythm Final Fantasy: All-Star Carnival, was released in 2016. [8] A second sequel, Theatrhythm Final Bar Line , was released on February 16, 2023, for Nintendo Switch and PlayStation 4. [9]

Contents

Gameplay

A fight in Theatrhythm featuring a four-member party fighting the boss Gilgamesh. The top right shows Cloud's stats and moves, while the yellow light below indicates the following character who attacks is Tidus. Theatrythmgameplay.jpg
A fight in Theatrhythm featuring a four-member party fighting the boss Gilgamesh. The top right shows Cloud's stats and moves, while the yellow light below indicates the following character who attacks is Tidus.

Theatrhythm Final Fantasy is a rhythm video game. Players take control of four Final Fantasy characters, and select a game from the first Final Fantasy to XIII . Each game has three stages: field, battle, and event. Each stage features different game mechanics than the others; once a stage is completed, the characters level up. The difficulty level can be changed in order to make it appealing to "beginners and rhythm masters alike". Throughout the game, players can unlock music and movie scenes. [10] The gameplay requires players to tap on the screen in correct spots to the beat of the music playing. [11] Within the main game section "Series Mode", there are 3 unique stage styles: Field (Overworld) Music, Battle Music, and Event (Dramatic) Music, as well as the option to play through the opening and ending themes.

There is also a "Challenge Mode" that allows the player to choose the Battle, Overworld, or Dramatic music from a Final Fantasy game that they have cleared the normal difficulty of in Series Mode. The player then plays these one stage at a time, instead of in succession as in Series Mode. If an A rank or better is received on a song, a higher difficulty is unlocked. Unlocking a higher difficulty for all three songs from a Final Fantasy Game will unlock that difficulty in Series Mode. Within Challenge Mode, there is also a "no fail" practice option for each stage.

Lastly for the music section of the game, there is a "Chaos Shrine" mode. There are a total of 99 levels, with two stages per level - a field music followed by a battle music. For each level, there are three possible bosses, with each boss dropping three items for a total of nine potential item drops per level. These items are usually rarer items or crystals needed to unlock additional characters. If one scores high enough in the first field music stage, a sign will appear indicating they will go to "Boss 2 or 3", who will have better item drops. These levels have a difficulty level between the 2nd and 3rd levels from Challenge Mode. Additionally, Chaos Shrine contains songs from Final Fantasy games not featured in other areas of the game (for example, Mambo de Chocobo). The game also features downloadable content, allowing players to purchase new songs and stages from the Nintendo eShop. [12]

Plot

The game follows the events of the gods Chaos and Cosmos, a similar plot to Dissidia Final Fantasy for the PlayStation Portable. The space between the two is called Rhythm, which gives birth to a crystal that controls music. Chaos causes the crystal to become disrupted, and the only way to return it to normal is to increase a music wave known as "Rhythmia" (known as "Rhythpo" in the Japanese version). [13] As such, various characters from the Final Fantasy universe are brought together in order to harness the power of Rhythmia. [14]

Development and release

Theatrhythm Final Fantasy was proposed by Square Enix's Ichiro Hazama after working in the film Final Fantasy VII: Advent Children . It was originally envisioned for the Nintendo DS but development faced difficulties due to the console's limitations. Upon seeing the Nintendo 3DS, Hazama once again gave his idea to his superior Tetsuya Nomura and the company Indieszero, which resulted in the production for the game on the Nintendo 3DS. [15] While the work title in the proposal file was Final Fantasy in Music, the current title, Theatrhythm, was suggested by Nomura. [16]

For the music selection, the Square Enix staff made a music survey during development of Dissidia Final Fantasy although most of the chosen songs were from Final Fantasy VII . All the songs were included in their original versions with the exception of the "Gurugu Volcano" from the first Final Fantasy which is based on the PlayStation release since the original version was shorter. [17] The idea of using the gods Chaos and Cosmos from Dissidia was proposed by Nomura as both Hazama and he had worked in such game and wanted to continue using them. [18]

The trademark "Theatrhythm" was filed near the end of E3 2011 by Square Enix. [19] Theatrhythm Final Fantasy was officially announced for release exclusively on the Nintendo 3DS handheld game console in the Japanese manga anthology Weekly Shōnen Jump . [20] The game was originally announced for release only in Japan. [5] Square Enix Japan created an official website to promote the game. [21] Rumours came up that Theatrhythm Final Fantasy would be developed by Jupiter, [7] but was later confirmed on the official website that it would be developed by Indieszero. [21] The character and monster designs are designed by MonsterOctopus, who also designed the Kingdom Hearts avatars found in Kingdom Hearts Mobile and Re:Coded . [22]

Reception

According to Metacritic, the Nintendo 3DS version of Theatrhythm Final Fantasy received a "generally favorable". [23] Theatrhythm tapped into the extensive legacy of Final Fantasy music, with had a history of twenty-five years, [34] [30] and some critics wondered the long wait for a Final Fantasy music game. [33] [35] The fusion of rhythm gameplay and role-playing elements was found to be interesting and nostalgic, [36] [24] though the role-playing sector has limited impact on the actual enjoyment. [37] [27] Reviews recommended Theatrhythm Final Fantasy for Fantasy Fantasy fans seeking a nostalgia trip through the series. [25] [29]

Curtain Call's core rhythm gameplay was applauded by critics for its touching gameplay, [32] [28] with GameTrailers called by a feeling of "playing conductor". [29] Commenters also believe the stages were paired with the original atmosphere, [34] noting FMS and BMS reflected planted and exciting mood respectively, [33] [24] while EMS evoked a reminiscence. [24] The game's difficulty level was praised for its wide range, [33] [30] with being accessible for beginners but hard for mastering. [32] [28] Nonetheless, Slant found the game for a lack of polish, [33] and NWR found its occasional issues and suggested the addition of button control. [32]

Some reviews considered the fusion of role-playing elements as a innovation with bring nostalgia, [36] [24] but some reviews also found its not well-rounded as it was hardly affected gameplay. [38] [34] [30] Although agreed that the role-playing machines may helpful for completing difficult songs, [35] [36] but they felt the four-person party a "visual aid" for providing the "illusion of success": [28] players could rely on their rhythm skills, rendering the character leveling and party arrangement aspects less impactful. [29] [30]

The game's opening was boring, which was compared to dull beginnings of role-playing games by IGN, but the later-unlocked Chaos Shrine was interesting. [30] [36] Reviews lauded for its challenging and unlockable elements. [37] [28] Polygon commented that defeating Shrine bosses would cost skilled music gamers a considerable time, [38] while Edge while Edge described the challenge of "slowly unlocking harder, more obscure songs in the Chaos Shrine" as "the game's real challenge". [24] The story was criticize for its weakness, but they did not count it a issue for a rhythm game. [29] [39] Multiplayer features, including WiFi and StreetPass, received positive reviews, [28] [25] but GameSpot hoped there is a online function. [28]

Commentators highlighted the game's track library as an impressive collection, praised 70 songs that covered a wide range of styles, [32] [35] which from 8-bit sounds in early games to orchestral arrangements in Final Fantasy XIII. [29] [28] [27] Anime News Network commented that, it was not prefect but covered most of popular songs. [40] [38] and Polygon felt the lack of XIV was due to its negative reception. [38] Giant Bomb found the DLC tracks to be worth purchasing but criticized the lack of a preview feature. [35]

The humor elements—chibi-style characters, [27] [30] and the funny character dialogues like "At last, we tremble mythically for an idiot!" [35] [34] —were praised by commenters for adding "playful" and "colorful". [38] Reviews found the EMS background cinematics nostalgic, [33] [32] while IGN were complaints about the repetitive FMS backgrounds. [30]

iOS version

The iOS version received "average" reviews, according to the review aggregation website Metacritic. [47] Reviews expressed that songs are expensive, [45] [41] Re but thought it suited for players who enjoy rhythm game or Final Fantasy and did not care about the cost. [41] [43] [46]

The iOS version followed the 3DS version's rhythm gameplay, [43] and the tapping control, from 3DS stylus to iOS finger, was considered great by reviews. [41] [44] Due to iOS devices' capabilities, the version had better graphics quality with running smoothly, [42] but SlideToPlay criticized its "continuous" running problems. [45] The introduced modes of Quest Medley and Compose Scores were interesting. However, PocketGamer commented that the first mode worked well if players bought music to expand library, while IGN stated the latter one did not provide potential freedom to allow players to make a "Theatrhythm Zelda". [44] [41] [42]

Sales

In the first week of release in Japan, sales of just shy of 70,000 were reported, [48] despite Famitsu giving the 3DS version a score of one ten, two nines, and one eight for a total of 36 out of 40. [26] Within one month, by March 2012, said handheld version had sold 112,344 copies in Japan. [49] As of February 2013, said version sold 163,098 units in Japan. [50]

In February 2012, Nobuo Uematsu, longtime Final Fantasy composer, played the 3DS version of Theatrhythm Final Fantasy and expressed satisfaction, stating that "as I remembered various things from the past 20 years, I was reduced to tears. FF music fans should definitely play it. Won't you cry with me?" [51]

Sequels

A sequel, Theatrhythm Final Fantasy: Curtain Call, was released for the Nintendo 3DS on April 24, 2014, in Japan, and in September for North America, Australia and Europe. [52] The game features 221 songs and a new versus battle mode. [53] An arcade-based entry in the series, Theatrhythm Final Fantasy: All-Star Carnival, was released in 2016. [8] A second sequel, Theatrhythm Final Bar Line , was released on February 16, 2023, for Nintendo Switch and PlayStation 4. Final Bar Line includes 385 songs from various Final Fantasy main soundtracks and arrangement albums. DLC is planned to add a further 90 songs from additional Square Enix franchises including NieR , The World Ends With You , Chrono Trigger and more. [9]

Notes

  1. Japanese: シアトリズム ファイナルファンタジー, romanized: Shiatorizumu Fainaru Fantajī

Related Research Articles

Yasumi Matsuno is a Japanese video game designer and writer. Matsuno was first introduced to video games in arcades while waiting for the train, and first played Space Invaders and Xevious there. He attended Hosei University for foreign policy but dropped out, and after working for a time as an economic reporter, he joined Quest Corporation.

<i>Final Fantasy Type-0</i> 2011 video game

Final Fantasy Type-0 is an action role-playing game developed and published by Square Enix for the PlayStation Portable (PSP). Released in Japan on October 27, 2011, Type-0 is part of the Fabula Nova Crystallis subseries, a set of games sharing a common mythos which includes Final Fantasy XIII and XV. The gameplay, similar to Crisis Core: Final Fantasy VII, has the player taking control of characters in real-time combat during missions across Orience. The player also engages in large-scale strategy-based battles on the world map, and has access to a multiplayer option during story missions and side quests.

indieszero Corporation, Ltd. is a small video game development company headquartered in Musashino, Tokyo, Japan. It was founded on April 21, 1997, and has developed video games for other video game companies, including Nintendo, SEGA, and Square Enix.

<i>Kingdom Hearts 3D: Dream Drop Distance</i> 2012 video game

Kingdom Hearts 3D: Dream Drop Distance is an action role-playing video game developed and published by Square Enix for the Nintendo 3DS, revealed at E3 2010. The game is the seventh installment in the Kingdom Hearts series and was released in Japan on March 29, 2012. It was released in Europe on July 20, 2012, in Australasia on July 26, 2012, and in North America on July 31, 2012.

<i>Super Street Fighter IV: 3D Edition</i> 2011 video game

Super Street Fighter IV: 3D Edition is a fighting video game developed and published by Capcom for the Nintendo 3DS handheld game console. It was released as a launch game in all continents, but in Japan first on 26 February 2011. It is a port of the console game Super Street Fighter IV. The game has sold 1.3 million units worldwide for 3DS.

<i>Dissidia 012 Final Fantasy</i> 2011 video game

Dissidia 012 Final Fantasy is a fighting game published by Square Enix for the PlayStation Portable as part of the Final Fantasy series. It was developed by the company's 1st Production Department and released worldwide in March 2011. The game is both a prequel and remake of Dissidia Final Fantasy, revealing what occurred before the events of its predecessor.

<i>Resident Evil: The Mercenaries 3D</i> 2011 video game

Resident Evil: The Mercenaries 3D is a third-person shooter video game developed by TOSE and published by Capcom for the Nintendo 3DS. It was released on June 2, 2011 in Japan, June 28, 2011 in North America, June 30, 2011 in Australia, and July 1, 2011 in Europe. The game was announced at the 2010 Nintendo conference in Japan. A combination of the "Mercenaries" minigames featured in Resident Evil 4 and 5, players must defeat as many enemies as possible within a set time limit.

<i>Final Fantasy IV: The Complete Collection</i> 2011 video game

Final Fantasy IV: The Complete Collection is a compilation consisting of enhanced ports of the role-playing video games Final Fantasy IV (1991) and Final Fantasy IV: The After Years (2008), as well as a new scenario called Final Fantasy IV Interlude, which is set between the two games. It was published by Square Enix for the PlayStation Portable in Japan on March 24, 2011, with other markets released in April. It was also released as digital download.

The 2011 Tōhoku earthquake had a significant impact on the nation of Japan, including one of its most well-known economic sector, the video game industry. The damage to Japan's infrastructure prompted delays in software and hardware releases, and also caused outright cancellations when the subject matter of the software was considered too similar to real-life events. At the same time, the Japanese gaming industry took on relief efforts to assist those most directly affected by the earthquake and subsequent tsunami.

<span class="mw-page-title-main">Isamu Kamikokuryo</span> Japanese video game artist (born 1976)

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.

<i>Bravely Default</i> 2012 video game

Bravely Default, known in Japan as Bravely Default: Flying Fairy, is a role-playing video game developed by Silicon Studio for the Nintendo 3DS handheld console. Bravely Default was originally released in 2012 and later rereleased as an expanded edition in 2013 subtitled For the Sequel in Japan. For the Sequel was later released in Europe, Australia, and North America in 2014 simply titled as Bravely Default. This expanded edition used the subtitle Where The Fairy Flies in territories outside of Japan. Square Enix published the game in Japan, while Nintendo handled publishing duties overseas. The gameplay uses a turn-based battle system and job system, in addition to incorporating options to combine job abilities and adjust battle speed and random encounter rates.

The Guild series is a compilation of video games produced by Level-5 for the Nintendo 3DS in cooperation with various game designers. The first compilation, Guild01, consists of four games and was released at retail in Japan on May 31, 2012. Three of the titles have been announced for individual release on the Nintendo eShop in Western territories during Fall 2012. All four of them were released individually on the Japanese eShop not long after. A second compilation, Guild02, which features three games designed by Keiji Inafune, Kazuya Asano, Takemaru Abiko and Kaz Ayabe, was released on the Nintendo eShop in Japan during March 2013 and began releasing in Western territories in May 2013.

<i>Unchained Blades</i> 2011 video game

Unchained Blades, titled UnchainBlades ReXX in Japan, is a 2011 dungeon crawler role-playing video game developed by FuRyu and published by Xseed Games for the Nintendo 3DS and PlayStation Portable.

<i>Project X Zone</i> 2012 video game

Project X Zone is a crossover tactical role-playing video game for the Nintendo 3DS developed by Monolith Soft with assistance from Capcom and Red Entertainment and published by Namco Bandai Games. It is a follow-up to Namco × Capcom and features characters from Namco Bandai, Capcom, and Sega. The game was released on October 11, 2012 in Japan; June 25, 2013 in North America; and July 5, 2013 in Europe. Project X Zone received mixed to positive reviews upon release; praise went towards the game's cast, combat system, and presentation, but criticism was directed at its repetitive gameplay and confusing storyline.

<i>Hatsune Miku and Future Stars: Project Mirai</i> 2012 video game

Hatsune Miku and Future Stars: Project Mirai is a 2012 rhythm game created by Sega and Crypton Future Media for the Nintendo 3DS. The game is a spin-off of the Hatsune Miku: Project DIVA series of Vocaloid rhythm games and was first released on March 8, 2012 in Japan with no international release. Like the original, the game primarily makes use of Vocaloids, a series of singing synthesizer softwares, and the songs created using them, most notably the virtual-diva Vocaloid Hatsune Miku. It is also the first game in the franchise to include a Vocaloid made by Internet Co., Ltd.; the mascot of Megpoid, Gumi, appears as a guest star.

<i>Liberation Maiden</i> 2012 video game

Liberation Maiden is a shooter game developed by Grasshopper Manufacture and published by Level-5. It was originally included in the Guild01 compilation for the Nintendo 3DS in 2012, and later made available separately on Nintendo eShop. A stand-alone high definition version was also released for the iOS in 2013.

<i>Theatrhythm Final Fantasy: Curtain Call</i> 2014 video game

Theatrhythm Final Fantasy: Curtain Call is a 2014 rhythm video game developed by indieszero and published by Square Enix for the Nintendo 3DS. As a sequel to the Theatrhythm Final Fantasy (2012) and the second title in the Theatrhythm series, Curtain Call retained the core gameplay, which players hit notes in time with music from the Final Fantasy series. Also similar to its predecessor, the game featured role-playing elements, allowing players to develop their characters, arrange parties with four-person, and defeat bosses to clear quests.

<i>Theatrhythm Dragon Quest</i> 2015 video game

Theatrhythm Dragon Quest is a 2015 rhythm game developed by indieszero and published by Square Enix for the Nintendo 3DS in Japan. It was the first game of its type in the Dragon Quest series, and the third Theatrhythm game after Theatrhythm Final Fantasy and Theatrhythm Final Fantasy: Curtain Call. While following rhythm games' formula, players hit notes on the beat of music. The title also incorporates role-playing elements, allowing players to assemble a party of four characters to engage in battles or march automatically, in synchronizing with the players' beats.

Tetsuya Nomura is a Japanese video game artist, designer, producer, and director working for Square Enix. He was hired by Square initially as a monster designer for Final Fantasy V (1992), before being shifted towards secondary character designer alongside Yoshitaka Amano for Final Fantasy VI (1994). Final Fantasy VII (1997) had him working in the original story alongside Hironobu Sakaguchi, and marked his debut as the lead character designer, a capacity he would retain for several future installments of the series, as well as other Square Enix titles such as The Bouncer and The World Ends with You.

<i>Theatrhythm Final Bar Line</i> 2023 video game

Theatrhythm Final Bar Line is a 2023 rhythm game developed by indieszero and published by Square Enix for the Nintendo Switch and PlayStation 4. It is the fifth entry in the Theatrhythm sub-series. Its gameplay is mechanically similar to prior entries in the series, involving players' timing inputs to various pieces of themed music.

References

  1. Fletcher, JC (November 16, 2011). "Theatrhythm: Final Fantasy dated, overpriced in Japan". Engadget (Joystiq). Archived from the original on April 11, 2016. Retrieved May 3, 2017.
  2. Spencer (April 5, 2012). "Theatrhythm Final Fantasy Taps Into Stores On July 3". Siliconera. Archived from the original on April 7, 2012. Retrieved April 5, 2012.
  3. rawmeatcowboy (April 5, 2012). "Europe: A pair of Square-Enix release dates". GoNintendo. Archived from the original on February 13, 2019. Retrieved May 3, 2017.
  4. "THEATRHYTHM FINAL FANTASY". iTunes . Retrieved December 18, 2012.
  5. 1 2 Kohler, Chris (July 6, 2011). "Final Fantasy on 3DS Is a...Music Game?!". Wired . Archived from the original on November 7, 2012. Retrieved May 3, 2017.
  6. Kohler, Chris (July 11, 2011). "Square Enix Reveals Theatrhythm Final Fantasy Developer". Wired. Archived from the original on November 7, 2012. Retrieved May 3, 2017.
  7. 1 2 George, Richard (July 6, 2011). "Final Fantasy's Rhythm Hits 3DS". IGN . Archived from the original on March 15, 2018. Retrieved May 3, 2017.
  8. 1 2 "Theatrhythm Final Fantasy: All-Star Carnival gets a teaser site". February 12, 2016.
  9. 1 2 "Theatrhythm Final Bar Line announced for Switch and PS4". Eurogamer.net. September 13, 2022. Archived from the original on September 20, 2022. Retrieved September 19, 2022.
  10. Gantayat, Anoop (July 7, 2011). "Form a Party of Four in Theatrhythm Final Fantasy". Andriasang. Archived from the original on August 15, 2011. Retrieved July 12, 2011.
  11. Watts, Steve (July 6, 2011). "Final Fantasy 3DS rhythm game "Theatrhythm" announced". Shacknews. Archived from the original on September 24, 2012. Retrieved July 19, 2011.
  12. Phillips, Tom (July 3, 2012). "Final Fantasy Theatrhythm [sic] DLC on 3DS eShop this week". Eurogamer . Archived from the original on October 20, 2012. Retrieved July 3, 2012.
  13. Gantayat, Anoop (July 11, 2011). "Theatrhythm Final Fantasy's Prologue". Andriasang. Archived from the original on August 20, 2011. Retrieved July 19, 2011.
  14. Davison, Pete (July 11, 2011). "First Theatrhythm Final Fantasy Details Emerge". GamePro . Archived from the original on July 16, 2011. Retrieved May 3, 2017.
  15. Gantayat, Anoop (February 13, 2012). "Iwata Asks Many Questions About Theatrhythm Final Fantasy". Andriasang. Archived from the original on April 20, 2012. Retrieved July 4, 2012.
  16. Suzui, Masanobu (January 25, 2023). 【開発ブログVol.1】シアトリズムのなりたち [(Development blog vol. 1) Origin of Theatrhythm]. jp.square-enix.com (in Japanese). Archived from the original on July 2, 2024. Retrieved August 2, 2024.
  17. Gantayat, Anoop (February 15, 2012). "Team Theatrhythm Final Fantasy on DLC, Frame Rates and Romancing Saga". Andriasang. Archived from the original on May 2, 2012. Retrieved July 4, 2012.
  18. Spencer (July 2, 2012). "How A Final Fantasy Versus XIII Song Got Into Theatrhythm And Other Questions". Siliconera. Archived from the original on January 15, 2016. Retrieved July 4, 2012.
  19. Spencer (June 17, 2011). "Square Enix Hasn't Said Anything About Theatrhythm... Yet". Siliconera. Archived from the original on October 13, 2012. Retrieved July 19, 2011.
  20. Spencer (July 5, 2011). "Theatrhythm Final Fantasy Is Beatmania Meets Final Fantasy". Siliconera. Archived from the original on September 22, 2012. Retrieved July 19, 2011.
  21. 1 2 Gantayat, Anoop (July 11, 2011). "Sample the Beats of Theatrhythm Final Fantasy". Andriasang. Archived from the original on August 15, 2011. Retrieved July 19, 2011.
  22. Gantayat, Anoop (July 11, 2011). "Theatrhythm Final Fantasy Character Designs From Kingdom Hearts Avatar Designer". Andriasang. Archived from the original on July 15, 2011. Retrieved July 19, 2011.
  23. 1 2 3 "Theatrhythm Final Fantasy for 3DS Reviews". Metacritic . CBS Interactive. Archived from the original on August 4, 2024. Retrieved May 4, 2017.
  24. 1 2 3 4 5 6 Edge staff (July 16, 2012). "Theatrhythm Final Fantasy review (3DS)". Edge . Archived from the original on September 3, 2012.
  25. 1 2 3 Parkin, Simon (July 4, 2012). "Theatrhythm: Final Fantasy Review (3DS)". Eurogamer . Archived from the original on September 8, 2012. Retrieved September 19, 2014.
  26. 1 2 Romano, Sal (February 7, 2012). "Famitsu Review Scores: Issue 1210". Gematsu. Archived from the original on March 16, 2014. Retrieved May 4, 2017.
  27. 1 2 3 4 Turi, Tim (June 28, 2012). "Theatrhythm Final Fantasy (3DS): Solid Rhythm Gameplay Meets A Legendary Tracklist". Game Informer . Archived from the original on September 28, 2012. Retrieved July 7, 2012.
  28. 1 2 3 4 5 6 7 8 Walton, Mark (June 29, 2012). "Theatrhythm [Final Fantasy] Review". GameSpot . Archived from the original on October 26, 2015. Retrieved May 4, 2017.
  29. 1 2 3 4 5 6 "Theatrhythm Final Fantasy Review (3DS)". GameTrailers. July 3, 2012. Archived from the original on July 15, 2014. Retrieved May 4, 2017.
  30. 1 2 3 4 5 6 7 8 Drake, Audrey (June 28, 2012). "Theatrhythm Final Fantasy Review (3DS)". IGN . Archived from the original on June 29, 2012. Retrieved July 7, 2012.
  31. "Theatrhythm Final Fantasy". Nintendo Power . Vol. 280. July 2012. p. 80.
  32. 1 2 3 4 5 6 "Theatrhythm Final Fantasy review". Archived from the original on February 14, 2019. Retrieved May 13, 2012.
  33. 1 2 3 4 5 6 Lechevallier, Mike (July 3, 2012). "Theatrhythm Final Fantasy (3DS)". Slant Magazine . Archived from the original on June 8, 2017. Retrieved May 4, 2017.
  34. 1 2 3 4 Fletcher, JC (July 2, 2012). "Theatrhythm Final Fantasy review: More fun to play than to say (3DS)". Engadget (Joystiq). Archived from the original on April 2, 2016. Retrieved May 4, 2017.
  35. 1 2 3 4 5 Shoemaker, Brad (July 5, 2012). "Theatrhythm Final Fantasy Review (3DS)". Giant Bomb. Archived from the original on November 4, 2018. Retrieved May 4, 2017.
  36. 1 2 3 4 Patterson, Eric (July 3, 2012). "EGM Review: Theatrhythm Final Fantasy (3DS)". EGMNow . Archived from the original on September 8, 2012. Retrieved May 4, 2017.
  37. 1 2 Reynolds, Matthew (June 29, 2012). "Theatrhythm Final Fantasy review (3DS): A must for Final Fantasy fans". Digital Spy . Archived from the original on August 4, 2024. Retrieved May 4, 2017.
  38. 1 2 3 4 5 Kollar, Philip (July 2, 2012). "Theatrhythm Final Fantasy review: never-ending melody (3DS)". Polygon . Archived from the original on March 27, 2017. Retrieved May 4, 2017.
  39. Bischoff, Daniel R. (July 5, 2012). "Theatrhythm Final Fantasy Review (3DS)". Game Revolution. Archived from the original on September 28, 2012. Retrieved May 4, 2017.
  40. Riley, Dave (July 10, 2012). "Theatrhythm Final Fantasy (3DS)". Anime News Network . Archived from the original on February 12, 2017. Retrieved May 4, 2017.
  41. 1 2 3 4 5 Drake, Audrey (December 19, 2012). "Theatrhythm Final Fantasy iOS Review". IGN . Archived from the original on December 4, 2017. Retrieved May 4, 2017.
  42. 1 2 3 Ford, Eric (December 19, 2012). "'Theatrhythm Final Fantasy' Review – A Somewhat Improved Trip Through Music Nostalgia". TouchArcade . Archived from the original on September 6, 2018. Retrieved September 6, 2018.
  43. 1 2 3 Nichols, Scott (December 18, 2012). "Mobile review round-up: 'Theatrhythm Final Fantasy', 'The Chase', more". Digital Spy. Archived from the original on May 11, 2017. Retrieved May 4, 2017.
  44. 1 2 3 Diener, Matthew (December 19, 2012). "Theatrhythm Final Fantasy". PocketGamer. Archived from the original on May 26, 2022. Retrieved August 6, 2024.
  45. 1 2 3 Oxford, Nadia (December 13, 2012). "Theatrhythm Final Fantasy Review at Slide To Play". SlideToPlay. Archived from the original on December 17, 2012. Retrieved August 6, 2024.
  46. 1 2 Nesvadba, Andrew (December 14, 2014). "THEATRHYTHM FINAL FANTASY Review". AppSpy. Archived from the original on December 8, 2022. Retrieved August 6, 2024.
  47. "Theatrhythm Final Fantasy for iPhone/iPad Reviews". Metacritic . CBS Interactive. Archived from the original on August 4, 2024. Retrieved May 4, 2017.
  48. Gantayat, Anoop (February 24, 2012). "Theatrhythm Final Fantasy Sees 90% Sell Through". Andriasang. Archived from the original on March 22, 2012. Retrieved March 14, 2012.
  49. Ishaan (March 14, 2012). "This Week In Sales: The Debut Of Hatsune Miku and Future Stars: Project Mirai". Siliconera. Archived from the original on March 17, 2012. Retrieved March 16, 2012.
  50. "Game Search (Square Enix)". Garaph (based on Famitsu data). February 4, 2013. Archived from the original on October 24, 2017. Retrieved April 18, 2012.
  51. Gantayat, Anoop (February 15, 2012). "Theatrhythm Final Fantasy Gets Nobuo Uematsu's Endorsement". Andriasang. Archived from the original on June 26, 2012. Retrieved July 8, 2012.
  52. Schreier, Jason (April 22, 2014). "We're Getting the Sequel to Theatrhythm Final Fantasy". Kotaku UK . Archived from the original on August 4, 2024. Retrieved April 22, 2014.
  53. "Theatrhythm Final Fantasy Curtain Call 3DS Game Coming in 2014". Anime News Network. September 10, 2013. Archived from the original on September 12, 2013. Retrieved June 6, 2014.