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Square Enix are arguable the master of role playing games and Nintendo has almost always been home to some of the best games in that genre, so the return of Final Fantasy to a Nintendo console was destined to be great ' an boy has Final Fantasy Crystal Chronicles lived up to that destiny. Final Fantasy: Crystal Chronicles. Amazon.co.uk: PC & Video Games. Skip to main content. Try Prime Hello, Sign in Account & Lists Sign in Account & Lists Orders Try Prime Basket. PC & Video Games. Go Search Today's Deals Vouchers AmazonBasics Best Sellers Gift.

.: August 8, 2003.: February 9, 2004.: March 12, 2004 Mode(s), Final Fantasy Crystal Chronicles ( ファイナルファンタジー クリスタルクロニクル, Fainaru Fantajī Kurisutaru Kuronikuru) is a for the. It was published by and developed by: a shell corporation for 's Product Development Division-2 (which was re-branded as in March 2006 once Square Enix merged Taito with The Game Designers Studio ). A spin-off of the series, the game spawned a metaseries of the same name. It was released in Japan on August 8, 2003; in North America on February 9, 2004, and in Europe and Australia on March 12, 2004. Many new gameplay elements were included in this game, such as real-time fighting and GameCube- compatibility; it was the first to incorporate the latter. Its music was composed.

It received positive reviews, many of which described the graphics as beautiful and the multiplayer design as innovative. Five further Crystal Chronicles games have been released (chronologically, two sequels, one distant prequel, and two more); one for the has been released, as well as two for the download service; and. Contents. Gameplay Like many action role-playing games, the gameplay of Final Fantasy Crystal Chronicles can be broken down into two sections: exploration and combat. Exploration Exploration makes up the majority of the game, which is a standard feature of role-playing games.

The player travels in their caravan to various settlements via an map. While in a town, the player can talk to various and buy supplies and equipment using gil, the in-game currency.

Unlike most role-playing games, equipment cannot be bought pre-crafted: instead, players must buy or find 'designs' ( for a piece of equipment) and the necessary components before paying for it to be crafted at a blacksmith or tailor (depending on whether the equipment is a weapon, piece of armour or an accessory). Four team members in battle Final Fantasy Crystal Chronicles features real-time combat with no transition to a separate screen. Rather than limiting certain skills to specific characters (physical attack skills, magic, etc.), every character can use all abilities, but with varying degrees of talent based on their race; for example, Lilties are the most powerful in terms of physical attacks, but weakest with magic, and vice versa for Yukes. In terms of physical attacks, characters can or charge their power to use a more powerful 'focus attack'. There are multiple focus attacks available, dependent upon weapon. In Crystal Chronicles comes in the form of 'magicite' (a term first used in and later used in and other titles set in the world of (as part of the )) and encompasses only a few basic offensive and defensive spells, with the majority of the spells in the game accessible by combining two or more basic spells. This is done differently in single- and multi-player modes: in single-player, the magicite is combined in the command menu in a process called 'fusion', while in multiplayer, players must charge and cast individual spells in the same place with a certain timing in a process called 'stacking' (pictured).

To play Crystal Chronicles in multiplayer mode, each player must use a Game Boy Advance as a controller, connected to the GameCube by a Nintendo GameCube Game Boy Advance Cable. Each Game Boy Advance acts as its players 'personal screen', with which they can control their character and access an individual menu without disrupting the game's flow. Plot Setting Final Fantasy Crystal Chronicles, and related titles, take place in an unnamed world.

In the time of Crystal Chronicles, this world is covered in a noxious gas known as ', to which direct exposure can prove fatal. Towns, villages and other settlements throughout are protected from the ill effects of miasma by crystals, which generate a barrier which miasma cannot penetrate. But this effect is not permanent: it only lasts for around one year. Therefore, each year, brave people from each settlement venture out into the world to collect ', a liquid substance that powers the crystals' protective effect.

But myrrh can only be harvested from special 'myrrh ', which are almost exclusively found in dungeons filled with monsters and other hostile creatures. The people collecting myrrh often use a caravan as a means of conveyance, and so are often called 'caravanners', and their caravans are often called 'crystal caravans'.

Races The world of Crystal Chronicles is inhabited by four, and the relationships between them, and events thereof, form much of the world's history. The Clavats ( クラヴァット, Kurabato) are biologically similar to humans and are a very peaceful race. They are generally farmers or ranchers. In the present day, a majority of Clavats live and work in the fertile Fields of Fum, providing a majority of the world's produce. Clavats are only confirmed to be capable of interbreeding with Selkies and Lilties. Their emblem is a crystal with a wing seen in profile, similar to the ones on the heels of their shoes.

Clavats' main advantage in battle is their high defense, which makes them good for being able to withstand powerful enemies. They fight with swords, and use shields as their race-exclusive armor. The Lilties ( リルティ, Rirutī) are a proud, stout race of warriors and knights. In the past they ruled the world in an empire, founded off the weapons forged from materials of the Cathurigian mines.

Even though their empire is now gone, the Lilties maintain the roads built then, and form patrols to ensure the safety of the towns and caravans. The Lilties are the shortest race in the game, as an adult Lilty is noticeably shorter than most other characters. The Lilties also have a unique, flower-like appearance, which is perhaps the source of their name. Their emblem is a triple-pronged spear with two banner furls. Of the four races, Lilties are the most powerful, starting with a naturally high attack stat that lets them do heavy damage.

They are inept at magic, and take the longest time to cast a spell. They equip gauntlets as their race-exclusive armor, and use spears as weapons. Selkies ( セルキー, Serukī) are taller than Lilties, around the same height as Clavats, and usually have silver, blue, yellow or light purple hair and possess extremely fit and athletic bodies. They are a rugged race that dress in furs and stolen goods, and are mostly thieves.They usually put their own interests first and are often scorned by the other tribes. In the past, the Selkies were under the control of the Liltian empire and migrated from their ancestral homes to search for a safer place to live. They also seem to have been more culturally developed than in the present.

They had their own language, and modern Yukes are studying Selkic texts on the Miasma, suggesting that they had lore of their own. It is said that they come from the sea. Their emblem is a stylized Selkie dancing, kicking, or jumping.

It has two arms raised up, and one leg to the side. Selkies are the speediest of the races, and can take enemies down with a hit-and-run tactic. Selkies' race-exclusive armor is belts, and as weapons they use rackets. Yukes ( ユーク, Yūku) are tall, slender creatures with helmets that cover their faces most of the time, though it is mentioned by a scholar in the game that Yukes may lack physical bodies and only have souls. They also have long, feathered, striped arms, and small, vestigial wings.

In the past, the Yukes were the only tribe not to be under the control of the Liltian empire. They achieved this by being sieged on the island of Shella, aided by their magic.

In the recent past, they built the Veo Lu Sluice, which diverts Lake Shella into the Jegon River and enables the high fertility in Fum. A majority of Yukes live at Shella, teaching magic to others, but they still retain their aloofness. A non-Yuke can enter the city only if they have a Mark of Shella, which can be found at the Sluice.

Their emblem is a stylized Yuke seen head on. Yukes are powerful magic casters, but are weak physical attackers. Their 'Defend' command is possibly the most useful, as it makes them immune to all physical and magical attacks. Yukes use hammers as weapons, and their race-exclusive armor is helmets. Characters. Artwork of the main characters.

Player characters are created by the players, with choices of race, name, gender and one of four set designs based on race and gender. Therefore, this section will list non-player characters with importance to the storyline. Amidatty: the rather eccentric leader of the Yuke caravan from Shella. At one point in the game, he buys a loaf of bread from Gurdy, who claims it to be a highly scientific model of the world, believing mold that formed in it to represent miasma.

Amidatty reveals later that he knew it was bread the entire time. The Black Knight: a mad Lilty knight clad from head to toe in black armor.

He spends his time chasing a 'light' across the countryside claiming it stole his memories. Later he is mortally wounded by a child Lilty, Leon Esla, that believed the Black Knight killed his father. Before the Black Knight dies, he seemingly remembers who he was before he died. It turns out that Leon Esla was his son, born after he left with Hurdy to try to rid the world of miasma.

De Nam: A rather peculiar Selkie who players meet in Shella. He is studying magic and wants to one day rid the world of miasma.

He will send players letters if they talk to him in Shella saying he is drinking miasma-filled water in Conall Curach to try to build up immunity to miasma. His final letter to players tells them to come to Conall Curach, where he has been corrupted by the miasma and turned into a monster. Gurdy: The rather untrustworthy Clavat makes his living out of cheating people out of their money.

Players see him cheat both the Fields of Fum caravan and Amidatty. Possessing a great acting ability and silver tongue he seems to get away with it, though he often comes begging to players for help or money.

Though one of the less pure characters he does help players a great deal in their quest with his poems. It later turns out that he has suffered from a loss of memories and barely knows who he is. Hurdy: A traveling priest who is apparently Gurdy's brother.

However, near the end of the game, players will be given clues that suggest that Hurdy is Gurdy, who thought his name was Gurdy after his memories were stolen by Raem. This is confirmed in the Final Fantasy Crystal Chronicles Official Guide. Mog: A who carries the chalice for the player in single-player mode. He will also ask the player to paint him and trim his fur in the moogle holes.

Depending on what color he is painted, he may add his power to the player's for spells (red for fire, blue for blizzard, green for thunder). If a GBA (Game Boy Advance) or SP is connected to socket two with a GBA GCN connector during single player mode, the color will also change the type of radar it displays. (Normal or cut hair for Map, red for Enemy Radar, blue for Treasure Chest Radar, green for Monster Data). Princess Fiona: The half-Lilty, half-Clavat princess of Alfitaria. Her heritage is visible through the leaves sprouting from her hair, large bust, and although she has a Selkie crest on her left cheek, this is part of a disguise used in Leuda. She runs away from Alfitaria during the game because she is scared of her duties, but is eventually inspired by the caravan and decides to return home giving a large sum of money to the caravan. Note that in the game Princess Fiona is referred to as a strange 'Selkic Maiden' by the Selkie Merchant in Marr's Pass.

When she runs away she decides to spend time in Leuda, land of the Selkies. Roland: In year two onwards till around year five the village elder will stop characters on the bridge on their way out of Tipa to give them some information about a scholar from Tipa who wanted to rid the world of miasma and hired the Black Knight for protection when he traveled in search of a way to dispel the miasma.

The scholar apparently disappeared after sending a letter home to him from Mag Mell. He also claims that he recited certain poems which seemed to refer to the Lynari Desert. Gurdy will later recite these poems for players revealing that he could possibly have been the scholar before he lost his memories, when he was named Hurdy. This is confirmed in Final Fantasy Crystal Chronicles Official Guide.

Sol Racht: The Lilty leader of the Alfitaria caravan. The knight is the first character players meet in the game and introduces them to the moogle Stiltzkin who teaches them how to fight. Although he is a little obtuse he helps the caravan, often giving advice, food, or weapons.

Later in the game, his child is born, and he retires to provide parental care. Story Crystal caravans have been journeying throughout the world, seeking myrrh for many years. The player is put in control of one such caravan, from the small village of Tipa, setting out for the first time and as many subsequent times as the player desires. As the caravanners' journey continues and they travel further in the search for myrrh, they meet many different characters and learn much about the history of their world. Eventually, they reach Mag Mell, home of the Carbuncles who, after the fall of the Meteor, shut themselves off from the world and entered hibernation so as to not get caught up in any more of the world's problems. After hearing of the caravan's travels, they realize their folly and advise the caravanners to head for the nearby Mt. Vellenge, resting place of the Meteor and source of miasma.

There they fight the Meteor Parasite, to halt the flow of miasma once and for all. When they are about to strike the final blow against the Meteor Parasite, they are pulled into an alternate dimension: there they meet Mio, a being connected to peoples' memories, taking the form of a young girl bathed in light; and Raem, her dark counterpart born from the violence sparked by the Meteor impact, taking the form of a bird-like beast. Mio and Raem both thrive on memories, but have significantly different habits: Mio occasionally 'nibbles' on peoples' memories, causing forgetfulness; Raem, however, is much more malevolent, devouring peoples' entire collection of memories, causing, of which there has been a recent outbreak. The miasma spreading throughout the land had created in people plentiful painful memories for Raem to feast on, but destroying the meteor parasite would break this cycle.

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Thus, Raem attacks the caravanners, who are able to resist his assault on their memories and defeat him. Fading away, Raem panics and attacks Mio, fusing her into himself to mount one last attack on the caravanners as Memiroa. The caravanners' positive memories gain physical form, becoming high-powered magicite that they use to defeat the creature. Mio and Raem separate and begin to fade away, with Mio telling the caravanners that she and Raem will rest for a while. The caravanners are sent back to Mt. Vellenge, where they are finally able to kill the wounded Meteor Parasite, finally ridding the world of miasma. Development First officially announced at the event in Japan on December 21, 2002, Crystal Chronicles marked the first Final Fantasy game to be released for a home system since in 1994.

Nintendo had previously started a development fund called 'Q Fund' to encourage software development on their consoles, and some of the funds money was combined with those of. This 'studio' was a for 's Product Development Division-2 majority owned by and established for the purpose of creating games for Nintendo consoles within the limits of an exclusivity deal with. Funding between the two groups was split 51 percent from Q Fund and 49 percent from Game Designers Studio.

The title was rumored to be related to the anime, especially with Akitoshi Kawazu rumored to have been working on such a game since the previous October. Crystal Chronicles was designed to be more easily accessible than other Final Fantasy games due to its more action oriented gameplay and its user-friendly interface. The game met with some initial confusion as to the nature of the Square Enix and Nintendo project, the departure from standard Final Fantasy gameplay mechanics, and the use of the Game Boy Advance and link cable instead of a GameCube controller for multiplayer play. The game's producer Akitoshi Kawazu explained that using the Game Boy Advance will 'introduce different elements of gameplay', as players will have access to information on the GBA screen, and can choose to share it with the other players or keep it to themselves. Opening theme to Final Fantasy Crystal Chronicles Problems playing this file? The soundtrack to Crystal Chronicles was primarily composed by, while and provided one additional piece of music. Tanioka has described the musical style for the soundtrack as being based on 'ancient instruments'.

The soundtrack makes extensive use of many and such as the, the and the, creating a distinctively rustic feel. Tanioka said that the idea came to her while looking at illustrations of the game world, which gave her the idea of making 'world music', where the tracks would 'not be limited to a single country or culture'. She also credits Hidenori Iwasaki, the synthesizer operator for the game, with doing 'fantastic technical work' that brought her vision to life. The soundtrack was released as a separate album on the label on August 20, 2003. It included all of the music from the game with the exception of the English versions of the opening song, 'Morning Sky' ('Kaze no Ne' in Japanese), and the ending theme, 'Moonless Starry Night' ('Hoshizukiyo' in Japanese), sung. The soundtrack spans 52 tracks over 2 discs, covering a duration of 2:11:38, and has the catalog number PCCG-00613. Final Fantasy Crystal Chronicles: A Musical Journey was a European promotional album which was given alongside the game on March 11, 2004 if the game had been pre-ordered.

It contains six tracks from the soundtrack, including 'Kaze No Ne' in both Japanese and English, the only time the English version has been released. It was published by Nintendo of Europe, and covers a duration of 17:37. 'Sound of the Wind' ( カゼノネ, Kaze no Ne) is the opening song of Final Fantasy Crystal Chronicles, composed by Kumi Tanioka and performed.

It was released as a single by, featuring the 'Kaze No Ne' song, an arranged version, and two other songs by Yae from her album Blue Line, 'Carol (scat)' and 'Flower of Love' ( 恋の花, Koi no Hana). The single was released on July 30, 2003, has a length of 14:12, and has a catalog number of PCCA-01915. While 'Kaze No Ne' follows the medieval theme of the rest of the Crystal Chronicles soundtrack, the arranged version is a more 'produced' electronic-sounding track. The two unrelated tracks are vocal and instrumental pieces, with 'Carol' as a song, and 'Flower of Love' more of a slower 'ethnic/world' piece. Reception Reception Aggregate scores Aggregator Score 80.72% 80/100 Review scores Publication Score 8/8/8 32/40 7/10 8/10 7.5/10 Crystal Chronicles received positive reviews overall. The game was noted on for its -like multiplayer cooperative play, but the use of the, while innovative, was thought to be detrimental to the gameplay.

The game's visuals and music were also praised. The game received the Grand Prize at the 2003. It was also rated the 42nd best game made on a Nintendo System in 's Top 200 Games list. The game sold 187,035 copies in Japan in its first week of release, over 350,000 copies in Japan by the end of 2003, Shane Bettenhausen of praised the game's multiplayer element, which he said transforms its 'simple hack-n-slash gameplay. into something strategic, wild, and addictive'.

He also called the game 'visually arresting', and noted that 'every location you explore harbors stunning details'. Kevin Gifford, of the same magazine, criticized its single-player element, which he said 'gets boring very quickly'. However, he said that the game has 'a superb graphic and sound package (the most beautiful on GameCube, I'd say)', and praised its multiplayer elements. Legacy Shortly after the release of Crystal Chronicles, there was a manga series that ran in known as Final Fantasy Crystal Chronicles: Hatenaki Sora no Mukou ni ( ファイナルファンタジー・クリスタルクロニクル ~はてなき空の向こうに~). Final Fantasy Crystal Chronicles has since evolved into a. There are currently five more games set in the same world:, a prequel for, a sequel for the, for the and, and and, direct sequels for Wii released through the download service.

The series also includes a, Final Fantasy Crystal Chronicles: My Life as a King - Everyone's Kingdom. References. ^ Bakudan Yoshinoya (2002-03-11).

Nintendo World Report. Archived from on 2011-02-10.

Retrieved 2011-02-10. (PDF) from the original on 2016-03-29. Retrieved 2015-09-20. 'A gentle people that value harmony above all. Many of Tipa's residents belong to this tribe of unity and friendship.

They are gentle by nature and dislike conflict. When disputes arise, they do whatever they can to resolve them. It is said that tranquility follows them wherever they go.'

Final Fantasy Crystal Chronicles instruction booklet, The Game Designers Studio, Inc (2003/4). 'Little warriors that have lived all over the world since ancient times. Long ago, they ruled the world, and many still believe themselves to be superior to others. Though they can be hotheaded, they are also confident and down-to-earth. Liltian merchants are some of the best around.'

Final Fantasy Crystal Chronicles instruction booklet, The Game Designers Studio, Inc (2003/4). 'Rugged individuals that clothe themselves in fur decorated with stolen goods. Unlike other tribes, they believe in putting themselves first. Many Selkies are agile and athletic, traits they put to good use as thieves Though the other tribes tend to scorn them, some Selkies now reside in Clavatian villages.' Final Fantasy Crystal Chronicles instruction booklet, The Game Designers Studio, Inc (2003/4). 'Mysterious tribe of great lore and wisdom. Many of these sages live quietly in Shella.

In the ancient wars, they were able to resist the invading Liltian armies thanks to their magical prowess. Now they spend their days, teaching magic to others. Some say that Yukes assumed their current form to augment their magical talents.' Final Fantasy Crystal Chronicles instruction booklet, The Game Designers Studio, Inc (2003/4). Final Fantasy Crystal Chronicles: My Life as a Darklord (Chapter 3). Archived from on 2012-10-12.

Retrieved 2009-03-30. GameTrailers staff (2007-10-10). From the original on 2012-10-23. Retrieved 2009-08-26. ^ JC Fletcher (2011-11-18). From the original on 2016-04-10. Retrieved 2016-04-15.

Alex Wollenschlaeger (2002-03-11). From the original on 2015-03-31.

Retrieved 2016-04-15. From the original on 2016-04-25. Retrieved 2016-04-15.

From the original on 2016-04-01. Retrieved 2007-08-01. From the original on 2007-10-05. Retrieved 2007-09-04. (9 February 2004). Final Fantasy Crystal Chronicles.

Scene: staff credits. (Media notes). From the original on 2010-06-20. ^ Space, Daniel. From the original on 2013-01-16.

Retrieved 2009-01-14. ^ Jeriaska; Kumi Tanioka (2008-03-29). From the original on 2012-09-08. Retrieved 2009-02-11.

Square Enix Music Online. From the original on 2009-06-08. Retrieved 2009-01-19. Gann, Patrick. From the original on 2013-01-16. Retrieved 2009-01-14.

'Final Fantasy: Crystal Chronicles'.: 104. February 2004. From the original on 2009-03-02. Retrieved 2007-04-30. From the original on 2010-12-18. Retrieved 2008-05-18. ^ Bettenhausen, Shane; Tsao, Jennifer; Gifford, Kevin (February 3, 2004).

Archived from on June 17, 2004. Retrieved April 14, 2010. ^ Shoemaker, Brad (February 6, 2004). Archived from on 2009-06-10. Retrieved 2009-06-23. Archived from on 2003-11-08. Retrieved 2015-07-24.

Casamassina, Matt. From the original on 2007-05-16. Retrieved 2007-03-28. 2003 (7th) Japan Media Arts Festival. Archived from on 2007-04-26.

Retrieved 2007-03-28. 'NP Top 200'. Nintendo Power. February 2006. '2003年ゲームソフト年間売上TOP300' 2003 Game Software Annual Sales Top 300.

Famitsu Game Whitebook 2004 (in Japanese). Archived from on 2015-06-27. From the original on 2007-04-28.

Retrieved 2007-04-28. From the original on 2012-07-05. Retrieved 2007-04-28. External links.

This article is about the video game franchise. For the first game in the series, see. For other uses, see.

Final Fantasy, Square, Square Enix Platforms, Platform of origin December 18, 1987 November 21, 2017 series series series Final Fantasy is a and created by, and developed and owned by (formerly ). The franchise centers on a series of fantasy and (RPGs). The, published in 1987, was conceived by Sakaguchi as his last-ditch effort in the game industry; it was a success and spawned sequels. The series has since branched into other such as, and. The franchise has also branched out into other media, including films, and. Although most Final Fantasy installments are stand-alone stories with different settings and main characters, they feature identical elements that define the franchise. Recurring elements include plot themes, character names, and.

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Plots center on a group of heroes battling a great evil while exploring the characters' internal struggles and relationships. Character names are frequently derived from the history, languages, pop culture, and mythologies of cultures worldwide. The series has been both commercially and critically successful, with more than 130 million units sold worldwide, making it one of the of all time. The series is well known for its innovation, visuals, and music, such as the inclusion of, character models, and music. Final Fantasy has been a driving force in the, and the series has affected Square Enix's business practices and its relationships with other. It has popularized many features now common in role-playing games, also popularizing the genre as a whole in markets outside Japan. Main article: The of the series premiered in Japan on December 18, 1987.

Subsequent games are numbered and given a story unrelated to previous games, so the numbers refer to volumes rather than to sequels. Many Final Fantasy games have been for markets in North America, Europe, and Australia on numerous, (PC), and. Future installments will appear on and. As of November 2016, the series includes the main installments from to, as well as direct sequels and, both released and confirmed as being in development. Most of the older games have been remade or re-released on multiple platforms. Main series Timeline of release years 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Three Final Fantasy installments were released on the (NES). Final Fantasy was released in Japan in 1987 and in North America in 1990.

It introduced many concepts to the console RPG genre, and has since been remade on several platforms., released in 1988 in Japan, has been bundled with Final Fantasy in several re-releases. The last of the NES installments, was released in Japan in 1990; however, it was not released elsewhere until a in 2006.

The (SNES) also featured three installments of the main series, all of which have been re-released on several platforms. Was released in 1991; in North America, it was released as Final Fantasy II. It introduced the ' system., released in 1992 in Japan, was the first game in the series to spawn a sequel: a short anime series,. Was released in Japan in 1994, but as titled Final Fantasy III in North America. The console saw the release of three main Final Fantasy games. (1997) moved away from the used in the first six games to; the game features characters on backgrounds.

It also introduced a more modern setting, a style that was carried over to the next game. It was also the second in the series to be released in Europe, with the first being. Was published in 1999, and was the first to consistently use realistically proportioned characters and feature a vocal piece as its theme music., released in 2000, returned to the series' roots by revisiting a more traditional Final Fantasy setting rather than the more modern worlds of VII and VIII. Three main installments, as well as one online game, were published for the (PS2). (2001) introduced full 3D areas and to the series, and was the first to spawn a direct video game sequel (, published in 2003).

The first massively multiplayer online role-playing game (MMORPG) in the series, was released on the PS2 and PC in 2002, and later on the. It introduced real-time battles instead of., published in 2006, also includes real-time battles in large, interconnected playfields. The game is also the first in the main series to utilize a world used in a previous game, namely the land of, which had previously featured in and.

In 2009, was released in Japan, and in North America and Europe the following year, for PlayStation 3 and Xbox 360. It is the flagship installment of the series and became the first mainline game to spawn two direct sequels ( and ). It was also the first game released in Chinese & High Definition along with being released on two consoles at once., a MMORPG, was released worldwide on in 2010, but it received heavy criticism when it was launched, prompting Square Enix to rerelease the game as, this time to the as well, in 2013. Is an action role-playing game that was released for PlayStation 4 and Xbox One in 2016. Originally a XIII spin-off titled Versus XIII, XV uses the mythos of the Fabula Nova Crystallis series, although in many other respects the game stands on its own and has since been distanced from the series by its developers.

Remakes, sequels and spin-offs. See also:, and Final Fantasy has spawned numerous and. Several are, in fact, not Final Fantasy games, but were rebranded for North American release. Examples include the, rebranded, and its two sequels, and. Was specifically developed for a United States audience, and is a that features many references and themes found in the series. The spin-off, and series also include multiple Final Fantasy elements. In 2003, the Final Fantasy series' first direct sequel, Final Fantasy X-2, was released.

Final Fantasy XIII was originally intended to stand on its own, but the team wanted to explore the world, characters and mythos more, resulting in the development and release of two sequels in 2011 and 2013 respectively, creating the series' first official trilogy. Was released in 2009, a that features heroes and villains from the first ten games of the main series. It was followed by a in 2011. Other spin-offs have taken the form of subseries—, and Fabula Nova Crystallis Final Fantasy.

Related media Film and television Final Fantasy in film 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 Square Enix has expanded the Final Fantasy series into various media. Multiple anime and (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole.

The first was an (OVA), a sequel to Final Fantasy V. The story was set in the same world as the game, although 200 years in the future. It was released as four 30-minute episodes, first in Japan in 1994 and later in the United States by in 1998. In 2001, released its first feature film,. The film is set on a future invaded by life forms.

The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a and garnered mixed reviews. In 2005, a theatrical CGI film, and, a non-canon OVA, were released as part of the Compilation of Final Fantasy VII. Advent Children was animated by Visual Works, which helped the company create CG sequences for the games. The film, unlike The Spirits Within, gained mixed to positive reviews from critics and has become a commercial success. Last Order, on the other hand, was released in Japan in a special DVD bundle package with Advent Children. Last Order sold out quickly and was positively received by Western critics, though fan reaction was mixed over changes to established story scenes.

A 25-episode anime television series, was released in 2001 based on the common elements of the Final Fantasy series. It was broadcast in Japan by and released in North America. Two animated tie-ins for were announced at the Uncovered Final Fantasy XV fan and press event, forming part of a larger multimedia project dubbed the Final Fantasy XV Universe. Is a series of five 10-to-20-minute-long episodes developed by and Square Enix detailing the backstories of the main cast., a CGI movie set for release prior to the game in Summer 2016, is set during the game's opening and follows new and secondary characters.

Other media Several video games have either been adapted into or have had spin-offs in the form of and novels. The first was the novelization of Final Fantasy II in 1989, and was followed by a manga adaptation of Final Fantasy III in 1992. The past decade has seen an increase in the number of non-video game adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel, the spin-off game has been adapted into a manga, and Final Fantasy XI has had a novel and manga set in its continuity. Seven based on the universe have also been released.

The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series ended. The Final Fantasy X and Final Fantasy XIII series have also had novellas and audio dramas released.

Two games, and Final Fantasy: Unlimited, have been adapted into. A named the 'Final Fantasy trading card game' is produced by Square Enix and, first released Japan in 2012 with an English version in 2016. The game has been compared to, and a tournament circuit for the game also takes place. Common elements Although most Final Fantasy installments are independent, many elements recur throughout the series. Most gamescontain elements of fantasy and science fiction and feature recycled names often inspired from various cultures' history, languages and mythology, including, and.

Examples include weapon names like and Masamune—derived from and the Japanese swordsmith respectively—as well as the spell names Holy, Meteor, and Ultima. Beginning with Final Fantasy IV, the main series adopted its current logo style that features the same and an emblem designed by Japanese artist. The emblem relates to a game's plot and typically portrays a character or object in the story. Subsequent remakes of the first three games have replaced the previous logos with ones similar to the rest of the series.

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Plot and themes. Is typical of the earlier games in the series, in that the heroes must attempt to retrieve crystals to save the world from an ancient evil. The central conflict in many Final Fantasy games focuses on a group of characters battling an evil, and sometimes ancient, antagonist that dominates the game's world. Stories frequently involve a in rebellion, with the protagonists taking part in the rebellion. The heroes are often destined to defeat the evil, and occasionally gather as a direct result of the antagonist's malicious actions.

Another staple of the series is the existence of two villains; the main villain is not always who it appears to be, as the primary antagonist may actually be subservient to another character or entity. The main antagonist introduced at the beginning of the game is not always the final enemy, and the characters must continue their quest beyond what appears to be the final fight.

Stories in the series frequently emphasize the internal struggles, passions, and tragedies of the characters, and the main plot often recedes into the background as the focus shifts to their personal lives. Games also explore relationships between characters, ranging from to rivalry.

Other recurring situations that drive the plot include, a hero corrupted by an evil force, mistaken identity, and. Magical orbs and crystals are recurring in-game items that are frequently connected to the themes of the games' plots. Crystals often play a central role in the creation of the world, and a majority of the Final Fantasy games link crystals and orbs to the planet's.

As such, control over these crystals drives the main conflict. The are also a recurring theme in the series related to the heroes, villains, and items. Other common plot and setting themes include the, an, and conflicts between advanced and. Characters. Further information: and The series features a number of recurring character archetypes.

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

Every Cid has at least one of these two traits., inspired by two characters of the same name, appear in numerous games as minor characters, sometimes as comic relief. The later games in the series feature several males with characteristics. Recurring creatures include and. Chocobos are large, often flightless birds that appear in several installments as a means of long-distance travel for characters. Moogles, on the other hand, are white, stout creatures resembling teddy bears with wings and a single antenna. They serve different capacities in games including mail delivery, party members, and. Chocobo and Moogle appearances are often accompanied by specific that have been arranged differently for separate games.

Gameplay. Main article: In Final Fantasy games, players command a party of characters as they progress through the game's story by exploring the game world and defeating opponents.

Enemies are typically through exploring, a trend which changed in Final Fantasy XI and Final Fantasy XII. The player issues combat orders—like 'Fight', 'Magic', and 'Item'—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems.

Prior to Final Fantasy XI, battles were turn-based with the protagonists and antagonists on different sides of the battlefield. Final Fantasy IV introduced the 'Active Time Battle' (ATB) system that augmented the turn-based nature with a perpetual time-keeping system.

Designed by, it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until Final Fantasy X, which implemented the 'Conditional Turn-Based' (CTB) system. This new system returned to the previous turn-based system, but added nuances to offer players more challenge. Final Fantasy XI adopted a real-time battle system where characters continuously act depending on the issued command.

Final Fantasy XII continued this gameplay with the 'Active Dimension Battle' system. Final Fantasy XIII 's combat system, designed by the same man who worked on X, was meant to have an action-oriented feel, emulating the cinematic battles in Final Fantasy VII: Advent Children. The latest installment to the franchise, Final Fantasy XV, introduces a new 'Open Combat' system. Unlike previous battle systems in the franchise, the 'Open Combat' system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a 'Tactical' Option during battle, which pauses active battle to allow use of items. Like most RPGs, the Final Fantasy installments use an system for character advancement, in which experience points are accumulated by killing enemies., specific jobs that enable unique abilities for characters, are another recurring theme.

Introduced in the first game, character classes have been used differently in each game. Some restrict a character to a single job to integrate it into the story, while other games feature dynamic job systems that allow the player to choose from multiple classes and switch throughout the game. Though used heavily in many games, such systems have become less prevalent in favor of characters that are more versatile; characters still match an archetype, but are able to learn skills outside their class. Is another common RPG element in the series.

The method by which characters gain magic varies between installments, but is generally divided into classes organized by color: 'White magic', which focuses on spells that assist teammates; 'Black magic', which focuses on harming enemies; 'Red magic', which is a combination of white and black magic, 'Blue magic', which mimics enemy attacks; and 'Green magic' which focuses on applying to either allies or enemies. Other types of magic frequently appear such as 'Time magic', focusing on the themes of time, space, and gravity; and 'Summoning magic', which legendary creatures to aid in battle and is a feature that has persisted since Final Fantasy III. Summoned creatures are often referred to by names like 'Espers' or 'Eidolons' and have been inspired by mythologies from, and cultures. Different means of transportation have appeared through the series. The most common is the airship for long range travel, accompanied by chocobos for travelling short distances, but others include sea and land vessels. Following Final Fantasy VII, more modern and futuristic vehicle designs have been included.

Development and history Origin. Creator of the Final Fantasy series In the mid-1980s, Square entered the Japanese with simple RPGs, and for 's. In 1987, Square designer chose to create a new fantasy role-playing game for the cartridge-based NES, and drew inspiration from popular fantasy games: 's, Nintendo's, and 's. Though often attributed to the company allegedly facing bankruptcy, Sakaguchi explained that the game was his personal last-ditch effort in the game industry and that its title, Final Fantasy, stemmed from his feelings at the time; had the game not sold well, he would have quit the business and gone back to university. Despite his explanation, publications have also attributed the name to the company's hopes that the project would solve its financial troubles. In 2015, Sakaguchi explained the name's origin: the team wanted a title that would abbreviate to ' FF', which would sound good in Japanese.

The name was originally going to be Fighting Fantasy, but due to concerns over trademark conflicts with the, they needed to settle for something else. As the word 'Final' was a famous word in Japan, Sakaguchi settled on that.

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According to Sakaguchi, any title that created the ' FF' abbreviation would have done. The game indeed reversed Square's lagging fortunes, and it became the company's flagship franchise.

Following the success, Square immediately developed a second installment. Because Sakaguchi assumed Final Fantasy would be a stand-alone game, its story was not designed to be expanded by a sequel. The developers instead chose to carry over only thematic similarities from its predecessor, while some of the elements, such as the character advancement system, were overhauled. This approach has continued throughout the series; each major Final Fantasy game features a new setting, a new cast of characters, and an upgraded battle system. Video game writer John Harris attributed the concept of reworking the game system of each installment to 's series, with which Square was previously involved as a publisher.

The company regularly released new games in the main series. However, the time between the releases of Final Fantasy XI (2002), Final Fantasy XII (2006), and Final Fantasy XIII (2009) were much longer than previous games. Following Final Fantasy XIV, Square Enix stated that it intended to release Final Fantasy games either annually or biennially. This switch was to mimic the development cycles of Western games in the, and series, as well as maintain fan-interest.

See also: For the original Final Fantasy, Sakaguchi required a larger production team than Square's previous games. He began crafting the game's story while experimenting with gameplay ideas. Once the gameplay system and game world size were established, Sakaguchi integrated his story ideas into the available resources. A different approach has been taken for subsequent games; the story is completed first and the game built around it. Designers have never been restricted by consistency, though most feel each game should have a minimum number of common elements.

The development teams strive to create completely new worlds for each game, and avoid making new games too similar to previous ones. Game locations are conceptualized early in development and design details like building parts are fleshed out as a base for entire structures.

The first five games were directed by Sakaguchi, who also provided the original concepts. He drew inspiration for game elements from anime films by; series staples like the airships and chocobos are inspired by elements in and, respectively. Sakaguchi served as a producer for subsequent games until he left Square in 2001.

Took over directing the games until Final Fantasy VIII, and has been followed by a new director for each new game. Designed several gameplay systems, including Final Fantasy V 's ', Final Fantasy VIII 's ' and the Active Time Battle concept, which was used from Final Fantasy IV until Final Fantasy IX. In designing the Active Time Battle system, Ito drew inspiration from racing; he thought it would be interesting if character types had different speeds after watching race cars pass each other. Ito also co-directed Final Fantasy VI with Kitase. Was the scenario writer for the first three games; Kitase took over as scenario writer for Final Fantasy V through Final Fantasy VII. Became the series' primary scenario writer from Final Fantasy VII until his resignation in October 2003; he has since formed his own company, Stellavista.

Nojima partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy X-2. He also worked as the scenario writer for the spin-off series, Kingdom Hearts. Co-wrote the scenarios for Final Fantasy X and XII, and was the main writer for the XIII games. Artwork by, who provided designs for much of the series Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI.

Amano also handled title logo designs for all of the main series and the image illustrations from Final Fantasy VII onward. Was chosen to replace Amano because Nomura's designs were more adaptable to 3D graphics. He worked with the series from Final Fantasy VII through Final Fantasy X; for Final Fantasy IX, however, character designs were handled by, Toshiyuki Itahana, and Shin Nagasawa. Nomura is also the character designer of the Kingdom Hearts series, Compilation of Final Fantasy VII, and Fabula Nova Crystallis: Final Fantasy.

Other designers include Nobuyoshi Mihara and. Mihara was the character designer for Final Fantasy XI, and Yoshida served as character designer for Final Fantasy Tactics, the Square-produced, and Final Fantasy XII. Graphics and technology Because of graphical limitations, the first games on the NES feature small representations of the leading party members on the main world screen.

Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 high and use a of 4 colors. 6 are used to depict different character statuses like 'healthy' and 'fatigued'.

The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama. In 1995, Square showed an of Final Fantasy VI for the then.

The demonstration used 's prototype workstations to create 3D graphics. Fans believed the demo was of a new Final Fantasy game for the Nintendo 64 console; however, 1997 saw the release of Final Fantasy VII for the Sony PlayStation. The switch was due to a dispute with Nintendo over its use of faster but more expensive, as opposed to the slower and cheaper, but much higher capacity used on rival systems. Final Fantasy VII introduced with fully backgrounds. It was because of this switch to 3D that a format was chosen over a cartridge format. The switch also led to increased production costs and a greater subdivision of the creative staff for Final Fantasy VII and subsequent 3D games in the series. Final Fantasy VIII, along with VII and IX, used pre-rendered backgrounds.

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look. Like Final Fantasy VII, (FMV) sequences would have video playing in the background, with the polygonal characters composited on top. Final Fantasy IX returned to the more stylized design of earlier games in the series, although it still maintained, and in many cases slightly upgraded, most of the graphical techniques used in the previous two games. Final Fantasy X was released on the PlayStation 2, and used the more powerful hardware to render graphics in real-time instead of using pre-rendered material to obtain a more dynamic look; the game features full 3D environments, rather than have 3D character models move about pre-rendered backgrounds.

It is also the first Final Fantasy game to introduce, occurring throughout the majority of the game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development. Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG.

Initially released for the PlayStation 2 with a PC port arriving six months later, Final Fantasy XI was also released on the Xbox 360 nearly four years after its original release in Japan. This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting. It also retains the freely rotating camera from Final Fantasy XI. Final Fantasy XIII and Final Fantasy XIV both make use of, a engine developed by Square Enix.

Composer of most of the Final Fantasy soundtracks The Final Fantasy games feature a variety of music, and frequently reuse themes. Most of the games open with a piece called 'Prelude', which has evolved from a simple, 2-voice in the early games to a complex, melodic arrangement in recent installments.

Victories in combat are often accompanied by a victory fanfare, a theme that has become one of the most recognized pieces of music in the series. The basic theme that accompanies Chocobo appearances has been rearranged in a different musical style for each installment. A piece called 'Prologue' (and sometimes 'Final Fantasy'), originally featured in the first game, is often played during the ending credits. Although are common in the more character-driven installments, theme music is typically reserved for main characters and recurring plot elements. Was the chief of the Final Fantasy series until his resignation from Square Enix in November 2004. Other composers include, and.

Uematsu was allowed to create much of the music with little direction from the production staff. Sakaguchi, however, would request pieces to fit specific game scenes including battles and exploring different areas of the game world. Once a game's major scenarios were completed, Uematsu would begin writing the music based on the story, characters, and accompanying artwork.

He started with a game's main theme, and developed other pieces to match its style. In creating character themes, Uematsu read the game's scenario to determine the characters' personality. He would also ask the scenario writer for more details to scenes he was unsure about. Technical limitations were prevalent in earlier games; Sakaguchi would sometimes instruct Uematsu to only use specific notes. It was not until Final Fantasy IV on the SNES that Uematsu was able to add more subtlety to the music. Reception Overall, the Final Fantasy series has been critically acclaimed and commercially successful, though each installment has seen different levels of success. The series has seen a steady increase in total sales; it sold over 10 million units worldwide by early 1996, 45 million by August 2003, 63 million by December 2005, and 85 million by July 2008.

In June 2011, Square Enix announced that the series had sold over 100 million units, and by March 2014, it had sold over 110 million units. Its high sales numbers have ranked it as one of the in the industry; in January 2007, the series was listed as number three, and later in July as number four.

Several games within the series have become best-selling games. At the end of 2007, the seventh, eighth, and ninth best-selling RPGs were Final Fantasy VII, Final Fantasy VIII, and Final Fantasy X respectively. Final Fantasy VII has sold more than 11 million copies worldwide, earning it the position of the best-selling Final Fantasy game. Within two days of Final Fantasy VIII 's North American release on September 9, 1999, it became the top-selling video game in the United States, a position it held for more than three weeks. Final Fantasy X sold over 1.4 million Japanese units in pre-orders alone, which set a record for the fastest-selling console RPG.

The MMORPG, Final Fantasy XI, reached over 200,000 active daily players in March 2006 and had reached over half a million subscribers by July 2007. Final Fantasy XII sold more than 1.7 million copies in its first week in Japan. By November 6, 2006—one week after its release— Final Fantasy XII had shipped approximately 1.5 million copies in North America. Final Fantasy XIII became the fastest-selling game in the franchise, and sold one million units on its first day of sale in Japan.

Final Fantasy XIV: A Realm Reborn, in comparison to its predecessor, was a runaway success, originally suffering from servers being overcrowded, and eventually gaining over one million unique subscribers within two months of its launch. Critical response The series has received critical acclaim for the quality of its visuals and soundtracks. In 1996, ranked the series collectively as the 17th best game of all time, speaking very highly of its graphics, music and stories. It was awarded a star on the in 2006, making it the first franchise to win a star on the event (other winners were individual games, not franchises). WalkOfGame.com commented that the series has sought perfection as well as having been a risk taker in innovation.

In 2006, held a contest for the best video game series ever, with Final Fantasy finishing as the runner-up to. In a 2008 public poll held by, Final Fantasy was voted the best game series, with five games appearing in their 'Greatest Games of All Time' list.

Many Final Fantasy games have been included in various lists of top games. Several games have been listed on multiple 'Top Games' lists. Eleven games were listed on 's 2006 'Top 100 Favorite Games of All Time', four of which were in the top ten, with Final Fantasy X and Final Fantasy VII coming first and second, respectively. The series holds seven in the 2008, which include the 'Most Games in an RPG Series' (13 main games, seven enhanced games, and 32 spin-off games), the 'Longest Development Period' (the production of Final Fantasy XII took five years), and the 'Fastest-Selling Console RPG in a Single Day' ( Final Fantasy X). The 2009 edition listed two games from the series among the top 50 consoles games: Final Fantasy XII at number 8 and Final Fantasy VII at number 20.

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However, the series has garnered some criticism. IGN has commented that the menu system used by the games is a major detractor for many and is a 'significant reason why they haven't touched the series.' The site has also heavily criticized the use of random encounters in the series' battle systems.

IGN further stated the various attempts to bring the series into film and animation have either been unsuccessful, unremarkable, or did not live up to the standards of the games. In 2007, criticized the series for a number of related games that include the phrase ' Final Fantasy' in their titles, which are considered inferior to previous games. It also commented that with the departure of, the series might be in danger of growing stale.

Several individual Final Fantasy games have garnered extra attention; some for their positive reception and others for their negative reception. Final Fantasy VII topped 's '26 Best RPGs of All Time' list, as well as GameFAQs 'Best Game Ever' audience polls in 2004 and 2005. Despite the success of Final Fantasy VII, it is sometimes criticized as being overrated. In 2003, listed it as the seventh most overrated game of all time, while IGN presented views from both sides.

Shipped 392,000 units in its first week of release, but received review scores that were much lower than that of other Final Fantasy games. A delayed, negative review after the Japanese release of Dirge of Cerberus from Japanese gaming magazine Famitsu hinted at a controversy between the magazine and Square Enix.

Though Final Fantasy: The Spirits Within was praised for its visuals, the plot was criticized and the film was considered a box office bomb. Final Fantasy Crystal Chronicles for the received overall positive review scores, but reviews stated that the use of as controllers was a big detractor.

The predominantly negative reception of the original version of Final Fantasy XIV caused then-president Yoichi Wada to issue an official apology during a Tokyo press conference, stating that the brand had been 'greatly damaged' by the game's reception. Impact and legacy The Final Fantasy series and several specific games within it have been credited for introducing and popularizing many concepts that are today widely used in console RPGs. The original game is often cited as one of the most influential early console RPGs, and played a major role in legitimizing and popularizing the genre. Many console RPGs featured one-on-one battles against monsters from a.

Final Fantasy introduced a side view perspective with groups of monsters against a group of characters that has been frequently used. It also introduced an early evolving system, as well as different methods of transportation, including a ship, canoe, and flying airship. Final Fantasy II was the first sequel in the industry to omit characters and locations from the previous game. It also introduced an system, which has been used in later RPG series such as SaGa, and. Final Fantasy III introduced the job system, a character progression engine allowing the player to change character classes, as well as acquire new and advanced classes and combine class abilities, at any time during the game. Final Fantasy IV is considered a milestone for the genre, introducing a dramatic storyline with a strong emphasis on character development and personal relationships. Final Fantasy VII is credited as having the largest industry impact of the series, and with allowing console role-playing games to gain mass-market appeal.

The series affected Square's business on several levels. The commercial failure of Final Fantasy: The Spirits Within resulted in hesitation and delays from Enix during merger discussions with Square. Square's decision to produce games exclusively for the Sony PlayStation—a move followed by Enix's decision with the Dragon Quest series—severed their relationship with Nintendo. Final Fantasy games were absent from Nintendo consoles, specifically the Nintendo 64, for seven years. Critics attribute the switch of strong third-party games like the Final Fantasy and Dragon Quest games to Sony's PlayStation, and away from the Nintendo 64, as one of the reasons behind PlayStation being the more successful of the two consoles.

The release of the Nintendo GameCube, which used optical disc media, in 2001 caught the attention of Square. To produce games for the system, Square created the and released, which spawned its own within the main franchise. Final Fantasy XI 's lack of an online method of subscription cancellation prompted the creation of legislation in that requires internet gaming services to provide such a method to the state's residents. The series' popularity has resulted in its appearance and reference in numerous facets of popular culture like anime, TV series, and.

Music from the series has permeated into different areas of culture. Final Fantasy IV 's 'Theme of Love' was integrated into the and has been performed live by orchestras and metal bands. In 2003, Uematsu became involved with, a rock group independent of Square that has released albums of Final Fantasy tunes. And performed their to music from Final Fantasy VIII. Many of the soundtracks have also been released for sale. Numerous companion books, which normally provide in-depth game information, have been published. In Japan, they are published by Square and are called books.

See also.