When was final fantasy created
Prepare to face the Final Fantasy! A world shrouded in the darkness of evil. Your mission — to restore the light». From the North America version, , back cover. Music by: Nobuo Uematsu. For detailed features and game mode refer to the "Explorer's Handbook" below. The team of developers wanted a title that had a simple abbreviation in the Latin alphabet FF and a four-syllable abbreviated Japanese pronunciation "efu efu" ; the first name proposed for the video game was "Fighting Fantasy", but it was already taken by a tabletop game, so they decided to call it "Final Fantasy".
Final Fantasy was first released in in Japan by Square, and then Nintendo of America translated the game into English and published it in North America in Slogan North America version, , box : «Enter a whole new realm of challenge and adventure. Final Fantasy has them all! Property: Square Co. Email This BlogThis! Final Fantasy logo North America version, Nintendo. Final Fantasy logo Japan version, Square.
Final Fantasy box, back cover Japan version, Square Final Fantasy box Japan version, Square Whichever team loses all of its collective health points first is the loser. If that's you, you'll have to start again from the last place you saved your game. In Final Fantasy , the real challenge is resource management. Do you really want to waste those spell points on this battle? There's a boss coming up.
Can you really afford to spend another potion? Is it time to exit the dungeon, restock, and try again? There are a lot of tricky decisions involved. So the other Final Fantasy games are like this too? Many of the mechanics and strategies change from game to game, but the other main Final Fantasy games are, for the most part, also comprised of field and battle sections. Most Japanese role-playing games have followed this formula in some way. Here's where things get a little confusing.
Hold on. Guess Square's plan didn't work. Here's a quick breakdown:. Final Fantasy - , Nintendo U. Fortunately, Square has released English versions of all of those games. They also corrected the numbering for U. Square loves ports and re-releases. It's a terrible addiction. They say they can quit whenever they want, but they're lying. Is that the one with Sephiroth? Mommy issues and all. With a multi-million-dollar marketing campaign, eye-popping computer-generated imagery and the promise of poignant, heartrending narrative, Final Fantasy VII took the world by storm when it was released for PlayStation in It is perhaps best known as the game where Aeris dies.
Aeris's death isn't a spoiler. It's a genuine tragedy. That's kind of weird. You're kind of weird. Lots of reasons! For a lot of today's and somethings, it came out just in time to shepherd us through adolescence.
We watched Cloud and Tifa grow up as we were growing up. We sympathized with their mistakes and wished we could be as strong as they were.
But it was also an excellent game even if it hasn't aged quite perfectly. It took you on a wonderful adventure through all sorts of cool places, from the gritty, dystopian city of Midgar to the carnival-esque Golden Saucer to the icy hills of the Promised Land. It allowed you to customize your characters by equipping them with magical orbs called Materia that could manipulate their skills and stats in creative ways.
There was just a ridiculous amount of stuff to see and do. Yes, the truth can sometimes be cruel. There was obviously no intention on the part of Nomura to resurrect Aeris later. It was definitely not something that was left out of the game due to time and space constraints. It all started with a post on a newsgroup by an American player who played the Japanese game and completely misunderstood a scene at the end of the second disk to mean a failed resurrection of Aeris. He also pointed to many places in the game where the relevance to the story was unclear such as the sick man in Midgar which he wove into his elaborate instructions for the revival process.
The whole story was too complicated to describe in detail here, but the release of the American version finally revealed many of his claims to be false. Despite many inconsistencies in his claims, many people believed him, and there were even staunch supporters who claimed to have successfully revived Aeris using his instructions.
Hoaxes and rumors are common for every video game, but it is quite amusing to see how such an impromptu and innocent change in the story can have such a huge impact on the players, sparking off such a chain of events.
It did not mean that neither Sony nor Squaresoft would not censor the games though. Even the vulgar words were kept intact in the translation. It was a win-win situation. However, an uncensored work does not mean that the localization is necessarily better. There was the occasional incoherent dialog. In some cases, some instances of a word were missed during the translation, leading to confusing scenes.
Some translations were made for purely aesthetic reasons, but players tend to be really picky about what is aesthetic and what is not. However, I could see that the motivation behind some of these translations was differences in culture, and the changes were made for greater clarity to American gamers.
It was said that Squaresoft did not have enough time to translate and correct all the mistakes before the US release date, and that the typos would be fixed in the later PC version, but I have no way of verifying that. Anyway, it should be noted that Final Fantasy VIII and the later games appeared to have much less of a problem with localization.
We can't let that happen! Overall, the development of the game was pretty rushed. Squaresoft actually had less time to work on Final Fantasy VII than it had with the previous games, according to their initial projected schedule. The release date was pushed back from December to January , and the game was expanded from the originally announced 2-disk set to span 3 disks.
Many changes were also made late in the development process. I have already mentioned the last-minute addition of Tifa to the story.
Another late character was, surprisingly, Sephiroth the main villain, who was revealed to be in the story much later. None of them are complete. Rather, it was the fact that Squaresoft felt compelled to make all those changes to the US version of the game, including a clarification and tightening of the storyline, which was pretty vague in the Japanese version.
The game was obviously incomplete, for otherwise Squaresoft would have been content with a direct translation. Changes to the US version include the addition of the Weapon monsters, new FMV sequences that showcase the Diamond Weapon and a much longer Sephiroth summons animation sequence. The US changes also introduced several bugs, of which the most well-known was probably the bug where you can duplicate an item infinitely many times given the right button presses and that you have the W-Item materia.
Improvements to the gameplay were also made. For example, materia can be exchanged more easily in the US version than in the Japanese version. Whatever the arguments and speculations were, Squaresoft did try their best to make as complete a game as possible.
It became an overnight sensation, with 2. For the US, however, more work was needed to really open up the market. Three second commercials were made highlighting the graphics and gameplay and aired on prime-time slots on all the major networks. There were also major print campaigns in popular publications such as Rolling Stone, Spin and even Playboy, and the gaming magazines.
Sony even teamed up with Pepsi for a major holiday promotion featuring the game. Customers who bought a Playstation console in September received a disk containing a demo of the game and previews of other yet-to-be-released Squaresoft titles.
The extensive marketing campaign paid off handsomely. Hundreds of thousands of consumers throughout the country reserved a copy of the game, months before its release. Retail outlets nationwide broke the official North American September 7 release date, eager to satisfy the overwhelming consumer demand for Final Fantasy VII. And then there was the merchandise. Sprite-based characters in the previous games do not transform well into toy figurines.
The move to 3D opened up new possibilities for RPGs. Every release of a major Squaresoft game now comes with a full assortment of merchandise. Squaresoft finally managed to crack the US market. The game was also ported over to the PC platform.
Released in June , it featured better graphics that took advantage of better PC hardware, bringing the game onto the desktops of non-console gamers. There ain't no gettin' off of this train we on! In the old-school style of RPGs, FMVs if any were used primarily as cut-scenes to reward the player after having achieved a certain quest.
Parasite Eve and Vagrant Story merged gameplay and drama together seamlessly. There were many wannabes and copycats too. Sony, after seeing the tremendous of Final Fantasy VII, released their very own Legend of Dragoon game, which garnered mixed reactions from the players, because of the over-emphasis on graphics rather than the story. Squaresoft is not resting on its laurels. With each new game came new innovations, daring risks. Perhaps the most daring risk Squaresoft is taking now is their production of a full-length, fully computer-graphics animated Final Fantasy movie, The Spirits Within, due to be released in the theaters in the summer of It was a logical step in line with the cinematic direction the series is taking.
This is not the first time a game has made the leap to the silver screen.
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