Flight of Fantasy - Part 2
The Sony Years.
You can read the first part of our history of the Final Fantasy series elsewhere on the site. Stay tuned for our review of Final Fantasy XII tomorrow.
Final Fantasy VII
- Original System: Sony PlayStation
- Original release: January 31st, 1997
- Other versions: Microsoft Windows
Writing about Final Fantasy VII is a bit like pissing in a river. No matter how lengthy, colourful, perspicacious or novel your contribution, it will never make much difference to such a free-flowing stream.
The reason for the flood of appraisal and interminable revisiting the game enjoys (unprecedented for a videogame not yet 10-years-old) is easily quantifiable by its record-breaking statistics: 10 million sales to date across all continents (this was the first true Final Fantasy game to be released in Europe) make this the best selling game in the series. It was delivered on three CDs stuffed with 330 CG maps and 40 minutes of Full Motion Video representing over two years work by over 100 full-time team members at a cost of over $45 million. This was a game on an unimagined scale for the toddling PlayStation generation.
From the opening movie's zoom out from a flower-selling girl's melancholy eyes up to a phoenix-eye view of the puffing cityscape of Midgar unfurling below, through to the first playable scenes in which the player becomes complicit in a terrorist attack to bring down the corporation Shinra, its ambition is still apparent today. The CGI backgrounds, polygonal characters and FMV cut-scenes seemed at the time to be as evolutionarily advanced from sprites and parallax scrolling as men are to eels.
Of course, today, with the benefit of hindsight we were too perhaps swift in our hyperbole. The awkward shifts from in-game graphics to FMV - many of which were disastrously inconsistent in their representation of the characters - were jarring and the game lacks some of the coherency and expression of the earlier games' more refined but simpler graphics.
But the strength of the narrative maintained the series' advancing curve of maturity and revolved around various juicy ethical and ecological dilemmas. Crucially for the success of the game, this plot topography was filled by what were undoubtedly some of the most iconic videogame characters yet seen. From Cloud to Aeris to Barret to Sephiroth each protagonist fitted perfectly with its adjacent antagonist in what was, looking back on it today, a triumph of ensemble jigsaw cast creation. That many of these characters went on to feature in other Squaresoft games says much.

Final Fantasy VII.
But the game's true legacy is arguably even more important than its creative detail. Late in the 16-bit generation Squaresoft showcased an interactive SGI tech demo of their new polygonal Final Fantasy game to fans. It was assumed that the series would continue happily on Nintendo hardware but from the work that followed this demo it quickly transpired that Squaresoft's CGI ambition outstripped traditional cartridge-based media. Nintendo's refusal to move away from carts (they argued at the time that disc loading times ruined the flow of a gamer's experience - an line of reasoning still fighting fit in today's handheld wars) forced Squaresoft into Sony's open arms. Final Fantasy VII's ensuing high-profile success (and that of all the Squaresoft games that followed) had huge significance in the 32-bit console wars and it's certainly not beyond the realms of reason that the game was pivotal in shaping the industry we see today.
Fans have long cried for a re-release on more able hardware and at the 2005 E3 show a tech demo showing the opening FMV rendered fully in a PS3 engine made fan's jaws hang loose. However, a swift press statement from Squaresoft that no remake was in development dampened hopes while not exactly extinguishing them.
Final Fantasy VIII
- Original System: Sony PlayStation
- Original release: February 11th, 1999
- Other versions: Microsoft Windows
It's something most genres of videogames have tried at some point when the technology eventually allowed for it. Final Fantasy VIII was the series' first attempt at realism in the form of traditionally proportioned characters, a real-world setting of a high-school and an obvious and calculating targeting of the Japanese teen demographic with an emo teenage lead, Squall Leonhart, his frat-esque companion Zell Dincht and a raft of flanking simpering girls. Perhaps as a result of this canny character design, setting and development, the game was an enormous financial success, especially in America where it earned Squaresoft over $50 million in just 13 weeks.

Final Fantasy VIII.
Underneath the cosmetic surgery the game stuck to the series' traditional themes with the team of protagonists (some of whom are orphans) on a course to rid their world of the threat from the evil and politically dominant sorceress Edea. A controversial new levelling system was implemented which had the player link characters to summon monsters (here called Guardian Forces) in order to open up moves. Revisiting the game today the system quickly reveals itself to be horribly over-complicated and inaccessible, a fact testified by the swift removal of all its inventions from subsequent titles in the series.
Producer Hironobu Sakaguchi took a back seat for this game as he began to focus his attention on Hollywood and the creation of Squaresoft's ill-fated feature film Final Fantasy: The Spirits Within. Meanwhile, the game's team chased their sky-high ambitions, trying to outdo the prior game in scope by, at one point, literally taking the characters into space.
Despite this the game received mixed reviews from fans and critics alike ranging from those displeased with the over-complex battle system to those transfixed by what they saw as the second coming of the JRPG saviour. One element that did enjoy universal appraisal was the FMV sections, which ironed out many of the quirks of inconsistency present in Final Fantasy VII's equivalent sections. Indeed, these sequences were a real showcase for Squaresoft's CG talent and were regarded as some of the most impressive examples of this kind of work in any medium coming out of Japan at the time.
Nevertheless, the test of time - that one test under which hyperbole and infatuation crumble - has shown the eighth game in the series to be far less iconic and enduring than its predecessor. While casual fans would be able to list most of the former game's characters, most would struggle to name check Quitsis, Selhpie and Irvine so fast; a testament to how difficult creating enduring characters can be. The game's legacy of more realistic character design and J-pop teenage dramatics would reappear in Final Fantasy X, but it's telling that there has been no mass petition for a remake of this game.
Eurogamer review (PC version)
Final Fantasy IX
- Original System: Sony PlayStation
- Original release: July 7th, 2000
- Other versions: N/A
Three diversions - two into steam punk and one into high-school soap opera - was enough to see some sections of Final fandom clamouring for the series to return to simpler days of castles, knights, wide eyes and tights. Final Fantasy IX delivered: one wink and a nudge short of parody, the game skilfully walked a tightrope of pastiche to uncover what was clearly the spiritual successor to the very first Final Fantasy Famicom games.
Those disillusioned by the series' recent courting of mainstream and overly serious sensibilities were delighted by a game that featured more light-hearted scenarios and super-deformed characters. Initially Squaresoft had been concerned that such a visual and conceptual break from the previous games might alienate the millions of new fans and planned to have the game released as a separate title to the main lineage. In the end the decision was made to make the game the official 9th title in the series, but nevertheless the game didn't sell as well as either of the preceding games in any territory.
One of the most loved aspects of Final Fantasy IX is its score, the last Final Fantasy soundtrack to be composed exclusively by Nobuo Uematsu. It was to be his most prolific title featuring 110 separate pieces of music and, when Uematsu was last in the UK, he admitted to Eurogamer that this is his favourite soundtrack in the series.

Final Fantasy IX.
Conversely, the game's card-based mini-game, a variation on Final Fantasy VIII's largely successful Triple Triad, was less well received. Barely explained, the complex battling game hid most of its rules and granted hardly any reward to the diligent player who unlocked its tightly clutched secrets.
Many of the more gameplay friendly innovations of the game, such as the "field icon" exclamation mark (which appeared over the lead character's head signalling a nearby item or sign) have been carried over into the new Final Fantasy XII game along with some plot echoes (such as the breach of a castle in the opening sections of both games). The game also deviates from the openly customisable character options of the previous two titles and returns to a job system strictly allocating characters to certain job tasks. Today Final Fantasy IX retains a lot of its charm and, thanks to its shunning of realism, has arguably aesthetically aged the best of the PSone titles. The likeable and enduring characters, especially the diminutive Black mage Vivi, make this an enjoyable revisit for the contemporary player.
Final Fantasy X
- Original System: Sony PlayStation 2
- Original release: July 19th, 2001
- Other versions: N/A
While not nearly as noticeable as the transition from Super Nintendo to PlayStation, Final Fantasy's debut on the PlayStation 2 saw the series' environments shift from pre-rendered backdrops to fully 3D vistas and heard previously silent characters employ voice acting. Also for the first time in the history of the series, mainstream critics started to turn on the franchise. Reviewers, even if they didn't explicitly score the game harshly, reported growing tired of the game's continued use of convention and some cited the game's return to bubblegum teen drama as a primary turn-off. The fans, on the other hand, were mostly suitably enamoured ensuring that this game became the first PS2 title to reach sales totals of 2 million and 4 million copies. Even more recently, in Famitsu's infamous poll, readers voted this Final Fantasy as not only the best of the series, but also as the best videogame ever.

Final Fantasy X.
In game, the PS2's processing power allowed some workaround shortcuts from earlier games to be ditched. Most notably the world map (a miniature representation of the expansive areas between locations) disappeared with the areas between town and dungeon integrated stylistically. Also, the levelling system was given a massive overhaul removing the traditional pre-determined statistic bonuses through battle experience in favour of an open and customisable boardgame style development grid. This was a big shift for players used to orthodox JRPG levelling but its reappearance (albeit redesigned and redeveloped) in the newest Final Fantasy XII game testifies to its effectiveness. Also, the ATB system, now firmly established as the series' core battle mechanic, was dropped in favour of a CTB (Conditional Turn-based Battle) system. Essentially just a fancy way of redefining 'turn-based', the CTB system saw the order in which characters could take moves predetermined by their speed ability.
Final Fantasy X divides opinion even today. As one of the first and best-dressed epic adventure games on the PS2, it was certainly responsible for bringing a new generation of fans to the JRPG. The impressive visual innovations that allowed cut-scenes to be represented in game (with rendering of facial expressions on characters achieved through motion capture) helped ensure Final Fantasy and Squaresoft were at the forefront of pioneering RPG visuals. But, nonetheless, the obvious and unsubtle voice acting, moody, pouting teenage protagonist Tidus, linear storyline and slightly embarrassing future sports theme (one of your team is a 'Blitzball' player) alienated as many fans as the technical posing won.
Final Fantasy XI
- Original System: Sony PlayStation 2
- Original release: May 16th, 2002
- Other versions: Microsoft Windows, Xbox 360
The decision to turn the next mainstream Final Fantasy release into an MMORPG (Massively Multi-Player Online RPG) was by far the bravest move Square made with the series. It was a bold choice that could have horribly backfired, as evidenced by the announcement's frosty reception from fans (especially in Japan where the MMORPG was far less popular than in the west at the time). However, as the trickle of game details turned into a tide, public opinion seemed to shift and gamers warmed to the idea of a sprawling fully functioning Final Fantasy theme park in which to sink a second life.

Final Fantasy XI.
In reality, the game predictably follows the template of MMORPGs far closer than it does that of Final Fantasys past. A kind of redressed Everquest featuring Chocobos, Moogles and FF character classes for decoration, the game took a violent but necessary diversion from the JRPG format.
Set in the world of Vana'Diel new players were assigned to one of 32 server worlds (each identical in form and function but enjoying its own user base of players) and charged with creating a character that could be viewed in either first or third perspective. From there players picked a character class (which could be changed at any time) and one of the four nations of Vana'Diel to be birthed in, before setting about carving out an existence within the expansive framework.
By January 2004 over a million characters were being played in the game and, prior to the release of World of Warcraft, Final Fantasy XI was the most popular and well-subscribed of all monthly paying MMORPGs.
The game was originally released for PS2 but required the expensive HDD add-on for it to work. As a result it was ported to the PC platform before, earlier this year finding its way onto the 360 making it the first ever cross platform MMORPG. The decision to bring the game to 360 was actually a canny one, despite its tardiness. Microsoft gained a quintessentially Japanese IP, something the company has traditionally struggled to attract while also presenting a genre long promised for the original Xbox but never delivered. For Square-Enix it helped reinvigorate a world which had recently lost many inhabitants to newer, brighter, younger universes, helping continue to provide revenue where other streams of income from similarly aged games have long since dried up.
In the face of new competition Final Fantasy XI is showing its age. It was never going to be the most accessible title in the series: players had to have that rarest combination of luxuries all MMORPGs require: an abundance of free time and the patience to wrestle with settling into a world of complicated terminology, in-knowledge and often disparaging or unhelpful higher-level players. However, the lessons learnt (especially those in the battle system) have clearly gone on to inform Final Fantasy XII and made it all the better a game for it. While perhaps it's a little too late to recommend launching a career in a world in the midst of its winter years, the series would have been all the poorer without it.
Final Fantasy XII is due out in the US on 31st October and in Europe in early 2007. You can expect our full appraisal of the game imminently. If any of the views represented in this article have affected you, sit down, take a deep breath and maybe pop outside for some fresh air. Don't worry; the world will still be there after all. Always remember, the views expressed in this article are Eurogamer's own and do not necessarily represent the general views of Final Fantasy fandom, although, if we're honest about it, we really do think ours are the right ones.
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Comments (51) Latest comment 5 years ago
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I think what these articles don't say is how the gameplay has evolved, from the humble start, up to the perfect system displayed in FFVI, to the more simplicistic system of FFVII (and IX/X) with a brief excursus on the TERRIBLE level with FFVIII (easily defined as a CG fest gamewise, while the story was good).
To me FFVI is still the best JRPG ever made, along with FF Tactics. I still have to try Chrono Quest (sooooo hard to find...) and the recent Dragon Quest though.
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And VIII, although probably the worst out of the lot, actually wasn't that bad either. I think after playing VII though, it was such a big change and the storyline wasn't anywhere near as epic.
Can't believe that X was voted as the best though, over VII!!
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Is that correct? Shouldn't that be 500? Or is it just pure profit?
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FF8 is my personal favourite.
Also, big LOL at FFX being the best game ever. Seriously? Are you on drugs, Famitsu-people?
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Tactics on the GBA is rubbish. Play the PSOne version.
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HOW?!? even with 100 people working for 2 years at $50k dollars per annum average, that's only a rough wage bill of $10 million. Even withdev kits, computers and office space etc , I just can't see how this adds up!
Unless of course it uincludes all the advertising and marketing costs, but even then.
EDIT - ok apparrently there are a total of 500 people listed in the credits, so I guess that makes more sense!
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Shall we agree to disagree?
Must EDIT that: Replace "some others" with "a few others" like "Skies of Arcadia"...
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No, just wrong.
Sure, maybe Tidus' voice acting in FFX wasn't perfect, but I thought Lulu, Wakka and Yuna were all good. And what about Auron? He was f**king awesome:
"Really, I heard you were... quite the cry baby"
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I stumbled across the ROMs before FF7 came out, and I was always more fond of the fan-trans of FF5 than of FF6. And due to this, FF7 was never the revelation that I know it was for others.
FFX was far too annoying to regard as a masterpiece. Battle system produced indetikit characters with little-to-no destinguishing merit (it's also my one fear for FFXII). Thankfully, X-2's battle system got back to the wonderful job system.
FFXI. It's not in it's winter. Nor is it in terminal decline. The latest expansion pack is a real solid effort, with pleanty of fan-requested content making it's appearence. Some gamers search for a game for ages (sappy thought it sounds), like the people who play(ed) Counterstrike night after night after night. MMOs, and FFXI are no different, so I've always thought they should be reviewed differently to normal single player games. Eurogamer's original FFXI "report" was the article that started me playing the game, but since then, their MMO policy seems to have shifted to that of basic review, which is a shame, because a step by step description of content available to a player when they first log on is a much better guage of a game, rather than what they can expect if they play for a few weeks. If there is a place for me to register that I would like Eurogamer to go back to that style, then consider this a request
Also, circumstancial evidence it maybe, but whenever people post on FFXI forums that they are coming back, they cite it's community as one of the primary reasons for returning.
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II think everyones opinions are different on this some like VII others X personally i love IX and think XII is awsome after completing the japanese version in 70 hours...i dont think its fair to compair one to another as they are all different, and have their brilliant bits and downfalls!
Thants just my personal opinion.
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1. FFVI
2. FFVII
3. FFX
-- insert short jump here
4. FFVIII
-- insert substantial chasm here
5. FFIX
Of the ones i've played.
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Such a bad final boss. I mean, it's a bug! It's a goddamn bug!
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And on some more. If a game hasn't picked up yet after 10+ hours, it's not worth my time.
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@The12thMonkey: very much agree with you about FFX - the Sphere Grid meant that initially diverse characters were gradually ground down into a boring pack of clones by the end. Very much hope that FFXII doesn't fall into a similar trap.
And for those who say that VIII had a good story: no, it was laughably bad.
Nice graphics and good music are basically the only thing the game had going for it, the only reason it sold so well is that everyone expected it to be as good (or maybe even better) than VII. What a crushing disappointment that was...
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So yeah, I'm pretty much in total agreement with both parts of this article. Well done EG.
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In the FFX I played he was a spoilt brat at the start, then turned into a moping wierdo after going to Spira. In fact, the only times I can think of him being "happy" was during the laughing scene in Luca and the scene with Yuna in Macalania (sp?).
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I've played them all since VII and not a single one disappointed me, each and everyone had it's own weaknesses and strengths. Really looking forward to XII and XIII will be the main reason for buying a next gen console.
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DQ8 on the other hand.. roxors!
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Cancer FTW!
I kid.
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I'd agree with that absolutely.
"I don't agree with the "test of time" for FFVIII. It seems that I'm the only one who found any psychological depth and a good story in this title."
Exactly, I couldn't agree more.
I'd also agree that in no way was Tidus a moody sod. Squall definitely was a moody sod but that was the whole point! One of the reasons I liked FFVIII so much is that he is such a twat but he changes (eventually!) All the characters are pretty irritating at some time or another but to me that just seemed realistic and that just makes me like the game even more.
I think one of the reasons nobody is really bothered about a remake of VIII compared to VII is that VIII hasn't aged (graphically) half as badly.
Though I loved the first disc (and the last few sections) of FFIX I have to say it's the only core FF game I've really been lukewarm on. I really like Zidane, Steiner, Freya and of course VIVI but I really didn't warm to the other characters. Also the story seems pretty damned random in the middle sections. In some ways it just seems like a compilation game...
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PinkSpiders fave FF Order: FFVII, IX, Vi, X, VIII, Tactcs/ Tactics Advance... the rest.
And by the way people are talking about XII, I'm thinking it will be slipping it's way into second/ third place on my FF list.
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VIII also has the best intro sequence of them all, hands down.
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FF 1-3, never played them.
FF IV & V, I got bored of quite fast, never got near completing. One of them had a really really good battle system, but neither had stories or characters that were compelling to me at all. It seemed like towns were just there as filler in between dungeons, when I'd rather it was the other way round.
FF VI - This is where it gets good. I did really enjoy this game, for a while. Then I hit a section where your party gets scattered all over the world and your left to find them by randomly wandering around hoping you happen across a location that triggers the story moving forward. This got frustrating and I gave up.
FF VII - If someone asked me what was the best game ever, I'd name this one without hesitation. It was way ahead of it's time, the story was far beyond the video game standards of the time(and of today when it comes to most games) and the characters and setting were incredible. I've played the whole thing through about 6 times now and it seems I uncover new things I never noticed every single time. I loved the materia system too, and the minigames and sidequests too. But what stood out most were the incredible characters and storyline, and that's why it's as good today as it ever was.
FF VIII - it was a bit of a let down after VII, but it grew on me with time. The fighting was rubbish, I hated the GF system. It was horrible to get used to, but once I knew what to do everything was far too easy, while also being long, drawn out, and not at all entertaining. However, the story does make up for all that. There were some great characters who I really became attached to, and I enjoyed the setting which is probably as close to the real world as any Final Fantasy, which I think in part let me relate to the characters more. It wasn't without flaws but definitely a game I enjoyed on the whole.
FF IX - I can't describe how disappointed I was with this game. The fighting system was rubbish with so few options for development. I'm not against the graphic style or setting, but most of the characters just didn't appeal to me. With the exception ov Vivi, it seemed everyone was one dimensional and the story just never grabbed me at all. It did have one saving grace and that was Vivi, but on the whole I was disappointed.
FF X - A return to form. Comfortably the best gameplay of the series and the one I've spent the most hours on, simply because the fighting system is far more tactical and interesting than any of the others, as is the character development. The storyline was solid too, but I'd rate it behind VII and VIII.
As for JRPGs in general, I think Suikoden 2 would be up there with FFVII for me at the top of the pile.
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Oh, and since it seems obligatory to put a favourites list in, mine is far and away FF VII, followed by IX, X, X-2 and VIII (not yet played any of the older ones, but I'll probably pick up the GBA version of VI).
IX I always think gets a hard rap - it's actually a very fine game and I actually really liked the farily structured approach taken to levelling up your characters. With VIII I never really felt I was getting anywhere with a few of them (Irvine in particular ended up being a bit unloved in my party) and just focussed on my core party of 3-4 characters. With IX, because each of them had a clear and different role, I was more inclined to use them and play the levelling game.
Anyway, they're all damn fine games and I can't wait till XII arrives...
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That being said VI and VII were pretty good, IX was cool, VIII and X are pants.
Never played the older ones. Might pick up 3 for the Ds when it comes out tho.
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You mean apart from the fact that that she 'was' Edea for most of the game you mean? I can never understand how someone who apparently has the patience to play through a 40+ hour RPG can possibly not comprehend this fact which is pretty central to the story...
The irony is you don't criticize IX and THAT last boss does come out of nowhere and has nothing to do with the plot!