Editing Final Fantasy (universe)
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Though ''Dragon Quest'' was among the first to effect a divergence of styles in the role-playing genre that resulted in the formation of what is commonly known as the Japanese role-playing genre, ''Final Fantasy'' played a critical role in granting it its initial surge of popularity. However, the Japanese role-playing game (JRPG) style would remain relatively obscure in the public spotlight throughout many years to come, even as many new JRPG properties were introduced both within Square's efforts and outside it. ''Final Fantasy'', under producer Sakaguchi's watchful eye, began to release a continuous succession of numbered sequels - which, in stark contrast to most other video game series, were never traditional sequels or continuations and rarely carried over characters. Much like in {{uv|Fire Emblem}}, each of the mainstream ''Final Fantasy'' games that were developed and released are self-contained works tied tangentially by shared thematic and design similarities, such as ''{{iw|wikipedia|Final Fantasy II}}'' and ''{{iw|wikipedia|Final Fantasy III}}'' for the Famicom, and for a while, only some of the games received worldwide localization; ''{{iw|wikipedia|Final Fantasy IV}}'' for the Super Famicom - which introduced the "Active Time Battle" concept to the series - was released worldwide in 1991 as "''Final Fantasy II''", and after ''{{iw|wikipedia|Final Fantasy V}}'' remained a Japan-only Super Famicom release, ''Final Fantasy VI'' was released worldwide for Super Nintendo in 1994 as "''Final Fantasy III''". | Though ''Dragon Quest'' was among the first to effect a divergence of styles in the role-playing genre that resulted in the formation of what is commonly known as the Japanese role-playing genre, ''Final Fantasy'' played a critical role in granting it its initial surge of popularity. However, the Japanese role-playing game (JRPG) style would remain relatively obscure in the public spotlight throughout many years to come, even as many new JRPG properties were introduced both within Square's efforts and outside it. ''Final Fantasy'', under producer Sakaguchi's watchful eye, began to release a continuous succession of numbered sequels - which, in stark contrast to most other video game series, were never traditional sequels or continuations and rarely carried over characters. Much like in {{uv|Fire Emblem}}, each of the mainstream ''Final Fantasy'' games that were developed and released are self-contained works tied tangentially by shared thematic and design similarities, such as ''{{iw|wikipedia|Final Fantasy II}}'' and ''{{iw|wikipedia|Final Fantasy III}}'' for the Famicom, and for a while, only some of the games received worldwide localization; ''{{iw|wikipedia|Final Fantasy IV}}'' for the Super Famicom - which introduced the "Active Time Battle" concept to the series - was released worldwide in 1991 as "''Final Fantasy II''", and after ''{{iw|wikipedia|Final Fantasy V}}'' remained a Japan-only Super Famicom release, ''Final Fantasy VI'' was released worldwide for Super Nintendo in 1994 as "''Final Fantasy III''". | ||
Besides the ''Final Fantasy'' series, Square developed and released a multitude of other RPGs for the Super NES that have cemented their success as a game developer, each with their own innovations to the genre. Three of the most prominent examples are {{uvm3|Mana|Secret of Mana}}, which introduced an action-based battle system to the gameplay formula and local co-op for up to three players, ''{{iw|wikipedia|Chrono Trigger}}'' which introduced time travel elements and new character designs courtesy of {{iw|wikipedia|Akira Toriyama}}, and ''{{iw|mariowiki|Super Mario RPG}}'' which introduced the | Besides the ''Final Fantasy'' series, Square developed and released a multitude of other RPGs for the Super NES that have cemented their success as a game developer, each with their own innovations to the genre. Three of the most prominent examples are {{uvm3|Mana|Secret of Mana}}, which introduced an action-based battle system to the gameplay formula and local co-op for up to three players, ''{{iw|wikipedia|Chrono Trigger}}'' which introduced time travel elements and new character designs courtesy of {{iw|wikipedia|Akira Toriyama}}, and ''{{iw|mariowiki|Super Mario RPG}}'' which introduced the titlular Nintendo mascot to the role-playing scene and streamlined many conventions of the genre for much greater accessibility while also introducing "{{iw|mariowiki|action command}}s" for extra benefits. All of these titles and more cemented a partnership that demonstrated a commitment to quality games while being able to expand beyond the core formula that had been tried and true with ''Final Fantasy''. | ||
Though ''{{iw|wikipedia|Final Fantasy VI}}'' would become critically regarded in its own right as one of the greatest and most landmark JRPGs ever developed, the JRPG genre remained relatively niche in Western markets. As polygonal graphics began to take root in the industry's landscape with the release of systems like the {{iw|wikipedia|Sony}} {{iw|wikipedia|PlayStation|console}}, Sakaguchi felt that the franchise might be left behind if it did not catch up to the 3D graphics employed by their contemporaries. To test this, a 3D SGI demo using characters from ''Final Fantasy VI'' only cemented their beliefs on moving the franchise forward. But because Nintendo's then-upcoming 3D-based console, the [[Nintendo 64]], was based on cartridges and therefore lacked the memory storage needed for the project's scope, Square felt they had no choice but to end its long-running relationship with Nintendo and develop ''{{iw|wikipedia|Final Fantasy VII}}'' exclusively for the PlayStation. What resulted was the most expensive video game production of its time, with a development budget of around $45 million - equivalent to $67 million in 2015. The game's international release - which was consistently titled ''{{iw|wikipedia|Final Fantasy VII}}'' despite several prior installments not having been released outside Japan at the time - was preceded by a heavy marketing campaign by Sony themselves. | Though ''{{iw|wikipedia|Final Fantasy VI}}'' would become critically regarded in its own right as one of the greatest and most landmark JRPGs ever developed, the JRPG genre remained relatively niche in Western markets. As polygonal graphics began to take root in the industry's landscape with the release of systems like the {{iw|wikipedia|Sony}} {{iw|wikipedia|PlayStation|console}}, Sakaguchi felt that the franchise might be left behind if it did not catch up to the 3D graphics employed by their contemporaries. To test this, a 3D SGI demo using characters from ''Final Fantasy VI'' only cemented their beliefs on moving the franchise forward. But because Nintendo's then-upcoming 3D-based console, the [[Nintendo 64]], was based on cartridges and therefore lacked the memory storage needed for the project's scope, Square felt they had no choice but to end its long-running relationship with Nintendo and develop ''{{iw|wikipedia|Final Fantasy VII}}'' exclusively for the PlayStation. What resulted was the most expensive video game production of its time, with a development budget of around $45 million - equivalent to $67 million in 2015. The game's international release - which was consistently titled ''{{iw|wikipedia|Final Fantasy VII}}'' despite several prior installments not having been released outside Japan at the time - was preceded by a heavy marketing campaign by Sony themselves. |