Final Fantasy Type-0

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Final Fantasy Type-0
The official Japanese box art for Final Fantasy Type-0.png
PlayStation Portable version box art
Developer(s) Square Enix 1st Production Department[1]
HexaDrive (HD)[2]
Publisher(s) Square Enix
Director(s) Hajime Tabata[3]
Producer(s) Yoshinori Kitase[3]
Tetsuya Nomura[4]
Artist(s) Yusuke Naora[5]
Yusaku Naaki[5]
Tetsuya Nomura[4]
Writer(s) Hiroki Chiba[6]
Sarah Obake[7]
Hajime Tabata[8]
Composer(s) Takeharu Ishimoto[9]
Series Fabula Nova Crystallis
Final Fantasy
Platform(s) PlayStation Portable
PlayStation 4
Xbox One
Release date(s) PlayStation Portable
  • JP October 27, 2011
PlayStation 4 & Xbox One[10]
Genre(s) Action role-playing game[12]
Mode(s) Single-player, multiplayer

Final Fantasy Type-0 (ファイナルファンタジー 零式 Fainaru Fantajī Reishiki?)[13] is an action role-playing game developed and published by Square Enix for PlayStation Portable, and later for PlayStation 4 and Xbox One. The original version was released in Japan in October 2011.[14] The high-definition port, Final Fantasy Type-0 HD, is to be released worldwide in March 2015.[11] Type-0 is part of the Fabula Nova Crystallis subseries, a set of games sharing a common mythos which includes Final Fantasy XIII and Final Fantasy XV. The gameplay is reminiscent of Crisis Core: Final Fantasy VII, with the player taking direct control of characters and taking them on missions and large-scale battles. Some differences between the original and HD releases are the removal of the original multiplayer feature and an easier difficulty level.

The game focuses on the stories of Class Zero, a group of twelve magic-endowed students from the Peristylium, a magical academy in the Dominion of Rubrum. One day, the Militesi Empire launches an assault on the other Crystal States of Orience, seeking to control their respective crystals. When Rubrum is attacked, Class Zero are called into action and become entangled in both the efforts to push back and defeat the forces of Militesi, and the secret behind the war and the existence of the crystals. The setting and presentation was inspired by historical documentaries, and the story itself was written to be darker than other Final Fantasy titles.

The game was originally announced as a title for mobile phones and PSP called Final Fantasy Agito XIII (アギトXIII Agito Sātīn?). It is directed by Hajime Tabata, who also directed Before Crisis: Final Fantasy VII. It was designed to provide players with easy access to the Fabula Nova Crystallis mythos. The mobile version was eventually cancelled and its title was changed to distance it from Final Fantasy XIII, the subseries' flagship title. Type-0 HD began development in mid-2012 as part of a move to promote the next generation of gaming consoles. The original game has received strong sales and positive reception in Japan, inspiring multiple tie-in mangas. A prequel/companion game, Final Fantasy Agito, was released in May 2014 in Japan.[15]

Gameplay[edit]

Final Fantasy Type-0 is an action role-playing video game in which the player controls the fourteen members of Class Zero. Players can navigate Orience both a world map and environments rendered to scale with the characters similar to Final Fantasy XII and XIII. Class Zero are sent on missions across Orience during the course of the game, both related to the story and independent of it. The player originally travels to preset destinations in the world on an airship supplied by the Vermillion Peristylium, but they eventually gain their own airship which can freely navigate the world map, after defeating a powerful enemy guarding it. While outside combat, players can help breed chocobos, recurring galliform birds in the Final Fantasy series. Players must capture two chocobos on the world map and take them to a special ranch within the Peristylium: by pairing certain chocobos and adding specific items, a special chocobo can be bred for use. Players can visit the Suzaku Archives to review defeated enemies, character information, in-game lore and special video clips.[16] After completing the game once, players unlock a New Game+ option: in this mode, people can keep their stats and weapons from the previous playthrough, while also unlocking story scenes and character-specific missions. A secret alternate ending is unlocked once certain conditions are met.[4]

The main gameplay is split up into a mission-based structure.[12] The two types of missions encountered are the main, story-based missions and "Practice" missions, which act as side-quests.[17] Moogles, another recurring creature in the series, hand out missions to the player: the objectives of missions change during gameplay. Players can also engage in large-scale battles on the world map, with the player taking control of large allied military divisions. Missions also involve liberating cities and towns from enemy forces, giving the player access to new shops and information from NPCs.[18] The large-scale battles are most often encountered in the "Practice" missions. The player also receives optional orders: should they be accepted, the characters receive a temporary power boost, and completing the objectives yields rewards.[17] Timed aerial missions are also available where the characters shoot down attacking dragons using their airship's weapons.[19]

Battle system[edit]

Screenshot of combat in Final Fantasy Type-0, showing characters Ace, Deuce and Trey fighting a Malboro, one of the game's common enemies.

Type-0 uses a real-time, action-based battle system similar to Crisis Core: Final Fantasy VII. The player is allowed control of three characters, being able to swap between them at any time. Characters are given optional orders that can be obeyed or ignored as the player chooses. Characters lock on to targets while attacking, but can easily switch targets between attacks.[12] Each character has a specific weapon, and as the character levels up they can perform special attacks unique to them.[19] During combat, characters are able to perform precisely timed attacks during the period when an enemy unit is attacking: the "Break Sight", which deals high damage, and the "Kill Sight", which kills a standard enemy with a single blow.[20] Three characters can also be commanded to use a Trinity Attack, combining their attacks to deal higher damage to a target. There is no limit placed on how many times the Trinity Attack can be used in a mission.[21] Aside from human enemies, the game features recurring monsters in the series such as Cactuar, Malboro and Tonberry.[16] Alongside enemies encountered in missions, there are special enemies that can be encountered while exploring the world map.[17]

Defeated enemy units drop Phantoma: the color of the Phantoma indicates what aspect of the character it will recharge, be it HP or magic points. Phantoma can also be used in the game's leveling system, the Alto Crystarium, to strengthen a character's magic skills.[22] The game's magic skills are split up into five basic groups named after types of guns: "Rifle" fires the spell in a straight line, while "Missile" homes in on and chases targeted enemies.[17][23] Holding down the assigned action button increases the power of the magical attack.[24] Many combat situations involve timed challenges: success rewards the character, while failure drains their health. If a character is killed in battle, the player can instantly select another to replace it.[20] The game features an arena where practice fights take place: while these fights are not against real foes, the characters continue to level up and gain Phantoma after the battle, and twenty battles can be arranged at any one time.[19] Each character has their own summoned monsters called Eidolons (War Gods (軍神 Gunshin?) in the original Japanese), which act as playable characters and have their own set of skills: doing so empties the selected character's health gauge, removing them from battle until they are revived at the Peristylium: after a limited time in battle, the summons are dismissed. Those available to players are series staples Shiva, Ifrit, Golem, Odin, Diablos and Bahamut.[20][17][25] Each summon has variants of their original forms, many of which are unlocked as the game progresses.[24]

Version differences[edit]

In the original version, characters can continue to level up though activities within the Peristylium while the PSP is in sleep mode, as long as the game's cartridge is inserted and the batteries are not flat.[19] The original version features three difficulty levels; "normal", "hard" and "impossible".[26] The HD version features four difficulty levels: Easy, Normal, Hard and Super Hard.[27] The original game features a multiplayer option, where players can assist others within missions.[28] The first and last segments of the game were not open to multiplayer, instead being single-playing only.[4] For Type-0 HD, the multiplayer option was removed during optimization for consoles, and types of magic previously only available in multiplayer were incorporated into the single-player campaign.[27][29]

Plot[edit]

Setting[edit]

Final Fantasy Type-0 is set within Orience, a land divided between four nations or "Crystal States": the Dominion of Rubrum, the Militesi Empire, the Kingdom of Concordia and the Lorican Alliance. Each nation has its own emblem (a bird, two tigers, a dragon and a tortoise based on the Four Symbols) and is blessed with a crystal that grants them unique powers: Rubrum controls the Vermilion Bird Crystal containing the power of Magic, Militesi controls the White Tiger Crystal containing the power of science and weapons, Concordia controls the Azure Dragon Crystal containing the power of Dragons, and Lorica controls the Black Tortoise Crystal containing the power of the knights. Each nation has an academy, or Peristylium, to research and protect the country's respective crystal.[30] The crystals have the ability to mark humans as their countries' servants. These servants, called l'Cie, are branded with a symbol and are given a "Focus", a task to complete. However, while blessed with long life and the ability to transform into crystal, l'Cie are cursed to lose their memories over time.[31] The people of Orience also lose their memories of the dead so they will not be held back by any past regrets and continue strengthening their souls through conflict, a mechanism put in place by the crystals for the convenience of the deities who crafted them.[4][32] The main aim of several characters is to become the Agito, a legendary figure who will apparently appear and save the world from Tempus Finis, an apocalyptic event that will destroy Orience.

Characters[edit]

Final Fantasy Type-0 has fourteen selectable characters, who are all members of Class Zero that are based from the Vermillion Peristylium. The first twelve are card wielder Ace, flute wielder Deuce, the archer Trey, magic-gun wielder Cater, the mace-wielding Cinque, scythe wielder Sice, whip wielder Seven, martial artist Eight, spearman Nine, katana wielding Jack, swordswoman Queen and dual pistol wielding King. The last two, Machina Kunagiri and Rem Tokimiya, double as narrators and the focus for the game's main subplot. Supporting Class Zero are their mentor Kurasame Susaya, and Arecia Al-Rashia, Class Zero's former mentor and the overseer for magical development at the Peristylium. Other important characters from Rubrum are Khalia Chival VI, the current leader of Rubrum and headmaster of the Vermillion Peristyrium, and the l'Cie Caetuna. Multiple figures from the Militesi, led by High Commander Cid Aulstyne, and later Gala, leader of the Lulusath Army, act as the game's main antagonists. Other major characters include the Lorican l'Cie Gilgamesh, the Concordian queen Andoria, and her l'Cie knight Celestia.

Story[edit]

The story begins when High Commander Cid Aulstyne leads the forces of the Militesi Empire in a campaign against the other three countries of Orience. The Milites forces attack Rubrum using a crystal jammer, rendering Rubrum's crystal of magic useless and allowing them easy entry. This act provokes Class Zero, an elite class who draw magic from their souls instead of the crystals, to drive back the Militesi forces from the Vermillion Peristylium: during the conflict, Izana Kunagiri, Machina's older brother, is killed. Class Zero defend their homeland under the guidance of Kurasame and Arecia Al-Rashia, with Machina and Rem joining them as new members of the Class. Orience is soon consumed by war, with Militesi devastating Locira's capital with a magical bomb and Rubrum making an alliance with Concordia to force the Militesi army into retreat. The fighting is temporarily stopped when Queen Andoria uses the power of her nation's crystal to force a ceasefire. Class Zero go to Milites for the signing of a peace treaty, and during their time there, Machina learns that Class Zero are indirectly responsible for Izana's death, and that he was planted in Class Zero by Rubrum's leader to spy on Arecia. Following these revelations, Machina vows to become strong and protect Rem himself, who is secretly suffering from a severe illness. Andoria is assassinated by Militesi in order to spark hostilities between Rubrum and Concordia. Framed for Andoria's death, Class Zero goes on the run, managing to find refuge in Lorica before being transported back to Rubrum. During this period, Machina becomes a Militesi l'Cie to protect Rem, and is eventually forced by the White Tiger Crystal abandons Class Zero.

Concordia and Militesi form an alliance against Rubrum, led by Andoria's former protector Celestia. Rubrum steadily pushes back their forces into Lorica, where Class Zero defeats the l'Cie Gilgamesh. Finally, Caetuna summons the Grand War God Alexander using the sacrificed lives of Rubrum students and soldiers, including Kurasame. Though she dies, Alexander decimates the forces of Concordia, Lorica and Militesi, allowing Rubrum to conquer the three nations and emerge as the victor of the war. Soon after this, due to the imbalance caused by Rubrum's complete dominance, a force called the Lulusath Army, led by Gala, arrives and begins slaughtering the population of Orience. Class Zero go to the Palace of All Magic, where Gala has possessed Cid and become the l'Cie Arbiter of Lulusath, the instigator of Tempus Finis. The Arbiter puts them through trials to test their worth. At this point, Class Zero are offered the chance to become l'Cie by the Suzaku Crystal: if they agree, they are thrown into battle against the Lulusath Army and die. In the canon ending, the twelve main members refuse, and Rem becomes a Rubrum l'Cie when the crystal's protector dies. Machina and Rem end up fighting each other: Rem is mortally wounded, and she and Machina turn to crystal. Severely weakened by the trials, Class Zero face off against the Arbiter. Though initially helpless before him, Machina and Rem's spirits give them the strength they need to absorb the Arbiter's life force and halt Finis. Mortally wounded by the conflict, Class Zero spend their final minutes imagining their possible post-war lives.

On a second playthrough, further plot elements are revealed. The land of Orience is trapped in a stable timeloop created by Arecia and Gala, the respective servants of the deities Pulse and Lindzei, as part of an experiment to find the gateway to the afterlife: while Arecia tries to use powerful human souls to find the gateway, Gala attempts to force it open by killing hundreds of people and creating a flood of souls. The crystals were created to help in their plans, creating l'Cie to protect themselves and erasing the memories of the dead from the living to remove any kind of burdens they might feel. Cid's actions in each cycle were motivated by his wish to free the land from the crystals' control. Each time Tempus Finis arrived, both Arecia and Gala failed, and the world was reset for another attempt: by the events of Type-0, the experiment had already been performed over six hundred million times, and the current Class Zero had been chosen by Arecia as the Agito, the souls powerful enough to perform their assigned task. When he learns of his role in Gala's plan, Cid kills himself in an unsuccessful attempt to prevent himself being used as the Arbiter. After Class Zero refuses to become l'Cie, altering the course of events, Arecia convinces Gala to call off his warriors. After the Arbiter's defeat, the souls of Class Zero speak to Arecia, who revives Machina and Rem and allows the people of Orience to remember their past, ending the cycle of war. The crystals then lose their power, Machina and Rem unite Orience and rebuild the world. Years later, Machina records the events to ensure they are never repeated, and dies with Rem by his side.[32] In an alternate ending, Arecia chooses to remove the crystals from Orience's history: this creates a new timeline where the war never occurred and Class Zero, along with all the other characters, are able to have happy lives.

Development[edit]

History[edit]

The original logo for Final Fantasy Agito XIII, before being retitled.[33]

Final Fantasy Type-0, originally titled Final Fantasy Agito XIII, was conceived in 2005. Agito XIII was conceived after the other two original Fabula Nova Crystallis games had been decided upon, and was made in response to the popularity of the mobile phone game Before Crisis: Final Fantasy VII. Hajime Tabata, who also contributed to the game's core mythos, was searching for a new project at the time after finishing Before Crisis and became the game's director.[33][34] Kosei Ito, the producer of Before Crisis, was also originally involved.[35] Unveiled at E3 2006, the game was meant to offer on-the-go access to the Fabula Nova Crystallis universe, utilizing gameplay functions exclusive to mobile phones of the time.[35][36] It began development the same year.[37] The concept was to deliver a "full-fledged numbered game" for the mobile platform, and to make it available in its entirety, as opposed to an episodic release.[38]

Developers had been planning a release on the next generation of cell phones, as phones available at the time could not offer all the capabilities they would need.[38] While it was originally claimed to be a mobile exclusive, versions for both mobiles and the PlayStation Portable were being developed, with the latter to be revealed when the former was sufficiently advanced.[39] The original staff members were Tabata, Yusuke Naora and Tetsuya Nomura. Nomura acted as a character designer and creative director.[4] Between 2006 and 2008, development wavered between inactivity and sluggishness due to most of the team being devoted to Crisis Core: Final Fantasy VII. In 2008, it was said to be facing serious problems due to the scale of the project.[5][8] An issue developers had grappled with was whether or not to make the command buttons used in the game visible on the mobile screen.[40] The game's original plot was considered to be "massive".[8][38] The game was described as an online RPG, though not an MMORPG.[41] The game was intended to have fully-rendered 3D graphics similar to console games, as well as having gameplay influences from multiple genres such as MMOs, multiplayer-focused games, and standard role-playing games.[42] Other concepts being developed were a day-night cycle, a calendar system linked to real-world time and dates, and a story influenced by player votes.[32][43]

Later, the team decided to make it a PSP exclusive, cancelling the mobile version of the game.[44][45] The reason was that the developers did not want to wait for mobile technology to get advanced enough to enable their full vision for the game.[46] The name was also changed to Type-0 to distance it from Final Fantasy XIII, as the two games did not have much in common apart from their shared mythos.[47] Full development on the title began in 2009, but was again slowed as most of the team were completing work on The 3rd Birthday.[4] The gameplay was inspired by the multi-character system of Before Crisis, while the naming for magic attacks were meant to evoke the feel of first-person shooters.[23] The game's logo was created by regular series artist Yoshitaka Amano,[48] while the kanji symbol used in the logo was drawn by Naora, who also designed the Shinra logo in Final Fantasy VII and its companion media.[49] The title "Type-0" was designed as a representation of the game's separation from the main series, mostly due to the deeply-engrained multiplayer element, and created an alternative numbering system parallel to the numeric order of the main series.[50] The game was one of a few releases for the PSP to be released on two UMDs, as Tabata wanted to cut a little content as possible, which would have been impossible if they had settled for using one UMD.[28] Due to the size of the project, debugging the game took far longer than anticipated.[6] The game made its first official public re-appearance as under the new title at the Square Enix 1st Production Department Premier in Tokyo, along with a new trailer that was released to the public on January 27, 2011.[13]

During the original's production, the development team experimented with an HD port of the game, though at the time they were focusing on keeping the game as a portable experience.[32] Type-0 HD began development in mid-2012, around the same time Final Fantasy XV was shifted onto PlayStation 4 and Xbox One. Tabata came on board in July of that year.[51] The development was handled by HexaDrive, who had previously collaborated with Square Enix on The 3rd Birthday, and had done work on the HD remaster of Ōkami and The Legend of Zelda: The Wind Waker HD.[2] It was intended as an incentive for Final Fantasy players in both Japan and the west to purchase eighth generation consoles before XV '​s release. In addition to this, Tabata had not had development experience with seventh-gen platforms such as PlayStation 3 and Xbox 360, and so it was not being ported to those consoles. Tabata was mostly involved with co-directing XV, handling tasks he called "tuning and balance" for Type-0 HD. No new story or gameplay content was added, instead being given a graphics upgrade, reconfigured controls and a lower difficulty level. The latter was due to complaints from players that the original game was too difficult.[51] There were also adjustments to the gameplay to make it better suited to home consoles.[29] Type-0 HD uses the same DirectX 11 technology as XV. This enabled improvement of lightning effects and the ability to re-render the assets for HD consoles.[52][53] For the gameplay character models, the team adapted the character models used in the original version's cutscenes. While carrying over the original's multiplayer functions was considered, it was estimated that it would have lengthened the development time by another year. Since Tabata's priority was to bring the game to fans worldwide, the multiplayer and associated elements were either removed or incorporated into single-player.[27] Despite early false claims, no version of Type-0 HD was developed for the PlayStation Vita: Tabata's stated reason was that he wished players to have a deeper experience playing the game, and have replay value not available on a portable platform.[53]

Writing[edit]

Type-0 '​s scenario was conceived by Tabata and written by Hiroki Chiba and Sarah Obake.[6][7][8] While the game was still known as Agito XIII, Tabata described it as "a major title that's formed from a variety of concepts" which include the collision of four fantasies (the world view), a killing match between magic and weapons (battle) and the "Ordinary and Extraordinary" (the two sides of reality).[54] The early story concept drew heavily from multiple manga and anime, but little survived after the platform change, with Tabata instead opting for a new documentary style, primarily inspired by Japanese documentary Centuries of Picture. They also used war films as inspiration for its story, which was darker than many other Final Fantasy games.[32] Despite its title change, the game was kept within the mythos.[13][55] The story's concept started with the idea of a war story told by young people caught up in the event. The Fabula Nova Crystallis mythos was then mixed in with themes of "the weight of life", which formed the base for the game's world. It would show a broad, historical view of how the Fabula Nova Crystallis deities mingled with and manipulated humans, while also telling a story more focused on the human struggle than Final Fantasy XIII.[4][44][49] The cyclic nature of the game's universe was created to help incorporate aspects of the mythos, and Tabata felt it worked with the heavy far eastern influences.[56] The roles and stories for each character in the game was conceived and put into place after the main story and world view had been created.[57] After the game's release, Tabata commented that he would have liked to be more thorough the story and make it easier to comprehend.[58] A sequence was planned involving the moogle squad known as the Cranberry Knights, but Chiba forgot to put it in.[6]

Music[edit]

Final Fantasy Type-0 Original Soundtrack
Soundtrack album by Takeharu Ishimoto & Nobuo Uematsu
Released October 26, 2011
Genre Video game soundtrack
Length Disc 1: 56:54
Disc 2: 1:04:21
Disc 3: 1:07:34
Total: 3:09:02
Label Square Enix
Producer Takeharu Ishimoto

The music was composed by Takeharu Ishimoto, who also composed the music for Before Crisis, Crisis Core and The World Ends with You. Ishimoto asked the opinions of both Tabata and Nomura regarding its concept and genre, while basing the music around themes of war, life and death. For Type-0, Ishimoto fused the orchestral score with the choral work, while also rearranging leitmotifs to create more variety in the score. Like Crisis Core, he created the music to have a dark and heavy feel, but used less rock songs to promote a feeling of immersion. One of his primary instruments for the score was the acoustic guitar.[9] The game's theme song, "Zero", was composed and performed by Japanese rock band Bump of Chicken.[48] The band, who were big fans of the Final Fantasy series, were contacted by Square Enix to compose and perform the song and agreed readily: this was after the platform move onto PSP, but while the game was still titled Agito XIII. While looking for inspiration, the band were able to see mid-development screenshots of the game.[59] One of Tabata's suggestions for inspiration was the theme song for Centuries of Picture, "Is Paris Burning?" by Takeshi Kako.[32] The band composed multiple versions of the song for use in different areas of the game, and at the request of producer Amano's logo artwork was used for the single's cover.[59]

Final Fantasy Type-0 Original Soundtrack was released on October 26, 2011 under the catalog number SQEX-10281~3.[60] The soundtrack was released in an standard edition, and a limited edition that could be purchased both separately and with the collector's edition of the game.[61] A promotional album featuring five tracks was sold by Square Enix as their Odaiba Expo 2011.[62] "Zero" was released on October 19 of the same year as a single instead of being part of the main soundtrack.[59] The album reached #25 in the Oricon charts and remained for seven weeks.[63] "Zero" reached #2 in the charts and remained for thirty-two weeks.[64] The soundtrack has received positive reviews in the west, with both dedicated music outlets Original Sound Version and Game-OST, and gaming site RPG Site giving both individual tracks and the work in general high praise.[65][66][67]

Tracklist

Literal translation of the original titles appear in (brackets) if different


Release[edit]

Versions and merchandise[edit]

A demo for the game was released in August 2011.[68] It featured seven playable characters and four missions at locked difficulty levels.[26] Players are able to transfer save data from the game's demo to the full game, in order to unlock special costumes, items and keep experience points.[69] A Collector's edition of the original version was released exclusively through Square Enix's online store. It contained artworks, a limited edition version of the soundtrack, postcards and a booklet of character introductions.[70] Type-0 HD came with both English and Japanese voice tracks for all regions, and a voucher for a special demo of Final Fantasy XV called Episode Duscae.[71][72]

An Ultimania guide was released in the same month as the game, containing concept art, interviews and .[73] The following year, an art book was released containing artwork of the game's characters and monsters, and an interview with Tabata.[74] Alongside these, after the game's release, multiple manga and novels based on the world and characters were written and published.[75][76][77][78] Characters from Type-0 were also featured as cards in the fourth series of the Final Fantasy Trading Card Game.[79]

Localization[edit]

Type-0 is notable due to the long gap between its original and international releases. During its development, Tabata stated he was trying to appeal to North American players in the direction of the game.[80] An international version was reported to be in the works by Tabata in the game's Ultimania guide.[81] He later commented that the main reasons for the game not coming west was the flagging PSP market and the uncertainty of the Vita.[44] In the wake of the game's release in Japan, 1Up.com and Joystiq speculated that the game could be successfully brought west as a port to the Vita.[82][83] The name Type-0 was originally trademarked by Square Enix in Europe on December 29, 2010 along with a logo.[84] In November 2012, an alleged voice actor for the game said that English voice recording for the game was completed in late 2011.[85] In 2014, Orion Acaba, the English voice actor for Nine, revealed that the voice recording was completed in 2012.[86] In an interview with GameSpot in November 2012, Tabata stated that Square Enix was "taking a clean slate in terms of [their] plans.", stating that if there was demand, a western release would be considered.[58]

During an interview with USGamer in September 2013, Tabata, commenting on both Type-0 and its prequel Agito, was hopeful for a western release: he said that the planned western release of Agito and the reaction of the fan community to both games had become a deciding factor, and that while the project had not been officially green-lit, it was in its final stages of preparation. He also clarified at the time that the game would not make the transition onto mobile devices or the PS3 as an HD Remaster.[44] A localized high definition version of the game was officially announced by Square Enix at Electronic Entertainment Expo 2014.[10] An unofficial fan translation of the PSP version was released just prior to E3 on June 9, 2014.[87] The fan translation was taken down in July of the same year after Square Enix allegedly threatened unspecified legal action, originally thought to be a cease-and-desist order.[88] Later statements revealed that the patch was released early due to the lead translator on the project wanting fans to see their achievements, which ended up causing a schism between him and the rest of the team. Prior to release, Square Enix and the translation team had been in friendly communication concerning the translation. The requests from Square Enix to take the patch down were made in the weeks following the announcement of Type-0 HD.[89] An official English version for the Vita was momentarily announced by the official "PlayStation Blog", but was clarified as "erroneous" less than an hour later.[10] The false announcement ended up causing a large negative reaction from fans of the game who were hoping for a port to the Vita.[90][91]

Reception[edit]

 Reception
Review scores
Publication Score
Famitsu 39/40[92]
Dengeki PlayStation 91.25/100[93][94]
PlayStation LifeStyle 8/10[95]
RPG Site 9/10[67]

PlayStation Portable[edit]

In the first week after its release, Final Fantasy Type-0 sold 472,253 units.[96] As of January 16, 2012, the game has sold 746,203 copies in Japan.[97] The title's commercial success prompted Square Enix to add it to their Ultimate Hits title list.[98] It was the best-selling game of 2011 for Japanese media retail shop Tsutaya, beating Monster Hunter Portable 3rd (PlayStation Portable) and Final Fantasy XIII-2 (PlayStation 3). It was also the best-selling PSP title of the year, after Monster Hunter Portable 3rd and Dissidia 012 Final Fantasy.[99]

The game was awarded a near-perfect score of 39 out 40 by Famitsu, praising the story and characters, the multiplayer and the smooth experience.[92] The game also received a positive review from Dengeki PlayStation magazine, where four reviewers gave it 90, 90, 95, and 90, each one out of 100, averaging out to 91.25 out of 100. They praised the game's volume and the tense combat, though found the camera and navigation a little less appealing.[93][94] PlayStation LifeStyle's Heath Hindman gave the game a score of 8/10 calling it "A hell of a game" with praise directed towards the game's music, combat, and story.[95] RPG Site's Erren Van Duine was very positive in an import review of the game, complementing its old-school atmosphere and careful handling of the Fabula Nova Crystallis mythos, general gameplay and presentation, comparing it favourably with console titles in the series.[67]

Legacy[edit]

During the development of Type-0, several staff members and voice actors who had worked on Final Fantasy X came together, and the concept for Final Fantasy X/X-2 HD Remaster originated during their meeting.[100] At a special event in September 2012 dedicated to the Final Fantasy series, Tabata presented a joke video for a dating game version of Type-0 called Tokimeki Final Fantasy, featuring a young Khalia Chival in a leading role.[101] In the September 2013 issue of Famitsu Weekly, Square Enix revealed Final Fantasy Agito, a prequel to Type-0 for iOS and Android devices.[102] The game was released on May 14, 2014, and a localization was announced alongside that of Type-0.[15][103] After Type-0 '​s release, Tabata stated in an interview that he wished to explore the distant history of Orience after being freed of its cycle.[58] Trademarks for Type-1, Type-2 and Type-3 were registered shortly after the Type-0 trademark, but it was suggested that they were simply protective in nature.[104] In 2014, Tabata commented that he would like to work on Type-1 after finishing work on XV.[105] The team making XIII-2 initially planned to create a plot-based link to Type-0, but the idea was dropped.[106]

See also[edit]


References[edit]

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External links[edit]