Final Fantasy Type-0

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Final Fantasy Type-0
FF Type-0 HD box art.jpg
Type-0 HD European box art featuring central protagonist Ace
Developer(s)
Publisher(s) Square Enix
Director(s) Hajime Tabata[3]
Producer(s)
Artist(s)
Writer(s)
  • Hiroki Chiba[6]
  • Sarah Obake[7]
  • Hajime Tabata[8]
Composer(s) Takeharu Ishimoto[9]
Series
Platform(s)
Release date(s)
  • PlayStation Portable
  • PlayStation 4 & Xbox One[11]
  • NA March 17, 2015[12]
    JP 20150319March 19, 2015
    EU March 20, 2015[12]
Genre(s) Action role-playing[13]
Mode(s)
Distribution

Final Fantasy Type-0 (ファイナルファンタジー零式 Fainaru Fantajī Reishiki?) 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. The high-definition port, Final Fantasy Type-0 HD, is to be released worldwide in March 2015. 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. Outside of the graphical improvements, the HD version is largely identical to the original PSP version, although the original's multiplayer functionality was dropped, and additional difficulty levels were implemented.

The story focuses on Class Zero, a group of twelve students from the Vermillion 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 were 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 (ファイナルファンタジーアギトXIII Fainaru Fantajī 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 universe. The mobile version was eventually cancelled and its title was changed to distance it from Final Fantasy XIII, the subseries' flagship title. After a 2011 Japan-only release on PSP, Type-0 HD began development in mid-2012 as part of a move to promote the next generation of gaming consoles, and gave the opportunity for multiple changes to refine the experience for players. The original game has received strong sales and positive reception in Japan, inspiring multiple tie-in mangas. A prequel/companion game for mobile devices, Final Fantasy Agito, was released in May 2014 in Japan.

Gameplay[edit]

Final Fantasy Type-0 is an action role-playing video game in which the player controls the fourteen members of Class Zero. The game world of Orience is navigated via 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. The player originally travels to preset destinations in the world on an airship supplied by the Vermillion Peristylium, but gain their own airship to freely navigate the world map after defeating a powerful enemy guarding it.[14] The main gameplay is presented in a mission-based structure.[13] The two types of missions encountered are the story-based missions and "Practice" missions, which act as side-quests.[15] During missions, optional orders are issued which can be obeyed or ignored as the player chooses. Should they be accepted, the characters receive a temporary power boost, and completing the objectives yields rewards.[13][15] 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.[16] Timed aerial missions are also available where the characters shoot down attacking dragons using their airship's weapons.[17]

While outside combat, players can 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.[14] Moogles, another recurring creature in the series, hand out missions to the player: the objectives of missions can change during gameplay. Items and new equipment can be bought from shops managed by non-player characters (NPCs) both within the Peristylium and across Orience. Towns liberated during missions give access to a wider range of shops.[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]

Battle system[edit]

Screenshot of combat in Final Fantasy Type-0 HD, showing characters Ace, Queen and Nine in combat with human enemies and a mech.

Type-0 uses a real-time, action-based battle system similar to Crisis Core: Final Fantasy VII. The player is allowed access to three characters, being able to swap between them at any time. The two not being controlled are managed by the game's artificial intelligence.[13] Each character has a specific weapon, and special attacks unique to a character are unlocked as they gain experience levels.[17] During combat, characters lock onto targets while attacking and can switch targets.[13] 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.[18] Three characters can also be commanded to use a Triad Maneuver, combining their attacks to deal higher damage to a target. There is no limit placed on how many times the Triad Maneuver can be used in a mission.[19] Aside from human enemies, the game features recurring monsters in the series such as Cactuar, Malboro and Tonberry.[14] Alongside enemies encountered in missions, there are special enemies that can be encountered while exploring the world map.[15]

Defeated enemy units drop a substance called Phantoma. The color of Phantoma indicates what aspect of the character it will replenish, 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.[20] The game's magic skills are split up into five basic groups named after types of guns: for example, "Rifle" fires the spell in a straight line, while "Missile" homes in on and chases targeted enemies.[15][21] Holding down the assigned action button increases the power of the attack.[22] Many combat situations involve timed challenges. Success rewards the character, while failure drains their health. If a character is defeated in battle, the player can instantly select another to replace it, and the defeated character must be revived outside the mission.[18] 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.[17] Each character has access to summoned monsters called Eidolons (War Gods (軍神 Gunshin?) in the original Japanese), which act as temporary playable characters and have their own set of skills. Summoning them empties the selected character's health gauge, removing them from battle until they are revived, and after a limited time in battle, the summons are dismissed. Those available to players are series staples Shiva, Ifrit, Golem, Odin, Diablos and Bahamut.[15][18][23] Each summon has variants of their original forms, many of which are unlocked as the game progresses.[22]

Version differences[edit]

The original version features three difficulty levels; "normal", "hard", and "impossible".[24] The HD version features four difficulty levels: Easy, Normal, Hard and Super Hard.[25] The player could also have characters continue to level up through 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.[17] There was also an ad-hoc multiplayer option where players can assist others within missions. The first and last segments of the game were not open to multiplayer, instead being single-playing only.[4][26] For Type-0 HD, the multiplayer option was removed during optimization for consoles, and types of magic and accessories previously only available in multiplayer were incorporated into the single-player campaign.[25][27] Additional character costumes made available through demos and downloadable content in the original version were included in Type-0 HD as unlockables, along with costumes unique to the HD version.[28]

Plot[edit]

Setting[edit]

Final Fantasy Type-0 is set within Orience, a land divided between four nations or "Crystal States". Each nation has crystals of power based on the Four Symbols, which in turn provide their national emblems. The Dominion of Rubrum uses the Vermilion Bird Crystal, which controls magic; the Militesi Empire controls the White Tiger Crystal, containing the power of science and weapons; the Kingdom of Concordia uses the Azure Dragon Crystal, containing the power of Dragons; and the Lorican Alliance is home to the Black Tortoise Crystal, containing the power of shielding. Each nation has an academy, or Peristylium, to research and protect the country's respective crystal.[29] 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. While blessed with long life and the ability to transform into crystal, l'Cie are cursed to lose their memories over time.[30] 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][31] The main aim of many characters is to become the Agito, a legendary figure who will appear and save the world from Tempus Finis, an apocalyptic event that will destroy Orience.

Characters[edit]

The main characters of Final Fantasy Type-0 are Class Zero, a group of fourteen students 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 Militesi figures, led by High Commander Cid Aulstyne, act as the game's main antagonists. Other major characters include the Concordian queen Andoria, and Gala, leader of the Lulusath Army and the instigator of Tempus Finis.

Story[edit]

When the game opens, High Commander Cid Aulstyne leads army of Milites against the other three nations of Orience. The Milites forces attack Rubrum using a crystal jammer, neutralizing Rubrum's crystal and allowing 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 as new members after Rubrum's liberation. Orience is soon at war, with Milites 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. During their time there, Machina learns that Class Zero are responsible for Izana's death, and that he was planted in Class Zero by Rubrum's government to spy on Arecia. Following these revelations, Machina vows to become strong and protect Rem, 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 evacuated to Rubrum by Kurasame. During this period, Machina becomes a Militesi l'Cie to protect Rem, and is eventually forced to abandon Class Zero by the White Tiger Crystal.

Concordia, now controlled by a puppet ruler, forms an alliance with Milites against Rubrum. Rubrum steadily pushes back their forces. Finally, Caetuna summons the Grand Eidolon Alexander using the sacrificed lives of Rubrum students and soldiers, including Kurasame. Though she goes into crystal stasis, Alexander decimates the forces of Concordia and Milites, allowing Rubrum to conquer the three nations and emerge as the victor of the war. Soon after this, the imbalance of Rubrum's complete dominion invokes Tempus Finis. The Lulusath Army awakens and begins to slaughter Orience's people. Both Cid and Class Zero go to the Palace of All Magic, where the Lulusath Army's leader Gala possesses Cid and turns him into the Arbiter of Lulusath. The Arbiter puts Class Zero through trials to test their worth. During the trials, they are offered the chance to become l'Cie by the Vermillion Bird crystal; if they agree, they go into endless combat against the Lulusath and die. Canonically, they refuse the crystal's offer. Rem becomes a Rubrum l'Cie instead 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, and seeing Machina and Rem's condition, Class Zero are unable to defeat the Arbiter. Machina and Rem's spirits give them the strength they need to absorb the Arbiter's life force and halt Tempus Finis. Mortally wounded, Class Zero spend their final minutes imagining their possible post-war lives. They are found by Machina and Rem, returned to human form and allowed to remember the dead.

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 Unseen Realm. While Arecia was intending for one among Class Zero to become the Agito and find the gateway, Gala uses his army to wipe out humanity the moment the conflict among the nations ends and create a flood of souls to break it open. The crystals were created to wipe the memories of the dead from the living to remove emotional burdens and temper their souls, Cid's actions in the cycles was driven by a wish to end the crystals' control. Each previous time, the cycle ended and Arecia and Gala reset the world for another attempt. By the events of Type-0, the experiment had been performed over six hundred million times. After Class Zero defeats the Arbiter and changes the course of events, Arecia speaks with their souls and is convinced to end the experiment. Arecia revives Machina and Rem, allowing them and the rest of Orience to remember their dead. The crystals then lose their power as 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.[31] In an alternate ending, Arecia chooses to remove the crystals from Orience's history, creating a new timeline where the war never occurred and the world's population can live happily.

Development[edit]

The original logo for Final Fantasy Agito XIII before being retitled, featuring Amano's logo artwork.[32][33]

Final Fantasy Type-0, originally titled Final Fantasy Agito XIII, was conceived in 2005 as part of Fabula Nova Crystallis Final Fantasy, a subseries of Final Fantasy games linked by a common mythos. Agito XIII was decided upon after Final Fantasy XIII and Final Fantasy XV (then Versus XIII), the two original Fabula Nova Crystallis games, were conceived. The decision to make it a mobile game was based the popularity of Before Crisis: Final Fantasy VII. Hajime Tabata, who contributed to the Fabula Nova Crystallis mythos, was searching for a new project after finishing Before Crisis and became the game's director.[32][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 upon release, 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] Agito XIII was described as an online RPG with a "massive" plot.[8][38][41] It was intended to have fully rendered 3D graphics similar to console games, as well as having gameplay elements from multiple genres such as MMORPGs, smaller-scale 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.[31][43]

Later, the team decided to make it a PSP exclusive, cancelling the mobile version of the game as they did not want to wait for mobile technology to reach a level which could handle their full vision for the game.[44][45][46] The name was also changed to Type-0 to distance it from Final Fantasy XIII, as the two games shared little apart from their shared mythos after the platform change.[47] The new title was designed as a representation of the game's separation from the main series, mostly due to the deeply engrained multiplayer element. It was also the beginning of an alternative numbering system parallel to the main series.[48] 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.[49] Full development on the title began in 2009 by the same team who developed Crisis Core, but was again slowed as most of them were completing work on The 3rd Birthday.[4][50]

The gameplay was inspired by the multi-character system of Before Crisis, while the naming of magic styles made reference to first-person shooters.[21] The Eidolons were originally not controlled in realtime, but during the development of Ifrit, it was decided that non-playable Eidolons did not fit into what the team were trying to accomplish with the game, they decided to make them playable. This event also prompted the team to push the technical limits of the platform.[51] Due to technical restrictions, the game's artificial intelligence for playable characters needed to be limited to healing, survival and other minor actions.[52] The game's logo artwork was drawn by regular series artist Yoshitaka Amano.[33] The kanji symbol used in the logo was drawn by Naora, who had designed the Shinra logo in Final Fantasy VII and its companion media.[53] The game was one of a few releases for the PSP to be released on two UMDs, as Tabata wanted to cut as little content as possible, which would have been impossible if they had settled for using one UMD.[26] Due to the size of the project, debugging the game took far longer than anticipated. Between the release of the demo and the full game, adjustments were made to gameplay mechanics and the in-game camera.[4]

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 titled 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 popular manga and anime, but little survived after the platform change. Tabata instead chose a new style similar to historical films and documentaries. A major inspiration was Japanese documentary series Centuries of Picture. Consequently, the final story was darker than many other Final Fantasy games.[31] Despite its title change, the game was kept within the Fabula Nova Crystallis mythos.[49][55] The story's concept started with the idea of a war story told by young people caught up in the event. The subseries 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][53] 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 world and main story had been finalized.[57] A sequence was planned involving the moogle squad known as the Cranberry Knights, but Chiba forgot to put it in.[6] 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]

Type-0 HD[edit]

Multiple changes were made to Type-0 (top) for its eighth generation console release (bottom). These changes include updated graphics and a broader color palette than the original.[59][60]

During the original's production, the development team explored the possibility of a high-definition port of the game. The idea never went beyond experimentation as the team was focused on keeping the game as a portable experience.[31] Type-0 HD began development in mid-2012, around the same time XV was shifted onto PlayStation 4 and Xbox One. Tabata came on board in July of that year as director, though his involvement was fairly minor due to his directing duties for XV.[61] Development was handled by HexaDrive, who had previously collaborated with Square Enix on The 3rd Birthday, and had developed the high-definition remasters of Ōkami and The Legend of Zelda: The Wind Waker.[2] The remaster was intended as an incentive for Final Fantasy players in both Japan and the west to purchase eighth generation consoles before XV '​s release. The original plan was for a port to both the seventh generation PlayStation 3 and Xbox 360 consoles, and eighth generation consoles. After the PS4 proved popular at the 2013 Tokyo Game Show, and as Tabata had no development experience with seventh generation console hardware, the team focused on the eighth generation versions.[50][61] Despite early claims, no version of Type-0 HD was developed for the PlayStation Vita. According to Tabata, this was due to difficulties in porting between console and Vita development environments, and his wish for a deeper playing experience.[52][59]

No new gameplay content was added to Type-0 HD. The team instead focused on upgrading the graphics, adjusting existing gameplay for home consoles, and including a lower difficulty level. The latter was due to complaints from players that the original game was too difficult.[27][61] Additional optional secret cutscenes were also added for viewing in the Vermillion Peristylium.[52] Lighting effects were improved and the in-game assets were re-rendered for HD consoles. This was made possible using the same DirectX 11 technology used for XV.[59][62] For the gameplay character models, the team adapted the models used in the original cutscenes, as they were more detailed than the original gameplay models. While carrying over the original's multiplayer functions was considered, it would have lengthened the estimated 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. He also decided against creation of a demo or an international version for this reason.[25][28]

At Tabata's suggestion, Naora expanded the color palette to increase the game's realism and tie in with XV '​s art style. The original idea was to change the original red hue to a golden one to match the redone logo, but the original graphics looked too dark on the large screen even with the adjustment, so blue tones were added to brighten up the scenery.[51][60] Additional bass sounds were added to the sound effects, as the original platform's speaker system had previously limited the range and strength of sounds.[60] The original camera behavior needing to be developed from scratch, as the camera angles used in the original looked out of place on the large screen.[51] During the run-up to release, the team made modifications to the camera after receiving negative comments about it during demonstrations. The issues addressed were scenery collisions and the visibility of player and enemy characters during active gameplay. Because of these modifications, character speed and movement could be increased and improved.[63] By December 2014, the game was in its final stages of development and undergoing debugging.[64]

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 created the music to have a dark and heavy feel, but used less rock songs to promote a feeling of immersion, primarily using guitar sounds which is one of his primary instruments.[9] The orchestral and choral recording and mixing was done at the Sydney Opera House.[65] Ishimoto had help from active composer and orchestrator Kentaro Sato, a long-time collaborator with the composer.[66] Ishimoto and Sato worked to combine the orchestral and choral sounds, and rearranged the main leitmotifs to create more variety in the score.[9][66]

Later, Ishimoto rearranged, remixed and re-recorded the soundtrack for Type-0 HD, as the original soundtrack was composed within the limits of PSP hardware, it was unsuitable for the new console release. Because of a restricted budget, he did the bulk of the work himself. One of the changes he made was making the choral sound more prominent. In addition, he composed a new battle theme and recorded an English version of "Colorful - Falling in Love", the track for Type-0 '​s alternate ending. The lyrics were translated by SAWA, a singer who had worked on The World Ends with You. The English version was made for the overseas version of the game, but was included in the remastered soundtrack's commercial release.[65] He also created a new song titled Utakata (UTAKATA ~泡沫~?, lit. "Transience") was added. It was created by a four-person team: Ishimoto composed the music singer Chris Ito wrote and sang the lyrics. The other two, T$UYO$HI and ZAX, were former members of alternate rock band Pay Money to My Pain. The song was first heard in the final trailer for Type-0 HD.[67]

The game's theme song, "Zero", was composed and performed by Japanese rock band Bump of Chicken.[33] 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. They were brought in 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 in-development screenshots of the game, samples of the script, and character illustrations.[68] The band were most given a free hand while composing the song. Their one guideline was given by Tabata, who suggested the theme song for Centuries of Picture, "Is Paris Burning?" by Takeshi Kako, as a source of inspiration. Multiple versions of "Zero" were composed for use in different areas of the game.[31][68] At the request of band leader Motoo Fujiwara, Amano's logo artwork was used for the cover of the single's limited edition.[68] The song was used again for Type-0 HD. While a translated version was considered for the localization, the team, with permission from the band, decided to use the original song and add subtitles for the song lyrics.[28]

Final Fantasy Type-0 Original Soundtrack was released on October 26, 2011 under the catalog number SQEX-10281~3. 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.[69] A promotional album featuring five tracks was sold by Square Enix at their booth at the Odaiba Expo 2011.[70] The album reached #25 in the Oricon charts and remained for seven weeks.[71] 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.[72][73][74] "Zero" was released on October 19, 2011. It was released as a single instead of being part of the main soundtrack, receiving both a limited and standard edition.[68] The single reached #2 in the charts and remained for thirty-two weeks.[75] A commertial Blu-ray release for Type-0 HD '​s soundtrack, Final Fantasy Type-0 HD Original Soundtrack, is to be released on March 25, 2015. It includes the entire soundtrack, the newly composed tracks, tracks from Final Fantasy Agito and ten bonus MP3 tracks selected by Ishimoto from his previous work as a "Best of Collection".[76]

Tracklist

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


Releases[edit]

A demo for the original game was released in August 2011.[77] It featured seven playable characters and four missions at locked difficulty levels.[24] 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.[78] 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.[79] An Ultimania guide was released in the same month as the original game, containing story and character breakdowns, concept art, and interviews.[80] The following year, an art book was released containing artwork of the game's characters and monsters, and an interview with Tabata.[81] Alongside these, after the game's release, multiple manga and novels based on the world and characters were written and published.[82][83][84][85] Characters from Type-0 were also featured as cards in the fourth series of the Final Fantasy Trading Card Game.[86]

Type-0 HD will come with both English and Japanese voice tracks for all regions, and a voucher for a demo of Final Fantasy XV called Episode Duscae.[12][87] The demo will only be available with first-print editions of the game.[88] The collector's edition, available through Square Enix's online store and at Amazon.com, will come with a special CD featuring tracks from Type-0 and Agito, a calendar featuring official artwork, a Vermillion Peristylium ID card, a set of five cards modeled after those used by Ace in battle, and a cadet scarf.[89] Limited editions of the game were produced for North America and Europe, for sale at selected high street and online stores.[90] A PlayStation 4 hardware bundle was also produced for Japan, featuring a copy of the game and download code for the XV demo along with a console themed after the game.[63]

For the western release, a similar collector's edition was created, which included the card replicas and soundtrack selection. In addition, it included an English translation of the game's prequel manga, a steelbook holding the game disc and soundtrack selection featuring the logo and kanji artwork, and an 80 page artbook with a forward written by Tabata.[88] In addition, the winners of a special sweepstake received a themed PS4 or Xbox One, along with promotional artwork posters specific to each console, a Play Arts Kai mini-figurine of Ace, and a gold Vermillion Bird pin. Runners-up received individual pieces from the sweepstake excluding the consoles.[91] To promote Type-0 HD in North America, a trailer for the game was shown in cinemas prior to some of the season's big film releases, such as The Hunger Games: Mockingjay – Part 1. A shortened version of the trailer was released online.[92] It was the first Final Fantasy title to be rated M for Mature by the Entertainment Software Rating Board for its North American release.[93]

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.[94] An international version was reported to be in the works by Tabata in the game's Ultimania guide.[95] 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.[96][97] The name Type-0 was originally trademarked by Square Enix in Europe on December 29, 2010 along with a logo.[98] In November 2012, an alleged voice actor for the game said that English voice recording for the game was completed in late 2011.[99] In 2014, Orion Acaba, the English voice actor for Nine, revealed that the voice recording was completed in 2012.[100] 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.[11] An unofficial fan translation of the PSP version was released just prior to E3 on June 9, 2014.[101] 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.[102] 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.[103] 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.[11] The false announcement ended up causing a large negative reaction from fans of the game who were hoping for a port to the Vita.[104][105]

Reception[edit]

 Reception
Review scores
Publication Score
Famitsu 39/40 (PSP)[106]
Dengeki PlayStation 91.25/100 (PSP)[107][108]
PlayStation LifeStyle 8/10 (PSP)[109]
RPG Site 9/10 (PSP)[74]

PlayStation Portable[edit]

In the first week after its release, Final Fantasy Type-0 sold 472,253 units.[110] As of January 16, 2012, the game has sold 746,203 copies in Japan.[111] The title's commercial success prompted Square Enix to add it to their Ultimate Hits title list.[112] 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 store's best-selling PSP title of the year, after Monster Hunter Portable 3rd and Dissidia 012 Final Fantasy.[113]

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.[106] 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.[107][108] 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.[109] 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.[74]

Legacy[edit]

During the development of Type-0, several staff members and voice actors who had worked on Final Fantasy X reunited. Their meeting triggered the development of Final Fantasy X/X-2 HD Remaster.[114] 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.[115] The team making XIII-2 initially planned to create a plot-based link to Type-0, but the idea was dropped.[116] In the September 2013 issue of Famitsu Weekly, Square Enix revealed Final Fantasy Agito, a prequel to Type-0 for iOS and Android devices.[117] The game was released on May 14, 2014, and a localization was announced alongside that of Type-0.[118][119] 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 a protective measure.[120] In 2014, Tabata commented that he would like to work on Type-1 after finishing work on XV, and later explained the conceptual Type series as a means of publishing Final Fantasy games too experimental for the main series. He hopes to continue with the Type series if Type-0 HD is commercially successful.[28][121]

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