Jump to content

Final Fantasy: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Xornok (talk | contribs)
Jagged 85 (talk | contribs)
No edit summary
Line 2: Line 2:
This article is already very large. If you wish to add a large amount of information please consider adding it to one of the Many Final Fantasy sub-articles instead. Thanks.
This article is already very large. If you wish to add a large amount of information please consider adding it to one of the Many Final Fantasy sub-articles instead. Thanks.
-->
-->
:''This article is about the Final Fantasy series. For the [[Toronto]]-based musical project of the same name, see [[Owen Pallett]].''
:''This article is about the Final Fantasy series. For the first installment in the series, see [[Final Fantasy (video game)]]. For the [[Toronto]]-based musical project of the same name, see [[Owen Pallett]].''


[[Image:Final Fantasy series logo.png|256px|right|Japanese series logo, which also appears in the post-16-bit era North American localizations]]
[[Image:Final Fantasy series logo.png|256px|right|Japanese series logo, which also appears in the post-16-bit era North American localizations]]

Revision as of 11:07, 22 May 2006

This article is about the Final Fantasy series. For the first installment in the series, see Final Fantasy (video game). For the Toronto-based musical project of the same name, see Owen Pallett.
Japanese series logo, which also appears in the post-16-bit era North American localizations
Japanese series logo, which also appears in the post-16-bit era North American localizations
Logo which appeared in the 16-bit era North American localizations
Logo which appeared in the 16-bit era North American localizations

Final Fantasy (ファイナルファンタジー, Fainaru Fantajī) is a series of computer role-playing games produced by Square Enix (originally Square Co., Ltd.). It may be the most widely distributed game series of all time, including both standard console games and portable games, a massively multiplayer online role-playing game, games for mobile phones, three anime productions, and two full length CGI films.

The first installment of the series premiered in Japan on December 18, 1987, and Final Fantasy games have subsequently been localized for markets in North America, Europe and Australia, on numerous video game consoles, including the Nintendo Entertainment System, the MSX 2, the Super Nintendo Entertainment System, the PlayStation, the WonderSwan Color, the PlayStation 2, Game Boy Advance, Nintendo GameCube, as well as IBM PC compatible computers and several different models of mobile phones. Future installments have been announced to appear on the Nintendo DS, Wii, PlayStation Portable, PlayStation 3 and Xbox 360 game systems. It is Square Enix's most successful franchise, having sold over 60 million units worldwide to date.

As of 2006, twelve games have been released in Europe and North America as part of the main (numbered) series, as well as many other spinoffs and related titles. The unreleased third entry in the series is an upcoming Nintendo DS release, explaining the off-numbering. European release details have not been announced.

Overview

See also: List of Final Fantasy titles

Square Co., Ltd. first entered the Japanese video game industry in the mid 1980s, developing a variety of simple RPGs for Nintendo's Famicom Disk System (FDS), a disk-based peripheral for the Family Computer (also known as the "Famicom," and known internationally as the Nintendo Entertainment System). By 1987, declining interest in the FDS had placed Square on the verge of bankruptcy. At approximately the same time, Square designer Hironobu Sakaguchi began work on an ambitious new fantasy role playing game for the cartridge-based Famicom, inspired in part by Enix's popular Dragon Quest (known to some in the United States as Dragon Warrior). (At the time, Enix and Square were separate companies; they did not merge until about 17 years later.) Sakaguchi had plans to retire after the completion of the project so he named it Final Fantasy because it was his final game, although it was also going to be Square's final game. In fact, it's commonly believed that the game was named Final Fantasy because of Square and not Sakaguchi, although Sakaguchi himself has confirmed it was named because of his plans for retirement. Either way, Final Fantasy turned out to be far from being Square's or Sakaguchi's last game. Final Fantasy reversed Square's lagging fortunes, and became their flagship franchise.

Following the success of the first game, Square quickly began work on a sequel. Unlike a typical sequel, Final Fantasy II featured entirely different characters, with a setting and story bearing only some thematic similarities to its predecessor. This unusual approach to sequels has continued throughout the series, with each major Final Fantasy game introducing a new world, and a new system of gameplay. Many elements and themes would recur throughout the series, but there would be no direct sequels until the release of Final Fantasy X-2, in 2003 (after the merger with Enix however, real game sequels have become increasingly prevalent). In a way, the Final Fantasy series has been a creative showcase for Square's developers, and many elements originally introduced in the series have made their way into Square's other titles, most notably two of its other major franchises, SaGa and Seiken Densetsu.

Common themes

File:Final Fantasy IV JAP Airship.png
Airships have appeared in almost every Final Fantasy game (Final Fantasy IV shown).

Though each Final Fantasy story is independent, many themes and elements of gameplay recur throughout the series. Some spin-off titles have cameo appearances of characters from preceding stories. But in most cases merely the names are reused, so that each game has its own unique collection of characters. From the strong influence of history, literature, human psyche, religion, and mythology on the story to the frequent reappearance of certain monsters, characters, and items, these shared elements provide a unifying framework to the series. The exception to this trend is Final Fantasy X-2, which is a continuation of Final Fantasy X. In addition, "Before Crisis", "Crisis Core", and "Dirge of Cerberus", all of which are based on "Final Fantasy VII" have been released in Japan as part of the Compilation of Final Fantasy VII to expand the Final Fantasy VII universe, along with CG film "Final Fantasy VII: Advent Children". Trailers for each of these games can be seen on the special features disc (disc 2) of the English version of "Final Fantasy VII: Advent Children", released on DVD and PSP in America on April 25, 2006. Final Fantasy XIII will follow this thread as well, with three games: "Final Fantasy XIII", "Final Fantasy Versus XIII" and "Final Fantasy Agito XIII" as part of the Fabula Nova Crystallis: Final Fantasy XIII Collection. A fourth Final Fantasy XIII game may also be in development.

Template:Spoiler Some key objects and concepts that have appeared in more than one Final Fantasy game include:

  • Airships — Powerful airborne vessels which usually serve as a primary mode of transportation for the player, enabling fast movement nearly anywhere in the overworld without the risk of random encounters. In many games, most notably Final Fantasy IV and Final Fantasy IX , the presence of airships is a key component to the story itself. In most of the titles, airships generally had the appearance of flying sailing ships with a series of propellers instead of sails. However, in some of the later games they look more technological, appearing to be zeppelins or even ornate space ships. In the games in which the player has full control over the airship and can fly throughout the world, the game map wraps both horizontally and vertically, implying that the planet is toroidal.
  • Character classes and the Job system — Playable character classes have included the Fighter or Warrior; White, Black, Red, and Blue Mages; Monk; and Thief. Even in games where the player is not given the choice of choosing class alignment, these classes often play an important background role in the story. Additionally, several installments in the series (Final Fantasy III, Final Fantasy V, Final Fantasy XI, Final Fantasy Tactics and Final Fantasy Tactics Advance) have utilized a "Job" system wherein the player is able to switch character classes in between battles. In Final Fantasy X-2, the "Dressphere" system actually allowed a player to switch a character's job during the middle of a fight. In addition to this, certain recurring legendary weapons and spells may be granted to certain classes, such as the sword Masamune for the Ninja, or the Black Mage's Ultima spell. In Final Fantasy IX, each character reflected a job in previous Final Fantasies, such as Zidane Tribal who was a thief, and Freya Crescent, who's appearance is similar to that of a red mage while her talents were clearly derived from Dragoons.
  • Character names — A character named "Cid" has been present in every Final Fantasy game since Final Fantasy II (with a simple mention in FFO and Final Fantasy I & II: Dawn of Souls). Although he is never the same individual, he is usually presented as an owner, creator, and/or pilot of airships. The motion picture Final Fantasy: The Spirits Within also featured a character named "Sid," presumably an alternate spelling of the more traditional "Cid." In a similar vein, characters named Biggs and Wedge (homages to the Star Wars characters Biggs Darklighter and Wedge Antilles) have appeared in FFVI to Final Fantasy X-2. Other repeated names include Hilda (FFII, FFIX and FFXI), Gogo (FFV and FFVI), Gilgamesh (FFV, FFVIII, FFIX,FFXI and FFXII), Lonewolf the Pickpocket (FFV and FFVI), and Sara (FFI, FFIII, FFV, and FFIX). The surname Highwind has also been used by several characters in the series: Ricard Highwind (FFII), Kain Highwind (FFIV), King Alexander Highwind Tycoon (FFV), and Cid Highwind (FFVII). Also Cecil's name (FFIV) has been repeated in the GameCube adventure, Final Fantasy Crystal Chronicles. Depending on the actions of the player, Highwind may also appear as the name of the Gummi Ship in the Final Fantasy-Disney crossover game Kingdom Hearts.
  • Complex character development and significant back-story — Throughout most of the Final Fantasy titles, the major characters grow and develop throughout the game. Frequently the relationship between various characters will change over time as well. Considerable time is also spent explaining the history behind many of the characters. Characters take on a personality of their own, rather than being totally at the control of the player. The result is that many fans will get attached to particular characters, being happy when things go well, and being sad when bad things happen to them. Often, this growth of characters is the basis for some of the humor and drama that is built into the game.
  • Creatures/monsters — Fictional creatures such as Chocobos and Moogles have appeared in most games in the series. Certain monsters also reappear frequently, including Goblins, Tonberrys and Cactuars. Lastly, summoned monsters (also known as Espers, Guardian Forces, Eidolons, Avatars or Aeons) such as Bahamut, Shiva, Ifrit, and Leviathan have appeared in almost every title in the series. Ramuh is the Thunder/Lightning summon creature that is nearly always present. however in FFVIII he was replaced with a bird type summon named Quezacotl. The name is believed to be derived from the aztec bird-like god named Quetzalcoatl. In FFX he was also replaced with a unicorn type Ixion creature.
  • Magical styles (see also Final Fantasy magic) — Magic in the Final Fantasy series is generally divided into different classes, which are usually named after a specific color. White magic and Black magic represent healing/support and attack magic, respectively, while Red magic incorporates elements of both healing and attack magic, at reduced effectiveness. Later additions have included Blue magic (sometimes referred to as Lore or Enemy skill), which incorporates specific special attacks learned from enemies, and Time/Space magic, which includes status affecting spells such as Haste and gravity spells such as Demi. The most recent magic set is called Green Magic, first appearing as in the Oracle class from Final Fantasy Tactics and later as Arcana in Final Fantasy X-2, then as a fully separate magic type in demos of Final Fantasy XII. Green Magic introduces skills which were previously classified as Black or White magic, such as Darkness and Petrification.
  • Plot elements — Many entries in the Final Fantasy series involve broadly similar plot points, such as rebellion against a major economic, political, or religious power, a struggle against an evil which threatens to overtake or destroy the world, or nature versus technology. The love between major characters, from Final Fantasy IV's Cecil Harvey and Rosa Farrell to Final Fantasy X's Tidus and Yuna, as well as the death of major (and sometimes playable) characters, also drive the plot. One of the most famous of such recurring themes involves elemental crystals, which have appeared in over half of the titles of the series (Final Fantasy, Final Fantasy II, Final Fantasy III, Final Fantasy IV, Final Fantasy V, Final Fantasy VII, Final Fantasy IX, and Final Fantasy XI), as well as in several spin-off titles (Final Fantasy Mystic Quest, Final Fantasy Tactics Advance and Final Fantasy: Crystal Chronicles).
  • Status ailments and cures: Characters in Final Fantasy games are usually subject to a number of standard "status ailments" which cause deleterious effects, including silence, poison, petrification and confusion. While these are present in many console RPGs, Final Fantasy also has a standard list of items which may be used to cure specific ailments (for example, the "Echo Screen" cures silence, and "Soft" cures petrification), as well as magical spells, such as Esuna or Panacea.

Template:Endspoiler

Design

See also: List of Final Fantasy designers
Yoshitaka Amano designed the characters for the first six Final Fantasy games, as well as providing some conceptual artwork for Final Fantasy VII and Final Fantasy IX.

Artistic design, including character and monster design work, was handled by renowned Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Following Amano's departure, he was replaced with Tetsuya Nomura, who continued to work with the series through Final Fantasy X, with the exception of Final Fantasy IX, where character design was handled by Shukou Murase, Toshiyuki Itahana and Shin Nagasawa.

Akihiko Yoshida, who served as character designer for the spinoff title Final Fantasy Tactics, as well as the Square-produced Vagrant Story, recently became more involved with the series as the character designer of Final Fantasy XII and the Final Fantasy III remake.

In October 2003, Kazushige Nojima, the series' principle scenario writer, resigned from Square Enix to form his own company, Stellavista. He partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy IX, Final Fantasy X, and Final Fantasy X-2. Square Enix continues to outsource story and scenario work to Nojima and Stellavista.

Music

Main article: Final Fantasy music
File:Black Mages Above The Sky AfterShow.jpg
Nobuo Uematsu (middle) and The Black Mages, a hard rock band that has released two albums of arranged Final Fantasy music.

Nobuo Uematsu was the chief music composer of the Final Fantasy series until his resignation from Square Enix in November 2004. His music has played a large part in the popularity of the Final Fantasy franchise abroad. In the 2004 Summer Olympics, the American synchronized swimming duo consisting of Alison Bartosik and Anna Kozlova were awarded the bronze medal for their performance to music from Final Fantasy VIII. Uematsu is also involved with the rock group The Black Mages, which has released two albums of arranged Final Fantasy tunes. Other composers who have contributed to the series include Masashi Hamauzu and Junya Nakano.

There have already been two successful runs of Final Fantasy concerts in Japan as of 2004. Final Fantasy soundtracks and sheet music are also increasingly popular amongst non-Japanese Final Fantasy fans and have even been performed by the London Symphony Orchestra. On November 17, 2003, Square Enix U.S.A. launched an America Online radio station dedicated to music from the Final Fantasy series, initially carrying complete tracks from Final Fantasy XI in addition to samplings from Final Fantasy VII through Final Fantasy X. Many video game and MIDI world wide web sites offer renditions of Final Fantasy musical pieces, and many remixes can be found.

Due to overwhelming demand, and the overwhelming success of the first Final Fantasy concert performed by the Los Angeles Philharmonic Orchestra at Walt Disney Concert Hall on May 10, 2004, the Dear Friends: Music From Final Fantasy concert tour was established, starting February 2005. Music from Final Fantasy was first performed outside of Japan as a part of the Symphonic Game Music Concert series in Germany. The Final Fantasy soundtracks have also joined the catalogue of the iTunes Music Store.

While the music in the games offers wide variety, there are some frequently reused themes. The games often open with a piece called Prelude, which is actually based on one of Bach's preludes. It is a simple arpeggio theme in the early games, with further melodies added in later games. The battle sequences that end in victory for the player in the first ten installments of the series would be accompanied by a victory fanfare that used the same nine-note sequence to begin the fanfare, and it has become one of the most recognized pieces of music relating to the Final Fantasy series. Other memorable tunes include the Chocobo's theme, the Moogle's theme, and a piece originally called "Ahead On Our Way" in Final Fantasy I, which was in fact the opening theme and which is now usually played during the ending credits of the game and called "Prologue".

Notably in the character-driven Final Fantasy incarnations, a significant element in each game's musical score is the use of leitmotifs. A leitmotif, popularized by Romantic Era composer Richard Wagner, can be described as a 'theme melody' for a specific character, situation, or other entity. In nearly all Final Fantasy games, the most important characters and plot elements have their own theme music. For example, in Final Fantasy VII, the song "Anxious Heart" is generally played whenever the main character's troubled past is brought up in the storyline.

Graphics and technology

The 8-bit and 16-bit generations

File:Final Fantasy I Battle.png
Screenshot of Final Fantasy during a battle very early in the game. The player-characters appear on the right.

Final Fantasy began on the Nintendo Family Computer (also known as the "Famicom," and known internationally as the Nintendo Entertainment System) as Final Fantasy in 1987, and was joined by two sequels, Final Fantasy II (later re-released on the PlayStation and Game Boy Advance worldwide) and Final Fantasy III (later remade on the Nintendo DS worldwide). On the main world screen, small sprite representations of the leading party member were displayed because of graphical limitations, while in battle screens, more detailed, full versions of all characters would appear in a side view perspective.

The same basic system was used in the next three games, Final Fantasy IV, Final Fantasy V, and Final Fantasy VI, for the Super Famicom (known internationally as the Super Nintendo Entertainment System). These games utilized updated graphics and effects, as well as higher quality music and sound than in previous games, but were otherwise similar to their predecessors in basic design.

The text of the Japanese versions of early Final Fantasy games was comprised purely of kana. Much of the dialogue was simply clumps of text, making it especially hard for older gamers and foreigners learning Japanese. Finally, in Final Fantasy V, the games began to use kanji. This would continue to get more advanced in Final Fantasy VI, and the trend would continue to make the games much more erudite.

CD/DVD-based generations

File:FFVII cutscene aeris.jpg
Final Fantasy VII was the first game in the series to incorporate full motion video.

In the late 16-bit generation, Squaresoft showcased a preview of Final Fantasy for the next generation. However, 1997 saw the release of Final Fantasy VII for the PlayStation and not Nintendo 64 as many had originally anticipated. This was due to a dispute with Nintendo over using disc based media over cartridges. [citation needed] Nintendo was developing a disc reader that would mount to the expansion port on the bottom of the N64, however development was cancelled. This left Square looking for a disc based console. The first disc based game, FFVII would have taken many cartridges to play. [citation needed] It would have been nearly impossible to market at a price that most people could afford. Therefore FFVII was created for the Playstation console. This game took just 3 CD-ROMs to make. The characters and entire game world were now 3-dimensional, with fully pre-rendered backgrounds. Final Fantasy VII was also the first Final Fantasy game to use full motion video sequences, part of the reason why the game spanned a full three CD-ROMs. However, Final Fantasy VII's FMVs often lacked consistency, with character models resembling their realtime counterparts in one scene, and then extremely detailed in the next.

Released shortly after Final Fantasy VII, the spinoff title Final Fantasy Tactics, once again utilized sprites for the characters. As the only real user-interaction outside of battle was menu-driven, the developers saw no need for fully 3D-rendered overhead graphics, although the battle area was in 3D. This title was also the first tactics based RPG in the series. It has its own spinoff on Nintendo Game Boy Advance in the form of Final Fantasy Tactics Advance.

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look. Like Final Fantasy VII, some full motion video sequences utilized a display technique wherein video would play in the background while the polygon characters would be composited on top.

Final Fantasy IX returned briefly to the more stylized design of earlier games in the series, but maintained most of the graphical techniques utilized in the previous two games in the series.

Final Fantasy X was released on the PlayStation 2, and made use of the much more powerful hardware to render many cutscenes in real-time, rather than displayed in pre-rendered video. Also, rather than having 3D models moving about in pre-rendered backgrounds, the game featured full 3D environments, giving it a much more dynamic look. It was also the first Final Fantasy game to introduce full voice-acting throughout the whole game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development. Final Fantasy X-2 utilized the same game engine as Final Fantasy X, and was aesthetically not much different.

Taking a temporary divergence, Final Fantasy XI utilizes the PlayStation 2's online capabilities as an MMORPG. Initially released on the PS2 and Microsoft Windows, Final Fantasy XI has been released on the Xbox 360. The Xbox 360 version includes the next expansion Treasures of Aht Urhgan on April 18, 2006 worldwide. The expansion disc will be available on the PC and PlayStation 2 as well.

Final Fantasy XII was released on March 16, 2006 in Japan for the PlayStation 2. The game utilizes only half as many polygons as Final Fantasy X in exchange for more advanced textures and lighting. It also allows the use of a free rotating camera.

Final Fantasy XIII was showcased at E3 2006 and is the first game in the main series to be announced that uses the PlayStation 3 Blu-ray Disc (BD-ROM) hardware technology.

Gameplay

Game screens

The games typically have several types of screens, or modes of interaction, broadly categorized as:

  • Battle screens — Battles occur on a separate type of screen (or arena), usually with a change of scale and a backdrop "arena" that usually generically represents where the battle is occurring in the game. (For example, a random battle in a desert gets a desert backdrop.) Plot-relevant battles (as opposed to battling random monsters) may have a specially built battle screen/arena, however. In Final Fantasy VII and later, these screens are fully 3D, using higher resolution versions of the characters, but very restricted in size. Final Fantasy XII will do away with "scene-battles": battle sequences will occur on the main field screen.
  • Field screens — These are where the main interaction between the characters occurs, and indeed most of the exploration of the world occurs on these screens. Dialog mostly occurs on these screens. Final Fantasy VII marked the point that Final Fantasy would have realistic computer graphics, while Dragon Warrior stayed with anime style cel-shaded graphics. Prior to Final Fantasy VII, they were pseudo-orthographic, using a simple 2D engine. Final Fantasy VII, Final Fantasy VIII, and Final Fantasy IX used pre-rendered and pre-painted backgrounds over which 3D models were overlaid. Final Fantasy X used a completely 3D field screen system, which allowed the camera angle to change as the characters moved about. The 3D field screen was kept for Final Fantasy XI and Final Fantasy XII, but with a new camera system which can be adjusted by the player.
  • World screen — A low-scale screen used to symbolize traveling great distances in times that would otherwise slow the game down unacceptably plot-wise. These are usually not scaled, as a character may appear the size of a small mountain. Relatively little plot occurs here, but there are exceptions. The world screen was eliminated starting in Final Fantasy X.
  • Cutscenes — These scenes are non-interactive playback that usually advances the plot. They can either be pre-rendered video (FMV), or they can be executed in with the same engine as any of the three display modes above. Tutorials will, in addition, often dive into the menu screen detailed below. In some cases, pre-rendered video was overlaid with real-time rendered field screen graphics (full motion video-3D).
  • Menu Screen — This screen is used for navigating your party's status, equipment, magic, etc. This screen is usually a very simple blue-table layout, with a gloved hand to select one's options. In some games, the option to change the color or texture of the tables is given.

The games often feature various minigames with their own graphical engines.

Battle system

File:Activetimebattle.jpg
Screenshot of Final Fantasy IX during a battle. The enlarged bars represent the Active Time Battle system used in several Final Fantasy installments.

Final Fantasy uses a menu-driven, turn-based battle system. Most games in the series utilize an experience level system for character advancement (although Final Fantasy II and Final Fantasy X did not), and a point-based system for casting magical spells (though Final Fantasy, Final Fantasy III and Final Fantasy VIII all featured different approaches). Most games in the series (from Final Fantasy III and on) feature a variety of "special commands," over and beyond the traditional "Attack," "Defend," "Cast Magic," "Item," and "Run" battle commands, such as the ability to steal items from enemies, or performing a leap attack. Often these special attacks are integrated into the "job system," which has appeared in several games in the series and spinoffs (Final Fantasy III, Final Fantasy V, Final Fantasy Tactics, Final Fantasy Tactics Advance, Final Fantasy X-2).

Final Fantasy through Final Fantasy III all featured a traditional turn-based battle system. The player would input all battle commands at the beginning of each combat round, which would then be carried out based on the speed rating of each participant. Starting with Final Fantasy IV, and continuing until Final Fantasy IX (and revived in Final Fantasy X-2), the "Active Time Battle" (ATB) system was used. The ATB system was semi-real time, and assigned every participant in combat a time gauge. When a specific character's time gauge was filled, the character could act, which would then reset the timer. Generally each of these games included both "active" and "wait" modes: when "wait" mode was chosen, then all activity relating to the time gauge would pause whenever the player was using a submenu to choose a magic spell, item, or special attack. In "active" mode, time would pass even if the player was using a submenu, allowing attacks to be performed while the player was issuing commands.

Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-based Battle" (CTB) system. In the CTB system, every participant in battle would be ranked according to speed. As this ranking was displayed on screen during battle, it was possible to know when a character and/or enemy would move several combat turns in advance, and to plan battles accordingly. Because the CTB system was completely turn-based, the time gauge was absent. This system was also used in the spinoffs, Final Fantasy Tactics and Final Fantasy Tactics Advance, although the terminology was not.

Final Fantasy XI featured the "Real Time Battle" (RTB) system. Unlike previous iterations of the Final Fantasy series, characters no longer stand still during battle while taking turns to attack. Combat is real time, where the character is allowed to freely move about. After targeting an enemy, the character automatically performs basic physical attacks unless otherwise instructed by the player through menu-based commands. However, unlike in hack and slash MMORPGs, the attack speed, hit rate and dodge rate of the character are dependent on the game's statistics system, rather than by player input.

Final Fantasy XII will feature a combat system similar to Final Fantasy XI, called the "Active Dimension Battle" (ADB) system. The system is similar to the RTB system in that characters are free to move about during battle, and after targeting a monster, the character will automatically perform basic attacks. However, there will also be a visible ATB-like time gauge showing when a character can act. "Active" and "wait" modes will also make a return. Also, an important addition to this game's battle system is the Gambit system, in which the AI of party members can be set so that they will automatically perform certain actions without prior input from the player.

Unlike previous games, battles in both Final Fantasy XI and Final Fantasy XII take place on the field screen, with no separate battle screen resulting from "random encounters".