Final Fantasy Type-0

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This article is about the original version. For the high-definition version, see Final Fantasy Type-0 HD.
Final Fantasy Type-0
FF Type-0 cover.jpg
Developer(s) Square Enix 1st Production Department[1]
Publisher(s) Square Enix
Director(s) Hajime Tabata[2]
Producer(s)
Artist(s)
Writer(s)
  • Hiroki Chiba[5]
  • Sarah Obake[6]
  • Hajime Tabata[7]
Composer(s) Takeharu Ishimoto[8]
Series
Platform(s) PlayStation Portable
Release date(s)
Genre(s) Action role-playing[10]
Mode(s)

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. It was released in Japan in October 2011. 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.

The story focuses on Class Zero, a group of fourteen 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 was directed by Hajime Tabata, who took up the project after completing 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. Type-0 has received strong sales and positive reception in Japan, inspiring multiple tie-in products. A companion game for mobile devices, Final Fantasy Agito, was released in May 2014 in Japan. A high-definition port of Type-0, Final Fantasy Type-0 HD, was released worldwide in March 2015.

Gameplay[edit]

Final Fantasy Type-0 is an action role-playing video game in which the player controls the 14 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 gains their own airship to freely navigate the world map after defeating a powerful enemy guarding it.[11] The main gameplay is presented in a mission-based structure.[10] The two types of missions encountered are the story-based missions, and "Practice" missions which act as side-quests.[12] 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.[10][12] Players can also engage in real-time strategy battles on the world map, with the player taking control of allied military divisions. Missions involve liberating cities and towns from enemy forces.[13] Timed aerial missions are also available where the characters shoot down attacking dragons using their airship's weapons.[14]

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 Peristylium Crystarium to review defeated enemies, character information, in-game lore and special video clips.[11] 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.[13] After completing the game once, players unlock a New Game+ option: in this mode, players keep their stats and weapons from the previous playthrough, while also unlocking story scenes and character-specific missions.[3] Type-0 features three difficulty levels; "normal", "hard", and "impossible".[15]

Battle system[edit]

Screenshot of combat in Final Fantasy Type-0, showing characters Ace, Machina and Rem in combat with a flan, a recurring Final Fantasy enemy.

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, which they can swap between them at any time. The two not being controlled are managed by the game's artificial intelligence.[10] Each character has a specific weapon, and special attacks unique to a character are unlocked as they gain experience levels.[14] During combat, characters lock onto targets while attacking and can switch targets.[10] 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 hit.[16] 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 Triad Maneuver can be used in a mission.[17] Aside from human enemies, the game features recurring monsters in the series such as Cactuar, Malboro and Tonberry.[11] Alongside enemies encountered in missions, there are special enemies that can be encountered while exploring the world map.[12]

Defeated enemy units drop a substance called Phantoma. The color of Phantoma indicates what aspect of the character it will replenish, though in general they automatically replenish a set amount of magic points. Phantoma are used in the game's leveling system, the Altocrystarium, to strengthen a character's magic skills.[18] 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.[12][19] Holding down the assigned action button increases the power of the attack.[20] 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.[16] 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.[14] Each character has access to summoned monsters called War Gods (軍神 Gunshin?), 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.[12][16][21] Each summon has variants of their original forms, many of which are unlocked as the game progresses.[20]

Characters can continue to level up through activities within the Peristylium while the PSP is in sleep mode, the cartridge was plugged in and the PSP is charging. An ad-hoc multiplayer option is included where players can assist others within missions. The first and last segments of the game are not open to multiplayer.[3][14][22] Alongside multiplayer, there is a function called Magical Academy Assist, in which NPCs named after members of the game's production team are summoned into battle to assist the cadets.[23]

Synopsis[edit]

Note: The plot of Type-0 is the same in its original version and the high-definition remaster, so the terms and quotes used in the text are from the localization of the high-definition remaster rather than unofficial translations.

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 are in turn 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.[24] 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.[25] 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.[3][26] The main aim of many characters is to become Agito, a legendary figure who will appear and save the world from Tempus Finis, an apocalyptic event that will destroy Orience.[27]

Characters[edit]

The main characters of Final Fantasy Type-0 are Class Zero, a group of 14 students from the Vermillion Peristylium. The first 12 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 Marshal Cid Aulstyne, act as the game's main antagonists. Other important characters include the Concordian queen Andoria, Gala, leader of the Rursus Army and the instigator of Tempus Finis: and Joker and Tiz, two mysterious figures who observe the events of the game.

Plot[edit]

When the game opens, Marshal Cid Aulstyne leads army of Milites against the other 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 remain unaffected by the jammer, to drive back the Militesi forces from the Vermillion Peristylium.[28] 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 Lorica'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 forces a ceasefire.[29] Class Zero goes 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.[30] Andoria is assassinated by Militesi forces to spark hostilities between Rubrum and Concordia. Framed for Andoria's death, Class Zero goes on the run before being evacuated to Rubrum by Kurasame. During this period, Machina becomes a White Tiger l'Cie to protect Rem from sharing his brother's fate, and is eventually forced to abandon Class Zero to fulfill his Focus.

Concordia, now controlled by a puppet ruler, forms an alliance with Milites against Rubrum.[31] Rubrum is forced to defend itself on two fronts, fending off Concordia's forces with its cadets while the rest of its forces holds off the Millitesi army.[32] Finally, Caetuna summons the Verboten Eidolon Alexander using the sacrificed lives of Rubrum students and soldiers, including Kurasame, and decimates the enemy forces.[33][34] With the Militesi and Concordian armies demoralized, Rubrum conquer both nations and emerges as the dominant nation of Orience. Tempus Finis then arrives, prompting the magical temple of Pandaemonium to appear, from which the Rursus Army emerges to attack Orience's people.[35] Cid travels to Pandaemonium to become Agito, and is transformed into the Rursus Arbiter. Choosing to halt Tempus Finis, Class Zero also travel there. 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 as its protector has died: canonically, they refuse and Rem is made a l'Cie in their place. Machina and Rem end up fighting each other in Pandaemonium: 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 defeat the Arbiter and halt Tempus Finis. Mortally wounded, Class Zero spend their final minutes imagining their possible post-war lives.[36] They are found by Machina and Rem, who have returned to human form and allowed to remember the dead along with the rest of Orience. With the war over and the nations in turmoil as the Crystals lose their power, Machina and Rem unite Orience and rebuild the world. Years later, Machina records Class Zero's history to ensure they are never forgotten, and dies with Rem at his side.[26][37][38]

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.[38] While Arecia uses the souls of 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. In each previous cycle, Arecia and Gala failed and reset the world for another attempt. By the events of Type-0, the experiment had been performed over six hundred million times.[39] The game features multiple endings. During the original playthrough, if Class Zero accept the Vermillion Bird Crystal's offer for them to become l'Cie, they go into battle against the Rursus and die, dooming Orience to be destroyed in Tempus Finis and reborn in another spiral of history.[40] In a sequence unlocked during the second playthrough, it is revealed that Cid wanted to free Orience from the Crystals' control, and killed himself in an unsuccessful attempt to prevent Gala from using him. After the Arbiter's defeat, Joker and Tiz speak with Arecia and show her the memories of Class Zero and the people of Orience to make her reconsider restarting the experiment.[41] After speaking with Machina and Rem, Arecia decides to abandon the experiment and returns the two to human form.[42] 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]

Artwork representing the themes and atmosphere of Type-0. The artwork was created by the game's art director Yusuke Naora, who drew on personal experience and the game's themes of war and death.[43]

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.[44][45] Kosei Ito, the producer of Before Crisis, was also originally involved.[46] 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.[46][47] It began development the same year.[48] 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.[49]

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.[49] 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.[50] The original staff members were Tabata, Yusuke Naora and Tetsuya Nomura. Nomura acted as a character designer and creative director.[3] 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.[4][7] An issue developers had grappled with was whether or not to make the command buttons used in the game visible on the mobile screen.[51] Agito XIII was described as an online RPG with a "massive" plot.[7][49][52] 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.[53] 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.[26][54]

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.[55][56][57] The name was also changed to distance it from Final Fantasy XIII, as the two games shared little apart from their shared mythos after the platform change. One of the titles suggested was Final Fantasy Live, referring to the game's multiplayer element, but the team instead settled on its current title. The new title was designed as a representation of the game's separation from the main series. It was also the beginning of an alternative numbering system parallel to the main series.[58][59][60] 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.[61] 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.[3][62] Because of these conflicting projects, Type-0 came close to being cancelled outright.[63]

The gameplay was inspired by the multi-character system of Before Crisis, while the naming of magic styles made reference to first-person shooters.[19] 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.[64] In contrast, due to technical restrictions, the game's artificial intelligence for playable characters needed to be limited to healing, survival and other minor actions.[65] The game's logo artwork was drawn by regular series artist Yoshitaka Amano.[66] 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.[67] To achieve the grittier atmosphere, Naora took a research trip to a Japanese military camp to learn what being a military cadet was like. He also used an incident where he saw a dead cat surrounded by other cats to portray the bond between members of Class Zero, and the game's themes, in promotional artwork.[43] 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.[3]

Type-0‍ '​s scenario was conceived by Tabata and written by Hiroki Chiba and Sarah Obake.[5][6][7] While the game was still titled Agito XIII, Tabata described it as "a major title [...] formed from a variety of concepts" which included the collision of four fantasies (the game's view of Orience), a battle between magic and weapons, and the two sides of reality.[68] 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.[26] The new story's concept started with the idea of a war story told by young people caught up in the event, with a central story theme being the "weight of life".[3] A major inspiration was Japanese documentary series Centuries of Picture. Consequently, the final story was darker than many other Final Fantasy games.[26] Despite its title change, the game was kept within the Fabula Nova Crystallis mythos.[61][69] The approach taken with the mythos was to portray the roles of its deities from a historical standpoint, while telling a story more focused on the human side of events than Final Fantasy XIII.[3][55][67] The cyclic nature of the game's universe was created to help incorporate aspects of the mythos, tying in with Far Eastern cultural influences.[70] The roles and backgrounds for each character in the game were conceived and put into place after the setting and main story had been finalized.[71] After the game's release, Tabata commented that he would have liked to be more thorough when writing the story, along with making it easier for players to understand.[72]

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.[8] Despite the title being for the PSP, the team did not want to hold back, recording a quantity of tracks unusual for a spin-off Final Fantasy title. Wherever possible, the recording was done live.[73] The orchestral and choral recording and mixing was done at the Sydney Opera House, while recording of the band tracks were done at Ishimoto's studio in Japan. Ishimoto himself played the guitar.[73][74] Ishimoto worked to combine the orchestral and choral sounds, and rearrange the main leitmotifs to create more variety in the score.[8] Arrangements for the orchestral tunes were done by Kentaro Sato, while arrangements for other tracks were done by Rieko Mikoshiba.[75]

The game's theme song, "Zero", was composed and performed by Japanese rock band Bump of Chicken.[66] 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.[76] 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.[26][76] At the request of band leader Motoo Fujiwara, Amano's logo artwork was used for the cover of the single's limited edition.[76]

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.[77] A promotional album featuring five tracks was sold by Square Enix at their booth at the Odaiba Expo 2011.[78] The album reached #25 in the Oricon charts and remained for seven weeks.[79] The soundtrack has received positive reviews in the west from dedicated music outlets Original Sound Version and Game-OST, with the sites giving both individual tracks and the work in general high praise.[80][81] "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.[76] The single reached #2 in the charts and remained for thirty-two weeks.[82]

Tracklist

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

Release[edit]

Type-0 was released on October 27, 2011. It was originally announced for October 13, but was delayed so Square Enix could ensure the product's quality.[9] It received both physical and digital releases.[83] It 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.[22] A demo for the original game was released in August 2011.[84] It featured seven playable characters and four missions at locked difficulty levels.[15] 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.[85] A second demo was released on November 22, a month after the full game's release. It replaced the original demo and gave players access to exclusive items and costumes.[86]

A Collector's edition of Type-0 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.[87] The title was later added to their Ultimate Hits title list.[88] During its development, Tabata stated he was trying to appeal to North American players in the direction of the game.[89] Despite a localization being confirmed as in development in the game's Ultimania, the original version of Type-0 was not released in the west.[90] 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.[91][92] Tabata later commented that the main reasons for the game not coming west was the flagging PSP market and the uncertainty of the Vita.[55]

An unofficial fan translation of the PSP version was released just prior to E3 on June 9, 2014.[93] 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.[94] 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.[95]

Merchandise[edit]

Multiple pieces of merchandise were created for the game. An Ultimania guide was released in the same month as the original game, containing story and character breakdowns, concept art, and interviews.[96] The following year, an art book was released containing artwork of the game's characters and monsters, and an interview with Tabata.[97] Characters from the game, include Ace, Mog, Machina and other members of Class Zero, appeared in the fourth series of releases for the Final Fantasy Trading Card Game.[98] On November 2011, a manga adaptation of Type-0 began serialization. It is illustrated by Takatoshi Shiozawa and published in Young Gangan magazine.[99] The manga has been collected into a tankōbon volume and was released on April 21, 2012.[100] Another manga titled Final Fantasy Type-0 Side Story: Reaper of the Icy Blade (ファイナルファンタジー零式外伝 氷剣の死神 Fainaru Fantajī Reishiki Gaiden Hyouken no Shinigami?). The manga is also illustrated by Shiozawa, supervised by Tetsuya Nomura and published in Young Gangan magazine from April 2012.[101] The manga ended in January 2014, with a bonus chapter being published in February of that year.[102][103] It was later released in five compiled volumes. Yen Press will begin distribution of the manga in the west in July 2015.[104] A novel adaptation titled Final Fantasy Type-0: Change the World -The Answer- ( ファイナルファンタジー零式 Change the World -The Answer-?) was released by Square Enix in April 2012.[105] A second novel adaptation titled Final Fantasy Type-0: Change the World 2 -The Penultimate Truth- (ファイナルファンタジー零式 Change the World 2 巻 -最後から二番目の真実-?) was released by Square Enix in June of the same year.[106] The novels depict an alternate version of Type-0‍ '​s story.

Reception[edit]

Reception
Review scores
Publication Score
Famitsu 39/40[107]
Dengeki PlayStation 91.25/100[108]
PlayStation LifeStyle 8/10[109]
RPG Site 9/10[110]

In the first week on sale, Final Fantasy Type-0 sold 472,253 units, topping Japanese sales charts and selling through 79.08% of its shipment.[111][112] As of January 16, 2012, the game has sold 746,203 copies in Japan.[113] 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.[114]

Famitsu and Dengeki PlayStation both praised the story, with Famitsu saying it "vividly portrays the fact that this is a deep, intense Final Fantasy experience, something beyond just a side story."[107][108] PlayStation LifeStyle's Heath Hindman was impressed by the darker presentation, calling it "powerful and well done throughout", and was impressed with the characters despite some awkward introductory scenes.[109] Erren Van Duine, writing for RPG Site, said that fans would appreciate the scale of the narrative, and praised the handling of the Fabula Nova Crystallis mythos. She did note that some plot points seemed only included for the sake of convenience, and how the ending forced a second playthrough to see the whole story.[110]

Famitsu called the original version's gameplay a "stressless experience", praising the game's volume and saying the action-oriented battle system made it "a very different Final Fantasy.".[107] Dengeki PlayStation praised the game's volume and the tense combat, though found the overall visibility and aspects of navigation less appealing.[108] Hindman was generally positive about most aspects of gameplay and the high replay value, but found faults with the scripted opening of the overworld and the real-time strategy segments.[109] Van Duine said the gameplay encouraged immersion while being harsh on novices, positively noting several aspects of gameplay, though calling the leveling system "tricky".[110] The ad-hoc multiplayer functions were universally praised in Japan.[107][108] Opinions were divided on the original camera, with Famitsu praising its movement, and Van Duine saying it easily caught on the environment.[107][110] The original character AI also received criticism.[109][110]

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.[115] 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.[116] The team making XIII-2 initially planned to create a plot-based link to Type-0, but the idea was dropped.[117] In the September 2013 issue of Famitsu Weekly, Square Enix revealed Final Fantasy Agito, a companion to Type-0 for iOS and Android devices.[118] The game was released on May 14, 2014, and a localization was announced alongside that of Type-0.[119][120]

Later, during the development of XV, Tabata decided to develop a high-definition remaster for eight-generation consoles. Developed by Square Enix and HexaDrive, Final Fantasy Type-0 HD was originally announced at E3 2014, and released worldwide in March 2015.[121][122] 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.[72] 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.[123] 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.[124][125]

References[edit]

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