Rabu, 08 April 2009

Personil L'Arc~en~Ciel

THE L'ARC~EN~CIEL IS:


HIDE

Nama Asli          : Hideto Takarai
Panggilan           : Haido, Doihachirou (panggilan usil karya Tetsu)
Tanggal              : Lahir 29 Januari 19?? (antara 67/68/69)
Tempat              : Lahir Wakayama, Osaka, Jepang
Tinggi                 : sekitar 157-160 cm
Berat                  : ???
Posisi                  : Vokal
Istri                    : Oishi Megumi
Hobby                : Segala sesuatu yang berbau horror, menggambar(he's a talented sketcher), mengoleksi apapun benda-benda yang terbuat dari kaca asalkan berwarna biru, main video games, memasak, menulis puisi atau sajak (so pasti jago).
Warna                : Favorit Hitam dan Putih

FAKTA SEPUTAR HYDE
Hyde merupakan vokalis dari L'Arc-en-Ciel dan menulis hampir seluruh lirik lagu mereka. Terkadang ia memainkan gitar, harmonika (dalam lagu Flower), dan juga saxophone (yang saya tahu dia main saxo di lagu Loreley).

Hyde dilahirkan di Wakayama, sebuah daerah di Osaka, Jepang. Merupakan anak tunggal di keluarganya. Pada waktu itu sang ibu sebetulnya menginginkan seorang anak perempuan ketimbang anak lelaki, maka sedari kecil Hyde diperlakukan layaknya seorang anak perempuan oleh ibunya (padahal kan bisa bikin lagi yah? hehehe...) Makanya nggak heran kalau orang-orang mengira Hyde itu cewek. Ketika awal-awal masuk sekolah, kegiatan Hyde adalah menangis dan menangis seharian karenanya dia malas pergi sekolah (hahaha...)

Setiap hari setelah sekolah bubaran, ia selalu lebih lambat pulang dibandingkan teman-temannya yang lain, sebab orang tuanya sibuk mengelola sebuah pub yang bernama Apple. Bersama beberapa anak-anak lainnya yang masih tersisa di sekolah, ia biasanya bermain pesawat terbang kertas, sambil menunggu orang tua mereka menjemput.

Sewaktu kecil Hyde terkenal sangat cengeng (dampak logis dari perlakuan sang ibu terhadapnya yang memperlakukannya seperti seorang anak perempuan), menyadari hal tersebut sang ayah memasukannya ke sebuah perguruan kungfu (waktu itu umurnya sekitar 8 tahunan), supaya lebih kuat dan berani. Maka, hilanglah kesan kecewek-cewekan yang selama ini melekat pada diri Hyde. Malahan kemudian ia dinobatkan sebagai "Mr. Smile no.1" oleh kawan-kawannya sewaktu kelas 6 SD, karena kekocakannya.

Memasuki bangku SLTP, ia pernah bergabung dengan klub sepakbola di sekolahnya, akan tetapi hanya bertahan selama 3 hari saja.

Selain jago membuat lirik, Hyde juga jago menggambar, bahkan seandainya ia tidak menderita penyakit buta warna, ia bakalan menjadi jago lukis juga. Akan tetapi seandainya hal itu terjadi, mungkin Hyde tidak menjadi vokal L'Arc-en-Ciel saat ini.

Hyde pernah menjadi pengajar musik, kabarnya ia adalah guru yang sangat galak ^^! , ia akan marah jika ada muridnya yang tidak serius.

Awalnya sangat sulit bagi Tetsu untuk meyakinkan Hyde agar mau menjadi vokalis bandnya, sebab Hyde berpendapat bahwa menjadi vokalis itu tidak mengasyikkan. Sebenarnya ia menginginkan posisi gitaris.

Sakura merupakan teman paling dekat Hyde di L'Arc-en-Ciel, bahkan saking akrabnya mereka pernah diisukan memiliki "hubungan khusus".

Setiap kali ditanya siapakah tipe wanita favoritnya, ia selalu menjawab Oishi Megumi. Oleh karenanya pada suatu kesempatan ia dipertemukan dengan wanita idolanya tersebut dalam acara Utaban Show oleh pihak penyelenggara acara itu. Itulah kali pertama ia bertemu dengan Oishi Megumi. Setelah itu mereka memutuskan untuk menjalin hubungan hingga akhirnya pada tanggal 25 Desember 2000, Hyde dan Oishi Megumi resmi menjadi suami istri.


KEN

Nama Asli           : Kitamura Ken
Panggilan            : Ken, Ken-chan
Tanggal               : Lahir 28 November 1968 
Tempat               : Lahir Osaka, Jepang
Tinggi                  : 178 cm
Berat                   : 56 kg
Posisi                   : Gitar
Istri                     : Ken diisukan pernah menikah dengan gadis penjaga elevetor, akan tetapi sekarang mereka telah bercerai.
Hobby                 : Nyetir mobil, belanja, dan tentunya rokok! 
Warna Favorit   : Hitam, Abu-abu dan Perak



FAKTA SEPUTAR KEN

Ken merupakan gitaris L'Arc~en~Ciel. Dilahirkan di Osaka, merupakan anak bungsu dari dua bersaudara, kakanya seorang perempuan. Ken menciptakan hampir semua lagu L'Arc~en~Ciel. Dan dia merupakan salah satu pencipta lagu favoritnya Hyde. Kemampuan Ken bermain gitar didapatkan secara otodidak.

Semenjak kanak-kanak, Ken sudah mengenal Tetsu, karena mereka saling bertetangga. Bersama salah seorang teman mereka yang bernama Ko-chan, mereka berbagi kesenangan mereka akan musik. 

Setelah lulus SMU, Ken melanjutkan studinya ke Universitas Nagoya, jurusan arsitektur. Sebenarnya ayah Ken menginginkannya untuk kuliah di jurusan pendidikan untuk nantinya menjadi seorang guru seperti halnya sang ayah. 

Pada tahun 1992, salah seorang anggota L'Arc~en~Ciel yakni Hiro yang berposisi sebagai gitaris hengkang. Lantas Ken dihubungi oleh Tetsu untuk menjadi gitaris baru mereka (pada waktu itu tengah malam di mana Ken masih tidur). Akhirnya Ken memutuskan untuk bergabung dengan L'Arc-en-Ciel, awalnya ia mencoba melakukan dua kegiatan tersebut bersamaan, namun kemudian ia memutuskan untuk keluar dari universitas dan lebih memilih dunia musik. Tentu saja keputusannya tersebut ditentang habis oleh kedua orang tuanya. Akibatnya Ken mesti rela diusir dari rumahnya, namun ia tetap pada keputusannya walaupun pada saat itu ia tidak terlalu yakin akan masa depannya di musik. Meskipun akhirnya ia sukses bersama L'Arc~en~Ciel, kabarnya sang ayah tetap tidak mau berbicara dengannya hingga saat ini (malang nya, anyway let's hope that's not true, right?)

Ken merupakan satu-satunya anggota L'Arc~en~Ciel yang pernah menempuh pendidikan di perguruan tinggi.

Ken adalah seorang "perokok sejati" di manapun dan kapanpun di mulutnya selalu terselip sebatang rokok Marlboro Menthol Light. 

Anggota L'Arc~en~Ciel yang paling "hentai" pantas disandangkan kepada pria satu ini. Ia selalu membuat berbagai macam joke dengan menggunakan hal-hal yang berkaitan dengan itu. Bahkan nama band yang baru dibentuknya bersama Sakura dan Ein pun bisa jadi mengarah ke sana (gile beneer). Satu-satunya hal yang bisa bikin dia lupa akan "hal itu" mungkin cuma rokok. Di S.O.A.P Ken berposisi sebagai gitaris sekaligus vokalis. Ternyata suaranya keren juga.
TETSU

Nama Asli           : Tetsuya Ogawa
Panggilan            : Tetchan
Tanggal               : Lahir 3 Oktober 1969
Tempat               : Lahir Osaka, Jepang
Tinggi                  : sekitar 167 cm
Berat                   : ???
Posisi                   : Bass (sekaligus pimpinan Laruku)
Pacar                   : Kaori Mochida, anggota Every Little Thing (berdasarkan rumor yang beredar)
Hobby                 : Mobil, anime (terutama Evangelion), fashion dan belanja.
Warna Favorit   : Banyak terutama Pink (ya ampun!)



FAKTA SEPUTAR TETSU

Tetsu adalah bassis L'Arc~en~Ciel sekaligus menjabat sebagai ketua grup band tersebut. Dialah yang mengusulkan nama L'Arc~en~Ciel, setelah terinspirasi oleh sebuah film Perancis dengan judul yang sama. Ia juga menciptakan beberapa lagu Laruku bahkan liriknya.

Tetsu adalah anak tertua di keluarganya, ia memiliki 2 orang adik perempuan. Di keluarganya ia sering dipanggil tetchan, hingga akhirnya orang-orang di sekitarnyapun melakukan hal serupa.

Seperti halnya Hyde, Tetsu pernah bergabung dengan klub olah raga di sekolahnya, bedanya ia ikut klub Baseball. Tapi juga seperti halnya Hyde, tak berapa lama ia keluar, sebabnya ia malas dengan berbagai latihan dasar yang harus dijalaninya, ia hanya ingin bermain baseball bukan berlatih.

Tetsu menyukai musik sedari ia kecil. Sejak di kelas satu SLTP Tetsu sudah mendengarkan karya musisi asing. Ia dan Ken (gitaris Laruku) sudah bersahabat sejak mereka masih kecil, karena rumah mereka bertetangga. Mereka bersama seseorang bernama Ko-chan yang usianya lebih tua dari mereka sama-sama menyukai musik. Seringkali setiap Ken dan Tetsu pulang sekolah, mereka berkunjung ke rumah Ko-chan untuk bermain musik. Ko-chan dan Ken memegang gitar, sedangkan Tetsu bermain bass. Setelah beberapa lama, Ko-chan lulus SMU dan bekerja, akhirnya mereka sibuk dengan kegiatan masing-masing.

Pada waktu ia duduk di bangku SMU, ia mencoba untuk membentuk grup band bersama teman-teman di sekolahnya. Setelah sekian lama mereka membubarkan diri. Lantas Tetsu kembali bersama Ken membentuk sebuah grup band bernama Bystonwell. 

Setelah lulus SMU, Bystonwell bubar, ia bekerja paruh waktu di sebuah toko musik, sedangkan Ken melanjutkan sekolahnya ke Universitas Nagoya. 

Tetsu kemudian mencoba membentuk grup band. Awalnya ia ingin menjadi vokalis dalam grup bandnya. Akan tetapi setelah melihat penampilan Hyde, ia mengurungkannya.

Tetsu sangat menyukai Anime terutama Shinseiki Evangelion dan Gundam. Asuka Langley, salah satu tokoh dalam anime tersebut adalah tipe wanita favoritnya. Tetsu bahkan menyarankan Hyde untuk menonton anime tersebut. 

Tetsu adalah orang yang gila belanja. Berbagai barang elektronik hingga pakaian bermerk ia sikat. Karena itu di rumahnya berlimpah benda-benda elektronik, seperti HiFi, CD player, dan banyak lagi. Dan di dalam lemari pakaiannya tidak ada pakaian yang tidak bermerk (stylish bangget!).

Tetsu adalah satu-satunya anggota L'Arc~en~Ciel yang tidak merokok. Meskipun anggota lainnya merokok seperti setan di sekitarnya, tetap saja ia tidak merokok (teladan buat kita-kita!).
YUKIHIRO

Nama Asli          : Awaji Yukihiro
Panggilan           : Yukkie
Tanggal              : Lahir 24 November 1968 
Tempat              : Lahir Chiba, Osaka, Jepang
Tinggi                 : 165 cm
Berat                  : 48 kg
Posisi                  : Drum
Pacar                  : rumornya ia mempunyai kekasih seorang model
Hobby                : Anime, komputer, mainan
Warna Favorit  : Hitam dan Merah


FAKTA SEPUTAR YUKIHIRO

Yukihiro merupakan drummer L'Arc~en~Ciel ketiga setelah sebelumnya diisi oleh Pero dan Sakura. Yukihiro resmi menjadi anggota tetap L'Arc~en~Ciel tepat di hari tahun baru 1998. Ia menggantikan Sakura yang terjerat masalah drugs. Ia juga menciptakan beberapa buah lagu untuk Laruku. Ia juga melakukan remixing dalam beberapa lagu (misalnya: Pieces, Larva, dan beberapa lagi). Bahkan album Ectomorphed Work berisi lagu-lagu yang diremix olehnya.

Sebelumnya ia pernah bergabung bersama Zi:Kill pada tahun 1989, lantas pada tahun 1991 ia menjadi drummer untuk band Die in Cries yang kemudian bubar pada tahun 1995. Sebelum resmi bergabung dengan L'Arc-en-Ciel ia berperan sebagai additional member.

Saat masih duduk di bangku sekolah, Yukihiro memainkan gitar. Namun kemudian ia mulai tertarik pada drum dan mulai memainkannya hingga sekarang.

Pada awalnya fans laruku sulit menerima kehadiran Yukihiro, mereka selalu membanding-bandingkan style drum Yukihiro dengan Sakura yang dapat dikatakan telah sejiwa dengan musik Laruku. Namun bagaimanapun juga tidak dapat dibantah bahwa kemampuan Yukihiro pun tidak sembarangan, yang pada akhirnya ia dapat diterima dengan baik oleh fans Laruku. 

Yukihiro adalah anggota Laruku yang paling kalem dan cool juga sedikit pemalu. Dalam setiap wawancara ia selalu memberikan jawaban yang pendek dan sederhana. Terkesan bahwa ia hanya akan bersikap ramah terhadap orang-orang yang telah akrab dengannya.

Yukihiro mungkin merupakan anggota Laruku yang paling "cyber" atau melek IT, selain jago nge-remix lagu, ia juga hobi mendesain web, dan hal-hal lainnya yang berhubungan dengan komputer. Hal tersebut juga tercermin dalam musik-musik karya Yukihiro yang bercorak trance, industrial (apalah istilahnya?) dengan sentuhan efek-efek komputer, pokoknya unik dan bikin kita bergoyang (bukan dangdut loh).


Selasa, 07 April 2009

Change the button "Start" on the windows

You surely already know that the word "Start" in the Windows Start menu can be changed at will-change. However, said changes must be limited to only five letters. Can not be less or more. 

Can you want to change the word Start in other words a more long? Could be. Do so. 
  1. Download Resource Hacker in here
  2. Backup file explorer.exe located at C:-Windows-. Copy the file to another place with a different name, for example with the name "explorer1.exe." Launch Resource Hacker and open explorer.exe. 
  3. Select [String Table] and click twice to view the content String Table. 
  4. Double-click again on [37] and click once on the [1033]. We will modify the items is 578, there written in the "Start" which is the word on the [Start] button. 
  5. Replace the word according to the start you want but make sure the quotes is not lost. Make sure you also do not use spaces. Then save with the name of explorer [name]. Exe in the directory C:-Windows. For example, you replace it with explorertes.exe. 
  6. After that, you can exit from the Resource Hacker. 
  7. Click [Start]> [Run] then type regedit and press [Enter]. 
  8. Then go to the sub key HKEY_LOCAL_MACHINE-SOFTWARE-Microsoft-Windows-CurrentVersion-NT Winlogon. 
  9. Search string named Shell, then double click and change its data value with the name that you saved earlier. 
  10. End with the click [OK] and exit the Registry Editor. To view the results to restart your computer.


Senin, 06 April 2009

FINAL FANTASY VII

Final Fantasy VIII (VII Fainaru Fantajī Eito?) is a console role-playing game developed and published by Square (now Square Enix) as the eighth installment in the Final Fantasy series. It was released in 1999 for Sony's PlayStation and in 2000 for Microsoft's Windows-based personal computers. Final Fantasy VIII is the first game in the series to consistently use realistically proportioned characters, and does not have a magic point-based system for spellcasting.

The game's story focuses on a group of young mercenaries who are drawn into an international conflict, and seek to protect the world from a sorceress manipulating the war for her own purposes. Players follow Squall Leonhart, a 17 year old loner and student at the military academy Balamb Garden, who is training to become a "SeeD", mercenaries who get paid by the academy.

Development of Final Fantasy VIII began in 1997 while the English language translation of Final Fantasy VII was in process. The music was scored by regular series composer Nobuo Uematsu. The game is the first in the series to feature a vocal piece as its theme music, "Eyes on Me", performed by Chinese singer Faye Wong.

The game was positively received by critics and was commercially successful. It was voted the 22nd best game of all time by readers of the Japanese magazine Famitsu. 13 weeks after its release, Final Fantasy VIII had earned more than US$50 million in sales, making it the fastest-selling Final Fantasy title. The game has sold 8.15 million copies worldwide as of March 31, 2003.




Gameplay

 

Like Final Fantasy VII, Final Fantasy VIII consists of three main modes of play: the world map, the field map, and the battle screen. The world map is a 3D display in which the player may navigate freely across a small-scale rendering of the game world. Characters travel across the world map in a variety of ways, including by foot, car, Chocobo, train, and airship. The field map consists of controllable 3D characters overlaid on one or more 2D pre-rendered backgrounds, which represent environmental locations such as towns or forests. The battle screen is a 3D model of a location such as a street or room, where turn-based fights between playable characters and CPU-controlled enemies take place. The interface is menu-driven, as in previous titles, but with the typical weapon and armor systems removed and new features present, such as the Junction system. Also featured is a collectible card-based minigame called "Triple Triad".

Junction system
 
This new system designed by battle designer Hiroyuki Ito revolves around "summonable" monsters, called "Guardian Forces" ("GF"). A character must have a GF assigned ("junctioned") to them before he or she can do anything in battle besides "Attack" with their weapon, such as "Magic", "GF" (summoning the GF to perform an action), and "Item". While previous Final Fantasy titles provided each character with a limited pool of Magic Points (MP) that were consumed by each spell, in Final Fantasy VIII, spells are obtained ("drawn") from enemies, Draw Points distributed throughout the game's environments, and through refining items and cards. Spells are then stocked on characters as quantified inventory (up to 100 per spell and limited to 32 distinct spells per character) and are consumed one by one when used. Guardian Forces allow characters to "junction" these spells to their own statistics—such as Strength, Vitality, Evade, and Luck—for various bonuses.[2]

The flexibility of this system makes it possible to build a powerful party early in the game. This alternative use of such summoned creatures was a significant departure for the Final Fantasy series, as they were previously used almost exclusively to deliver a single devastating attack during battles. Furthermore, junction replaced the equipment system of previous installments with a permanent, specialized weapon for each character. Each major character's weapon can be upgraded, increasing its power and changing its appearance. Armour and accessories are not included in the game.[3]


Limit Breaks

As in Final Fantasy VII, each character has unique special attacks called "Limit Breaks" ("Special Arts" in the original Japanese version). Whereas Limit Breaks in Final Fantasy VII are triggered by filling the Limit meter through taking damage, in Final Fantasy VIII, they are randomly available every turn when the character's health (Hit Points, or HP) is below 32% of its current maximum, and influenced also by the negative status effects the character is afflicted with. This system is similar to the Desperation Attacks from Final Fantasy VI, which are triggered on rare occasions when a character is near death. The magic spell Aura increases the probability of Limit Breaks appearing, regardless of a character's remaining Hit Points.[4]

Another change is that most of the main characters' special techniques feature interactive elements, ranging from a slot machine design to fighting game-style button inputs. These elements, which are dependent on the character and the nature of the Limit Break, can be used to increase the potency of the attack.[5]


Experience levels


Experience points are awarded following successful battles against randomly encountered enemies. When a character accumulates a certain amount of experience points, he or she gains a "level", which increases that character's base statistics. Unlike previous Final Fantasy games, however, randomly encountered enemies have no set level—their levels increase alongside those of the playable characters. Higher-level enemies are capable of inflicting and withstanding significantly more damage, may have additional special attacks, and carry additional magic spells. Statistic increases from "leveling up" are minuscule compared with those that are available through the Junction system.

In addition to gaining levels, Guardian Forces earn Ability Points (AP) after battles, which are automatically allocated to special abilities that Guardian Forces can learn. When a Guardian Force has learned an ability, that ability becomes available for any character—and, in some cases, the entire character party—to use, such as field abilities. Through learned abilities, characters can receive attack enhancements in battle, refine magic spells from items, receive stat bonuses upon "level up", have remote access to shops, and use additional battle commands.[6][3]


Plot


Setting
Main article: World of Final Fantasy VIII

Most of Final Fantasy VIII is set on an unnamed fantasy world with one moon. The planet comprises five major landmasses, with Esthar, the largest, covering most of the eastern portion of the map.[7] Galbadia, the second largest continent, lies to the west,[7] and contains many of the game's locations. The northernmost landmass is Trabia, an Arctic region. Positioned roughly in the middle of the world map lies Balamb, the smallest continent,[7] the island on which the game begins. The remaining two landmasses are smaller and mostly desolate, riddled with rough, rocky terrain caused by the impact of a "Lunar Cry", an event where monsters from the moon fall to the planet.[note 1][8] The southernmost landmass includes an archipelago of broken sections of land that have drifted apart. Islands and marine structures flesh out the rest of the game world, and a handful of off-world locations round out the game's playable areas.

As part of a theme desired by director Yoshinori Kitase to give the game a foreign atmosphere, various designs were given to its locations using the style of internationally familiar places, while also maintaining a fantasy atmosphere. Inspiration ranged from ancient Egyptian and Greek architecture, to the city of Paris, France, to an idealized futuristic European society.[9][unreliable source?]


Characters
Main article: Characters of Final Fantasy VIII

The six main playable characters in Final Fantasy VIII are Squall Leonhart, a loner who keeps his focus on his duty to avoid vulnerability; Rinoa Heartilly, an outspoken and passionate young woman who follows her heart in all situations; Quistis Trepe, an instructor with a serious, patient attitude; Zell Dincht, a martial artist with a passion for martial arts and hot dogs; Selphie Tilmitt, a cheerful girl who loves trains and pilots the spacecraft Ragnarok; and Irvine Kinneas, a marksman and consummate ladies' man.[1] Temporarily playable characters include Laguna Loire, Kiros Seagill and Ward Zabac, who appear in "flashback" sequences, and antagonists Seifer Almasy and Edea Kramer.

During the game's pre-production, character designer Tetsuya Nomura suggested the game be given a "school days" feel. Scenario writer Kazushige Nojima already had a story in mind in which the main characters were the same age; their ideas meshed, taking form as the "Garden" military academies. Nojima planned that the two playable parties featured in the game (Squall's present day group and Laguna Loire's group from the past) would be highly contrasted with one another. This idea was conveyed through the age and experience of Laguna's group, versus the youth and naïveté of Squall's group.[9][unreliable source?]

To maintain the game's theme of a foreign atmosphere, the characters were designed to have predominantly European appearances. The first Final Fantasy VIII character designed was Squall. Desiring to add a unique angle to Squall's appearance and emphasize his role as the central character, Nomura gave him a scar across his brow and the bridge of his nose. As there was not yet a detailed history conceived for the character, Nomura left the explanation for Squall's scar to Nojima. Squall was given a gunblade, a fictional revolver–sword hybrid that functions primarily as a sword, with an added damaging vibration feature activated by use of its gun mechanism,[10] similar to a vibroblade.[11] His character design was complemented by a fur ruff along the collar of his jacket, incorporated by Nomura as a challenge for the game's full motion video designers.[9][unreliable source?]

With Final Fantasy VIII came the inclusion of some designs Nomura had previously drawn, but had not yet used in a Final Fantasy game. These were the designs of Edea, Fujin and Raijin. The latter two had originally been designed for use in Final Fantasy VII, but with the inclusion of the Turks characters in that game, it was felt that Fujin and Raijin were unnecessary. Nomura had designed Edea before the development of Final Fantasy VII, based on the style of Yoshitaka Amano.[9][unreliable source?]


Story

Final Fantasy VIII begins as Squall duels with Seifer in a training session outside the Balamb Garden military academy. The two cadets scar one another's faces and are returned to Garden for treatment.[note 2] Meanwhile, the Galbadian regime invades the Dollet Dukedom, forcing Dollet to hire assistance from the Balamb Garden branch of "SeeD", Garden's elite mercenary force. SeeD uses the mission as a final examination for its cadets;[note 3] with the help of his instructor, Quistis, Squall passes its prerequisite and is grouped with Seifer and Zell. Seifer disobeys orders and abandons his team halfway through the mission, forcing Selphie to accompany Squall and Zell for the duration. After the mission, SeeD halts the Galbadian advance; Squall, Zell, and Selphie graduate to SeeD status; Seifer is disciplined for his disobedience.[note 4]

During the graduation party, Squall meets Rinoa, whose personality is apparently the opposite of his own.[12] When assigned with Zell and Selphie to help her Galbadian resistance, Squall learns that a sorceress named Edea is behind Galbadia's hostilities. Under orders from the Balamb and Galbadia Gardens, Squall and his comrades—now joined by Rinoa, Quistis, and Irvine—attempt to assassinate Edea.[note 5] Despite a nearly flawless execution of the plan, the sorceress thwarts the attack, and the party is detained. Squall's party also learns that Seifer has left Garden to become Edea's "knight", her second-in-command.[note 6]

After the team escapes, Galbadian missiles deploy towards Trabia Garden. Fearing that Balamb Garden is the next target of Edea's revenge, the team splits into two units: Squall's group returns to Garden to warn of the attack, but must first stop an internal conflict incited by NORG,[note 7] SeeD's financial supporter; while Selphie's team travels to the Galbadian Missile Base in attempt to stop the missile launch, but fails. Squall inadvertently turns Balamb Garden into a mobile fortress and manages to evade the missiles; however, he loses control, and the Garden collides with the docks at Fisherman's Horizon.[note 8] While local technicians repair the Garden, Galbadians invade in search of a girl named "Ellone",[note 9] who had been staying at Balamb Garden until recently. Ellone eventually escapes to Esthar, the world's technological superpower.

During Squall's meeting with Ellone, he learns that she had been "sending" him and his party members into flashbacks set seventeen years in the past in order to change it.[note 10] The scenes center on Laguna and his two friends, Kiros and Ward. During the flashbacks, Laguna changes from Galbadian soldier to the defender of a country village to leader of a resistance movement against Sorceress Adel, and later goes on to become the president of Esthar.[note 11]

Meanwhile, Squall confronts his personal anxieties fueled by ongoing developments,[note 12] such as Headmaster Cid appointing him as SeeD's new leader,[note 13] and his increasing attraction to Rinoa. While investigating Trabia Garden's ruins, Squall and his comrades learn that they, along with Seifer and Ellone, were all raised (with the exception of Rinoa) in an orphanage run by Edea; they later developed amnesia due to their use of Guardian Forces.[note 14] It is also revealed that Cid and Edea had established Garden and SeeD primarily to defeat corrupt sorceresses.[note 15] After these revelations, the forces of Balamb Garden and the Galbadian army, led by Squall and Seifer respectively, engage in battle above the orphanage. After Balamb defeats Galbadia, the player learns that Edea is merely an unwilling tool for "Ultimecia",[note 16] a powerful sorceress from the future who wishes to compress time into a single moment; it is for this reason she has sought Ellone.[note 17] Edea loses a decisive battle against the SeeD, forcing Ultimecia to transfer her powers to Rinoa; Edea survives, but Rinoa enters a coma. Squall becomes obsessed with waking her and goes to Esthar to find Ellone, as he believes that she can help save Rinoa.[note 18]

While Rinoa is being treated on Esthar's space station, Ultimecia uses her to free Sorceress Adel from her orbital prison. Ultimecia then orders Seifer to activate the Lunatic Pandora facility, inciting a rain of creatures from the moon that sends Adel's containment device to the planet.[note 19][note 20] Having selected Adel as her next host, Ultimecia abandons Rinoa in outer space. Squall rescues her, and they return to the planet on a derelict starship. Upon their landing, delegates from Esthar isolate Rinoa for fear of her sorceress abilities,[note 21] forcing Squall to rescue her. President Laguna apologizes for the incident and announces Dr. Odine's plan to let Ultimecia possess Rinoa, have Ellone send Rinoa (and thus Ultimecia as well) to the past and then retrieve only Rinoa back to the present, enabling Ultimecia to achieve Time Compression to occur, as it would allow Squall's group to confront Ultimecia in her time.[note 22] To do this, Squall's team infiltrates Lunatic Pandora, defeats Seifer and Adel, and has Rinoa inherit Adel's sorceress powers.[note 23] Time Compression is thus initiated; Squall and his allies travel to Ultimecia's era and defeat her.

With Ultimecia defeated, the universe begins returning to normal; however, Squall is nearly lost in the flow of time as he witnesses the origins of the game's story. When a dying Ultimecia travels back in time to pass her powers to Edea, Squall informs Edea of the concepts of Garden and SeeD that she will create.[note 24] Afterward, he is able to properly recollect his memories and was able to regain consciousness and thus return to the present. The ending cinema depicts the events after Squall and co.'s return to the present. Seifer is once again reunited with Raijin and Fujin; Laguna visits Raine's grave (and recollects his proposal to her) along with Ellone, Ward, and Kiros; and a celebration takes place in the Garden, with Squall and Rinoa embracing one another under the moonlight.

Final Fantasy

Final Fantasy (Fainaru Fantajī?) is a media franchise created by Hironobu Sakaguchi and owned by Square Enix that includes video games, motion pictures, and other merchandise. The series began in 1987 as an eponymous console role-playing game (RPG) developed by Square, spawning a video game series that has become the focus of the franchise. The franchise has branched into other genres and platforms, such as tactical RPGs, portable games, a massively multiplayer online role-playing game, and games for mobile phones. As of March 2007, there are twenty-eight games in the franchise, including twelve numbered games and numerous spin-off titles. The series also includes three animated productions, two full-length CGI films, and several printed adaptations of the video games.

Most Final Fantasy installments are independent stories; however, they feature common elements that define the franchise. Such recurring elements include creatures, character names, airships, and character classes. The series has popularized many features now widely used in console RPGs, and it is well known for its visuals, music, and innovation, such as the inclusion of full motion videos, photo-realistic character models, and orchestrated music by Nobuo Uematsu. The series has been commercially and critically successful; it is the fourth-best-selling video game franchise, behind Mario, Pokémon, and The Sims. It is also Square Enix's best selling series, with more than 85 million units sold as of July 7, 2008. In addition, the series was awarded a star on the Walk of Game in 2006,and holds seven Guinness World Records in the Guinness World Records Gamer's Edition 2008.


Games

The first installment of the series premiered in Japan on December 18, 1987. Each subsequent title was numbered and given a unique story; consequently, the numbers refer more to volumes than to sequels. Since the original release, many Final Fantasy games have been localized for markets in North America, Europe, and Australia on numerous video game consoles, personal computers, and mobile phones. Future installments will appear on seventh generation video game consoles; two upcoming titles include Final Fantasy XIII and Final Fantasy Versus XIII. As of March 2007, there are 28 games in the franchise. This number includes the main installments from Final Fantasy to Final Fantasy XII, as well as direct sequels and spin-offs. Many of the older titles have been rereleased on multiple platforms.

Main series

Three Final Fantasy installments were released on the Nintendo Entertainment System (NES). Final Fantasy, released in Japan in 1987 and in North America in 1990, focuses on four adventurers as they attempt to balance the four elements of the world. Final Fantasy introduced many concepts to the console RPG genre, and has since been remade on several platforms. Final Fantasy II, released in 1988 in Japan, centers on four youths who join a resistance to end an evil tyrant's military campaign against the world. The game has been bundled with Final Fantasy in several re-releases. The last of the NES installments, Final Fantasy III, was released in Japan in 1990; however, it was not released elsewhere until a Nintendo DS remake in 2006. The plot of Final Fantasy III focuses on four orphaned youths who come across a crystal, which grants them power and instructs them to restore balance to the world.

The Super Nintendo Entertainment System (SNES) also featured three installments of the main series. Final Fantasy IV was released in 1991; in North America, it was released as Final Fantasy II. The story centers on a dark knight and his journey to save the world from a mysterious villain. Final Fantasy V, released in 1992 in Japan, focuses on a wanderer and his allies as they prevent the resurgence of an evil being. It was the first in the series to spawn a sequel, a short anime series titled Final Fantasy: Legend of the Crystals.[citation needed] Final Fantasy VI was released on the SNES in 1994, but it was released in North America as Final Fantasy III. The plot centers on a group of rebels as they attempt to overthrow an imperial dictatorship.

Three main Final Fantasy games were also released for the PlayStation (PS). Final Fantasy VII, released in 1997, follows a group of adventurers as they battle a powerful corporation. It was the first game in the series to use three-dimensional (3D) computer graphics, which feature polygonal characters on pre-rendered backgrounds. Final Fantasy VIII was released in 1999, and was the first game in the series to consistently use realistically proportioned characters, and to feature a vocal piece as its theme music. Its plot focuses on a group of young mercenaries who seek to prevent a sorceress from manipulating an international war. Final Fantasy IX, released in 2000, begins its story with the protagonists attempting to stop a war sparked by an ambitious queen. It returned to the series' roots by revisiting a more traditional Final Fantasy setting.

Three main installments, including one online game, were released for the PlayStation 2 (PS2). Final Fantasy X was released in 2001, and features protagonists trying to defeat a rampaging force terrorizing the world. The game introduced full 3D areas and voice acting to the series, and it was the first to spawn a direct video game sequel (Final Fantasy X-2). Final Fantasy XI was released on the PS2 and PC in 2002, and later on the Xbox 360. The first massive multi-player online role-playing game (MMORPG) in the series, Final Fantasy XI is set in a world where players can experience hundreds of quests and stories. It is also the first game in the series to feature real-time battles instead of random encounters. Final Fantasy XII was released in 2006; its story is set in a world where two empires are waging an endless war.

Final Fantasy XIII is in development for the PlayStation 3 and Xbox 360, and will be released in 2009 in Japan, and in 2010 in North America and Europe. It will be the flagship installment of the Fabula Nova Crystallis Final Fantasy XIII compilation.

Sequels and spin-offs


Final Fantasy has spawned numerous spin-offs and compilations. Three Square games were released in North America with their titles changed to include "Final Fantasy": The Final Fantasy Legend and its two sequels. Final Fantasy Adventure is a spin-off to the Final Fantasy series and spawned the Mana series. Final Fantasy Mystic Quest was developed for a United States audience, and Final Fantasy Tactics featured many references and themes found in previous Final Fantasy games. In 2003, the video game series' first direct sequel, Final Fantasy X-2, was released. The Chocobo series and Kingdom Hearts series includes characters and themes from Final Fantasy. Three Final Fantasy compilations—Compilation of Final Fantasy VII, Ivalice Alliance, and Fabula Nova Crystallis Final Fantasy XIII—share many themes. There is also the Final Fantasy Crystal Chronicles series.

Other media

Square Enix has expanded the Final Fantasy series into various mediums. In addition to the games, there have been CGI films, animated series, and books.[1] Several titles have been adapted into manga and novels, and Final Fantasy Tactics Advance and Final Fantasy: Unlimited have been adapted into radio dramas.

Multiple anime and computer-generated imagery (CGI) films have been produced that are based either on individual Final Fantasy games or on the series as a whole. The first was an original video animation (OVA) titled Final Fantasy: Legend of the Crystals and was a sequel to Final Fantasy V. The story was set on the same world as the game though 200 years in the future. It was released as four 30-minute episodes first in Japan in 1994 and later released in the United States by Urban Vision in 1998.[26] In 2001, Square Pictures released its first feature film, Final Fantasy: The Spirits Within. The story was set on a future-Earth that had been invaded by alien life forms.[27] The Spirits Within was the first animated feature to seriously attempt to portray photorealistic CGI humans, but was considered a box office bomb.[1][27][28] 2001 also saw the release of Final Fantasy: Unlimited, a 25 episode anime series based on the common elements of the Final Fantasy series. It was broadcast in Japan by TV Tokyo and released in North America by ADV Films.[29] In 2005, Final Fantasy VII Advent Children and Last Order: Final Fantasy VII were released as part of the Compilation of Final Fantasy VII. Advent Children was a CGI film directed by Tetsuya Nomura and Last Order was a short OVA directed by Morio Asaka.

Several of the video games have either been adapted into or have had spin-offs in the form of manga and novels. The first was the novelization of Final Fantasy II in 1989 and was followed by a manga adaptation of Final Fantasy III in 1992.[30][31] The past decade has seen an increase in the number of adaptations and spin-offs. Final Fantasy: The Spirits Within has been adapted into a novel,[32] Crystal Chronicles has been adapted into a manga,[33] and Final Fantasy XI has had a novel and manga set in its continuity.[34][35] Two novellas based on the Final Fantasy VII universe have also been released. The Final Fantasy: Unlimited story was partially continued in novels and a manga after the anime series had ended.

Cammon Elements

Although most Final Fantasy installments are independent, many themes and elements of gameplay recur throughout the series.[36][37] Most titles feature recycled names often inspired from various cultures' history and languages including Japanese, Hebrew, and Latin.[38] Examples include weapon names like Excalibur and Masamune—derived from Arthurian legend and the Japanese swordsmith Masamune respectively—as well as the spell names Holy, Meteor, and Ultima.[37][38] Beginning with Final Fantasy IV, the series adopted its current logo style that features the same typeface and an emblem designed by manga artist Yoshitaka Amano. The emblems relate to the title's respective plot and typically portray main characters or objects central to the story. Subsequent remakes of the first three games have replaced the previous logos with ones similar to the rest of the series.[37]


Plot and themes

The central conflict in many Final Fantasy games focuses on a group of characters battling an evil, and sometimes ancient, antagonist that dominates the game's world. Stories frequently involve a kingdom in rebellion, with the protagonists taking part in the rebellion. The heroes are often destined to defeat the evil, and occasionally gather as a direct result of the antagonist's malicious actions.[10][38] Another staple of the series is the existence of two villains, one more evil than the last. The main villain is not always who it appears to be, as the primary antagonist may actually be subservient to another character or entity.[10] With the exception of Kefka from Final Fantasy VI, the main antagonist introduced at the beginning of the game is not the final enemy at the end of the game, and the characters must continue their quest beyond what appears to be the final fight.[38] Stories in the Final Fantasy series frequently emphasize the internal struggles, passions, and tragedies of the characters, and the main plot often recedes into the background as the focus shifts to their personal lives.[39][40] Games also explore relationships between characters, ranging from love to rivalry.[10] Other recurring situations that drive the plot include amnesia, a hero corrupted by an evil force, mistaken identity, and altruistic suicide.[10][41][42]

Magical orbs and crystals are recurring in-game items that are frequently connected the themes of the games' plots.[38] Crystals often play a central role in the the creation of the world, and a majority of the Final Fantasy games link crystals or orbs to the planet's life force. As such, control over these crystals drive the main conflict.[38][43] Other common plot and setting themes include the Gaia hypothesis, an apocalypse, and conflicts between advanced technology and nature.[38][41][44] Classical elements are recurring themes in the series related to the heroes, villains, or items.[38] Different means of transportation have appeared through the series. The most common is the airship, but others include sea and land vessels. Following Final Fantasy VII, vehicles adapted more modern and futuristic designs.[38]


Characters
Further information: Character design of Final Fantasy

The series has often featured androgynous or effeminate male main characters, a trend that has generally increased as the series evolved.[45][46][47] Character names are another recurring theme. Since Final Fantasy II, a character named Cid has appeared in different capacities: a non-playable ally, party member, and villain. Though Cid's appearance and personality differ between titles, the character is normally related to the in-game airships. Biggs and Wedge, inspired by two Star Wars characters by the same name, appear in titles as minor characters, sometimes as comic relief.[37][40] Character classes, specific jobs that enable unique abilities for characters, are another recurring theme. Introduced in the first game, character classes have been used differently in each title. Some restrict a character to a single job to integrate it into the story, while other games feature dynamic job systems that allow the player to chose from multiple classes and switch throughout the game. Though used heavily in many games, such systems have become less prevalent in favor of characters that are more versatile; characters still match an archetype, but are able to learn skills outside their class.[37][38][40]

Recurring creatures include Chocobos, Moogles, Tonberries, Behemoth, Cactuars and Malboros.[40] Chocobos are large, flightless birds often appearring as a means of long-distance travel for characters. Moogles are white, stout creatures resembling teddy bears with wings and a single antenna. They serve different capacities in games including mail delivery, weapon smiths, and party members. Chocobo and Moogle appearances are often accompanied by specific themes that have been arranged differently for separate titles.[10][37][40] The concept of summoning legendary creatures to aid in battle has persisted since Final Fantasy III; common summons include Shiva, Ifrit, and Bahamut. These creatures, often referred to as "Summons", have been inspired by mythologies from Arabic, Hindu, Norse, and Greek cultures.[37][38]


Gameplay
Main article: Gameplay of Final Fantasy

Final Fantasy games typically have several modes of interaction that are broadly categorized by function. Screens are accessed either by the player's actions or by automatic events. Such screens include: field screens, battle screens, world screens, menu screens, cutscenes, and minigames. The player normally controls the character interaction with the environment via Field, Battle, and World screens; minigames are sometimes used for this as well.

"Field screens" are enclosed and interconnected areas—towns, caves, fields, and other environments—through which the player can navigate the playable characters. Most of the character dialogue and exploration occurs on the field screens. In the first ten titles (except Final Fantasy VIII, where other characters follow the main character when you are not on the world map), players can navigate the main character, which represents the whole party, around the environment. Since Final Fantasy XI, multiple playable characters have been shown on the Field screen, and battles have been incorporated into the Field screen. "Battle screens" facilitate battles in an arena, usually with a change of scale and a background that represents where the battle is occurring. For example, a random battle in a desert will have a desert backdrop.[48] Battles are normally either plot-relevant or random encounters. In Final Fantasy XI and XII, battles screens were omitted by having battle sequences occur on the main field screen;[49][50] the change was influenced by a desire to remove random encounters.[51]
 

The "World screen" is a low-scale map of the game world used to symbolize traveling great distances that would otherwise slow the plot progression. The party can often traverse this screen via airships, Chocobos, and other modes of transportation.[48] "Menu Screens" are used for character and game management; typical menu screens include items, character status, equipment, abilities, and game options.[40] This screen is usually presented in a very simple table layout. "Cutscenes" are non-interactive playbacks that provide instructions for the player or advance the plot. They can either be pre-rendered video, also known as full motion video, or they can be executed with the same engine as any of the first three modes. "Minigames" are small activities that generally serve as diversions from the story.


Battle system

Combat in the Final Fantasy series started with a simple menu-driven, turn-based battle system. The series began to introduce real-time elements in Final Fantasy IV,[10] culminating in a full real-time system for Final Fantasy XI and Final Fantasy XII.[52][53] The traditional, turn-based battle system was used in the first three games. At the beginning of each combat round, the player chooses battle commands for all playable characters. These commands are carried out in an order determined by the "speed" statistic of the characters.
 

With Final Fantasy IV, the turn-based battle system was replaced by the Active Time Battle (ATB) system designed by Hiroyuki Ito. Square Co., Ltd. filed a United States patent application for the ATB system on March 16, 1992, under the title "Video game apparatus, method and device for controlling same" and was awarded the patent on February 21, 1995. On the battle screen, a status summary of each character is displayed. These encompass health levels, magic levels, and an ATB gauge. The ATB gauge determines when a character can take action. When the gauge is filled completely, the player can issue an order to that character.[54] Also, the player has the option to issue commands at the same time as when something else is happening. Not to be confused with a real-time battle system, this is simply an implement to help make things move along at a quicker pace. However, there can be times during battle when no action is taking place and the player is waiting for ATB gauges to fill up. The ATB system was replaced in Final Fantasy X by the Conditional Turn-Based Battle (CTB) system (also known as Count Time Battle) created by Toshiro Tsuchida. This system returns to a turn-based format, but character and enemy actions heavily affect the order of future battle turns. A graphical timeline along the upper-right side of the screen details who will be receiving turns next, as well as how various actions taken (such as using the Slow spell on an enemy) will affect the subsequent order of turns.

The Real Time Battle (RTB) system—introduced in Final Fantasy XI—replaced the random encounter game mechanic that has featured in past Final Fantasy games. Instead, it allows players to view the location of nearby enemies on the game map, therefore allowing one to move around the landscape during battles, or to avoid battles altogether. Characters start attacking automatically once they are in combat with an enemy, and special commands and magic can be input by the player at any time. Contrary to the system's name it is not totally in real-time; with the exception of items, moving, certain special abilities and the first physical attack, all actions have a "charge" time before they are executed. Square Enix presented a short demo of Final Fantasy XIII at the 2006 E3 conference, in which a menu at the bottom of the screen was used for inputting battle commands; the system was barely noticed because of the cinematic nature of the battles.[55] The Active Dimension Battle (ADB) system featured in Final Fantasy XII was a cross between the RTB system and the ATB's time meter. This system was inspired by the Final Fantasy XII developers' experience working on Ogre Battle and Vagrant Story.[56]

Most installments use an experience level system for character advancement, in which experience points are accumulated by killing enemies—however, defeating bosses in some titles did not provide experience points.[57][58][59] Battles also use a points-based system for casting magical spells. Since Final Fantasy III, most titles have featured a variety of "special commands", such as stealing items from enemies or performing more powerful attacks. These abilities are sometimes integrated into the job system, which has appeared in several installments.


Development and history


Origin
See also: Development of Final Fantasy (video game) and Development of Final Fantasy II

In the mid 1980s, Square entered the Japanese video game industry with simple RPGs, racing games, and platformers for Nintendo's Famicom Disk System. Though a couple games were successful in North America, most were not popular and the company faced bankruptcy. In 1987, Square designer Hironobu Sakaguchi headed development of a game to prevent the company's financial ruin. Sakaguchi chose to create a new fantasy role-playing game for the cartridge-based Famicom, and drew inspiration from popular fantasy games: Enix's Dragon Quest, Nintendo's The Legend of Zelda, and Origin Systems's Ultima series. As Sakaguchi planned to retire after completing the project, it was named Final Fantasy.[2][48][60] Despite his explanation, the name of the game has also been attributed by various sources to the company's hopes that the project would solve its financial troubles.[2][4]

The game indeed reversed Square's lagging fortunes, and it became the company's flagship franchise.[1][2] Following the success, Square immediately developed a second installment. Because Sakaguchi assumed Final Fantasy would be a stand-alone title, its story was not designed to be expanded by sequel. The developers instead chose to carrying over only thematic similarities to its predecessor. Some of the gameplay elements, such as the character advancement system, were overhauled. This approach has continued throughout the series; each major Final Fantasy game features a new setting, cast of characters, and battle system.[61]


Design
See also: Category: Final Fantasy designers

The first five games were directed by Hironobu Sakaguchi, who also provided the original concepts. He served as a producer for subsequent games until he left Square in 2001.[62][63][64][65][66] Yoshinori Kitase took over directing the games until Final Fantasy VIII,[63][64][65] and has been followed by a new director for each new title. Hiroyuki Itō has designed several gameplay systems, including Final Fantasy V's Job System, Final Fantasy VIII's Junction System[65] and the Active Time Battle concept, which was used from Final Fantasy IV until Final Fantasy IX. Itō also co-directed Final Fantasy VI with Kitase.[63]

Kenji Terada was the scenario writer for the first four games; Kitase took over as scenario writer for Final Fantasy V through Final Fantasy VII. Kazushige Nojima became the series' primary scenario writer from Final Fantasy VII until his resignation in October 2003; he has since formed his own company, Stellavista. Nojima partially or completely wrote the stories for Final Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy X-2. He has also worked as the scenario writer for the spin off series, Kingdom Hearts.[67] Square Enix continues to contract story and scenario work to Nojima and Stellavista.
 

Artistic design, including character and monster creations, was handled by Japanese artist Yoshitaka Amano from Final Fantasy through Final Fantasy VI. Amano also handled title logo designs for all of the main series and all of the image illustrations from Final Fantasy VII onward. Following Amano's departure, he was replaced by Tetsuya Nomura,[68] who worked with the series through Final Fantasy X; for Final Fantasy IX, however, character designs were handled by Shukou Murase, Toshiyuki Itahana, and Shin Nagasawa.[66] Nomura is also the character designer of the Compilation of Final Fantasy VII, and all three installments of the upcoming Fabula Nova Crystallis: Final Fantasy XIII. Other designers include Nobuyoshi Mihara and Akihiko Yoshida. Mihara was the character designer for Final Fantasy XI,[69] and Yoshida served as character designer for Final Fantasy Tactics, Final Fantasy XII, the Square-produced Vagrant Story, and the Final Fantasy III remake.


Graphics and technology

The first titles on NES feature small sprite representations of the leading party members on the main world screen because of graphical limitations. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 pixels high and use a color palette of 4 colors. 6 frames of animation are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first title includes non-player characters (NPCs) the player could interact with, but are mostly static in-game objects. Beginning with the second title, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.[70]

In August 1995, Square showed an interactive SGI technical demonstration of Final Fantasy for the next generation.[71] Articles in video game magazines GameFan and Nintendo Power led fans to believe the demo was of a new Final Fantasy title for the Nintendo 64 video game console. However, 1997 saw the release of Final Fantasy VII for the Sony PlayStation and not the Nintendo 64 as many had originally anticipated.[72] The switch was due to a dispute with Nintendo over its use of faster and more expensive cartridges, as opposed to the slower, cheaper, and much higher capacity compact discs used on rival systems.[73] Final Fantasy VII introduced 3-dimensional graphics with fully pre-rendered backgrounds.[74][75] It was because of this switch to 3D that a CD-ROM format was chosen over a cartridge format.[71]
 

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look.[76] Like Final Fantasy VII, some full motion video (FMV) sequences would have video playing in the background, with the polygonal characters composited on top. Final Fantasy IX returned briefly to the more stylized design of earlier games in the series. It still maintained, and in many cases slightly upgraded, most of the graphical techniques used in the previous two games in the series. Final Fantasy X was released on the PlayStation 2,[19] and made use of the much more powerful hardware to render many cutscenes in real-time, rather than in pre-rendered FMV sequences. Rather than having 3D models moving about in pre-rendered backgrounds, the game featured full 3D environments, giving it a more dynamic look, though the camera angle was fixed. It was also the first Final Fantasy game to introduce voice acting, occurring throughout the majority of the game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development.[77]

Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG.[78] Initially released for PlayStation 2 with a PC port arriving 6 months later, Final Fantasy XI was also released on the Xbox 360 nearly four years after its original release in Japan.[79] This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X in exchange for more advanced textures and lighting.[80][81] It also retains the freely rotating camera from Final Fantasy XI. Final Fantasy XIII was shown at E3 2006 and will make use of Crystal Tools, a middleware engine developed by Square Enix.[82][83]