Final Fantasy Tactics A2: Grimoire of the Rift[a] is a tactical role-playing game developed and published by Square Enix for the Nintendo DShandheld game console. Releasing in 2007 in Japan and 2008 in the West, the game is a sequel to Final Fantasy Tactics Advance and forms part of the Ivalice Alliance, a group of games set in the titular fictional universe. The game features cameo appearances from central and supporting characters from Final Fantasy XII, a title set in Ivalice.
(Redirected from Tactics A2)
Final Fantasy Tactics A2: Grimoire of the Rift | |
---|---|
Developer(s) | Square Enix |
Publisher(s) | Square Enix |
Director(s) | Yuichi Murasawa |
Producer(s) | Hiroaki Kato |
Artist(s) |
|
Writer(s) | Kyoko Kitahara |
Composer(s) | Hitoshi Sakimoto Masaharu Iwata |
Series | |
Platform(s) | Nintendo DS |
Release |
|
Genre(s) | Tactical role-playing |
Mode(s) | Single-player |
Tactics A2 follows a young man named Luso Clemens after he is transported through a magical book to the world of Ivalice. Rescued from monsters by a clan leader named Cid and later joined by the thief Adelle, Luso becomes involved in battles between rival clans as he seeks a way home. Gameplay carries over mechanics from Tactics Advance including turn-based combat on a grid, a themed Job system, and a 'Law' system placing limitations on player action during battles.
28 may 2014 tithi. Originally planned for Game Boy Advance prior to the DS's worldwide commercial success, the project began development in 2006 with the aim of expanding on the elements of Tactics Advance. Director Yuichi Murasawa, artist Ryoma Ito, and composer Hitoshi Sakimoto all returned from Tactics Advance. The English translation was done by Alexander O. Smith and Joseph Reeder, who had worked on Final Fantasy XII and Vagrant Story. It received generally positive reviews, and went on to sell 670,000 units worldwide. Elements from the game were later used in mobile titles set in Ivalice.
- 2Synopsis
- 3Development
Gameplay[edit]
The opening battle in Final Fantasy Tactics A2: Grimoire of the Rift; main protagonist Luso prepares to attack an enemy.
Final Fantasy Tactics A2: Grimoire of the Rift is a tactical role-playing game in which players take control of a party from the clan of protagonist Luso ClemensâClan Gullyâfor turn-based tactical combat in three-dimensional isometric areas viewed through a fixed camera.[2][3] The game's world of Ivalice is divided into sections which unlock as the story progresses; character units not in the player's active party can be sent on training missions to grow stronger or complete side-quests.[3]
In addition to story and side-quests, Clan quests can be completed which cost a special in-game currency dubbed Clan Points and feature optional handicaps; the reward for completion increases with the amount of handicaps in place. The Clan also controls areas of Ivalice, with the Clan bidding for control of areas in auction houses and defending them with teams made up of inactive party members. When the Clan fights in native territory, they receive passive ability boosts.[3] Between missions, the Clan can purchase new equipment at guilds, with the types of gear available depending on their Clan ranking. Equipment is principally earned from loot drops after an enemy is defeated.[2]
The game's turn-based battles play out in a grid-based arena; each unit on both sides has their turn placed according to their Agility statistic, with the most agile units going first.[2] During their turn, characters can be moved and positioned to face in four directions, and perform actions such as attacking, performing skills and using items.[4] Each unit has health points (HP) and magic points (MP), with MP starting at zero and regenerating with each turn. MP are used to perform magic abilities, with more powerful spells costing more MP. When a Unit's HP is depleted, they are knocked out.[2][4] Some battles are affected by changing weather, which impacts unit movements and abilities.[4]
Unit abilities are tied to a character class-based Job system, with over fifty different Jobs; a unit's Job influences their abilities, and some Jobs are specific to the game's seven playable races.[3][5] Job abilities are learned from armour and weapons equipped to a unit, with the types and number of skills learned enabling characters to switch Jobs.[2] Jobs are drawn from the Tactics games and the wider Final Fantasy series, including close-quarters melee fighters such as Warrior and Soldier; ranged fighters such as the Archer and Sniper; and magic-based jobs such as White Mage, Black Mage and Summoner.[2][4] The Summoner job allows a unit to summon Scions, powerful beings which deliver a cinematic attack which damages all enemies.[4][5]
A feature carried over from Final Fantasy Tactics Advance is the Law system. Each battle is supervised by a Judge, which imposes a randomised restriction on the battle such as not healing party members or refraining from using certain spells. Complying with the Law results in the party earning additional rewards at the battle's end, while breaking the Law enough times causes the Judge to abandon the battle and leave defeated units unable to be revived until the battle ends. There are also zones in the game called 'Jagd', where the Judges cannot go and fallen units are subject to permadeath.[2][3]
Synopsis[edit]
Setting and characters[edit]
Tactics A2 is set in the fictional world of Ivalice. Rather than the dream version featured in Tactics Advance, Tactics A2 takes place in the real world of Ivalice, a setting shared with Final Fantasy Tactics and Final Fantasy XII; the opening uses a version of the town of St. Ivalice, the setting of Tactics Advance. Chronologically, Tactics A2 is set shortly after the events of Final Fantasy XII.[6][7] The Ivalice of Tactics A2 is populated by seven races, five of which return from Tactics Advance. The five returning races are the human-like Humes; recurring series mascots Moogles, and Ivalice-specific races the Nou Mu, Viera, and Bangaa. The two new races are the Seeq from Final Fantasy XII, and the wholly new Gria.[3][8][9]
The main protagonist is Luso Clemens, a young troublemaker native to the town of St. Ivalice who is magically transported to the land of Ivalice. Soon after arriving, he is rescued from monsters by Cid, leader of the small Clan Gully and a recurring Final Fantasy character. Lusu is helped in his quest to return home by Adelle, a thief who eventually joins the Clan; and Hurdy, a moogle minstrel.[10][11]Characters from Final Fantasy XII appear as cameos with exclusive Jobs. The characters are Vaan, the main protagonist of Final Fantasy XII, fellow protagonist Penelo, supporting character Al-Cid and the moogle Mont Blanc.[12][13]
Plot[edit]
On the eve of leaving school for summer break, Luso is forced to stay at school and serve detention helping in the school library. Finding a half-empty book and writing his name in it as a prank, Luso is magically transported with the book into Ivalice. Landing in the midst of a battle between Clan Gully and a powerful monster, he is saved and helps in the battle once granted a job. Meeting Clan Gully's leader Cid, he explains his situation and Cid vows to return him to his home; Luso also offers to help the Clan during quests. During their time taking on quests, Luso meets the thief Adelle, who initially steals a payment before returning and joining the Clan, and the minstrel Hurdy. Luso eventually meets the mage Lezaford, who reveals that the book Luso still carriesâwhich is recording his actions in Ivaliceâcan take him back to his world.[14]
Going on a journey to discover more about the book, Clan Gully face off against the criminal group Khamja. They also battle the hand of a monster which emerges from a portal. While fighting one of their agents Illua sees the book glow and attacks it, but it deflects her attack and Illua is driven off. Lezaford then identifies the book as the 'Grimoire of the Rift', having the power to open portals between worlds and consequently being highly dangerous; the monstrous hand Clan Gully fought off belongs to a beast called the Neukhia, which could be summoned into Ivalice using the Grimoire. Illua wishes to harness powers beyond the portals and seeks the Grimoire's destruction.[14]
During his journey, Luso is forced to both act as representative for Clan Gully after Cid is injured on a mission, then confront a rogue Adelle and free her from Illua's control. During a final confrontation with Illua, a portal is opened and the Neukhia fully emerges, killing Illua before attacking the party. Luso's party defeats the Neukhia, and feels able to go home after bidding farewell to Clan Gully. Arriving back in the library, Luso encounters the school librarianâMewt Randell, a major character from Tactics Advance. Believing Luso's tale, Randell allows Luso to go home. Post-credits scenes show Luso enjoying summer break, Cid and Adelle continuing to adventure with Clan Gully, and Hurdy becoming a world-famous minstrel.[14]
Development[edit]
Tactics A2 was developed by Square Enix, owners and main developers of the Final Fantasy franchise.[15] The game forms part of the Ivalice Alliance, a series of games sharing the setting of Ivalice while taking place at different times in the land's history.[7][16] The director was Yuichi Murasawa, who had directed the original Tactics Advance. Akitoshi Kawazu acted as executive producer, a role he shared with the other Ivalice Alliance projects.[17] The producer was Hiroaki Kato, while Kyoko Kitahara acted as scenario and event director.[18] Character designs were by Ryoma Ito, who also worked on Tactics Advance and Final Fantasy XII.[19] The logo design was created by Akihiko Yoshida.[20] Planning for Tactics A2 began due to positive fan reception and demand for a sequel to Tactics Advance, which released for the Game Boy Advance (GBA) in 2003.[5][21] The team also wanted to add new features, as the short development time of the original Tactics Advance prevented their inclusion. Development was delayed due to Murasawa being occupied with other projects. The team initially planned to develop the game for the GBA, cutting down on development time. After beginning development for the GBA in 2006 with a planned one year production time, the Nintendo DS was launched to worldwide commercial success, persuading Square Enix to shift development from the GBA to DS.[21] Like its predecessor, Tactics A2 was designed to be accessible to casual gamers while maintaining 'serious narrative themes'; the team designed the game with the large casual gamer base of the DS in mind.[1]
In contrast to the mature tone of Final Fantasy XII, Tactics A2's story was described as 'light adventure' similar to Tactics Advance.[15] The first story draft was much darker, with Kitahara setting the entire story in Ivalice. Luso was to have been living a carefree life in his village, with the story starting after an attack on the village left everyone but Luso dead. The team decided against this approach, going for the lighter tone of the final game.[22] The sense of fun intended by the developers was thematically represented by the opening being set during the beginning of summer break, and reinforced by Luso's attitude to his situation.[20] The characters from Final Fantasy XII were planned on from an early stage. Kato initially wanted Balthier to be included, but Kitahara repeatedly refused. Wanting characters who could appeal to long-term fans and series newcomers, the team incorporated Vaan and Penelo, with Vaan's attitude reflecting his character development across Final Fantasy XII and its sequel Revenant Wings. Al-Cid originally had a minor role, but he was later turned into a recruitable character.[18]
The biggest change from developing Tactics Advance was the dual screens of the DS, which enabled menu displays to be spread out and increase the visual spectacle of some sequences.[17][18] The team's aim was to make a 'character-building game with a twist', promoting variety and depth with character customization.[21] The quest variety was also expanded compared to Tactics Advance, as Murasawa regretted the lack of variety in the original game.[20] The summoned monsters were taken directly from Final Fantasy XII, and the team used both screens for their attacks to convey their scale. Initially planned to be purely cinematic attacks, the effects team successfully created a version which used real-time graphics and still conveyed the summons' scale and power.[18] When creating the gameplay, the team carried over multiple mechanics from Tactics Advance, while also adjusting elements such as the leveling system and Law mechanics.[17][20] For the original Japanese release, the team decided not to use the DS touchscreen as it did not fit in with their design plans.[7] The Western versions added touchscreen-based stylus control.[23][24] The team also included a large number of tutorials, further catering to a casual audience.[7]
Art design[edit]
Ito came on board the project after finishing his work on Final Fantasy XII, being invited to join the project by Murasawa. Losu's design was based on Kitahara's comparison of the character with Tom Sawyer. When designing Luso, Ito decided to give him a red hat to give him a heroic look, and made yellow a dominant color in his design. Luso was originally red all over, but upon seeing the developing background scenes Ito changed the main color to yellow. The character Adelle was designed based on design documents by Kitahara, with her lithe physique and bow ribbon reflecting her nickname of 'Adelle the Cat'. The character Cidâthe first non-human version in the Final Fantasy seriesâwent through multiple revisions as Ito created designs based on Kitahara's directions. He first designed him to be very thin, then based his next design on an American bison. His final design blended the bison design with other elements, with his clothing using a cowboy style and common South American colors. Lezaford's design used a staff and cloak to convey his status as a wise mage, which his features being similar to Cid due to being from the same race.[19]
Many of the Job designs were carried over from Tactics Advance with minor revisions, so the new Job outfits were designed to fall in line with the earlier designs. Rather than starting from full illustrations, Ito first created many of the basic jobs as pixel art.[19] Designing the Seeq race proved challenging due to showing a lot of skin. For the new Gria race, Murasawa asked Ito to make them moe, a term Ito described as 'sort of like cute, but different'.[25] Ito's design for Vaan had him looking more mature than his appearances in Final Fantasy XII and its sequel, with the main difference being a shirt covering his chest. Vaan's appearance, which was supposed to mirror that of Balthier, was suggested by Kato.[19] While the rest of the game's artwork was dominated by Ito, the logo design was done by Yoshida, who had previously worked on Tactics and Final Fantasy XII. Yoshida's design combined the figure of a Judge with an open book.[20]
Music[edit]
Hitoshi Sakimoto composed and produced the soundtrack for Tactics A2.
The music for Tactics A2 was composed by Hitoshi Sakimoto, who previously worked on Tactics Advance.[26] Sakimoto also produced the soundtrack, in addition to arrangements. Additional arrangements were done by Masaharu Iwata, Mitsuhiro Kaneda, Kimihiro Abe and Noriyuki Kamikura of Sakimoto's music studio Basiscape.[27][28] The soundtrack included themes from Tactics and Final Fantasy XII by Sakimoto, Kaneda, Kaori Ohkoshi and Ayako Sasou. An arranged version of the main theme of Tactics Advance by Nobuo Uematsu was also used.[28] Sakimoto said that, including new and returning themes, the soundtrack had over sixty songs.[18]
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As with Tactics Advance, Sakimoto moved away from his typical heavy style to create a more light-hearted score. While he knew what to do, he felt under pressure due to fan expectation.[18] The opening feel of the game was a bright summer environment, which impacted Sakimoto's choice of musical feel. Due to the increased hardware of the DS, Sakimoto could incorporate higher-quality music into the game compared to Tactics Advance.[26] While the battle tracks were the first to be started, they were the last to be finalised as Sakimoto kept making adjustments when all the other themes were complete.[18] To maintain a high quality for battle tracks, Sakimoto used sound streaming, bringing the music's quality close to that of a CD release.[26] A two-disc soundtrack album was released on November 21, 2007.[29]
Release[edit]
Tactics A2 was announced in December 2006 alongside the other Ivalice Alliance projects Revenant Wings and The War of the Lions, a remake of Final Fantasy Tactics for PlayStation Portable.[16] As part of the cross-game promotion, Tactics A2 protagonist Luso appears in War of the Lions, with the decision being made when the Ivalice Alliance was first announced.[30] The game released in Japan on October 25, 2007.[31]
A North American release was first announced in March 2007, with confirmation of a PAL-region release coming the following week.[23][32] The localization was handled by Kajiya Productions, a company led by translators Alexander O. Smith and Joseph Reeder; Smith and Reeder were veterans of previous Square Enix titles, having worked on the acclaimed localizations for Final Fantasy XII and Vagrant Story.[33][34] The game released in North America on June 24,[23] and in Europe on June 27.[35]
Reception[edit]
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During its first week on sale, Tactics A2 reached first place in gaming charts, selling over 142,000 units; these sales put it level with debut sales of War of the Lions, and the only title that week to sell over 100,000 units.[45] The following week, the game dropped to third place with further sales of 51,000, bringing total sales to 193,000 units.[46] As of 2009, the game had sold 670,000 units worldwide; 310,000 were sold in Japan, 240,000 in North America, and 120,000 in Europe.[47]
The gameplay was praised by Famitsu for its relaxed difficulty compared to Tactics Advance and large amount of content,[39] while 1UP.com's James Miekle praised the depth of gameplay as the game's strongest feature.[37] Simon Parkin, writing for Eurogamer, called the game a 'straightforward interpretation of the [tactical RPG] genre', enjoying several elements of the gameplay and calling it one of the genre's best examples on the DS.[38]Game Informer's Joe Juba positively noted the greater range of strategic options compared to earlier Tactics titles.[40] Will Herring of GamePro praised the amount of content and breadth of gameplay freedom.[41]GameSpot's Shiva Stella enjoyed the amount of content despite general pacing issues,[42] while IGN writer Daemon Hatfield praised the overall depth while noting a lack of innovation.[43] Fred Dutton of Official Nintendo Magazine generally praised the gameplay, although he noted that the game's scale and depth could be quite daunting.[44] Critics had differing views on the Law system; some praised its challenge,[40][44] while others found it needlessly restrictive or an unwanted element from Tactics Advance.[37][38][42] The slow pace of battle, menu design and lack of a rotating camera were commonly criticized.[37][40][41][42][44]
Miekle felt that the graphics were inferior to fellow DS tactical RPG Advance Wars: Days of Ruin.[37] Parkin called the graphics among the best on the DS at the time,[38] while Juba praised the general graphic designs.[40] while Hatfield said: 'Excellent translation, engaging characters, memorable tunes, and a dazzling art style come together to make a great package.'[43] Dutton called the presentation 'top notch' and praised the musical score;[44] these sentiments echoed by Stella in her review.[42]
Famitsu felt that the game's narrative development was 'unsatisfactory'.[39] Miekle negatively noted a lack of mature story elements compared to the original Tactics or Tactics Advance,[37] while Parkin found the initial premise cliche and noted a lack of substantial story after the opening segment.[38] Juba said that the story 'certainly wonât keep [the player] enthralled',[40] and Herring found it a suitable backdrop to gameplay despite its low quality.[41] Stella called the plot 'generic',[42] while Dutton felt that the light tone of the story was at odds with the gameplay.[44]
Legacy[edit]
Tactics A2 was awarded Best Strategy Game for the Nintendo DS by IGN for their 2008 video game awards.[48] At the 2008 National Academy of Video Game Trade Reviewers awards, Tactics A2 was among those nominated in the 'Game Strategy' category.[49] RPGFan named the game 'Strategy RPG of the Year: Handheld' during their 'Games of 2008' feature ahead of Yggdra Union.[50]
The artwork and character jobs of Tactics A2 were reused by Square Enix for Crystal Defenders, a series of titles released principally for mobile and covering turn-based strategy for its first two entries and tower defense for the third.[51][52] Like Tactics A2, the Crystal Defenders series uses the true Ivalice as its setting.[53] The Crystal Defenders games were released between 2008 and 2009, with the second and third entries releasing internationally.[51][52] Music from Tactics A2 was used for the Crystal Defenders series.[54] The Tactics A2 jobs were later used in the 2015 mobile title Final Fantasy Tactics S.[55]
Notes[edit]
- ^Fainaru FantajÄ« Takutikusu EitsÅ«: FÅ«ketsu no Gurimoa (Japanese: ãã¡ã¤ãã«ãã¡ã³ã¿ã¸ã¼ã¿ã¯ãã£ã¯ã¹ A2
å° ç©´ ã®ã°ãªã¢ã¢, Final Fantasy Tactics A2: The Sealed Grimoire[1])
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- ^ abcdefStella, Shiva (2008-06-20). 'Final Fantasy Tactics A2: Grimoire of the Rift for DS Review'. GameSpot. Archived from the original on 2016-01-01. Retrieved 2016-07-08.
- ^ abcHatfield, Daemon (2008-06-26). 'Final Fantasy Tactics A2: Grimoire of the Rift Review'. IGN. Archived from the original on 2008-06-26. Retrieved 2018-02-21.
- ^ abcdefDutton, Fred (2008-06-26). 'Nintendo DS Reviews - Final Fantasy Tactics A2: Grimoire Of The Rift'. Official Nintendo Magazine. Archived from the original on 2008-07-06. Retrieved 2018-02-21.
- ^Jenkins, David (2007-11-01). 'Final Fantasy Back On Top In Japanese Charts'. Gamasutra. Archived from the original on 2016-03-05. Retrieved 2018-02-21.
- ^Purchese, Robert (2007-11-08). 'Mario Galaxy romps Japan'. Eurogamer. Archived from the original on 2016-11-18. Retrieved 2018-02-21.
- ^'Results Briefing: Fiscal Year ended May 31, 2009'(PDF). Square Enix. 2009-05-19. Archived(PDF) from the original on 2015-08-05. Retrieved 2009-07-21.
- ^'IGN DS: Best Strategy Game 2008'. IGN. 2008-12-15. Archived from the original on 2008-12-16. Retrieved 2008-12-19.
- ^'2008 Awards'. National Academy of Video Game Trade Reviewers. Archived from the original on 2017-10-27. Retrieved 2018-02-21.
- ^'RPGFan Feature - Games of 2008 - Strategy RPG of the Year: Handheld - Final Fantasy Tactics A2'. RPGFan. 2009. Archived from the original on 2009-01-18. Retrieved 2018-02-21.
- ^ abSpencer, Yip (2008-10-30). 'Crystal Defenders Is Square Enix's First iPhone Game'. Siliconera. Archived from the original on 2008-11-02. Retrieved 2018-02-21.
- ^ ab'Crystal Defenders: Vanguard Storm'. GamesIndustry.biz. 2009-05-13. Archived from the original on 2009-07-26. Retrieved 2013-03-28.
- ^ãã¯ãªã¹ã¿ã«ã»ãã£ãã§ã³ãã¼ãºã渡é¨ãè¾°å æ°ã¤ã³ã¿ãã¥ã¼ (in Japanese). Xbox. 2009. Archived from the original on 2009-03-19. Retrieved 2018-02-21.
- ^Greening, Chris (2009-02-01). '01 Feb 2009 - Sakimoto Leads FFTA Spinoff Crystal Defenders'. Square Enix Music Online. Archived from the original on 2013-02-08. Retrieved 2009-05-04.
- ^Yip, Spencer (2013-05-28). 'Final Fantasy Tactics S Launches In Japan With Two New Jobs'. Siliconera. Archived from the original on 2017-09-19. Retrieved 2018-02-21.
External links[edit]
- Official websiteâ¹See Tfdâº(in Japanese)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Final_Fantasy_Tactics_A2:_Grimoire_of_the_Rift&oldid=904090725'
Final Fantasy Tactics | |
---|---|
Developer(s) | Squaresoft |
Publisher(s) |
|
Director(s) | Yasumi Matsuno |
Producer(s) | Hironobu Sakaguchi |
Designer(s) | Hiroyuki Ito |
Artist(s) | Hiroshi Minagawa Akihiko Yoshida Hideo Minaba |
Writer(s) | Yasumi Matsuno |
Composer(s) | Hitoshi Sakimoto Masaharu Iwata[1] |
Series | Final Fantasy Tactics |
Platform(s) | PlayStation |
Release | |
Genre(s) | Tactical role-playing game |
Mode(s) | Single-player |
Final Fantasy Tactics[a] is a tactical role-playing game developed and published by Squaresoft (later changed to Square and now Square Enix) for the SonyPlayStationvideo game console. It is the first game of the Final Fantasy Tactics series and was released in Japan in June 1997 and in the United States in January 1998. The game combines thematic elements of the Final Fantasy video game series with a game engine and battle system unlike those previously seen in the franchise. In contrast to other 32-bit eraFinal Fantasy titles, Final Fantasy Tactics uses a 3D, isometric, rotatable playing field, with bitmapsprite characters.[2]
Final Fantasy Tactics is set in a fictional medieval-inspired kingdom called Ivalice, created by Yasumi Matsuno. The game's story follows Ramza Beoulve, a highborn cadet who finds himself thrust into the middle of an intricate military conflict known as The Lion War, where two opposing noble factions are coveting the throne of the kingdom. As the story progresses, Ramza and his allies discover a sinister plot behind the war.
The game received extremely positive reviews from gaming magazines and websites and has become a cult classic since its release. It has been cited as one of the greatest video games of all time.
A spin-off title, Final Fantasy Tactics Advance, was released for the NintendoGame Boy Advance in 2003 and a sequel to that title, Final Fantasy Tactics A2: Grimoire of the Rift, was released in 2007 for the Nintendo DS. Various other games have also utilized the Ivalice setting, including Vagrant Story for the PlayStation and Final Fantasy XII for the PlayStation 2. An enhanced port of Final Fantasy Tactics, Final Fantasy Tactics: The War of the Lions, was released in 2007 as part of Square Enix's Ivalice Alliance project.[3]
- 2Plot
- 3Development
Gameplay[edit]
The gameplay of Final Fantasy Tactics differs in several key areas from other titles in the Final Fantasy series. Instead of a generic battle screen, with the player's characters on one side and the enemies on the other, encounters take place on three-dimensional, isometric fields. Characters move on a battlefield composed of square tiles; movement and action ranges are determined by the character's statistics and job class.[4] Battles are turn-based; a unit may act when its CT (Charge Time) reaches 100.[4] Charge time is increased once every CT unit (a measure of time in battles) by an amount equal to the unit's speed statistic.[4] When CT reaches 100 or greater, the unit may act. During battle, whenever a unit performs an action successfully, it gains Experience Points (EXP) and Job Points (JP).[5]
An example of the isometric battlefields found in the game. The blue panels on the ground mark where the Wizard (with straw hat and 'AT' icon) can move to.
Another difference is the manner in which random battles are encountered. Like other Final Fantasy games, random battles occur on the world map. However, in Final Fantasy Tactics, random battles only occur in pre-set locations, marked in green on the world map.[6] Passing over one of these spots may result in a random encounter. Another major aspect of battles is magical attacks. Certain magical attacks cause area of effect damage, and many of the more powerful magical attacks require several turns of charging.[7]Hit Points of enemy units are also visible to the player (except in the case of certain bosses), allowing the player to know exactly how much damage they still have to inflict on a particular unit.[5]
Movement on the world map is limited to predefined paths connecting the towns and battle points.[6] When the character icon is over a town, a menu can be opened with several options: 'Bar' for taking sidequest job offers, 'Shop' for buying supplies and equipment, and 'Soldier Office' for recruiting new characters.[6] Later in the game, some towns contain 'Fur Shops' for obtaining items by way of poaching monsters.[6]
Final Fantasy Tactics offers a wide selection of Job Classes. This particular character is currently a Wizard.
Final Fantasy Tactics Artist
Like several installments in the series, Final Fantasy Tactics features a character class system, which allows players to customize characters into various roles. The game makes extensive use of most of the original character classes seen in earlier Final Fantasy games, including Summoners, Wizards (Black Mages), Priests (White Mages), Monks, Lancers (Dragoons), and Thieves.[8] New recruits start out as either a Squire or a Chemist, the base classes for warrior and magician jobs, respectively. The game features twenty jobs accessible by normal characters.[8]
Throughout the game, unique characters also join the party. As well, some characters join as 'guests', which are computer-controlled characters that fight on your side. Many of the unique characters have custom classes that replace the base squire class. It's also possible to recruit monsters into the party. Monsters have unique abilities, but cannot change jobs. Monsters can be captured from battles or bred from existing monsters.
In battle, JP are rewarded for every successful action. JP are used to learn new abilities within each job class.[8] Accumulating enough JP results in a job level up; new jobs are unlocked by attaining a certain level in the current job class (for instance, to become a Priest or Wizard, the unit must first attain Job Level 2 as a Chemist), which also allows the character to gain more JP in that class in battles.[8] Once all the abilities of a job class have been learned, the class is 'Mastered'. A soldier in a specific Job always has its innate skill equipped (Wizards always have 'Black Magic,' Knights always have 'Battle Skill') but a second job-skill slot and several other ability slots (Reaction, Support, and Movement) can be filled with any skill the particular soldier has learned from any job class. This deep level of customization and flexibility grants nigh-infinite replayability, contributing to the game's unusually enduring popularity.[8]
Plot[edit]
Setting[edit]
The story takes place in the kingdom of Ivalice, located in a peninsula surrounded by sea on the north, west and south, with a headland south of the landmass. Its geography features ranging landscapes, from plains to mountains ranges to deserts and forests. It is heavily populated by human beings, although intelligent monsters can be found living in less populated areas. Magic is predominant in the land, although ruins and artifacts indicated that past populace had relied on machinery, such as airships and robots.[9]
Ivalice is a kingdom of seven territories; Fovoham, Gallione, Limberry, Lionel, Zeltennia, the Holy Territory of Murond (Mullonde in later versions), and the Royal Capital of Lesalie (Lesalia in later versions),[10] Ivalice's neighbors are the kingdom of Ordalia in the east and Romanda, a military nation to the north, across the Rhana Strait. While the three nations share common royal bloodlines, major wars have taken place between them. An influential religious institution known as the Glabados Church heads the dominant faith, centering around a religious figure known as Saint Ajora.[11]
The story takes place after Ivalice ended its war with the two nations in what is known as the Fifty Years War, and is facing economic problems and political strife.[12] Adding to its problems is the recent death of the king, whose heir is only an infant.[13] A regent is needed to rule in place of the prince, and the kingdom is split between Prince Goltana, represented by the Black Lion, and Prince Larg, symbolized by the White Lion. The conflict leads to what is known in the game as the Lion War. Behind this backdrop is a revelation by the game's historian Alazlam J. Durai, who seeks to reveal the story of an unknown character whose role in the Lion War was major but was covered up by the kingdom's church.[14] The setting is based around this character, named by default as Ramza, and revolves around his early life and the future conflicts he faced while the events that changed the kingdom unfold.
Characters[edit]
Central to the plot of the game are two main characters, Ramza Beoulve and Delita Heiral. The two characters are childhood friends, and while both are born of differing social classes; Ramza a noble and Delita a commoner, both disregarded this fact and grew up together believing in justice and honor, as taught by Ramza's father Barbaneth (called Balbanes in earlier version). However, as the story progresses, the two characters faced many conflicts that changed their viewpoint on life; Delita seeks to manipulate the upper class to achieve his dreams, while Ramza believes in justice and honor regardless of name and class.[15][16]
The game's plot is then portrayed through the eyes of Ramza Beoulve, who is the player character of the story. His exploits in the war introduced him to a number of characters; each with their own roles and agenda concerning the war and the fictional world, Ivalice, that they inhabit. The most prominent factions at the beginning of the story are those of Prince Goltana and Prince Larg, both are nobles seeking to obtain control of the throne by being the guardian to the monarch's young heir and were thus engaged in a war. The story progresses to include characters from the Glabados Church, which have been controlling Ivalice silently and engineering the war in question.[17]
As the game progresses, players are able to recruit generic player characters and customize them using the Job system of the Final Fantasy series. Several battles also feature 'Guest' characters that are controlled via the game's A.I., which may be recruited later in the game according to the story proper. Aside from original characters, the developers have also incorporated cameo roles from other Square games. The characters were designed by Akihiko Yoshida, who was also in charge of the illustration and character designs of games such as Tactics Ogre, Final Fantasy Tactics Advance, Final Fantasy XII, and Vagrant Story.[18][19]
Story[edit]
Final Fantasy Tactics begins with Ivalice just recovering from the Fifty Year War against Ordalia.[20] The power vacuum caused by the death of its ruler, King Omdoria, soon sparks another conflict. Princess Ovelia and the younger Prince Orinas are both candidates to the throne, with the former supported by Prince Goltana of the Black Lion,[21] and the latter by Queen Ruvelia and her brother, Prince Larg of the White Lion.[22] This erupts into a full-scale war known as the 'Lion War', with either side using whatever means possible to secure their place in the throne. This includes bearing an illegitimate child,[23] killing other possible heirs,[24] betrayal,[25] assassination[26] and false identities.[27]
Throughout the game, nobles regard commoners and peasants as animals,[28] and many commoners try to take revenge on the nobles, who abandoned them after the war.[29] Most joined the so-called Corpse Brigade (a.k.a. Death Corps) to fight against the nobles' soldiers, and many die in vain.[30] Ramza, part of the noble Beoulve family of knights, and Delita, his childhood friend who was an ordinary commoner, are witnesses to this phenomenon. Events such as meeting an arrogant noble named Argath (a.k.a. Algus), as well as the negligent killing of Delita's sister Tietra (a.k.a. Teta) during an uprising, cause Delita and Ramza to abandon their ties to the nobility, both going separate ways.[31]
Ramza joins a mercenary group,[32] led by Gafgarion, who protects Princess Ovelia from being hunted by both sides. Delita joins Prince Goltana's forces to rise up through the ranks and gain control over his own destiny.[33] Ramza and Delita are reunited when Gafgarion attempts to take Ovelia to Prince Larg, though this proves futile. Agrias suggests visiting Cardinal Delacroix (a.k.a. Draclau) of the Glabados Church to protect Ovelia, while Delita continues to work in the shadows, working with multiple sides to realize his ambitions.[34] Along the way to Lionel Castle, Ramza meets Mustadio, a machinist in possession of a holy relic called the Zodiac Stone. Hunted by a trading company for the power it contains,[35] Mustadio also seeks Delacroix's intervention.
However, soon after the encounter with Cardinal Delacroix, Ramza discovers that an elaborate plot was set by the Glabados Church. In their desire to control Ivalice, the Church, particularly the High Confessor Marcel Funebris (a.k.a. High Priest Marge Funeral), uses the legend of the so-called holy Zodiac Braves to gather the Zodiac Stones,[36] and fuels the Lion War between Larg and Goltana.[37] To stave off Ramza's interference, Delacroix uses the stone to transform into a legendary Lucavi demon,[38] and Ramza has no choice but to slay him/it. As a result, Ramza is regarded a heretic of the Church, and he is approached by the Confessor Zalmour (a.k.a. Heretic Examiner Zalmo) at Lesalia Imperial Capital.[39]
While noble in name, the Beoulve family is susceptible to corruption, due to ambition. Dycedarg, the eldest sibling, conspires with Larg and the Church to ensure that the Beoulve family remains in power. However, his younger brother Zalbag is unaware of his dealings.[40] Alma, Ramza's younger sister, remains in church, unaffected by the situation until Ramza is branded a heretic in front of her.[41] Ramza seeks to rescue her after her capture while helping Ramza escape the Confessors/Heresy Examiners. Only Ramza and Alma share their father's sense of justice.
Ramza is chased throughout the story by the Knights Templar (a.k.a. Shrine Knights), the soldiers of the Church who are hunting the Zodiac Stones, although he gains allies, either by saving their lives,[42] or by showing them the truth.[43] Some individuals with knowledge of the Zodiac Stones attempt to conspire with the Knights Templar for its power, though most fail.[44][45] Ramza also acquires proof of the Church's lies about Saint Ajora, a central figure in the religion,[46] and attempts to use it along with the Zodiac Stone to reveal the organization's plot.[47]
During the course of the story, the two sides face off in a major battle that sees the deaths of many soldiers, including their leaders Larg and Goltana. Ramza manages to stop the bloodshed from continuing and rescues the general, Count Cidolfus Orlandeau (a.k.a. Cidolfas Orlandu), though the Church succeeds in eliminating the two Lions to secure its power over Ivalice. Deeper into the story, Ramza discovers that the Knights Templar are in reality possessed by the Lucavi, who are the real conspirators behind the Church's plot.[48] The Lucavi are seeking to resurrect their leader Ultima (a.k.a. Altima), who in the past was Saint Ajora, and they need much bloodshed and a suitable body to complete the resurrection. Alma is to serve as the host for Ultima's incarnation.[49][50] While racing off to find her, Ramza encounters Dycedarg - now a Lucavi demon - and witnesses Zalbag's death. Zalbag is then risen and converted into an undead servant, and frequently begs for death during the encounter.
At the end of the story, though Ultima is resurrected, Ramza and his allies succeed in destroying her. Their final fates are unknown, although Orran Durai (a.k.a. Olan), a witness who had many encounters with Ramza, does witness Ramza and Alma riding away from the kingdom on Chocobos at the end of the game. In the epilogue, Delita marries Ovelia and becomes the King of Ivalice.[51] However, he fails to find true satisfaction as even Ovelia distrusts him, leading her to stab Delita. Ovelia in turn is stabbed by the agonizing Delita and dies. Delita then sorrowfully cries out to Ramza, asking if what they have done was worth what they received (vilification for Ramza, and ostracization for Delita).[52] Orran attempts to reveal the Church's evil plot with the 'Durai Report.' However, his papers are confiscated and he is burned at the stake for heresy.[53] The story ends many centuries later with the historian Arazlam J. Durai (a.k.a. Alazlam) intent on revealing the truth of the Lion War and the Durai Report.[54][55]
Development[edit]
Final Fantasy Tactics was produced mostly by the team that made Ogre Battle and Tactics Ogre, and was Yasumi Matsuno's first project with Square following his departure from Quest in 1995.[56] In an interview with Akito Inoue, an assistant professor at the International University of Japan, Inoue mentions that Final Fantasy Tactics was made because of how casual gamers are usually put off by games with branching storylines found in other Matsuno's titles such as Tactics Ogre.[57]
Several historical and mythological references were altered by translators: for instance, the Norse World Tree, Yggdrasil, makes an appearance as Yugodorasil; the word 'breath' is consistently rendered as 'bracelet' in attack names; and Wiegraf's name is nearly homonymous with a character from Beowulf but rendered differently.[58] The in-game tutorial function also shows examples of Engrish - poorly translated English - including lines such as 'This was the darkened Items won't appear.'[59]
The game also includes references to several Final Fantasy specific characters, places, and situations from earlier games in the Final Fantasy series â Final Fantasy VII's Cloud Strife is a playable character, and through the 'Proposition' system in bars scattered around the world map, treasures and lost areas such as 'Matoya Cave' (a reference to the first Final Fantasy) and various colors of materia can be found.[60] To keep with tradition, Olan's adoptive father, Cidolfas Orlandu, is nicknamed 'T.G. Cid', and chocobos are present in the game as well. Additionally, most of the monsters appear in one Final Fantasy game or another, although the Lucavi are entirely new monsters altogether.[61]
Music[edit]
Final Fantasy Tactics Original Soundtrack | |
---|---|
Soundtrack album by
Hitoshi Sakimoto and Masaharu Iwata
|
|
Released | June 21, 1997 |
Genre | Video game soundtrack |
Length | Total: 2:31:03 Disc one: 75:13 Disc two: 75:50 |
Label | DigiCube |
The original score for Final Fantasy Tactics was composed, arranged, and produced by Hitoshi Sakimoto and Masaharu Iwata. Matsuno approached his longtime friends Sakimoto and Iwata to compose the music soon after the initial release of Final Fantasy VII in January 1997.[62] Sakimoto composed 47 tracks for the game, and Iwata was left to compose the other 24. The orchestral timbres of the game's music were synthesized, with performance by Katsutoshi Kashiwabara and sound programming by Hidenori Suzuki. The album was first released on two Compact Discs by now-defunct DigiCube on June 21, 1997, bearing the catalog number SSCX-10008,[63] and was re-released by Square Enix on March 24, 2006, with the catalog number SQEX-10066/7. It spans two discs and 71 tracks, covering a duration of 2:31:03.
Some reviewers made comparison with Nobuo Uematsu's Final Fantasy compositions, though the soundtrack received positive reviews from critics. Chudah's Corner summarized its review by stating that the soundtrack is an 'astoundingly memorable classic of videogame music'.[64] This is also supported by other professional reviews, such as by an RPGFan reviewer that 'don't believe that any other soundtrack known to man surpasses it', and a VGM World review who quotes that 'the orchestral music is beautiful nonetheless'.[65][66]
Reception[edit]
Reception | ||||||||||||||||||||||||||||||||||||||||||
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Final Fantasy Tactics sold nearly 825,000 copies in Japan in the first half of 1997, and ended the year at almost 1.24 million copies sold.[84][85] Since then, the total number of copies sold in Japan has reached approximately 1.35 million.[86] In the United States it reached an estimated sale of 750,000 units as of year 2004.[87] As of March 31, 2003, the game had shipped 2.27 million copies worldwide, with 1.36 million of those copies being shipped in Japan and 910,000 abroad.[88] Since its release, rumors were circulated that the game was to be re-released by Sony as a Greatest Hits title, the tentative date being around July 30, 2001.[89][90] As of August, 2011, the game had sold over 2.4 million copies worldwide.[91]
Final Fantasy Tactics received universal acclaim upon its release, and critical opinion of the game has improved further over time. Magazines such as Electronic Gaming Monthly acknowledged it as 'Square's first attempt into the strategy RPG genre'; though being 'uneven', it is worthy of being called 'a classic'.[83]Game Informer called it 'the most impressive strategy RPG yet.'[92] Gaming websites such as GameSpot lauded the game's battle sequences as challenging, requiring more strategic planning than ordinary RPGs.[2]IGN noted that the plot was the strength of the game, being in-depth and with numerous plot twists. During battle sequences, the story unfolds to create a serious atmosphere of the plot, even with simple and 'cute' character design. The spells and summoning visuals were compared with Final Fantasy VII 's detailed graphics.[2][73]
Criticism is made on gameplay, plot and the localization effort. One of the reviews of RPGFan criticized the difficulty of the game as being inconsistent with each encounter against enemy units. The factors that influence the difficulty of the game include overpowered enemy units or party members, and time had to be taken to level up before any progress can be made.[79] Though in-depth, IGN also noted that the game's plot was confusing at times, and that the item system was repetitive.[73] The game's localization effort was criticized by reviewers as poorly written, being rife with grammatical mistakes that almost stopped players from enjoying the storyline.[2] General RPGFan review noted that the battlefield area was too small, hindering any possibilities for better strategy. The gameplay is summarized by one of the reviews as 'strength vs. strength and proper spacing of troops when fighting magic users'.[80]
IGN awarded the game the Editor's Choice Award on 1998, praising the in-game graphics as 'amazing' and the battle environments with its extra details as being 'extremely well designed'.[73]GameSpot has named Final Fantasy Tactics as one of its Greatest Games of All Time[93]âthe first Final Fantasy game to receive such an honour. However, its legacy remains fairly obscure compared to Final Fantasy VII, also released for the PlayStation that year. The game still entered many 'best games of all time' lists, receiving 84th place in the 'Top 100 Favorite Games of All Time' poll by Japanese magazine Famitsu during March 2006,[94] 19th in a 2005 list by GameFAQs users,[95] 45th in Game Informer's list,[96] 43rd in Electronic Gaming Monthly's,[97] and 38th in IGN's.[98] Since its release, Final Fantasy Tactics has attracted a cult following.[99]Fan communities dedicated to modding and balancing the game have appeared on the internet. These communities experience member activity as of 2011, fourteen years after Final Fantasy Tactics' original release.[100]
Versions and re-releases[edit]
Final Fantasy Tactics saw several re-releases. Final Fantasy Tactics was re-released as part of the Square's Millennium Collection. This series of games was only released in Japan, and each title is bought with a set of related merchandise. Final Fantasy Tactics was sold on June 29, 2000 along with titles such as Saga Frontier, Saga Frontier 2, Brave Fencer Musashi, Front Mission 3, Ehrgeiz and Legend of Mana.[101][102]
Four years after its release in 1997, Final Fantasy Tactics was selected as part of the Sony Greatest Hits line of rereleases.[103] Games released as Sony Greatest Hits were sold at a lower price. Final Fantasy Tactics also became part of Ultimate Hits, Square Enix's main budget range available in Japan.[104]
A PlayStation Portable version of Final Fantasy Tactics, entitled Final Fantasy Tactics: The War of the Lions was released on May 10, 2007, in Japan; and is now released across all regions. It is the second game announced as part of the Ivalice Alliance. The game features an updated version of Final Fantasy Tactics, along with new features including in-game cutscenes, new characters, and multiplayer capability. The updated mechanics contain a 16:9 widescreen support, new items, new jobs, and cel-shaded full motion videos. The English version contains full voice acting during the cinematic cut scenes, whereas the Japanese version does not.[3]
Legacy[edit]
The world of Final Fantasy Tactics has been featured in several other Square video games. After the game's release, the development staff went on to develop Vagrant Story, which featured several subtle references to Final Fantasy Tactics. In an interview with the French video game magazine Joypad, Matsuno stated that both titles are set in the same fictional world of Ivalice.[105] During the development of Vagrant Story, Matsuno and Sakaguchi initiated a sequel to Tactics, which would have used 2D graphics due to issues with 3D development at the time. Due to the team's committent to Vagrant Story, the project was outsourced to an unspecified developer, but was cancelled for unspecified reasons.[106]
Square released Final Fantasy Tactics Advance for the Nintendo Game Boy Advance in 2003. The game setting and engine are similar to the ones of its predecessor, however the characters and plot are notably different; the cast of characters is considerably smaller, and the plot is considerably simpler.[107] Additionally, Final Fantasy Tactics Advance has a shorter main campaign, but more side missions and a secret campaign at the end of the game.
In 2006, Final Fantasy XII was released, also set in the world of Ivalice. Square Enix announced at the end of the same year the Ivalice Alliance, a new series of games set in the world of Ivalice, during a Tokyo press conference. The first title released was Final Fantasy XII: Revenant Wings.[108] An indirect sequel to Final Fantasy Tactics Advance, titled Final Fantasy Tactics A2: Grimoire of the Rift, was released in Japan in 2007 and in the rest of the world in 2008. It is also one of the titles released under the Ivalice Alliance game series, and takes place in the Ivalice universe.[109][110] Ramza also appears as a playable character in the fighting game Dissidia Final Fantasy NT.[111]
In 2017, the MMORPGFinal Fantasy XIV: A Realm Reborn portrayed a version of the events of Final Fantasy Tactics as a fairy tale, with Ivalice being a mythical realm. It also introduced a version of Ramza and Alma as characters within the setting.[112]
The remixed song from the game, 'Ovelia & Delita', was nominated for 'Best Game Music Cover/Remix' at the 16th Annual Game Audio Network Guild Awards.[113]
Notes[edit]
- ^Japanese: ãã¡ã¤ãã«ãã¡ã³ã¿ã¸ã¼ã¿ã¯ãã£ã¯ã¹Hepburn: Fainaru FantajÄ« Takutikusu?
References[edit]
- ^Kenji, vism, and Joshua Slone (1997). 'Game Credits for Final Fantasy Tactics'. MobyGames. Archived from the original on 2004-10-24. Retrieved 2005-01-03.CS1 maint: Uses authors parameter (link)
- ^ abcdeKasavin, Greg (1998-02-23). 'Final Fantasy Tactics for PlayStation Review'. GameSpot. Archived from the original on 2007-03-14. Retrieved 2007-04-24.
- ^ abIGN Staff (2006-12-13). 'IGN: Final Fantasy Tactics Returns'. IGN. Archived from the original on 2007-03-06. Retrieved 2007-04-23.
- ^ abcSquare Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 12â13. SCUS-94221.
- ^ abSquare Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 10â11. SCUS-94221.
- ^ abcdSquare Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 21â23. SCUS-94221.
- ^Square Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. p. 16. SCUS-94221.
- ^ abcdeSquare Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 23â26. SCUS-94221.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
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- ^News:A war that caused terror for nearly 50 years between Ivalice and Ordalia, known as the 'Fifty Year War'.Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^News: Goltana went to Lesalia and confined Ruvelia in Bethla for kidnapping the Princess, and let the Princess accede to the throne. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
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- ^Narrator: Many soldiers who returned from the war, had no jobs, little money, and even less loyalty to the crown.Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Golagros: The Death Corps lost most of their men and now are surrounded by the Hokuten. Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Argath: Heh! Commoners are all alike. You'll never be nobles! Delita, You don't belong here! Understand, rascal!? Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: ..I'm no longer a Knight. Just a mercenary like you. / Gafgarion: ..That's right. Well then. Let's go! Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Delita: You won't confuse me! Nobody uses me!! Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Delita: You and I are the same.. Miserable people forced to live false lives. Always being used by someone.. Try hard and you'll be rewarded they say. Lies.. Only those close to the top are rewarded without trying, It's the way of the world. Most people have to act the roles given to them.. Then again, most of them haven't even noticed they're even acting. No way I'd do that. I won't be used. I'll be the one using! Those who used me must pay for what they've done! Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Mustadio: I don't know what power the stone has.. But Rudvich wants to use its power to make weapons. My father told me never to give the stones to him. So they abducted him. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: Why do you think the Cardinal wanted the stone? People are sick of long wars and political in fighting. Draclau wants to use the 'Zodiac Brave Story'. Creating 'Zodiac Braves' by collecting holy stones, he can control the world. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Simon: Simon: High Priest and his sect are trying to regain power. First, they're reducing Larg and Goltana's military power by causing in-fighting. If the war drags on, it not only reduce their power, but trust in the royal family. Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Draclau: Ha, ha, ha.. You're the one holding the stone. You can change not only the world, however the truth of everything with its power. Since you don't seem to understand, let me show you. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: Why am I a 'heretic'? I haven't done anything. / Zalmo: Don't be coy! You killed Draclau and took the Holy Stone to give it to a demon! Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Dycedarg: If only you hadn't interfered.. Ivalice would've been ours, the Beoulve's.. You fools.. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: You should run, Alma! Or you too, will be branded a 'heretic'! Hurry and run!! / Alma: I can't leave you alone here! Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Olan: Ramza, you're not alone! You have friends! Allies who'drisk their lives! I'm one of them! Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Meliadoul: I'm going to give you this Zodiac Stone. In return, let me go along. I want to know why my father.. Besides.. Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Rudvich: Why him..? / Draclau: You failed enough. Now you must take responsibility.. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Barinten: Don't do anything funny! The odds are against you! / Vormav: Odds? What do you think you weak humans can do? Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Germonik Scriptures: 'After Ajora's death, the church had to unite St. Ajora with God making him divine. To do that, unsuitable facts had to be deleted from history and St. Ajora had to become a 'Child of God'.' Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: The stones are evil..and so are the Zodiac Braves. Thelegends we believed in were all lies! Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Ramza: But collecting the stones and using the Brave Legend to use the people.. / Malak: You mean even the High Priest's being used? Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Vormav: No, it will work.. It just needs more.. You didn't hear? It just needs more blood.. Lots of blood is needed for the Angel's resurrection. Much bloodshed since Ajora's death, but I guess it wasn't enough.. I guess I'll have to go on another rampage..!! Heh, heh, heh.. Don't worry.. I'll 'sacrifice' you first.Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Velius: Why, why is Virgo responding? You..can't be.. Verynice! I didn't expect to meet you here! I thought it would take 100 years to find you! I never dreamed you were the one!Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Olan: Delita married Ovelia. A commoner brings peace to a chaotic kingdom, marries the Princess, becoming King. A legend that will be passed down for centuries. Delita may be a good person as you said.. He made it look like he killed her then let her go, when her identity was clear. I guess he identified with her, having been used by Vormav.. Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^King Delita: 'O.. Ovelia..?' Queen Ovelia: 'You use everybody like that! Now you'll kill me just like Ramza..!' King Delita: 'Ramza.. What did you get?' Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Alazlam: But the church which feared public disclosure of the truth decided to arrest Durai and burn him at the stake for the crime of heresy. Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
- ^Narrator: I am Alazlam, a scholar of ancient Ivalice history..Square (1997-06-20). Final Fantasy Tactics. PlayStation. Square Co.
- ^Alazlam: But I have uncovered the truth.. Let me now revive his honor. Let his way of life be absorbed by the next generation. Square (June 20, 1997). Final Fantasy Tactics. PlayStation. Square Co.
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External links[edit]
Wikiquote has quotations related to: Final Fantasy Tactics |
- Official website at Square Enix America (archive)
- Official website at PlayStation.com (archive)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Final_Fantasy_Tactics&oldid=903629511'
Posted by5 years ago
Archived
Chose one with the reason behind it. Tactics is probably one of the funnest Final Fantasy games of all time. My favorite character is the Calculator, because Magic is the best and it's an interesting and complex character to use, but when used right it is the most powerful job in the game.
Squire - Chemist - Knight - Archer - Priest - Wizard - Monk - Thief - Oracle - Time Mage - Geomancer - Lancer - Mediator - Summoner - Samurai - Ninja - Calculator - Dancer - Bard - Mime
104 comments
Jobs[edit]
All of you slackers are probably thinking that jobs are evil, which they can be, but in the world of Ivalice, they are necessary for your survival (much like in the real world..). Each race has its own strengths and weaknesses, and can perform jobs that reflect their specialties. There are a total of 34 jobs in FFTA, divided into two groups: Normal Jobs and Expert Jobs. Learning a certain amount of Action Abilities from a couple of Normal Jobs is required in order to gain an Expert Job.
If you want to learn more about each job and its functions, continue reading, even if you hate it.
Soldier
Race: Human
Race: Human
Paladin
Race: Human
This job focuses on defense, with some pretty decent offensive stats; however, Evade is fairly low. In order to become a Paladin you must master two of the Soldier's A - abilities.
Race: Human
This job focuses on defense, with some pretty decent offensive stats; however, Evade is fairly low. In order to become a Paladin you must master two of the Soldier's A - abilities.
Fighter
Race: Human
Race: Human
Thief
Race: Human; Moogle
Stealing is wrong in the real world, but in Ivalice, it is a great way to get rare items. No prerequisites required!
Race: Human; Moogle
Stealing is wrong in the real world, but in Ivalice, it is a great way to get rare items. No prerequisites required!
Ninja
Race: Human
Race: Human
White Mage
Race: Human; Nu Mou; Viera
Race: Human; Nu Mou; Viera
Black Mage
Race: Human; Nu Mou; Moogle
Race: Human; Nu Mou; Moogle
Illusionist
Race: Human; Nu Mou
Illusionists rock because their spells are not only insanely powerful, but they deal damage to all enemies, a definite plus. In order to become one of these magically delicious mages, you must master three White Mage A-abilities.
Race: Human; Nu Mou
Illusionists rock because their spells are not only insanely powerful, but they deal damage to all enemies, a definite plus. In order to become one of these magically delicious mages, you must master three White Mage A-abilities.
Blue Mage
Race: Human
This job can either be very useful (Quistis, anybody?) or depressingly useless (*cough* Kimahri *cough*); it all depends on how often the character engages in battle, and luck. Master one White Mage A-ability and one Black Mage A-ability to become one of these.
Race: Human
This job can either be very useful (Quistis, anybody?) or depressingly useless (*cough* Kimahri *cough*); it all depends on how often the character engages in battle, and luck. Master one White Mage A-ability and one Black Mage A-ability to become one of these.
Archer
Race: Human; Viera
Race: Human; Viera
Hunter
Race: Human
Race: Human
Warrior
Race: Bangaa
Warriors are the Bangaa's answer to Soldiers, the only difference being their superior offensive stats.
Race: Bangaa
Warriors are the Bangaa's answer to Soldiers, the only difference being their superior offensive stats.
Dragoon
Race: Bangaa
Race: Bangaa
Defender
Race: Bangaa
Race: Bangaa
Gladiator
Race: Bangaa
Race: Bangaa
White Monk
Race: Bangaa
Race: Bangaa
Bishop
Race: Bangaa
Race: Bangaa
Templar
Race: Bangaa
Templars are extremely well balanced and are able to use many different kinds of weapons and armor. They also have the highest Weapon Defense of all Bangaa classes. Master two White Monk A-abilities to step into Templar goodness.
Race: Bangaa
Templars are extremely well balanced and are able to use many different kinds of weapons and armor. They also have the highest Weapon Defense of all Bangaa classes. Master two White Monk A-abilities to step into Templar goodness.
Time Mage
Race: Nu Mou; Moogle
Race: Nu Mou; Moogle
Alchemist
Race: Nu Mou
Race: Nu Mou
Beastmaster
Race: Nu Mou
Beastmasters have the neat ability to control enemies, which makes them particularly useful for teaching Blue Mages their abilities.
Race: Nu Mou
Beastmasters have the neat ability to control enemies, which makes them particularly useful for teaching Blue Mages their abilities.
Morpher
Race: Nu Mou
Morphers use the souls of captured monsters to take their form in battle. Master five Beastmaster A-abilities to become a Morpher, and bear in mind that a Hunter must capture the monsters before you can use their forms.
Race: Nu Mou
Morphers use the souls of captured monsters to take their form in battle. Master five Beastmaster A-abilities to become a Morpher, and bear in mind that a Hunter must capture the monsters before you can use their forms.
Sage
Race: Nu Mou
Race: Nu Mou
Fencer
Race: Viera
Race: Viera
Elementalist
Race: Viera
Elementalists are similar to Fencers, but their attacks have more range -- a good thing indeed. Master one Fencer, and one White Mage A-ability to grow to be an Elementalist.
Race: Viera
Elementalists are similar to Fencers, but their attacks have more range -- a good thing indeed. Master one Fencer, and one White Mage A-ability to grow to be an Elementalist.
Red Mage
Race: Viera
Red Mages have a variety of defensive and offensive magic spells in their arsenal, and are able to use the Doublecast ability. All you have to do is master one Fencer A-ability to become one of these badass magicians.
Race: Viera
Red Mages have a variety of defensive and offensive magic spells in their arsenal, and are able to use the Doublecast ability. All you have to do is master one Fencer A-ability to become one of these badass magicians.
Summoner
Race: Viera
Summoners are pretty self-explanatory -- they are able to call Summoned Monsters into battle to fight using offensive or defensive magic (depending on who is called). Master two White Mage and two Elementalist A-abilities to step into this class.
Race: Viera
Summoners are pretty self-explanatory -- they are able to call Summoned Monsters into battle to fight using offensive or defensive magic (depending on who is called). Master two White Mage and two Elementalist A-abilities to step into this class.
Assassin
Race: Viera
Race: Viera
Sniper
Race: Viera
Race: Viera
Animist
Race: Moogle
Race: Moogle
Mog Knight
Race: Moogle
Race: Moogle
Gunner
Race: Moogle
Gunners possess the longest attack range of any job in the entire game, making them ideal to place in the back of the battlefield to minimize damage taken as they dish it out. Master one Animist A-ability and pick up your gun.
Race: Moogle
Gunners possess the longest attack range of any job in the entire game, making them ideal to place in the back of the battlefield to minimize damage taken as they dish it out. Master one Animist A-ability and pick up your gun.
Juggler
Race: Moogle
The bizarre Juggle is not very good when it comes to offense -- instead it relies on items that will cause status ailments. Master two Thief A-abilities to become a Juggler.
Race: Moogle
The bizarre Juggle is not very good when it comes to offense -- instead it relies on items that will cause status ailments. Master two Thief A-abilities to become a Juggler.
Gadgeteer
Race: Moogle
This feisty little guy has a variety of powerful attacks that have an equal chance of hitting fellow party members or enemies, so use with caution. Master two Thief A-abilities to become a Gadgeteer.
Race: Moogle
This feisty little guy has a variety of powerful attacks that have an equal chance of hitting fellow party members or enemies, so use with caution. Master two Thief A-abilities to become a Gadgeteer.
Comments
Posted by1 year ago
Archived
Looking for some advice on job combinations for my 5 man team. Its been years since I played FFT so my knowledge is limited so I only recall the basics of what each job does and the effects of Faith/Bravery. I was hoping to create a balanced team with both melee and casters represented. The only limitations are that I refuse to use Mathematician to cheese the game and that Ramza will most likely stay Squire/Knight unless theres a really compelling argument for anything else. I like having him as a boss killer.
Edit: I'm really interested in Summoner, Samurai, Dark Knight, Monk and Ninja so recommendations with those would help a lot. I'm not sure what works best with certain jobs yet. Also what of a healer? I hear a lot of people use primarily Chemist instead of White Mage.
Edit 2: Highly considering Summoner/Samurai, Dark Knight/Monk and perhaps Ninja/Monk. Are these good choices? I want a well rounded team. Should a character with Dark Knight focus on Bravery or Faith?
15 comments