The Evolution of Final Fantasy

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Continued from Page 1

2) Setting the Scene:

The Story:
Arguably from the first, and definitely since the fourth title in the series, each story line has pulled at the heartstrings. Each tale is rich with back-story and mythology - generally standalone in nature from game to game. Often times, what might initially seem to be the main thread of plot, takes a backseat to the emotional dealings of the main characters by the end of the game. In Final Fantasy XII, what appears to be a 'North versus South' battle of empires is actually a cleverly staged background for the characters to be developed. The narrative structure also jumps around through time, adding to the rich tale - though, this is definitely nothing new for the series.

Flawed Heroes:
Nobody likes a goody-two shoes, particularly as the sole hero of the game. We want troubled, embattled and passionate characters with deep-seeded emotional flaws and a sense of duty that has more-or-less been thrust upon them, rather than adopted by their own choosing. It was difficult to express visual angst back in the days of sprites and scrolling, but Terra and Locke, from VI sit on par as some of the most interesting characters in the series. Cloud, the troubled ex-Soldier lead from VII and Squall from VIII both had massive chips on their shoulders - to the point where Squall really irritated some fans. Subsequent games have had more light-hearted leads.

Final Fantasy XII's cast is numerous and varied - as one would expect - and with a decidedly feminine, western slant on the character designs. However, there is a healthy (or perhaps unhealthy) dose of intrigue and questionable morals injected early into the game that establishes the lead character, Vaan, as a streetwise youth with seemingly the right mix of naivety and strength. Then there's Ashe, a sweet but tough princess, Basch fon Ronsenberg, a knight and seemingly traitor, Fran, the adorable bunny-eared hottie who is sure to send furry-lovers into a tizzy and several others who join in along the journey.

Humble beginnings: Fantasy I and II remade on the Game Boy Advance.

Brilliant Villains:
What's the point of spending 80 hours trying to defeat an enemy you don't really care about enough to defeat? To fans of the series, two names immediately spring to mind when discussing the vilest of the vile - Kefka, who poisons families for his own twisted amusement, and Sephiroth, who has one heck of an identity crisis. Both are classic examples of the series' ability to inject timeless personality and menace into digital characters.

In XII, the enemy is a warring faction - a much broader focus than past efforts. Yet, the opportunity for a 'face of evil' behind the threat still exists. By banding together, the characters set out to liberate their home city and rid the nation of political oppression. Along the way, there are plenty of opportunities to crack a few skulls and take down key targets.

Magical and sacred, Summons are effectively massive damage-dealers used in the heat of battle. Called upon by a magic-focussed character, they can turn the tide of battle and are best saved for massive boss battles or swarms of foes. Throughout the series, they have been known under many different names - Eidolons, Guardian Forces, Elemental Forces. As was the case in VI, XII refers to these beasts as Espers - their abilities remain potent and, unlike Final Fantasy X, they are AI controlled during battle.

Chocobos. They're big, yellow bipedal transport conveniences. And they taste like chicken.

Moogles and Chocobos:
Fantasical lands need fantastical creatures, and these are two of the series' mainstays. Question: what do you get when you cross a chicken with Big Bird? Answer: a Chocobo - a large, traditionally (but not necessarily) yellow, flightless, bipedal mode of transport. Ridden like an ostrich or emu, these have been kicking up dirt since Final Fantasy II. By Final Fantasy XII, they are being ridden into battle, armoured troops astride their backs.

Moogles, on the other hand, are short, stout, white, and look uncannily like teddy bears with bulbed antennae on their heads. They are, in fact, a fully-fledged species with a social structure, close-knit families and active social lives. Their distinctive 'kupo!' call is about as adorable as they look. Up to Final Fantasy VII, they've been more-or-less minor characters, but the race is gaining in prominence in the overall plot of the game. By XII, they manufacture war machines and defend their own nation with vigour. They retain their cute appearance, however, despite their professional engineering abilities.

Having appeared in every Final Fantasy game since II, Cid is a recurring name, rather than a recurring character. His inclusion in the games is generally tied to airships, such as in VII, when Cid was a grounded astronaut. However, he wasn't actually a playable character before Final Fantasy IV. In XII, Cid is actually 'Doctor Cidolfus Demen Bunansa' - an evil airship designer. His crooked deeds are a first for the series.

Biggs and Wedge:
A little running gag within the series, Biggs and Wedge are references to the two Star Wars characters of the same name. They begin to appear throughout the series as comic relief from VI onwards. By XII, they are referred to as 'Gibbs and Deweg' - an obvious retooling of their names.

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