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Dissidia Final Fantasy
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| Dissidia Final Fantasy | |
|---|---|
![]() North American box art featuring the protagonists from the first ten Final Fantasy games. | |
| Developer | Square Enix |
| Publisher | Square Enix |
| Director | Takeshi Arakawa |
| Producer | Yoshinori Kitase |
| Designer | Mitsunori Takahashi |
| Programmer | Ryuji Ikeda |
| Artist | Takayuki Odachi |
| Writers |
|
| Composer | Takeharu Ishimoto |
| Series | Final Fantasy |
| Platform | PlayStation Portable |
| Release | Universal Tuning
|
| Genres | Fighting, action role-playing |
| Modes | Single-player, multiplayer |
Dissidia Final Fantasy[a] is a 2008 fighting game developed and published by Square Enix for the PlayStation Portable. It was released in Japan on December 18, 2008, in North America on August 25, 2009, and in Australia and Europe in September, as part of the campaign for the Final Fantasy series's 20th anniversary. It was then re-released in Japan, based on the North American version, as Dissidia Final Fantasy: Universal Tuning, on November 1, 2009.
The game features characters from different Final Fantasy games and centers on a great conflict between Cosmos, the goddess of harmony, and Chaos, the god of discord. The two summon multiple warriors to fight for their sides in their thirteenth war. During the story, the player controls the ten warriors chosen by Cosmos, the protagonists from the first ten Final Fantasy games, in their journey. The game's English and international versions give access to other features such as an arcade mode.
Dissidia originated from Kingdom Hearts director Tetsuya Nomura's desire to create a spin-off for the franchise, which was later changed to the Final Fantasy series. Besides designing the characters, Nomura worked with the Square staff with the desire to make it appealing to Western players. Dissidia was well-received commercially and critically, with positive reviews and sales of over 1.8 million.[4] A follow-up titled Dissidia 012 Final Fantasy was released in March 2011, featuring several new characters and gameplay elements.
Gameplay
[edit]
Dissidia Final Fantasy's genre has been described as "dramatic progressive action" and its graphics are in 3D. It has wireless one-on-one multiplayer and fights revolving around the use of individual special skills of characters to do damage to opponents. Players can customize their characters with equipment.[5]
Character movement is fully functional within the three-dimensional field map. Characters are able to perform special maneuvers using the environment. Traps with a variety of ill effects can be found throughout the arena. Characters' equipment can be customized, and they can gain EXP and gil from battles.[6]
The aim is for the player to reduce their opponent's HP to zero. A character's offensive (and, to a lesser extent, defensive) power is shown in numerical form called BRV or "Bravery Points". Both characters start out with a set amount of BRV, and each must reduce their health to 0 by attacking them with a HP attack. Players can steal BRV from their opponent by attacking them with the basic "BRV attack" to add it to their own total and gain the upper hand. Players can then use the "HP attack" to cause direct damage to their opponent; HP damage is equal to the player's current amount of Bravery. However, once an HP attack is used, the character's own BRV is reduced to 0 and then slowly recovers to its starting amount. A character whose BRV total has been depleted (past 0 BRV and into the negatives) is forced into "Break mode", where, aside from not being able to cause HP and BRV damage (but being able to gain BRV), all attacks made against them cause critical damage and the opponent gets all of the BRV in the "Bravery Pool" (a number that can be seen at the bottom of the screen), massively boosting their BRV amount.[6]
One main feature of the combat system is the "EX Gauge", which can be filled in a variety of ways, such as inflicting damage on opponents, taking damage from opponents, and obtaining EX cores scattered around the field of play. Once the EX Gauge is filled, the character can enter their "EX Mode", significantly increasing their power and enabling new attacks, including the "EX Burst", an unavoidable and very damaging special attack similar to the Limit Break mechanic seen in many games in the series. The player on the offense charges up the attack by following the on-screen instructions, while the player on the defense can reduce the amount of damage taken by continuously pressing the circle button. Once the EX Burst is executed, EX Mode ends.[6]
In a gameplay mode exclusive to Western releases, the Arcade mode converts the game in a traditional fighting game, with all role-playing elements removed and characters' abilities being stripped down to the basics to balance the playing field. Within the Arcade Mode, there are three tiers: Normal, Hard, and Time Attack; beating any tier of the Arcade mode will reward the player with PP (player points) and special items that can be used in story mode. All characters, including villains, are playable in Arcade mode; for example, Golbez, Sephiroth, Kuja, and Jecht are available for use in this mode from the start, but they still need to be bought via the PP Catalog for use in other modes.[7]
Plot
[edit]Setting and characters
[edit]The story revolves around two gods: Cosmos,[b] the goddess of harmony, and Chaos,[c] the god of discord. The game unites both protagonists and antagonists from installments of the main Final Fantasy series, their stories narrated by the first Final Fantasy game's Cid of the Lufaine. Other than the gods and their champions, the player deals with crystal-like doppelgangers called Manikins. The game has an overarching storyline that requires playing through all of the characters to complete. The game contains twenty-two total playable characters: ten heroes and ten villains, one of each representing Final Fantasy through Final Fantasy X, and two secret characters: a heroine representing Final Fantasy XI, and a villain representing Final Fantasy XII. Initially, only the ten main heroes are playable in all gameplay modes; the ten main villains are playable in Arcade mode, but must still be unlocked for access in all other gameplay modes.
Story mode
[edit]The gods Cosmos and Chaos have been locked in eternal conflict with "World B", a mirror dimension to the realm of "World A" where the first Final Fantasy takes place, summoning several warriors from other worlds from the main series to battle in a never-ending cycle of death and rebirth until the balance is tipped in favor of Chaos.[8] As the war seems to be nearing its end, the ten warriors of Cosmos band together to strike back at Chaos's minions and restore balance. Having lost much of her power in the previous cycle, Cosmos gives her ten warriors—Warrior of Light, Firion, Onion Knight, Cecil, Bartz, Terra, Cloud, Squall, Zidane, and Tidus—the task of retrieving the ten crystals that will help them defeat Chaos.[9] They each set out on a journey called a "Destiny Odyssey", where their respective stories are told and interlink with one another.[10] During their travels the heroes encounter their villains, defeating them through epiphanies about themselves that help them obtain their crystals.
Following the "Destiny Odysseys" is the "Shade Impulse", where all ten warriors have their crystals but arrive too late to save Cosmos, who is killed by Chaos. The heroes begin to fade away but are saved by the power of the crystals, allowing them to use what time they have left to strike back against the villains and defeat Chaos.[11][12] In the end, the other warriors leave World A for their respective worlds, the Warrior of Light embarks on another adventure, and Cosmos revives to reign over World B.[13]
The game features two other storylines with "Distant Glory", where Shanttoto and Gabranth are introduced to the player in two different areas where they are trapped and have to find a way out.[14][15] The other story mode, "Inward Chaos", serves as an alternate scenario in which Chaos has never been defeated and the player is guided by an entity known as Shinryu to defeat Chaos.[16]
Development
[edit]Dissidia Final Fantasy was originally envisioned by creative producer Tetsuya Nomura as a Kingdom Hearts spin-off featuring a cast of Disney characters while the Square Enix staff were developing Kingdom Hearts II.[17] Nomura later felt uncomfortable with the Disney characters fighting each other and instead opted to use Final Fantasy characters, although the original idea eventually gave rise to the development of Kingdom Hearts 358/2 Days, with the game's multiplayer mode inspired by Dissidia's gameplay.[18] The game was made in commemoration of the franchise's 20th anniversary and despite being handled by young employees, Nomura noticed there was no pressure, having assisted them in the designing various areas from the gameplay.[19] The game was directed by Takeshi Arakawa whom Nomura noted that his experience in a previous Square Enix game, The World Ends With You, had a good effect in the game.[19] To have their desired way of fighting, the team chose the PlayStation Portable console. There were plans for online play but the console's capacities made them unable to add such a feature.[20] Developing the game took three years due with the battle system requiring two years and the RPG mode one.[17]
Deciding the Final Fantasy heroes was easy for the staff except for Terra Branford. While her game, Final Fantasy VI, features multiple characters that would fit the role of the main character, Terra was chosen in the end so that there would be a female fighter on Cosmos' side. For villains, they decided to include warriors who had a strong rivalry with the heroes rather than automatically choosing the games' final bosses. This resulted in the inclusion of non-final bosses such as Final Fantasy IV's Golbez, IX's Kuja and X's Jecht who were connected with their games' leads (Cecil Harvey, Zidane Tribal and Tidus, respectively). Shantotto from XI was used based on her popularity, while Gabranth was used to represent XII in Balthier's place as the latter had already been featured in Final Fantasy Tactics: War of the Lions and Square wanted his inclusion to surprise gamers. Other characters meant to have been featured were Final Fantasy IV's Kain Highwind and XIII's Lightning.[19]
Nomura was responsible for the character designs, which changed much of the look and style of Yoshitaka Amano's illustrations.[21][22] Working in the Final Fantasy and Final Fantasy IX designs brought no difficulties since in for the former game, Nomura based his designs on Amano's illustrations while he had already been involved in handling his illustrations in the latter. On the other hand, Nomura had difficulties making Onion Knight as it ended being too cartoony and requested advice from Amano.[19] Nomura's own original illustrations were also redesigned for Dissidia; Nomura commented to the Japanese gaming magazine Famitsu that Tidus was designed to look younger than he was in Final Fantasy X to "match the design touch of the rest of the Dissidia" cast.[23]
Square Enix filed for United States trademark registration of "Dissidia" in April 2007; the mark's relation to Final Fantasy was omitted.[24] The title was connected with Final Fantasy when Square Enix introduced Dissidia Final Fantasy on May 8 with an official Japanese website.
Music
[edit]The Dissidia Final Fantasy Original Soundtrack by Takeharu Ishimoto was released on December 24, 2008,[25] and is available in both regular and special editions, similar to the game itself. Most tracks are often remixes done by Ishimoto of past Final Fantasy music originally composed by Nobuo Uematsu.[1]
The main theme of the game is "The Messenger" by Your Favorite Enemies. The tracks "Cosmos" and "Chaos - Last Battle 1" are also performed by Your Favorite Enemies. "The Messenger" is the main theme song of the game, with lyrics from both "Cosmos" and "Chaos - Last Battle 1". "Cosmos" features female vocals, while "Chaos" is dominated by male vocals. In YFE's documentary on the conception of the songs for Dissidia, lyricist-vocalist Alex Foster admitted that the lyrics have no direct connection to themes of the game; rather, he left it up to the listeners to interpret the lyrics based on their thoughts and ideas.[26]
Track list
| No. | Title | Japanese title | Length |
|---|---|---|---|
| 1. | "Dissidia" (opening from Dissidia Final Fantasy) | 5:34 | |
| 2. | "Prelude" (menu from Dissidia Final Fantasy) | 「プレリュード」 | 3:00 |
| 3. | "Dissidia" (menu from Dissidia Final Fantasy) | 1:24 | |
| 4. | "Keeping the Peace" (from Dissidia Final Fantasy) | 「守るべき秩序」 | 2:26 |
| 5. | "Cosmos" (from Dissidia Final Fantasy) | 6:09 | |
| 6. | "Victory Fanfare" (Cosmos from Dissidia Final Fantasy) | 「勝利ファンファーレ」 | 1:13 |
| 7. | "Main Theme" (arrange from Final Fantasy I) | 「メインテーマ」 | 1:29 |
| 8. | "Battle" (arrange from Final Fantasy I) | 「戦闘シーン」 | 3:33 |
| 9. | "Dungeon" (arrange from Final Fantasy I) | 「ダンジョン」 | 2:27 |
| 10. | "Main Theme" (arrange from Final Fantasy II) | 「メインテーマ」 | 1:56 |
| 11. | "Battle Theme 1" (arrange from Final Fantasy II) | 「戦闘シーン1」 | 3:44 |
| 12. | "Battle Theme 2" (arrange from Final Fantasy II) | 「戦闘シーン2」 | 2:53 |
| 13. | "Warriors of Light" (from Dissidia Final Fantasy) | 「光の戦士達」 | 0:35 |
| 14. | "Eternal Wind" (arrange from Final Fantasy III) | 「悠久の風」 | 2:23 |
| 15. | "Battle 2" (arrange from Final Fantasy III) | 「バトル2」 | 3:02 |
| 16. | "This Is the Last Battle" (arrange from Final Fantasy III) | 「最後の死闘」 | 1:59 |
| 17. | "Battle Preparations" (from Dissidia Final Fantasy) | 「臨戦」 | 1:48 |
| 18. | "Main Theme of Final Fantasy IV" (arrange from Final Fantasy IV) | 「ファイナルファンタジーIV メインテーマ」 | 2:40 |
| 19. | "Battle with the Four Fiends" (arrange from Final Fantasy IV) | 「ゴルベーザ四天王とのバトル」 | 3:12 |
| 20. | "Battle 2" (arrange from Final Fantasy IV) | 「バトル2」 | 2:26 |
| 21. | "Victory Fanfare" (Chaos from Dissidia Final Fantasy) | 「勝利ファンファーレ」 | 1:20 |
| 22. | "Four Hearts" (arrange from Final Fantasy V) | 「4つの心」 | 1:50 |
| 23. | "Battle at the Big Bridge" (arrange from Final Fantasy V) | 「ビッグブリッヂの死闘」 | 2:29 |
| 24. | "Battle 1" (arrange from Final Fantasy V) | 「バトル1」 | 1:15 |
| 25. | "At Presentiment's Edge" (from Dissidia Final Fantasy) | 「思惑の果て」 | 3:12 |
| 26. | "Terra's Theme" (arrange from Final Fantasy VI) | 「ティナのテーマ」 | 1:06 |
| 27. | "The Decisive Battle" (arrange from Final Fantasy VI) | 「決戦」 | 1:57 |
| 28. | "Battle to the Death" (arrange from Final Fantasy VI) | 「死闘」 | 2:29 |
| 29. | "The Quickening" (from Dissidia Final Fantasy) | 「胎動」 | 1:59 |
| 30. | "The Troops' Advance" (from Dissidia Final Fantasy) | 「進軍」 | 2:34 |
| No. | Title | Japanese title | Length |
|---|---|---|---|
| 1. | "Main Theme of Final Fantasy VII" (arrange from Final Fantasy VII) | 「F.F.VII メインテーマ」 | 2:21 |
| 2. | "One-Winged Angel" (orchestra version from Final Fantasy VII) | 「片翼の天使」 | 4:26 |
| 3. | "Fight On!" (arrange from Final Fantasy VII) | 「更に闘う者達」 | 3:07 |
| 4. | "A Brief Respite" (from Dissidia Final Fantasy) | 「一時の安息」 | 0:54 |
| 5. | "Blue Fields" (arrange from Final Fantasy VIII) | 2:15 | |
| 6. | "Don't Be Afraid" (arrange from Final Fantasy VIII) | 2:55 | |
| 7. | "The Extreme" (original from Final Fantasy VIII) | 4:19 | |
| 8. | "Defeat" (Fanfare from "Dissidia Final Fantasy") | 「敗北ファンファーレ」 | 0:51 |
| 9. | "Over the Hill" (arrange from Final Fantasy IX) | 「あの丘を越えて」 | 2:37 |
| 10. | "Battle 1" (arrange from Final Fantasy IX) | 3:15 | |
| 11. | "Battle 2" (original from Final Fantasy IX) | 3:58 | |
| 12. | "Mambo de Chocobo" (original from Final Fantasy V) | 「マンボ de チョコボ」 | 1:11 |
| 13. | "Movement in Green" (arrange from Final Fantasy X) | 「萌動」 | 2:10 |
| 14. | "Otherworld" (original from Final Fantasy X) | 3:14 | |
| 15. | "Battle Theme" (original from Final Fantasy X) | 「ノーマルバトル」 | 3:11 |
| 16. | "Victory Fanfare" (original from Final Fantasy V) | 「勝利のファンファーレ」 | 0:44 |
| 17. | "The Federation of Windurst" (original from Final Fantasy XI) | 2:54 | |
| 18. | "Battle in the Dungeon #2" (original from Final Fantasy XI) | 1:32 | |
| 19. | "Theme of the Empire" (original from Final Fantasy XII) | 「帝国のテーマ」 | 3:56 |
| 20. | "Boss Battle" (original from Final Fantasy XII) | 3:25 | |
| 21. | "Answer" (from Dissidia Final Fantasy) | 1:53 | |
| 22. | "Chaos" (Last Battle 1 from Dissidia Final Fantasy) | 5:41 | |
| 23. | "Final Fantasy" (from Dissidia Final Fantasy) | 2:13 | |
| 24. | "Dissidia" (ending from Dissidia Final Fantasy) | 8:41 | |
| 25. | "The Messenger" (bonus track) | 4:13 |
Release and merchandise
[edit]For the western localization of Dissidia Final Fantasy, the Square Enix staff used analysis from their subsidiary companies in London and Los Angeles to readjust the game for Western audiences.[27] The release date for the western world was revealed to be August 25, 2009 (starting in North America); this version was enhanced with a number of small changes, including re-adjustments in gameplay, new gameplay events, an arcade gameplay mode, a shortened tutorial, new moves for playable characters, and extra cutscenes featuring cameos from several other characters from the main characters' original games that do not appear in the Japanese version.[28] Director Takeshi Arakawa referred to the Western version as a more action-based game than the original Japanese version, which was more RPG-based.[17]
For the United States release, GameStop released the game with two additional covers as a pre-order bonus for players who reserved it before it came out.[29] An international version of the game, named Dissidia Final Fantasy: Universal Tuning,[d] is a direct port of the North American version of the game, retaining all the extra features added, and was released in Japan on November 1, 2009. Both English and Japanese voices are available in battle, with the player deciding which language the characters will speak.[30]
A Dissidia Final Fantasy-themed PSP bundle, which included a "Mystic Silver" PSP system, a copy of Dissidia Final Fantasy, a 2GB memory stick, and a copy of the Final Fantasy VII: Advent Children film was released on August 25, 2009.[31]
Studio BentStuff published the Dissidia Final Fantasy Ultimania α as the initial reference guide for the game. Released on December 4, 2008, this book became part of the Ultimania series, which includes the Kingdom Hearts Ultimania α.[32] Suntory Ltd. also collaborated with Square Enix to create the "Dissidia Final Fantasy Potion" drinks which were released on December 9 in Japan to promote the game's release.
Square Enix released a line of Trading Arts figures in early 2009 with Series 1 containing Cloud Strife, Squall Leonhart, Zidane Tribal, Tidus, and the Warrior of Light.[33] A second series was later released featuring Sephiroth, Terra, Bartz, Firion, and Cecil.[34]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 79/100[35] |
| Publication | Score |
|---|---|
| 1Up.com | A−[36] |
| Eurogamer | 8/10[6] |
| Famitsu | 36 of 40[37] |
| Game Informer | 6.5/10[38] (Second Opinion: 6.5)[38] |
| GameSpot | 8.5/10[39] |
| GamesTM | 8/10[40] |
| GameTrailers | 8.7/10[41] |
| IGN | 8.9/10[42] |
| X-Play |
Sales
[edit]Dissidia sold well according to Takeshi Arakawa, despite concerns about piracy.[44] As of August 2009, Dissidia Final Fantasy has sold 910,000 copies in Japan, making it the fourth best-selling game for the PSP in Japan.[45][46] It was the 12th best-selling game in Japan in 2008, selling 660,262 copies.[47] In the United States, Dissidia debuted as the 7th top-selling software of the August 2009 charts with 130,000 copies, despite only four days of availability.[48] Figures from the NPD Group list Dissidia Final Fantasy as the best-selling PSP game of 2009.[49]
Reviews
[edit]Dissidia was well received by the Japanese gaming magazine Famitsu with individual scores of 9/9/10/8, earning the game a place in its "Best Picks of This Week" feature as well as its "Platinum Hall of Fame". The game's battle system was described as fast-paced and exhilarating, with simple controls capable of producing battles like those found in Final Fantasy VII: Advent Children, though it was noted that the action can become difficult to follow when things got hectic and that some of the more technical aspects of the game can be hard to grasp. The game was also praised for its story and cutscenes, with one reviewer noting that the history was "exacting".[37]
The game also enjoyed positive reviews by American critics. 1UP.com and GameSpot praised the fighting system and visuals, with the latter commenting on the mix of RPG and action gameplay. The story received mixed reactions, as GameSpot said that it would only interest fans of the franchise, while 1UP.com enjoyed its references to previous games.[36][40] RandomNPC called the game "one of the few must-have games for the PSP".[50] Game Informer was critical, claiming that the story and gameplay were too similar to past Final Fantasy titles and would turn off new players.[38]
In the Best of E3 2009, Dissidia was awarded "Best Fighting Game" by IGN.[51] Dissidia also received awards from Famitsu and in the Japan Game Awards 2008.[52][53] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[54]
Legacy
[edit]Following the game's positive reception by gamers in Japan that surpassed Nomura's expectations, he already had in mind several new ideas for a sequel and wished to feature Kain in it.[19] Yoshinori Kitase stated that the fight between Cloud and Sephiroth from the film Advent Children was popular enough to make Japanese gamers do a remake of it for the crossover Dissidia Final Fantasy and expected Western fans to also emulate it.[55]
A follow up to Dissidia titled Dissidia 012 Final Fantasy was released in March 2011 for the PlayStation Portable. Since Dissidia had a concrete ending, the team decided to make the story as a prequel.[56] Tetsuya Nomura said that there would be no more Dissidia games following Dissidia 012 although the series may continue "in another form" since the team already believed they did enough with the fighting genre.[57] The main story of Dissidia also served as a basis for the 2012 rhythm game Theatrhythm Final Fantasy for the Nintendo 3DS, which also uses multiple characters from the Final Fantasy series.[58] In 2013, Ichiro Hazama said that he and much of the team intended to make a third Dissidia title, but did not mention possible platforms.[59] Two years later, a new title, Dissidia Final Fantasy NT, was released for arcades in Japan, and later for PlayStation 4 and Windows. Unlike the previous Dissidia titles, this game features 3v3 combat, as well as adding new playable characters such as Y'shtola and Ramza Beoulve.[60] A freemium mobile spin-off titled Dissidia Final Fantasy Opera Omnia was released in February 2017 for Japan, and January 2018 for international territories respectively.[61][62] Another mobile title, Dissidia Duellum Final Fantasy, is set to be released in 2026.[63]
Stranger of Paradise: Final Fantasy Origin, an alternate universe prequel to the first Final Fantasy, makes several allusions to the Dissidia franchise especially during its final DLC episode Different Future. For instance, manikins, the common enemies featured in Dissidia's story mode, are featured as a game and plot element in the DLC episode.[64]
References
[edit]- Translation
- References
- ^ a b Tong, Sophia (July 15, 2009). "Dissidia: Final Fantasy Updated Hands-On". GameSpot. Archived from the original on December 27, 2012. Retrieved July 13, 2012.
- ^ Khan, Jahanzeb (2009-07-08). "Dissidia Final Fantasy confirmed for Australia - Sony PSP Video Game News". PALGN. Archived from the original on 2009-07-13. Retrieved 2010-06-22.
- ^ "Dissidia Final Fantasy (PSP)". Amazon.co.uk. 2009-07-16. Archived from the original on 2020-06-06. Retrieved 2009-08-10.
- ^ "プレイステーション・ポータブル専用ソフト「DISSIDIA duodecim prologus FINAL FANTASY」配信開始のお知らせ". Square Enix. January 18, 2011. Archived from the original on March 9, 2012. Retrieved March 29, 2016.
- ^ IGN Staff (2007-05-09). "Dissidia: Dissidia Battle System Revealed". IGN. News Corporation. Archived from the original on 2017-05-23. Retrieved 2007-05-16.
- ^ a b c d Edwards, Matt (March 2, 2009). "PSP Dissidia: Final Fantasy Review". Eurogamer. Archived from the original on August 12, 2012. Retrieved June 30, 2012.
- ^ "Dissidia Final Fantasy - Contestant Breakdown - Arcade Mode". RPGamer. Archived from the original on 2010-01-04. Retrieved 2010-06-22.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Cosmos: I have been defeated by Chaos. The god of discord, Chaos... His brutal powers destroyed the balance of all things, threatening the fabric of reality itself.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Cosmos: All existence is on the brink of doom. Ten of you remain--and you are the last hope left to this world. I implore you. Obtain the light that even in a broken world could never fade-- the light of the crystals. The crystals embody the strength to face despair. With ten gathered, there is hope yet to save the world.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Cosmos: The paths to our crystals may be different for each of us. But we've strength in our allies. / Firion: And if we put that strength together, we'll have nothing to fear. / Cloud: I don't know. The god, Chaos, is leading his forces of disorder-- and they're headed straight for us. But I'm ready for whatever comes my way. / Tidus: The tougher the enemy, the more fired up I get! / Cosmos: I thank you all.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Cecil: But they said that we were the ones who killed Cosmos... / Firion: I think...we should find out the truth. / Bartz: Why Cosmos had to disappear... If WE have to disappear as well... We've got to get some answers! / Cloud: We're not gonna let them have their way.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Exdeath: Think of what the crystals are. They are born of the harmonious force possessed by a certain deity. / Tidus: Harmonious force... You don't mean-- / Exdeath: Indeed, the crystals are shards of Cosmos. They themselves are the goddess's power. And it is because you had obtained them that Cosmos lost her strength and perished. The power of the crystals has allowed the pawns to live on without their master. But so feeble is the light that remains. Even that shall soon fade to nothing.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Warrior of Light: The battle has come to an end... / Tidus: Gotta go, huh... Don't worry. The crystal knows the rest of the way. Besides-- I'm always right here./ Zidane: We're not vanishing. We're returning-- to where we're supposed to be.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Shantotto: Why, hello! And, oh...goodbye! This is where scholars can further enjoy the pursuit of knowledge in peace as a reward. It is not a place where plebeians like you should enter of your own accord! Oh, there's no need to pout. You say that you're trapped know not the way out?
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Gabranth: Hmph. Just another stray being played with by the gods. No matter. Choose the path you wish to take. All paths lead to the same end, anyway. You keep fighting...and die like a dog.
- ^ Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
Shinryu: The instant Chaos was destroyed, the power of discord distorted the fabric of time and space, creating a new realm of possibilities... That Chaos has never known defeat. At the darkest edge of despair he waits, eternally tortured by the flames of the abyss... Into the endless emptiness of Chaos's heart, I, Shinryu, shall let flow my power. This is a fantasy that ought not exist... Moreover...it is one without end.
- ^ a b c Joe Martin (May 5, 2009). "Dissidia: Final Fantasy Interview". BitGamer. Archived from the original on June 27, 2012. Retrieved July 10, 2012.
- ^ "Dissidia Final Fantasy originated from Kingdom Hearts". Siliconera. June 30, 2009. Archived from the original on October 13, 2012. Retrieved July 10, 2012.
- ^ a b c d e Dissidia Final Fantasy Ultimania (in Japanese). Square-Enix. 2009. pp. 696–699. ISBN 978-4-7575-2488-0.
- ^ "Yoshinori Kitase on FFXIII, FFVII and Dissidia". VideoGamer.com. May 8, 2009. Archived from the original on October 29, 2012. Retrieved July 1, 2012.
- ^ KujaFFman (2007-05-09). "Dissidia: Images et informations!". Final Fantasy World (in French). Archived from the original on 2007-05-12. Retrieved 2007-05-09.
- ^ GameSpot Staff (2007-05-12). "Final Fantasy XIII, Dissidia rock Square Enix Party". GameSpot. CNET Networks. Archived from the original on 2011-11-28. Retrieved 2007-05-12.
- ^ Gifford, Kevin (2008-06-18). "New Final Fantasy: Dissidia Details". 1UP.com. IGN Entertainment. Archived from the original on October 8, 2012. Retrieved April 18, 2013.
- ^ "Dissidia Trademark - Latest Status Info". United States Patent and Trademark Office. Trademark Applications and Registrations Retrieval (TARR). 2009-03-03. Archived from the original on 2013-04-04. Retrieved 2009-03-03.
- ^ "DISSIDIA FINAL FANTASY Original Soundtrack -通常盤-". FinalFantasyUnion.com. Square Enix. Archived from the original on January 5, 2013. Retrieved July 10, 2012.
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External links
[edit]Dissidia Final Fantasy
View on GrokipediaGameplay
The gameplay of the original Dissidia Final Fantasy (2008) for PlayStation Portable established the series' core action fighting mechanics, blending one-on-one combat with RPG elements. Later entries evolved these systems: Dissidia 012 Final Fantasy (2011) added assist characters and world map exploration; Dissidia Final Fantasy NT (2018) shifted to 3-vs-3 team battles with online multiplayer focus; Dissidia Final Fantasy Opera Omnia (2015–2024) featured turn-based gacha RPG combat; and the upcoming Dissidia Duellum Final Fantasy (2026) introduces 3-vs-3 battles against giant bosses in a modern setting.[5][6][7][10]Combat system
Battles in Dissidia Final Fantasy take place in fully rendered three-dimensional arenas inspired by locations from the Final Fantasy series, allowing players free movement across the stage with full camera control to navigate and position during combat.[11] Characters can run along walls by pressing the attack button when yellow indicators appear, enabling elevated attacks and evasion, while aerial maneuvers support extended combos through mid-air pursuits known as chases, where successful hits extend the sequence and build momentum.[12] Guarding with the block button deflects most Brave attacks but fails against HP attacks, resulting in a guard break that stuns the defender and allows uninterrupted damage.[13] The core of the combat revolves around two primary attack types: Brave (BRV) attacks and HP attacks. Brave attacks deal no direct health damage but modify the opponent's Bravery value—a numerical gauge displayed above the HP bar—by subtracting from it and adding an equivalent amount to the attacker's own Bravery, effectively stealing valor to amplify future strikes.[14] HP attacks, in contrast, consume the full Bravery gauge to inflict direct damage to the opponent's HP equal to the attacker's current Bravery level, resetting the gauge to its base value afterward and leaving the attacker temporarily vulnerable if the hit misses.[11] Landing a successful HP attack also breaks the opponent if their Bravery reaches zero, temporarily boosting the winner's Bravery and granting an advantage in prolonged exchanges. An EX gauge fills through successful attacks, assists, or collecting EX Cores dropped during battles, enabling activation of EX Mode for enhanced abilities such as increased speed, regenerative healing, temporary invincibility, and character-specific upgrades like strengthened attacks.[11] While in EX Mode, certain HP attacks trigger an EX Burst—a cinematic finisher that deals massive damage and often references iconic moves from the character's original game—before reverting the player to normal state.[11] Additionally, one active summon creature with up to two reserves, equipped as red orbs pre-battle, can be deployed manually for powerful effects like boosting Bravery (e.g., Ifrit adds 50 points) or debuffing enemies (e.g., Shiva prevents Bravery increases), with auto-triggers activating on conditions such as achieving a Break.[15] Multiplayer supports ad-hoc wireless connections for local battles in formats like 1v1 duels or group fights against AI, allowing up to four players to compete or cooperate.[16] The Universal Tuning edition introduces online rankings and infrastructure mode for broader matchmaking, enhancing competitive play beyond local sessions.Game modes
Dissidia Final Fantasy structures its gameplay through a diverse array of single-player and multiplayer modes that integrate RPG progression with fighting challenges, allowing players to engage in narrative-driven campaigns, casual practice, and competitive battles. These modes emphasize strategic map navigation, objective completion, and character development, extending playtime beyond individual fights by incorporating elements like resource collection and storyline advancement. The core single-player experience revolves around Destiny Odyssey, a series of ten character-specific story chapters dedicated to the heroes of Cosmos, such as the Warrior of Light and Cloud Strife. Each chapter unfolds on a chessboard-like map where players pursue objectives like defeating enemy gateways, collecting hidden items, and chasing villainous warriors of Chaos through branching paths and side quests, earning Destiny Points to unlock further progression and narrative cutscenes.[17] Upon completing these chapters, Distant Glory becomes available as an overarching narrative finale, divided into two parts that unite the heroes and villains in climactic confrontations, providing resolution to the conflict while introducing bonus characters like Shantotto through additional challenging stages. Quick Battle serves as a versatile practice mode for standalone duels against AI opponents, enabling players to experiment with different characters and setups in customizable scenarios without story interference.[17] RPG elements are woven into the story modes via mechanics like story map navigation, where players track and intercept Chaos warriors across maps, alongside side quests that offer optional battles and rewards to enhance character growth. Post-completion content expands this with high-score challenges in colosseum-style arenas, such as the Blackjack Course, encouraging replayability through escalating difficulties and item unlocks like the Genji equipment series.[17] Multiplayer modes facilitate direct competition, with Versus battles supporting free-for-all and team-based variants via ad-hoc local wireless connections for up to four players. Online infrastructure mode enables global matchmaking, ranked leaderboards, and fights against AI ghosts derived from other players' replays, adding a layer of asynchronous competition. A battle simulator allows for AI testing in controlled environments, while spectator options permit observing live or recorded matches. Replay functionality across modes lets players review and analyze battles to refine strategies.[17] The Western release includes exclusive arcade modes, featuring classic fight sequences and colosseum challenges structured as progressive AI tournaments in Normal, Hard, and Time Attack variants, rewarding players with PP currency and special items upon completion to further customize their experience.[18]Character progression
Characters advance in Dissidia Final Fantasy primarily through a leveling system that rewards experience points (EXP) earned from victorious battles, enabling progression up to a maximum level of 100.[19] As characters level up, core stats such as hit points (HP), attack power, defense, luck, and movement speed improve, with HP generally increasing by 50 to 100 points per level in a linear pattern to enhance survivability and combat effectiveness.[19] This system encourages repeated engagements across various modes to build overall power, with higher-level enemies yielding more EXP to accelerate growth. Equipment mechanics further customize progression by allowing players to acquire and equip weapons, armor, and accessories using PP (purchasing points) obtained from battle rewards, treasure chests, and colosseum victories.[19] Weapons like swords or axes boost attack potency, while armor and accessories provide defensive bonuses or utility effects, such as increased evasion or EX Mode enhancements; for instance, the Guardian Bangle accessory raises defense by 5%.[19] These items are selected from the PP Catalog, where accumulated points enable strategic builds tailored to playstyles, with trade-offs in slot limitations and cost efficiency. Deck-building forms a core aspect of preparation, where players construct loadouts from a pool exceeding 100 moves, including Brave attacks for building bravery points, HP attacks for direct damage, and assist summons from allied characters.[19] Each deck supports up to eight ability slots, constrained by a command point (CP) budget that totals around 450 at maximum level, requiring careful selection—for example, a basic Brave attack like Dayflash costs 30 CP—to optimize for balance between offense, defense, and mobility.[19] Abilities are purchased individually per character using gil earned in fights, adding depth to personalization. A proficiency system complements deck-building by tracking ability points (AP) gained through repeated use of moves in battles, culminating in mastery that halves the CP cost—such as reducing Rune Saber's 30 CP to 15 after 300 AP—and unlocks more versatile configurations.[19] This encourages experimentation and specialization, as mastered abilities free up CP for additional tools like evasive maneuvers or support effects. Progression also involves unlocking new content, where completing story modes, colosseums, or specific quests yields resources like shards for new characters, additional moves, and customization options including alternate color schemes and voice data.[19] For example, gathering yellow shards unlocks the Onion Knight, while PP and gil accumulation expands the catalog for further enhancements, creating a layered advancement loop tied to mode completion.[19]Characters
Heroes of Cosmos
The heroes of Cosmos consist of ten protagonists drawn from the first ten numbered entries in the Final Fantasy series, summoned by the goddess Cosmos to defend harmony in a cycle of endless war.[20] These characters retain core elements of their original personalities and abilities, adapted to the Dissidia conflict where they battle to prevent the destruction of their worlds, motivated by themes of protection, redemption, and growth.[21] Their roles emphasize positive arcs of heroism and unity, with voice performances capturing their iconic traits in both English and Japanese dubs. The following details the original ten heroes from Dissidia Final Fantasy (2008). Warrior of LightThe Warrior of Light originates from Final Fantasy as the leader of the Warriors of Light, a noble knight who restores the four elemental crystals to vanquish Chaos and save the realm of light. In Dissidia, he acts as the de facto leader of Cosmos's forces, symbolizing unyielding justice and guiding his allies through the war. Voiced by Grant George in English and Toshihiko Seki in Japanese, his portrayal highlights a stoic, honorable demeanor. Gameplay-wise, he wields a sword and shield for balanced defense and offense, featuring signature moves like "Brave Draw" to enhance attacks and "Shining Wave" for sweeping energy blasts. His motivation stems from his original quest to preserve balance, driving him to rally the heroes against the encroaching darkness. Firion
Firion is the protagonist of Final Fantasy II, a young rebel fighter from Fynn who joins the resistance against the Palamecian Empire to reclaim his homeland and fight for freedom. In the Dissidia narrative, he embodies the spirit of rebellion, using his resolve to inspire comrades in the fight for Cosmos. He is voiced by Johnny Yong Bosch in English and Hikaru Midorikawa in Japanese, conveying his determined yet compassionate nature. His unique trait involves multiple weapons, including swords and spears, with signature moves like "Firebird Strike" for fiery combos and "Sunform" to boost speed and power. Firion's backstory of loss and uprising fuels his motivation to safeguard the cycles of existence from Chaos's tyranny. Onion Knight
The Onion Knight hails from Final Fantasy III as a young adventurer who starts as a novice but matures through trials to become a versatile job-changer battling the Cloud of Darkness. In Dissidia, he represents youthful growth, evolving from inexperience to a reliable supporter among the heroes. Voiced by Aaron Spann in English and Jun Fukuyama in Japanese, his performance captures the shift from naivety to maturity. He employs nimble dagger attacks and magic, with signature moves such as "Blizzard" for ice projectiles and "Flame" for fire bursts, reflecting his adaptable style. Motivated by his journey of self-discovery, he fights to protect the potential for change and hope in the war. Cecil Harvey
Cecil is the central figure of Final Fantasy IV, a dark knight of Baron who undergoes a redemption arc, transforming into a paladin to atone for his past and stop the moon's threat. In Dissidia, his role highlights themes of atonement, wielding dual aspects of light and dark to aid Cosmos's cause. He is voiced by Yuri Lowenthal in English and Shizuka Itō in Japanese, emphasizing his internal conflict and resolve. A key gameplay feature is his sword that shifts between dark and light modes, enabling signature moves like "Dark Flame" in dark form and "Holy Circle" for radiant defense. His backstory of seeking forgiveness propels him to battle for redemption on a grander scale against Chaos. Tidus
Tidus, from Final Fantasy X, is a blitzball star from the dream city of Zanarkand who grapples with his existence and emotional bonds while aiding the summoner Yuna against Sin. In Dissidia, he brings emotional depth and optimism to the heroes, using his athleticism to support the group. Voiced by James Arnold Taylor in English and Masakazu Morita in Japanese, the acting underscores his energetic yet vulnerable personality. His style focuses on fast, acrobatic swordplay inspired by blitzball, with signature moves including "Meteor Strike" for aerial dives and "Slice & Dice" for rapid slashes. Tidus's motivation, rooted in confronting loss and finding purpose, drives him to fight for a future free from endless cycles of destruction. Shantotto
Shantotto appears in Final Fantasy XI as a powerful black mage and quirky Tarutaru scholar from Windurst, known for her immense magical prowess and eccentric, rhyming speech despite her villainous twist in some tales. In Dissidia, she serves as an unlockable hero, lending her arcane expertise to Cosmos with a mischievous edge. She is voiced by Candi Milo in English and Megumi Hayashibara in Japanese, delivering her signature verbose, poetic incantations. Her gameplay revolves around devastating spells, with signature moves like "Lunatic" to petrify foes and "MEGAFLARE" for explosive area damage. Motivated by intellectual curiosity and a disdain for disorder, she joins the fray to unravel and counter the chaos threatening magical equilibrium. Cloud Strife
Cloud Strife is the iconic mercenary from Final Fantasy VII, a former SOLDIER suffering an identity crisis after leaving Shinra, who uncovers his true self while combating Sephiroth and the planet's corruption. In Dissidia, he confronts his personal demons amid the larger war, contributing brute strength to the heroes. Voiced by Steve Burton in English and Takahiro Sakurai in Japanese, his delivery captures brooding intensity and gradual self-assurance. He uses a massive Buster Sword for heavy combos, featuring signature moves such as "Braver" for leaping strikes and "Omnislash" for a flurry of blows. Cloud's backstory of questioning his past motivates him to protect the collective fate of worlds from similar manipulations by Chaos. Squall Leonhart
Squall Leonhart leads Final Fantasy VIII as a stoic gunblade-wielding mercenary from SeeD, evolving from a loner to a decisive leader in the fight against Ultimecia and time compression. In Dissidia, he transitions from isolation to leadership, coordinating strategies for Cosmos's warriors. He is voiced by Doug Erholtz in English and Hideo Ishikawa in Japanese, portraying his curt, introspective growth. His signature weapon, the gunblade, allows triggered slashes, with moves like "Renzokuken" for rapid fire sequences and "Lion Heart" for ultimate devastation. Squall's arc of forging bonds inspires his commitment to the conflict, aiming to end the war that isolates souls. Zidane Tribal
Zidane Tribal stars in Final Fantasy IX as an optimistic thief and member of Tantalus, revealed as a genome who embarks on a quest to save Gaia from Kuja while embracing his humanity. In Dissidia, his playful heroism lightens the group's morale, using agility to outmaneuver enemies. Voiced by Bryce Papenbrook in English and Romi Park in Japanese, the performance highlights his cheeky charm and loyalty. He fights with dual daggers and a tail mechanic for grabs, featuring signature moves such as "Free Energy" for energy-charged stabs and "Double Take" for evasive counters. Zidane's motivation, drawn from his search for belonging, compels him to preserve the harmony of diverse worlds under Cosmos. Bartz Klauser
Bartz Klauser is the wanderer protagonist of Final Fantasy V, a reluctant adventurer who inherits the power of jobs to combat Exdeath and the Void's return alongside his chocobo companion Boco. In Dissidia, he embodies adaptability as a reluctant savior, switching mimicry styles to support the heroes dynamically. Voiced by Jason Spisak in English and Nobuo Tobita in Japanese, his voicing reflects carefree reluctance turning to duty. His unique trait is mimicking other fighters' moves temporarily, with signature abilities like "Mimic" for copied attacks and "Flame Ring" for versatile magic. Bartz's backstory of aimless travel finding purpose motivates him to confront the Void-like threat of Chaos to save all realms.
Warriors of Chaos
The Warriors of Chaos comprise the antagonists drawn from the mainline Final Fantasy series, summoned by the god of discord to perpetuate endless conflict and destruction against Cosmos's heroes. In the Dissidia universe, their backstories are adapted to emphasize themes of power, revenge, and existential despair, binding them to Chaos's will while revealing glimpses of their original motivations and inner turmoil. These villains embody diverse philosophies of chaos, from tyrannical domination to nihilistic oblivion, and their allegiance is forged through promises of ultimate power or resolution to their personal obsessions, though some harbor doubts about the eternal war.[22] The following details the nine original warriors from Dissidia Final Fantasy (2008), plus Gabranth from Dissidia 012 Final Fantasy (2011). Garland, the dark knight from Final Fantasy I, is portrayed as a warrior obsessed with an eternal cycle of battle and hatred, viewing the Dissidia conflict as the perfect realization of his desire for unending war. His personality is stoic and resolute, driven by a philosophy that life and death must loop forever to achieve true immortality. Voiced by Christopher Sabat in the English version and Kenji Utsumi in Japanese, Garland's signature abilities include massive sword swings and dark energy blasts that reflect his armored, imposing presence. Adapted from his role as a fallen warrior seeking to defy mortality, he serves Chaos as the vanguard, loyal to the cycle that mirrors his original curse of reincarnation. The Emperor, the tyrant from Final Fantasy II, is depicted as a cunning ruler fixated on world domination, using the Dissidia realm to expand his empire through manipulation and dark magic. His personality is arrogant and calculating, delighting in subjugating others to fuel his ambitions. Voiced by Christopher Corey Smith in English and Kenyu Horiuchi in Japanese, the Emperor's unique traits involve summoning demonic minions and illusionary attacks that symbolize his command over hellish forces.[23] In this adaptation, his backstory of overthrowing kingdoms is twisted to align with Chaos's goal of total conquest, making him a strategist who views the war as an opportunity for absolute rule. Jecht, the brute father from Final Fantasy X, appears as a boisterous yet regret-filled summoner who wields the power of Braska's Final Aeon. His personality blends bravado with hidden paternal remorse, masking vulnerability with aggressive bravado in the face of the endless battles. Voiced by John DiMaggio in English and Masuo Amada in Japanese, Jecht's signature abilities feature blitzball-inspired punches and spectral summon attacks that highlight his physical prowess. Adapted from his sacrificial journey, Jecht's allegiance to Chaos stems from a manipulated sense of duty, using the conflict to confront his failures as a father while serving as a frontline berserker. Exdeath, the tree demon from Final Fantasy V, is shown as a malevolent entity obsessed with the Void, seeking to consume all existence in nothingness. His personality is grandiose and philosophical, preaching the futility of light and life with eerie calm. Voiced by Gerald C. Rivers in English and Tarou Ishida in Japanese, Exdeath's traits include barrier manipulations and void summons that embody his elemental, rooted horror. His backstory is adapted to portray him as Chaos's harbinger of annihilation, drawn to the god's destructive essence as the ultimate fulfillment of his void-worshipping nature. Kefka Palazzo, the clown from Final Fantasy VI, embodies nihilistic madness, laughing maniacally as he unleashes apocalyptic magic to erase order. His personality is chaotic and sadistic, reveling in destruction without purpose beyond amusement. Voiced by Dave Wittenberg in English and Shigeru Chiba in Japanese, Kefka's signature abilities feature explosive spells and heartless taunts that capture his jester-like insanity. In Dissidia, his backstory of godlike ascension through betrayal is reframed to make him Chaos's gleeful destroyer, loyal through shared contempt for creation. Sephiroth, the one-winged angel from Final Fantasy VII, exudes a god complex, wielding Masamune with cold precision to ascend beyond humanity. His personality is aloof and superior, driven by a quest for reunion with his origins amid the war's futility. Voiced by George Newbern in English and Masaya Onosaka in Japanese, Sephiroth's unique traits involve slashing combos and meteor summons that evoke his superhuman elegance. Adapted from his Jenova-influenced fall, he aligns with Chaos to pursue apotheosis, serving as a solitary force of judgment. Ultimecia, the sorceress from Final Fantasy VIII, pursues time compression to rewrite reality, her elegance hiding a desperate fear of mortality. Her personality is regal yet unhinged, manipulating time with vengeful grace. Voiced by Tasia Valenza in English and Atsuko Tanaka in Japanese, Ultimecia's abilities include temporal spells and gravity wells that reflect her arcane dominion.[24] Her backstory is altered to emphasize isolation in the cycle, binding her to Chaos as a means to compress time and end her prophesied doom. Kuja, the genome from Final Fantasy IX, obsesses over beauty and mortality, using theatrical magic to defy his artificial existence. His personality is flamboyant and narcissistic, laced with tragic insecurity about his lifespan. Voiced by JD Cullum in English and Akira Ishida in Japanese, Kuja's signature traits feature elegant sorcery and dramatic poses that underscore his artistic villainy.[25] Adapted from his soul-manipulating origins, he pledges to Chaos to transcend death, viewing the war as a stage for his eternal performance. Golbez, the armored figure from Final Fantasy IV, grapples with brotherly conflict, his dark armor concealing a path toward redemption amid loyalty to power. His personality is brooding and honorable, torn between ambition and familial bonds. Voiced by Peter Beckman in English and Takeshi Kaga in Japanese, Golbez's abilities center on lunar magic and shielding that highlight his knightly yet sinister demeanor.[26] His backstory is adapted to explore Zemus's influence in the Dissidia context, leading him to Chaos's side through manipulated destiny while questioning his role. Gabranth, the judge from Final Fantasy XII, struggles with loyalty and identity, his mask hiding fraternal rivalry and imperial devotion. His personality is stern and conflicted, burdened by duty's cost in the endless strife. Voiced by Keith Ferguson in English and Akio Ōtsuka in Japanese, Gabranth's traits involve twin-sword assaults and nethicite explosions that symbolize his judicial authority.[27] In this adaptation from his role as Drace's successor, Gabranth serves Chaos to affirm his worth against his brother, using the war to resolve his crises of allegiance.Characters in later installments
Subsequent games in the Dissidia Final Fantasy series expanded the roster significantly, adapting characters to new stories and mechanics. Dissidia 012 Final Fantasy (2011) added four heroes—Kain Highwind (Final Fantasy IV), Lightning (Final Fantasy XIII), Vaan (Final Fantasy XII), and Y'shtola Rhulunay (Final Fantasy XIV)—along with Gabranth as the tenth warrior of Chaos.[28] Dissidia Final Fantasy NT (2018), originally an arcade title in 2015, featured 28 playable characters from across the franchise (including returning PSP-era fighters and newcomers like Ramza Beoulve from Final Fantasy Tactics and Ardyn Izunia from Final Fantasy XV), divided into heroes and villains under new patrons Materia and Spiritus in a team-based format.[29] Dissidia Final Fantasy Opera Omnia (2015–2024), a mobile RPG, included over 200 characters from the entire Final Fantasy series, with gacha-based collection and turn-based battles in an original story.[30] Most recently, Dissidia Duellum Final Fantasy, announced on October 14, 2025, for mobile and arcade release in 2026, introduces a roster including the Warrior of Light, Terra Branford (Final Fantasy VI), Cloud Strife, Squall Leonhart, Zidane Tribal, Tidus, Shantotto, Vaan, Lightning, and Y'shtola, focused on 3-vs-3 battles against bosses in a modern setting.[10]Story
Setting
The setting of the original Dissidia Final Fantasy (2008) unfolds in World B, a planar realm that serves as the primary battleground for an eternal conflict between two opposing deities: Cosmos, the goddess of harmony who seeks to maintain order and balance, and Chaos, the god of discord who embodies destruction and strife.[31] This world is depicted as a fragmented amalgamation of shards drawn from various realms across the Final Fantasy series, originating as a ruined version of the world from the first Final Fantasy game, discovered by ancient Lufenian scientists via an Interdimensional Rift.[32] The core conflict stems from Cid of the Lufaine's pact with Shinryu, which involves Cosmos and Chaos warring to generate energy that suppresses interdimensional rifts threatening multiple worlds, but it escalates into perpetual warfare as Chaos, altered by Lufenian experiments, turns against harmony.[33] Central to the lore are ten crystals embodying Cosmos's harmonious power and the heroes' resolve, which are sought by her summoned heroes to counter Chaos's forces.[34] These crystals not only sustain the warriors' existence in World B but also hold the key to empowering Cosmos and potentially ending the gods' war, manifesting through the heroes' resolve during battles.[32] The narrative emphasizes the cycle of strife, a recurring pattern of ten-year wars where warriors fight, perish, and are restored by the gods' power, perpetuated by the summon Shinryu to harvest energy from the conflicts; breaking this cycle forms the thematic core, as endless repetition erodes the warriors' memories and identities.[32] World B's locations consist of abstract, otherworldly arenas inspired by environments from the Final Fantasy series, functioning as neutral battlegrounds amid the planar chaos, such as the barren Planet Ragnorak evoking desolate sci-fi landscapes and the surreal Empyreal Paradox representing a dreamlike void.[33] In the summoning mechanics, Cosmos and Chaos pull warriors directly from their original timelines across the multiverse, granting them physical forms while distorting their memories to align with the conflict's dichotomy of harmony versus discord, ensuring loyalty despite fragmented recollections of their past lives.[32]Plot
In the world of Dissidia Final Fantasy, an eternal conflict rages between Cosmos, the goddess of harmony, and Chaos, the god of discord, who summon warriors from the realms of the first ten Final Fantasy games to battle in a repeating cycle of war known as the 13th cycle.[17] This cycle, originating from the Chaos of the original Final Fantasy empowered by the dragon Shinryu, forces the warriors into endless strife to determine the fate of existence itself.[17] The narrative unfolds across over 50 chapters, integrating action sequences with extensive cutscenes and text-based lore to explore themes of harmony versus destruction, resolve, and the cyclical nature of conflict.[17] The story begins in the prologue, "The Shattered World," where Cosmos's warriors awaken in a fractured realm and undertake initial quests to locate the first crystals, symbols of their unyielding will to protect harmony, while fending off early assaults from Chaos's forces.[17] This sets the stage for the main arcs in Destiny Odyssey, comprising ten individual chapters—one for each of Cosmos's primary heroes—where they journey through distinct realms, confront personal trials, and secure additional crystals by defeating Chaos's champions in battles that test their convictions.[17] These quests reveal fragments of the warriors' interconnected fates, as alliances form and betrayals loom amid the escalating war. Transitioning to the antagonists' viewpoints, the Shade Impulse arcs—four chapters focused on Chaos's warriors—depict their relentless pursuit of the heroes after the crystals are gathered, showcasing schemes to corrupt the artifacts and tip the balance toward destruction.[17] Here, the villains grapple with their own motivations, leading to tense standoffs that heighten the conflict and expose vulnerabilities in Cosmos's defenses.[17] Subplots emerge, such as the enigmatic mage Shantotto, a warrior of Cosmos with a disruptive and independent personality, using her unpredictable magic to aid the heroes in subtle, twist-filled interventions.[17][35] The narrative builds to its climax in the Distant Glory arc, where all of Cosmos's warriors unite in a desperate alliance against Chaos's full might, including the armored judge Gabranth, who begins as a loyal servant of discord but undergoes a path of redemption through encounters that challenge his loyalty and lead him to support the heroes' cause.[17] Revelations unfold about the cycle's origins, tying it to ancient Final Fantasy lore, as Shinryu manipulates events to perpetuate the war.[17] In the final confrontations, the heroes restore the crystals, defeat the empowered Chaos, and achieve a temporary victory for harmony, with Cosmos sacrificing her essence to shatter the immediate cycle.[17] The epilogue depicts the warriors returning to their original worlds, their memories fading as peace is restored, though ominous hints of manikin invasions suggest the cycle's persistence and foreshadow further conflicts.[17] Alternate endings occur if the heroes fail key battles, resulting in Chaos's domination and the world's descent into eternal discord, emphasizing the fragility of their triumph.[17]Other Games' Narratives
Dissidia 012 Final Fantasy (2011) serves as a prequel set in the 12th cycle, expanding on the origins with new characters like Lightning and Kain, focusing on the warriors' initial summonings and the creation of manikins by Cid. Dissidia Final Fantasy NT (2018) reimagines a new cycle post-PSP games, replacing Cosmos and Chaos with Materia and Spiritus, emphasizing team-based battles and collaboration among heroes from Final Fantasy I to XV against recurring threats. Dissidia Final Fantasy Opera Omnia (2015–2024) features an original story in a parallel world where over 200 Final Fantasy characters unite against Shinryu and corrupted summons, blending turn-based RPG elements with gacha mechanics in a tale of unity against darkness.Development
Concept and production
Dissidia Final Fantasy originated from an idea conceived by Tetsuya Nomura during the development of Kingdom Hearts II, initially envisioned as a fighting game spin-off for the Kingdom Hearts series featuring Disney and Final Fantasy characters in combat. However, due to concerns from Disney about depicting their characters in battles, the concept pivoted to focus exclusively on Final Fantasy icons to celebrate the franchise's 20th anniversary in 2007.[36] The game was directed by Takeshi Arakawa, with Yoshinori Kitase serving as producer and Kazushige Nojima handling the scenario writing. Development took place over three years at Square Enix's primary studio in Tokyo, beginning around 2005, with approximately two years dedicated to refining the battle system and one year focused on the RPG elements. The team faced significant technical challenges adapting high-fidelity 3D character models and dynamic environments to the PlayStation Portable's hardware limitations, prioritizing smooth 3D action without split-screen multiplayer to leverage the PSP's graphical capabilities over competitors like the Nintendo DS.[37][38][39] Design goals centered on merging fast-paced fighting game mechanics with RPG progression, allowing players to level characters through a narrative-driven story mode that integrated 20 iconic figures—10 heroes and 10 villains from Final Fantasy I through X—into a cohesive crossover tale of conflict between order and chaos. Early prototyping emphasized balancing diverse character abilities, such as the innovative Bravery system that amplified attacks based on accumulated points, while ensuring story integration supported multiplayer practice and customization.[37][39]_characters) The production scope was optimized for handheld play, delivering over 100 hours of content through extensive story paths, side quests, and character progression systems, without expanding to console versions to maintain focus on portable accessibility.[38]Art and design
The art direction for Dissidia Final Fantasy was supervised by Tetsuya Nomura, who aimed to create a unified visual style across the roster of characters drawn from the first ten mainline Final Fantasy titles. Nomura personally handled the key illustrations to ensure stylistic consistency, blending elements of Yoshitaka Amano's original designs with his own approach to give the characters a cohesive presence in the crossover context.[40] Character models featured high-detail 3D renders optimized for the PlayStation Portable, emphasizing dynamic poses and expressive facial animations that reflected Nomura's signature style of intricate clothing and weaponry. For instance, Terra Branford's design drew directly from Nomura's early sketches for Final Fantasy VI, while Zidane Tribal from Final Fantasy IX incorporated fluid, acrobatic elements true to his original agility. The Onion Knight was redesigned to balance Amano's whimsical aesthetic with a more grounded, battle-ready form, and Garland received a imposing new look to establish his presence beyond pixelated origins.[40][41] Environments consisted of over a dozen arenas inspired by iconic locations from the Final Fantasy series, such as the ancient ruins of the Chaos Shrine and the chaotic depths of the Rift, incorporating thematic motifs like ancient ruins and elemental hazards to evoke each game's world. These stages included destructible elements and dynamic lighting effects to enhance combat immersion on the handheld platform.[42] The user interface featured intuitive menus for equipping weapons, accessories, and abilities, presented through straightforward navigation that allowed players to customize loadouts pre-battle. Story cutscenes combined full-motion CG sequences with 2D portrait animations, mirroring the dramatic flair of classic Final Fantasy narratives while integrating seamless transitions to real-time gameplay. Visual influences drew from Nomura's work on Kingdom Hearts, evident in the expressive, emotive character faces and the portrayal of summons as towering spectral giants—such as Bahamut and Odin—that manifested as ethereal, larger-than-life entities during EX Burst finishers.[41] Technical achievements included real-time rendering optimizations tailored for the PSP's hardware, enabling fluid 3D battles with multiple on-screen effects like particle-based attacks and environmental interactions without significant frame drops, marking a notable advancement for portable fighting games at the time.Music and audio
The music for Dissidia Final Fantasy was primarily composed and arranged by Takeharu Ishimoto, who incorporated rock and electronic elements into over 40 arrangements of classic themes from the Final Fantasy series, including a remix of "One-Winged Angel" from Final Fantasy VII.[43] Ishimoto's style drew from his previous work on Crisis Core -Final Fantasy VII, blending aggressive guitar riffs and synthesized beats with orchestral swells to suit the game's fast-paced combat. The official soundtrack, released as a two-disc set on December 24, 2008, by Square Enix, features 52 tracks totaling approximately 2 hours and 14 minutes, mixing these remixed motifs with original compositions for menus, battles, and story sequences.[44] Voice acting marked a significant milestone as the first major Final Fantasy crossover title to include full dubs in both Japanese and English for cutscenes and in-battle dialogue.[20] The production involved over 50 voice actors across both languages, with notable English performances by talents such as Johnny Yong Bosch as Firion and Grant George as the Warrior of Light, while the Japanese cast included veterans like Masuo Amada reprising Jecht from Final Fantasy X.[20] This dual-audio implementation enhanced character immersion, allowing players to select their preferred language while maintaining synchronized lip-sync in cutscenes. Sound design emphasized immersive combat feedback through detailed effects, including metallic clashes for sword strikes, explosive impacts for magic attacks, and resonant roars accompanying summon animations during EX Bursts. EX Mode activations triggered specialized audio cues, such as intensified thematic motifs that layered over base battle tracks to signal power-ups and heighten tension. Audio innovations included dynamic music layering, where tracks evolved with combo chains—adding percussion and synth layers during pursuits—and mode shifts, adapting to the rhythm of aerial and ground-based fights.[45] To navigate the PlayStation Portable's hardware constraints, such as limited 16-bit stereo audio and storage via ADPCM compression, the team optimized files for seamless transitions without perceptible quality loss during extended battles.[46]Development of sequels and spin-offs
Dissidia 012 Final Fantasy (2011), a sequel and prequel to the original, was developed by Square Enix with direction by Mitsunori Takahashi and production by Kitase. It expanded on the original's systems, adding assist characters and a world map, while addressing PSP hardware limits through optimized code for additional content. The story explored the 12th cycle, with development focusing on deeper narrative ties and roster expansion to include Lightning from Final Fantasy XIII.[5] The arcade version of Dissidia Final Fantasy (2015) shifted to 3-vs-3 team battles, directed by Takahashi with art by Nomura. Developed for Japanese arcades, it emphasized online play and summon mechanics, later ported to consoles as Dissidia Final Fantasy NT (2018 for PS4, 2019 for PC) by Team Ninja co-development. Challenges included balancing team synergy and adapting to console hardware for larger-scale battles.[6] Dissidia Final Fantasy Opera Omnia (2015–2024), a mobile RPG, was co-developed by Square Enix and Team Ninja, directed by Ishimoto for audio and featuring gacha mechanics. It focused on turn-based combat and an original story, with ongoing updates adding over 200 characters until service ended on February 29, 2024. Development highlighted cross-platform accessibility and event-driven content.[7] On October 14, 2025, Square Enix announced Dissidia Duellum Final Fantasy, a free-to-play mobile and arcade title for 2026 release on iOS and Android, introducing 3-vs-3 battles against giant bosses in a modern Tokyo setting. Details on development team and production are forthcoming as of November 2025.[10]Release
Versions and distribution
Dissidia Final Fantasy was initially released for the PlayStation Portable in Japan on December 18, 2008. The game launched internationally the following year, arriving in North America on August 25, 2009, and in Europe and Australia on September 4, 2009.[47] The original Japanese version featured full Japanese voice acting and focused on core fighting mechanics with ad-hoc multiplayer support. International releases added an English voice dub for cutscenes and battles, along with a new Arcade Mode featuring Normal, Hard, and Time Attack sub-modes that rewarded players with PP points and exclusive items upon completion. A re-release titled Dissidia Final Fantasy Universal Tuning arrived in Japan on November 1, 2009, incorporating the international enhancements while retaining bilingual voice options for battles and English audio for cutscenes; this version also optimized online connectivity for broader multiplayer access.[48] Distribution occurred primarily through physical Universal Media Discs (UMDs) for the PSP. Special bundles enhanced availability, including a North America-exclusive pack with a Mystic Silver PSP-3000 console, the game UMD, a 2GB Memory Stick PRO Duo, and a UMD copy of Final Fantasy VII: Advent Children, released alongside the game's launch. Digital versions became available via the PlayStation Network for PSP and later PS Vita systems, allowing downloads without a native port to PS3 hardware.[49] Regional variations were minimal, with international editions offering multilingual subtitle options including English, French, German, Spanish, and Italian, while the Japanese version remained audio-locked to its native language. No significant censorship occurred, though the title was banned in Saudi Arabia in 2018 due to its association with the "Blue Whale" challenge.[50] Japan featured exclusive promotional items, such as limited-edition artwork and packaging tied to pre-order campaigns.[51] Post-launch support included balance patches delivered through the Universal Tuning re-release, which adjusted character abilities for fairness—such as nerfing Sephiroth's Storm Impulse range to prevent chaining into follow-up attacks. These updates also addressed online stability issues, improving matchmaking and connection reliability for ad-hoc party features.[48] The game achieved strong initial sales, moving 489,126 physical copies in Japan during its debut week to top the charts. Worldwide, Dissidia Final Fantasy has sold over 1.8 million units across all versions and regions as of 2009 data.[52] The sequel, Dissidia 012 Final Fantasy, was released for PSP in Japan on March 3, 2011, North America on March 22, 2011, and Europe/Australia on March 25, 2011. It was distributed physically and digitally via PSN, with bundles including themed PSP hardware in select regions.[53] In November 2015, an arcade-exclusive version titled Dissidia Final Fantasy launched in Japan, featuring 3-vs-3 team battles and card-based customization; it remained Japan-only until its online services ended on April 1, 2021. This version was ported to consoles as Dissidia Final Fantasy NT for PlayStation 4 in Japan on January 11, 2018, and worldwide on January 30, 2018, with a Windows port on March 12, 2019. Distribution emphasized online multiplayer, with physical and digital editions, including a free edition on PC.[54] Dissidia Final Fantasy Opera Omnia, a mobile RPG, launched in Japan on February 1, 2017, and globally on January 31, 2018, for iOS and Android as a free-to-play title with in-app purchases. Service ended worldwide on February 29, 2024.[55] On October 14, 2025, Square Enix announced Dissidia Duellum Final Fantasy, a free-to-play mobile and arcade title for iOS and Android, scheduled for release in 2026, with a closed beta in November 2025.[10]Related media and merchandise
Square Enix produced a line of Play Arts Kai action figures based on characters from Dissidia Final Fantasy, including detailed models of Cloud Strife, Sephiroth, Terra Branford, and Gabranth, featuring articulated designs and accessories inspired by their in-game appearances.[56][57] These figures, manufactured in collaboration with Kotobukiya, emphasized the game's crossover aesthetic with high-fidelity recreations of Tetsuya Nomura's character designs.[58] The Final Fantasy Trading Card Game received a dedicated Dissidia Final Fantasy Collection Set in 2023, which included new and reprinted cards featuring artwork and abilities drawn from the game's roster of heroes and villains, such as Cloud and Sephiroth, along with a starter guide for new players.[59] This set served as a storage box collection, integrating Dissidia elements into the broader TCG ecosystem.[60] Apparel and accessories tied to Dissidia Final Fantasy included official T-shirts and casual wear from Square Enix, often featuring the game's logo or key character illustrations, available through licensed retailers.[61] Limited jewelry replicas, such as pendants inspired by character motifs like Squall's Griever from his Dissidia redesign, were also produced as part of broader Final Fantasy accessory lines.[62] The original score for Dissidia Final Fantasy was released as a two-disc soundtrack album on December 24, 2008, comprising 55 tracks composed primarily by Takeharu Ishimoto, blending remixed themes from the first ten mainline Final Fantasy titles with original compositions.[63] Later entries in the series, such as Dissidia Final Fantasy NT, received additional soundtrack volumes, including arranged tracks like "Matoya's Cave (NT Arrangement)," which were compiled and released to highlight the evolving musical motifs.[64] Promotional efforts for Dissidia Final Fantasy included a limited-edition PSP Entertainment Pack bundle, exclusive to GameStop and released on August 25, 2009, which bundled a Mystic Silver PSP-3000 system, the game UMD, a 2GB Memory Stick PRO Duo, and a UMD movie of Final Fantasy VII: Advent Children. A playable demo was made available via the PlayStation Store starting July 23, 2009, allowing players to experience battles with select characters like Cloud Strife and Sephiroth ahead of the full launch.[42] Japanese television advertisements featured dynamic footage of the game's action sequences, directed under Tetsuya Nomura's oversight as the project's creative lead.[65] Characters and elements from Dissidia Final Fantasy appeared in crossover titles during the original era, such as Theatrhythm Final Fantasy (2012), where select warriors like Warrior of Light and Garland were playable alongside music tracks from the game.[66] Similarly, World of Final Fantasy (2016) incorporated Dissidia-style mirages of figures like Cloud and Sephiroth for capture and summoning in its monster-collecting gameplay.[67] Collectibles included the Dissidia Final Fantasy Ultimania Omega artbook, released in 2009, which contained concept sketches, character designs, and production notes curated by Square Enix, providing in-depth visual documentation of the game's development.[68] Additional items like postcard books and limited-edition glass plate collections showcased iconic illustrations from the title, distributed through official channels.[69] The Dissidia Final Fantasy NT: Prima Collector's Edition Guide (2018) further expanded on this with 32 pages of exclusive artwork and numbered prints.Reception
Critical response
Dissidia Final Fantasy received generally positive reviews from critics upon its release, with an aggregate Metacritic score of 79/100 based on 61 reviews for the PlayStation Portable version.[70] Reviewers frequently praised the game's innovative combat system, which fused real-time fighting mechanics with RPG-style progression, allowing for strategic depth through character customization and ability unlocks that extended playtime significantly.[18] The extensive roster of 20 playable characters drawn from the first ten mainline Final Fantasy titles was highlighted as a major strength, offering strong fan service through nostalgic matchups and voice lines that captured each character's essence.[71] Graphics and animations were lauded for pushing the PSP's capabilities, delivering fluid 3D battles with detailed models and effects that maintained a consistent frame rate.[18] Specific outlets echoed these sentiments while noting targeted praises. IGN awarded the game 8.9 out of 10, commending the "engaging" battles and "top-notch" voice acting that enhanced character interactions, though it acknowledged a story that, while improved over typical fighters, prioritized spectacle over emotional depth.[18] GameSpot gave it 8.5 out of 10, emphasizing the roster's variety and the satisfaction of mastering diverse playstyles, from Cloud Strife's melee focus to Vivi Ornitier's magic emphasis.[71] 1UP.com rated it A- (equivalent to 91%), appreciating how the narrative resonated with series veterans by weaving callbacks to original games without alienating players entirely.[72] Eurogamer scored it 8 out of 10, valuing the balance of accessibility for casual play and complexity for competitive modes, but critiqued the story mode's repetition across character arcs.[73] In Japan, Famitsu awarded 36 out of 40 (10/9/9/8 individual scores), recognizing its polish as a crossover title.[74] At E3 2009, IGN named it the Best Fighting Game, citing its standout demo among fighters. Criticisms centered on accessibility barriers and mode limitations. Many noted a steep learning curve for newcomers due to the multifaceted controls involving ground, aerial, and assist mechanics, which could overwhelm those unfamiliar with fighting games or the Final Fantasy lore.[73] The story mode, while lengthy at around 40 hours, was seen as repetitive, with similar objectives repeated for each character despite branching narratives.[71] Multiplayer was limited to ad-hoc local wireless on the PSP, lacking online support that might have extended its replayability, though versus and arcade modes were deemed fun for short sessions.[18] Voice acting received mixed feedback; while generally high-quality, some performances were critiqued for over-dramatization in cutscenes.[73] In post-launch reassessments, the game has been retrospectively praised for its role in innovating handheld action titles, blending genres in a way that influenced subsequent PSP exclusives and demonstrated the platform's potential for complex 3D combat.[75] Critics have highlighted its enduring appeal to Final Fantasy fans, with the customization and battle systems holding up as sophisticated for a 2009 portable release.[76]Sales and awards
Dissidia Final Fantasy achieved significant commercial success upon release, selling 1.8 million units worldwide by the end of fiscal year 2009.[77] In Japan, the game sold 489,126 copies during its debut week of December 18–24, 2008, topping the sales charts.[52] By early January 2009, cumulative sales in Japan exceeded 800,000 units, contributing to its strong performance as one of the top-selling PSP titles that year.[78] North American sales surpassed 500,000 units over its lifetime, reflecting solid demand despite the region's maturing PSP market. The game's revenue was bolstered by its retail price and bundled editions, though exact figures are not publicly detailed; piracy estimates suggested potential losses exceeding $335 million globally due to over 5 million illegal downloads.[79] Market performance was particularly robust in Japan, where it ranked among the top 10 annual sellers for the PSP and dominated handheld charts.[80] In the West, sales were moderate, influenced by the PSP's declining popularity, but enhanced by downloadable content such as the Universal Tuning pack, which saw widespread adoption for additional music and customization options.[81] Initial sales surge was driven by hype surrounding the Final Fantasy series' 20th anniversary and the novelty of its crossover fighting format.[82] The title received formal recognition, including the Excellence Award at the 2009 Japan Game Awards for its innovative character design and anniversary milestone.[82] In Japan, it earned platinum certification from the Computer Entertainment Supplier's Association after surpassing 300,000 units sold domestically, with no equivalent certifications issued in Western markets.[80]Legacy and impact
Dissidia Final Fantasy spawned a series of direct sequels and spin-offs that expanded its crossover fighting game formula. Dissidia 012 Final Fantasy, released in 2011 for PlayStation Portable, served as a prequel and sequel hybrid, adding new characters, a prologue storyline, and refined combat mechanics.[5] Dissidia Final Fantasy NT, launched initially as an arcade title in 2015 before a 2018 PlayStation 4 console version, shifted to 3v3 team-based battles and online-focused multiplayer, while retaining the series' character roster from previous entries.[83] The free-to-play mobile gacha RPG Dissidia Final Fantasy Opera Omnia ran from 2017 to 2024, emphasizing story-driven quests and cooperative raids with over 200 Final Fantasy characters. These releases, particularly NT's arcade origins, inspired further exploration of arcade-style fighters within the franchise. The original Dissidia established a lasting crossover tradition in the Final Fantasy series, blending characters from multiple installments into unified narratives and gameplay. This approach influenced subsequent titles like World of Final Fantasy (2016), a dungeon-crawling RPG that stacks chibi avatars of series icons for strategic battles, echoing Dissidia's ensemble casting. The game's inclusion of lesser-known characters, such as Shantotto from Final Fantasy XI, significantly boosted her prominence, transforming her from a supporting NPC into the franchise's go-to representative for that entry in later crossovers and media.[84] Among fans, Dissidia maintains a vibrant legacy through an active modding community that leverages PSP emulation tools like PPSSPP for enhancements, including HD texture overhauls, 60 FPS patches, and custom music swaps.[85] Its iconic character designs have become cosplay staples at conventions, with detailed recreations of fighters like Terra Branford and Kefka Palazzo drawing from the game's alternate outfits and dramatic poses.[86] While no anniversary rereleases have occurred, fan-driven projects often bundle the title in emulated collections for modern hardware. Culturally, Dissidia played a key role in bolstering the PlayStation Portable's library as a critically acclaimed exclusive that showcased the system's capabilities for action-RPG hybrids.[5] Its storyline of disparate heroes forging alliances against cosmic threats reinforced Final Fantasy's lore motifs of unity and cyclical conflict between order and chaos. In October 2025, Square Enix announced Dissidia Duellum Final Fantasy as a spiritual successor, a free-to-play mobile title slated for 2026 release on iOS and Android, introducing 3-vs-3 team battles against giant bosses in a modern Tokyo setting with updated character designs.[87] Preservation efforts remain fan-led, with no official remaster announced by 2025; however, the game and its sequel are accessible on PlayStation Vita via native backward compatibility for PSP titles.References
- https://strategywiki.org/wiki/Dissidia:_Final_Fantasy/Gameplay
- https://strategywiki.org/wiki/Dissidia:_Final_Fantasy/Summons

