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Final Fantasy Type-0 HD

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Final Fantasy Type-0 HD
Type-0 HD box art featuring central protagonist Ace
Developers
PublisherSquare Enix
DirectorHajime Tabata
ProducerHajime Tabata
ArtistYusuke Naora
WriterHiroki Chiba
ComposerTakeharu Ishimoto
Series
Platforms
Release
  • PlayStation 4, Xbox One
    • NA: March 17, 2015
    • JP: March 19, 2015
    • EU: March 20, 2015
  • Windows
    • WW: August 18, 2015
GenreAction role-playing
ModeSingle-player

Final Fantasy Type-0 HD (Japanese: ファイナルファンタジー零式 HD, Hepburn: Fainaru Fantajī Reishiki HD) is an action role-playing game developed by Square Enix and HexaDrive, and published by Square Enix for PlayStation 4 and Xbox One, and later for Windows via Steam. It was released worldwide in March 2015, while the Steam port was released in August. Type-0 HD is a high-definition remaster of the Japan-exclusive PlayStation Portable game Final Fantasy Type-0, a spin-off from the main Final Fantasy series and part of the Fabula Nova Crystallis subseries, a set of games sharing a common mythos. The story focuses on Class Zero, a group of fourteen students from the Dominion of Rubrum who must fight the neighboring Militesi Empire when they launch an assault on the other Crystal States of Orience. In doing so, the group become entangled in both the efforts to push back and defeat the forces of Militesi, and the secret behind the war and the existence of the crystals.

After Type-0 received a 2011 Japan-only release on PSP, Type-0 HD began development in mid-2012 as part of a move to promote the next generation of gaming consoles, and gave the opportunity for multiple changes to refine the experience for players. Outside of updated graphics and an expanded color palette, Type-0 HD is largely identical to the original PSP version, although the original's multiplayer functionality was dropped, and additional difficulty levels were implemented. Type-0 HD reached high positions in international sales charts, and has sold over one million copies worldwide as of October 2015. It received praise for its story and battle system, while criticisms have focused on its HD upgrade and localization.

Gameplay

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Screenshot of combat in Final Fantasy Type-0 HD, showing characters Ace, Queen and Nine in combat with human enemies and a mech.

Final Fantasy Type-0 HD is an action role-playing video game that utilizes a real-time battle system similar to Crisis Core: Final Fantasy VII. The player controls Class Zero, an elite fighting force of fourteen students from Rubrum's Akademeia. Outside mission environments and Akademeia (Class Zero's home base), Class Zero navigates Orience through a scaled-down world map. The world can be navigated on foot, using chocobos (recurring galliform birds in the Final Fantasy series) or via an airship. Type-0 HD is split into missions with free periods in between. During these free periods between missions, players can explore Akademeia, breed chocobos for personal use, and complete side quests for characters in Akademeia and liberated towns.[1][2]

During missions, three members of Class Zero can be selected for missions while the others are kept in reserve in case a player character dies. The lead character can be swapped at any time, with the other two being controlled by the game's artificial intelligence. During certain story missions, players take part in real-time strategy battles on the world map. During combat missions, players gain experience points and increase their experience level as they defeat enemies, as well as obtaining Phantoma from defeated enemies, used to upgrade the characters' magic skills. Each character has access to summoned monsters called Eidolons (War Gods (軍神, Gunshin) in the original Japanese), which are summoned for limited periods at the cost of a character's total health.[1][2]

While the core gameplay remains the same, multiple adjustments were made to existing systems. The HD version features four difficulty levels as opposed to the original's three, including an "easy" option.[3] The original game's multiplayer elements were removed during optimization for consoles, and types of magic and accessories previously only available in multiplayer were incorporated into the single-player campaign.[3][4] A feature unique to Type-0 HD is the support personnel (SP) system: when activated, AI-controlled support characters take the place of normal party members. SP points earned in battle can be used to purchase special items.[1][2] Additional character costumes made included through the original's demos and downloadable content were included in Type-0 HD as unlockables, along with costumes unique to the HD version.[5]

Development

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Multiple changes were made to Type-0 (top) for its eighth generation console release (bottom). These changes include updated graphics and a broader color palette than the original.[6][7]

During the production of Final Fantasy Type-0, the development team explored the possibility of a high-definition port of the game. The idea never went beyond experimentation as the team was focused on keeping the game as a portable experience.[8] The team also experimented with a sequel on eighth generation consoles, but production was halted when the development team were transferred to Final Fantasy XV.[9] After some time working on XV, original director Hajime Tabata decided to develop Type-0 HD for eighth-generation consoles.[10] The game began development in mid-2012, around the same time XV was shifted onto PlayStation 4 (PS4) and Xbox One. Tabata came on board in July of that year as director and producer, though his involvement was fairly minor due to his directing duties for XV.[11][12] The main development was handled by HexaDrive, who had previously collaborated successfully with Square Enix on The 3rd Birthday, and had developed the high-definition remasters of Ōkami and The Legend of Zelda: The Wind Waker.[13] The remaster was intended as an incentive for Final Fantasy players in both Japan and the west to purchase eighth generation consoles before XV's release. The original plan was for a port to both the seventh generation PlayStation 3 and Xbox 360 consoles, and eighth generation consoles. After the PS4 proved popular at the 2013 Tokyo Game Show, and as Tabata had no development experience with seventh generation console hardware, the team focused on the eighth generation versions.[12][14] According to art director Yusuke Naora, moving from the PlayStation Portable to eighth-generation hardware proved hard for the team.[15] Despite early claims, no version of Type-0 HD was developed for the PlayStation Vita. According to Tabata, this was due to difficulties in porting between console and Vita development environments, and his wish for a playing experience he could only envision on home consoles.[6][16]

HexaDrive handled the 2D screen displays, world map features and lip synching, while Square Enix handled the 3D graphics, such as character models in cutscenes.[11] Lighting effects and in-game assets were improved and updated for HD consoles using the DirectX 11 technology utilized for XV.[6][17] Alongside this, a large proportion of the upgrade was done using HexaDrive's in-house engine HexaDrive Engine 2.0. While originally meant to have a cursory role compared to the DirectX 11 elements, it ended up being used far more than anticipated. The resolution was increased from the original game's 480x272 pixels to the 1920x1080 required. Despite all these changes, the team took care that the lighting and shadow effects remained faithful to the look of the original, as updating too much of the game's visual style would fundamentally alter the experience. Due to scheduling, there was sometimes pressure on the HexaDrive team and they experienced difficulties with the hardware as it was their first time developing for eighth-generation consoles. Updating the lighting effects alone took a whole year of development to finish.[11] While updating the characters' appearance, the team were forced to focus on the main characters due to production deadlines, consequently doing less work on NPCs such as Kurasame.[18] For the main characters' gameplay models, the team adapted the models used in the original cutscenes, as they were more detailed than the original gameplay models due to a higher polygon count.[11][3] Tabata wanted the main characters to remain as true as possible to their original appearances, but due to the cutscene models appearing older than the original gameplay models, they needed adjusting so they better reflected the original models. The team also adjusted the characters' appearances slightly to make them more "charming". Visual optimization was still going on during the game's reveal, with the team needing to create special screenshots of Type-0's characters operating inside the production environments of XV. Ultimately, these visuals gave the team a guide for what the final game should look like, reducing the amount of trial and error.[10]

No new gameplay content was added to Type-0 HD. The team instead focused on upgrading the graphics, adjusting existing gameplay for home consoles, and including a lower difficulty level. The latter was due to complaints from players that the original game was too difficult.[4][12] While carrying over the original's multiplayer functions was considered, it would have lengthened the estimated development time by another year. Since Tabata's priority was to bring the game to fans worldwide, the multiplayer and associated elements were either removed or incorporated into the single-player campaign.[3] Tabata also decided against creation of a demo or an international version for this reason.[5] As a substitute for the multiplayer, the team strengthened and improved the original single-player Academy Assistance function. As with the original, the team used the names of developers from both the core team and other Square Enix departments for the NPCs.[19] While the main story remained unchanged, a secret cutscene teasing future Type games was commissioned. Created by Square Enix's CGI movie subsidiary Visual Works, it was based on some of Tabata's early ideas for Type-0. A small piece of the cutscene was shown privately to attendees of Square Enix's 25th anniversary commemoration event for the Final Fantasy series.[10] Hiroki Chiba, writer for Type-0, returned to write the scene.[20][21] In the cutscene, a fatally wounded samurai warrior resembling main protagonist Ace is saved from death by a fire spirit.[22]

At Tabata's suggestion, Naora expanded the color palette to increase the game's realism and tie in with XV's art style. The original idea was to change the original red hue to a golden one to match the redone logo, but the graphics looked too dark on the large screen even with the adjustment, so blue tones were added to brighten up the scenery.[7][23] Additional bass sounds were added to the sound effects, as the original platform's speaker system had previously limited the range and strength of sounds.[7] The original camera behavior needed to be developed from scratch, as the camera angles used in the original looked out of place on the large screen.[23] During the run-up to release, the team made modifications to the camera after receiving negative comments during demonstrations, addressing scenery collisions and the visibility of player and enemy characters during active gameplay. Because of these modifications, character speed and movement could be increased and improved.[24] By December 2014, the game was in its final stages of development and undergoing debugging.[25]

Music

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Final Fantasy Type-0 HD Original Soundtrack
Soundtrack album by
ReleasedOctober 26, 2011
GenreVideo game soundtrack
Length3:52:05
LabelSquare Enix
ProducerTakeharu Ishimoto

The original soundtrack for Type-0 by Takeharu Ishimoto, who also composed the music for Before Crisis, Crisis Core and The World Ends with You. Ishimoto rearranged, remixed and re-recorded the soundtrack for Type-0 HD. This was due to the original soundtrack was composed within the limits of PSP hardware, making it unsuitable for the new console release. Because of a restricted budget, he did the bulk of the work himself. One of the changes he made was making the choral sound more prominent. In addition, he composed a new battle theme and recorded an English version of "Colorful - Falling in Love", the track for Type-0's alternate ending. The lyrics were translated by SAWA, a singer who had worked on The World Ends with You. The English version was made for the overseas version of the game, but was included in the remastered soundtrack's commercial release.[26] Type-0's original theme song, "Zero" by Japanese rock band Bump of Chicken, was used again for Type-0 HD. While a translated version was considered for the localization, the team, with permission from the band, decided to use the original song and add subtitles for the song lyrics.[5]

For the additional ending and credits of Type-0 HD, a new song titled "Utakata" (泡沫; lit. "Transience") was commissioned by Tabata. Ishimoto created five different songs, with "Utakata" being Tabata's final choice. As Tabata wanted the song to have a Japanese style, Ishimoto wrote the lyrics in archaic Japanese, though he originally wanted to write the lyrics in English.[27] It was created and recorded by a four-person team: Ishimoto composed the music, while singer Chris Ito wrote and sang the lyrics. The other two, T$UYO$HI and ZAX, were former members of alternate rock band Pay Money to My Pain and performed on bass guitar, and drums respectively. The song was first heard in the final Japanese trailer for Type-0 HD.[28]

A commercial Blu-ray release for Type-0 HD's soundtrack, Final Fantasy Type-0 HD Original Soundtrack, was released on March 25, 2015. It includes the entire soundtrack, the newly composed tracks, tracks from Final Fantasy Agito and ten bonus MP3 tracks selected by Ishimoto from his previous work as a "Best of Collection".[29] The Blu-ray album reached #189 in the Oricon charts, and remained in the charts for one week.[30] The album, and music in general, have received positive comments from music critics and reviewers of the game.[31][32][33]

Release

[edit]

Type-0 HD was released on March 17, 19 and 20, 2015 for North America, Japan and Europe respectively. It came with both English and Japanese voice tracks for all regions.[28][34] The game included a demo of Final Fantasy XV, titled Final Fantasy XV: Episode Duscae. The demo was only available in limited quantities: it was exclusive to physical first-print editions, and came with the digital edition for two months after release.[35][36][37] The collector's edition, available through Square Enix's online store and at Amazon.com, came with a special CD featuring tracks from Type-0 and Agito, a calendar featuring official artwork, a Vermillion Peristylium ID card, a set of five cards modeled after those used by Ace in battle, and a cadet scarf.[38] Limited editions of the game were produced for North America and Europe, for sale at selected high street and online stores.[39] A PlayStation 4 hardware bundle was also produced for Japan, featuring a copy of the game and download code for the XV demo along with a console themed after the game.[24] A port to Windows via Valve's Steam platform was developed.[40] This port was created in response to fan demands for a PC version.[41] In contrast to the console version, the PC port allowed graphic adjustments, and included fixes for camera control and motion blur issues raised by players and reviewers after release.[42] The port was released on August 18 the same year. As part of the promotion for the port, Final Fantasy-themed pre-order gifts for use in Dota 2 were created.[43]

It was the first Final Fantasy title to be rated M for Mature by the Entertainment Software Rating Board for its North American release.[44] For the western release, a collector's edition similar to that released in Japan was created, which included the card replicas and soundtrack selection. In addition, it included an English translation of the game's prequel manga, a steelbook holding the game disc and soundtrack selection featuring the logo and kanji artwork, and an 80-page artbook with a foreword written by Tabata.[37] The winners of a separate special sweepstake received a themed PS4 or Xbox One, along with promotional artwork posters specific to each console, a Play Arts Kai mini-figurine of Ace, and a gold Vermillion Bird pin. Runners-up received individual pieces from the sweepstake excluding the consoles.[45] To promote Type-0 HD in North America, a trailer for the game was shown in cinemas prior to some of the season's big film releases, such as The Hunger Games: Mockingjay – Part 1. A shortened version of the trailer was released online.[46] To further promote the game upon release, Square Enix offered the Japanese thriller Battle Royale as a free rental for Xbox One in the weekend following the game's release.[47] After its initial release, a patch was released to fix issues similar to those fixed in the PC port.[48] At release, the PC version suffered from graphics problems, crashes, and had its graphics locked.[49]

Localization

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An international version was reported to be in the works by Tabata in the Ultimania guide for Type-0.[50] He later commented that the main reasons for the original version not coming west was the flagging PSP market and the uncertainty of the Vita, making a port impractical.[51] The name Type-0 was originally trademarked by Square Enix in Europe in December 2010, along with a logo.[52] In an interview with GameSpot in November 2012, Tabata said that Square Enix was "taking a clean slate in terms of [their] plans", stating that if there was demand, a western release would be considered.[53] In the same month, an alleged voice actor for the game said that English voice recording for the game was completed in late 2011.[54] In 2014, Orion Acaba, the English voice actor for Nine, revealed that the voice recording eventually used in Type-0 HD was completed in 2012.[55] According to another English voice actor, Cristina Vee, the game was codenamed Yellow P during the recording process.[56]

During an interview with USGamer in September 2013, Tabata, commenting on both Type-0 and its prequel Agito, was hopeful for a western release: he said that the planned western release of Agito and the reaction of the fan community to both games had become a deciding factor, and that while the project had not been officially green-lit, it was in its final stages of preparation. He also clarified at the time that the game would not make the transition onto mobile devices or the PS3 as an HD Remaster.[51] A localization was officially decided upon in early 2014, when a survey taken by Square Enix Europe found that a large number of fans wanted the game to be released overseas.[10] The localization was announced when Type-0 HD was officially revealed by Square Enix at E3 2014.[57] An official English version for the Vita was momentarily announced by the official "PlayStation Blog", but was clarified as "erroneous" less than an hour later.[57]

Reception

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Critical reception

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IGN's Meghan Sullivan found the portrayal of the cadets' involvement in the war "incredibly moving" and was intrigued by the story's focus on war, but found the need to understand Orience's lore and mythology made the ending convoluted.[1] Becky Cunningham of GamesRadar was fascinated by the game's setting and the questions it posed about morality and memory, finding the story worth experiencing.[61] Alexa Ray Corriea, writing for GameSpot, generally enjoyed the story despite noting the main plot becoming complicated quickly, but stated that the ending introduced too many new story elements for comfort.[2] Michael Damiani of GameTrailers found the overall story enjoyable, but gaps in story and character development, along with the need to replay the game to get the full story, "[leaves] you full of questions and doubt from beginning to end".[33] Eurogamer's Chris Schilling was similarly critical of the need to understand terms unfamiliar to series newcomers. He also disliked the length of cutscenes, and the jarring change from grim imagery to lighter subjects like chocobo breeding.[67] Tom Sykes of Official Xbox Magazine said that the setting and story's superficial similarities to the later Harry Potter books improved the story after the confusing opening.[63] Game Informer's Matt Miller said that the story started strongly, but was made less enjoyable when it began focusing on the game's overarching narrative and said the abundance of characters had a negative impact on their characterization.[62] RPGFan's Stephen Meyerink, despite saying the game had "goofy faces and silly moments", found the story and themes engaging.[65] Samuel Roberts of PC Gamer was less positive, feeling that the story and characters reminded him too much of poor-quality anime series.[64]

Sullivan generally enjoyed the combat and called it the game's best feature, while finding the real-time strategy segments an unpleasant hangover from the game's original form.[1] Cunningham found it enjoyable mastering each of Class Zero's fighting styles despite difficulty spikes, but noted some gameplay elements such as stopping to use certain items detracted from her enjoyment of combat.[61] Famitsu echoed many of its points of praise for the original, generally saying that both veterans of the original and newcomers would finding it "equally enjoyable", and were pleased with the change from a portable platform to home consoles.[68] Sykes said the game "excels in its combat, which is fast-paced, complex, and tough".[63] Damiani found the battles "a welcomed change" compared to previous Final Fantasy titles, but disliked other aspects such as the lock-on mechanic.[33] Miller enjoyed exploring the characters' battle abilities, but found the high-speed detracted from the experience and considered the real-time strategy elements, boss fights and other systems poorly developed.[62] Schilling also found the combat mechanics "sharp and satisfying", generally praising the combat mechanics. He was critical of the lengthy tutorials at the beginning of the game, and disappointed that the gameplay segments between missions did not impact the characters' combat ability as in the Persona series.[67] Meyerink generally enjoyed the combat and various side activities, while faulting the game for inadequate introduction of gameplay elements.[65] Corriea called the combat "marvellous", saying it handled it and the customization options better than many other games in its genre.[2] Roberts enjoyed the combat, but found the RPG gameplay outside it to be far weaker.[64] The limited optional gameplay segments between combat segments, offering opportunities for character development and side-quests, were also generally praised.[1][2][61][62][63][64] A point of criticism shared by western reviewers with the original version was the camera control.[1][33][61][67] Famitsu, in contrast, again praised the camera movement.[68]

Corriea was mixed about the game's HD upgrade, stating that while the background were "gorgeous" and the main characters moved fluidly and expressed emotion properly, NPCs or characters unimportant to the stories did not receive the same attention as the main cast.[2] Schilling was disappointed with the result, frequently citing scenery and character behavior that looked out of place on the big screen.[67] Miller said that the game's visuals were "dominated by muddy textures and frequent loading", while he negatively noted the removal of the original's multiplayer.[62] Damiani praised the upgrades for the main characters, but noted multiple inconsistencies in both the environments and cutscenes.[33] Famitsu found the graphics "dramatically beautiful", but found it strange seeing the original environments on a large screen.[68] Meyerink said that, while not hard on the eyes, the upgrades were well below what he expected.[65] Sullivan praised the lighting and shading effects, but shared Corriea's criticism of NPCs and noted low-quality environmental textures, saying she was "so bored by most environments that [she] stopped caring about them halfway through the story".[1] The localized dialogue also received mixed reactions, with multiple reviewers faulting the English voice actors' performances.[1][33][61][62][64][65] Opinions on the PC port were mixed: Meyerink marked it as an improvement of the ports of the XIII games while acknowledging issues with the graphics and controls, while Roberts was not impressed by its performance.[64][66]

Sales

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In Japan, Type-0 HD reached the top of the sales charts in its debut week, selling 93,000: the PS4 version accounted for roughly 92,000, while the Xbox One version sold roughly 1,000. Type-0 HD, together with Resident Evil: Revelations 2, provoked a rise in sales for the PS4 while other console sales remained consistent, but it ultimately performed poorly, selling through only 59.59% of its shipment.[69][70] It had sold over 128,000 units in Japan by August 2015, being the 26th best-selling video game during that period.[71]

In Western territories, demand was notably higher due to the original version not being released outside Japan.[72] In the UK, Type-0 HD reached second place in the gaming charts behind Battlefield Hardline, while it reached tenth place in the North American charts for March.[73][74] As of October 2015, Type-0 HD had sold over one million copies worldwide, making a solid contribution to Square Enix's fiscal income for the year and the company's catalog of eighth-generation console games.[72][75]

References

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Grokipedia

from Grokipedia
Final Fantasy Type-0 HD is a high-definition remaster of the 2011 action role-playing video game Final Fantasy Type-0, originally developed by Square Enix's 1st Production Department for the PlayStation Portable and released exclusively in Japan. The remastered version, developed by HexaDrive and published by Square Enix, launched worldwide for PlayStation 4 and Xbox One on March 17, 2015, in North America, with a Microsoft Windows port following on August 18, 2015.[1][2] Part of the Fabula Nova Crystallis subseries, it is set in the war-torn continent of Orience, where four nations vie for control of ancient crystals granting magical powers; the story follows Class Zero, fourteen elite cadets from the Dominion of Rubrum's Akademeia military academy, as they battle the expansionist Militesi Empire and unravel the divine origins of the conflict involving l'Cie servants and the goddess Pulse.[3][4] Gameplay emphasizes fast-paced, real-time action combat, allowing players to control up to three cadets simultaneously from the fourteen available, each with distinct weapons, magic spells, and abilities that can be switched mid-battle to exploit enemy weaknesses and execute combo attacks.[5] Missions unfold across a linear campaign with side quests, expert trials, and multiplayer elements in the original, while the HD edition enhances exploration in hubs like the academy and introduces quality-of-life improvements such as auto-save and adjustable difficulty.[6] The game's mature themes of war, loss, and sacrifice are underscored by a permadeath mechanic for party members, contributing to its darker tone compared to other Final Fantasy entries.[7] Directed by Hajime Tabata, the HD remaster was created to bring the title to international audiences with upgraded visuals at 1080p resolution, full-motion video cutscenes replacing in-engine ones, an English dub alongside the original Japanese audio.[8] It received mixed to positive critical reception, praised for its innovative combat and emotional narrative but critiqued for dense lore, repetitive missions, and technical issues on PC, earning a Metacritic aggregate score of 72 out of 100.[1] The release marked a significant step in localizing Japan-exclusive Final Fantasy spin-offs, influencing later entries like Final Fantasy XV.[5]

Synopsis

Setting

The world of Final Fantasy Type-0 HD is set on the continent of Orience, a realm locked in perpetual conflict among four nations known as the Crystal States, each governed by one of four divine crystals representing the classical Chinese Four Symbols. These nations are the Dominion of Rubrum, protected by the Vermilion Bird Crystal associated with fire and granting the power of magic; the Militesi Empire, aligned with the White Tiger Crystal linked to air and enabling advanced magitek weaponry; the Kingdom of Concordia, under the Azure Dragon Crystal tied to water and specializing in dragon summoning arts; and the Lorican Alliance, defended by the Black Tortoise Crystal connected to earth and emphasizing brute strength and warrior prowess.[9] Each nation's society and military are shaped by their crystal's blessing, fostering distinct cultural and technological identities amid ongoing territorial disputes.[9] The four crystals serve as divine entities that bestow unique powers upon their respective nations while enforcing a cyclical pattern of war and domination across Orience, preventing any single state from achieving lasting supremacy. This eternal strife stems from the crystals' will, which perpetuates conflict to maintain balance, drawing from mythological influences integrated into the game's lore under the Fabula Nova Crystallis framework.[10] A core theme is the impermanence of death, as the crystals recycle souls through reincarnation, erasing memories of the deceased to eliminate grief and ensure the cycle's continuity, thus rendering individual lives expendable in the broader war.[11] l'Cie, branded servants of the crystals, are tasked with upholding this order, often through missions that reinforce national defenses and the ongoing hostilities.[10] At the heart of Rubrum lies the Vermillion Peristylium, a grand magical academy and the dominion's political capital, where research into spellcraft thrives and elite students, including the members of Class Zero, are trained as potential Agito Cadets to challenge the crystals' predestined cycle of destruction.[9] This institution embodies Rubrum's reliance on magic as its primary strength, serving as a bastion against external threats while embodying the broader themes of youth ensnared in unending war.[11]

Plot

The story of Final Fantasy Type-0 HD centers on Class Zero, a group of fourteen elite students from Akademeia, the military academy of the Dominion of Rubrum, who serve as l'Cie—individuals branded by the Vermilion Crystal and bound to fight in its name as disposable warriors.[12] The members include Ace, Deuce, Trey, Cater, Cinque, Sice, Seven, Eight, Nine, Jack, Queen, King, Rem Tokimiya, and Machina Kunagiri.[13] These cadets undertake high-risk missions on the front lines, embodying Rubrum's reliance on youthful sacrifice to protect its crystal-granted powers of magic.[3] The narrative begins with the Militesi Empire's sudden invasion of Rubrum, deploying advanced magitek armor to neutralize the dominion's magical forces and seize control of the Vermilion Crystal.[14] Class Zero is immediately thrust into the conflict, executing daring operations to repel the aggressors and reclaim lost territories, as the war rapidly engulfs all four nations of Orience in a cycle of conquest and retaliation.[3] As the story progresses, alliances fracture amid betrayals from within Rubrum's leadership and unexpected interventions by summoned deities, revealing the crystals' role in orchestrating endless warfare to fulfill a divine experiment.[15] Central revelations expose the illusory nature of death in Orience, where souls are denied true rest to fuel the crystals' manipulations, trapping the world in the 600,104,972nd iteration of a repeating spiral of destruction known as Tempus Finis.[15] Guided by the fal'Cie Arecia Al-Rashia, who oversees Class Zero as servants of the goddess Pulse, the cadets confront the futility of their branded existence and the war's engineered perpetuity.[12] In a pivotal act of defiance, Class Zero orchestrates their collective sacrifice to shatter the spiral, allowing mortal souls to escape the crystals' grasp and averting Orience's annihilation.[15] A post-credits epilogue depicts the reincarnation of two Class Zero members in a distant realm, forging a subtle connection to the broader Fabula Nova Crystallis mythology shared with other Final Fantasy titles, emphasizing themes of rebirth and the human struggle against divine machinations.[3]

Gameplay

Combat system

The combat system in Final Fantasy Type-0 HD features real-time action battles that prioritize speed, positioning, and tactical adaptability. Players select up to three members from Class Zero's roster of 14 playable characters to form an active party, directly controlling one at a time while the others operate under AI. Seamless switching between active members occurs via the D-pad, allowing immediate adaptation to enemy patterns without interrupting the flow of combat. The HD remaster includes an updated battle camera for improved visibility and control.[16][17][18][19] Each character employs a distinct weapon and combat style tailored to specific roles, promoting varied party synergies. Ace utilizes playing cards for balanced ranged attacks infused with magic, enabling versatile offense from a distance. Eight relies on knuckles for swift, close-quarters melee combos that excel in rapid engagements. King wields dual pistols for mobile, short-range assaults that balance damage output with evasion.[20][21] The magic system centers on magicite, equippable items that enable casting of elemental spells like fire, ice, and thunder, which consume MP and appear as commands on the HUD. These spells can be upgraded in the Altocrystarium using Phantoma—ethereal essences harvested from defeated enemies—to modify properties such as power, cost, and range. When a character's AG gauge fills through sustained combat, they access overdrive mode for executing charged ultimate attacks that deliver amplified damage.[17][20] Central to progression are kill-sight mechanics, where timely strikes on illuminated weak points—red indicators for kill-sights that instantly eliminate enemies and grant bonus experience plus items, or yellow for break-sights that stun and amplify damage—reward precision and timing. The AI governing non-active party members maintains aggressive support, positioning them to assist with attacks or heals, and facilitates combos by chaining player-initiated abilities across the team for escalated effects.[17][19]

Missions and progression

Final Fantasy Type-0 HD structures its gameplay around a series of missions that advance the main storyline, interspersed with free time periods for additional activities. These missions primarily involve real-time action sequences where players control a party of three cadets from Class Zero, navigating battlefields to complete objectives such as defeating enemy forces or securing key locations. The HD edition introduces adjustable difficulty options to accommodate different player skill levels. In addition to core story missions, the game features crusade battles, which function as real-time strategy segments on the world map, where players direct allied troops to capture territories from the Militesi Empire while engaging in direct combat with a selected cadet.[16][22][23] Complementing the mission framework are numerous optional expert trials, high-difficulty challenges unlocked during free time that provide extra story content, rewards, and opportunities for character growth; these trials require significant preparation and are often best tackled in subsequent playthroughs. Between missions, players return to the military academy Akademeia for school life simulation elements, managing a limited pool of in-game hours to engage in daily activities such as attending classes, bonding with characters through conversations, completing fetch quests, or gathering resources to unlock new abilities and equipment. This time-based system encourages strategic resource allocation, as unspent hours carry over but missed opportunities may lock out content until a replay. The HD remaster adds auto-save functionality to prevent progress loss during these segments.[16][22][23] Character progression occurs independently for each of the 14 playable cadets, with experience points earned from missions contributing to personal level gains that enhance stats like strength and magic. Players allocate Ability Points (AP) to unlock and upgrade skills, spells, and passives via branching ability trees tailored to each character's combat style, allowing customization for roles such as melee fighters or spellcasters. Eidolons, powerful summonable creatures including Ifrit and Shiva, serve as temporary allies in dire situations; summoning one requires the sacrifice of the active party member's life, adding a layer of tactical risk-reward to progression and mission completion.[22][23] Beyond the academy, the world map of Orience opens up for exploration after key story beats, enabling side quests, item foraging in dungeons and regions, and participation in nation-specific events that yield additional resources and lore. Chocobos, which can be bred and customized at Akademeia, facilitate faster traversal across this expansive map teeming with random encounters. For replayability, the New Game+ mode allows players to carry over character levels, equipment, and unlocked abilities, facilitating access to higher difficulties and previously unavailable content like advanced expert trials.[23][22]

Development

Original version

Final Fantasy Type-0 originated as Final Fantasy Agito XIII, announced in 2006 as a portable companion title to Final Fantasy XIII within the Fabula Nova Crystallis: Final Fantasy subseries, initially planned for mobile phones alongside a PSP version.[24][25] The project was directed by Hajime Tabata at Square Enix's 1st Production Department, with development shifting away from its Fabula Nova Crystallis ties around 2010 due to expanded scope that distanced it from Final Fantasy XIII's narrative framework, leading to its rebranding as a standalone entry titled Final Fantasy Type-0 in January 2011.[26][27][24] This evolution effectively cancelled the original mobile-focused Agito XIII concept, redirecting resources to broaden Type-0 into a full PSP-exclusive action RPG, which incorporated multiplayer elements and a more ambitious storyline centered on class-based cadets in a war-torn world.[26][27] Released exclusively in Japan for the PlayStation Portable on October 27, 2011, the game featured ad-hoc multiplayer co-op for up to three players and full Japanese voice acting, emphasizing real-time combat with a roster of 14 controllable characters.[28][29] It achieved strong initial sales, moving 472,253 units in its first week to top Japanese charts and surpassing 500,000 units shortly thereafter, reflecting high anticipation among Final Fantasy fans despite the platform's declining market.[30][31][32] Critically, the original version earned praise for its mature, emotionally resonant story exploring themes of war and mortality, as well as its innovative combat system blending action controls with strategic party switching, which felt fresh for the series on a handheld.[33][34][6] However, reviewers and players noted drawbacks tied to the PSP hardware, including cramped text readability on the small screen, imprecise camera and control schemes limited by the analog nub, and pacing issues in mission transitions that disrupted the narrative flow.[35][34][36]

Remaster production

The remaster of Final Fantasy Type-0 for high-definition platforms was announced by Square Enix at E3 2014, marking the first worldwide release of the title outside Japan.[37] Development was handled by HexaDrive in collaboration with Square Enix's first production department, under the supervision of director Hajime Tabata, targeting PlayStation 4 and Xbox One as primary platforms.[38][39] Visual enhancements focused on elevating the original PSP visuals to modern standards, including high-definition textures, refined character models with improved detail, and the introduction of full-motion CGI cutscenes to replace select in-engine sequences for greater cinematic quality.[40][41] The subsequent PC port, released via Steam, incorporated optimizations such as support for higher resolutions on capable hardware and native integration with Steam features like achievements and trading cards.[2] Content updates emphasized accessibility for international audiences, adding full English voice acting alongside the original Japanese audio track, with script adaptations to better suit localization while preserving narrative intent.[40] Additional exclusive cutscenes were added, including a secret ending, enhancing story completeness without altering core events.[42][43] Pre-orders also included a voucher for the Final Fantasy XV: Episode Duscae demo, serving as a promotional tie-in.[44] Key modifications from the original included the complete removal of local multiplayer functionality, which was deemed incompatible with the remaster's focus on single-player storytelling, alongside adjustments to overall difficulty with the addition of four modes—including a new "Super Hard" option—to broaden appeal.[40][45] User interface elements were refined for console controls, such as an improved battle camera with reduced collision issues and analog stick support, though no significant new story content was introduced.[40] The project adhered to a compressed timeline, commencing shortly after the announcement and culminating in a global launch within under a year, strategically timed to sustain interest in the Fabula Nova Crystallis subseries following the February 2014 release of Lightning Returns: Final Fantasy XIII.[46][25]

Music and audio

The soundtrack for Final Fantasy Type-0 HD was composed primarily by Takeharu Ishimoto, with contributions from Nobuo Uematsu on select tracks, known for his work on The World Ends with You, and features a blend of rock, orchestral, and electronic elements designed to evoke the game's themes of war.[47][48][49] Ishimoto incorporated bit-crushed beats, string sections, electric guitar effects such as distortion and reverb, synth leads, overdriven bass, and electronic drums, harmonizing live orchestral performances with digital production to create an intense atmosphere.[47] The overall musical themes emphasize war, life, and death, underscoring the narrative's cycles of conflict and mortality through powerful choruses and dynamic melodies.[48] The soundtrack comprises over 60 tracks, including notable battle themes like "War: The Quiet Bloodbath" and "Choosing How to Die," which repurpose the main theme to heighten tension during combat sequences.[47][50] The ending theme song, "Zero" by Bump of Chicken, provides a somber close, reflecting the characters' fates with its haunting rock arrangement. Recurring motifs associated with Class Zero members reinforce their interconnected stories of sacrifice and rebirth, appearing in variations across field and event music.[47] In the original PlayStation Portable version, the audio featured full Japanese voice acting by prominent seiyū, such as Kana Hanazawa as Deuce, with no English dub option available.[51][52] The HD remaster introduced a complete English dub, featuring actors like Bryce Papenbrook as Machina Kunagiri, alongside enhanced sound effects for battles, including improved footsteps, gunshots, and menu navigation to better suit the upgraded visuals and controls.[51][53] Players can select between the English and optional Japanese audio tracks for dialogue.[54] Soundtrack releases include the original Final Fantasy Type-0 Original Soundtrack on October 26, 2011, spanning three CDs with compositions by Ishimoto, arranger Rieko Mikoshiba, and Kentaro Sato.[55] The Final Fantasy Type-0 HD Original Soundtrack, released on March 25, 2015, remasters these tracks in a 62-song Blu-ray collection, adding vocal elements like English versions of select songs and inclusions from the mobile spin-off Final Fantasy Agito.[50][49]

Release

Dates and platforms

Final Fantasy Type-0 HD was initially released for PlayStation 4 and Xbox One in North America on March 17, 2015, in Japan on March 19, 2015, and in Europe on March 20, 2015.[56][57][58] The Microsoft Windows version launched on Steam on August 18, 2015, offering enhanced graphics resolution options up to 4K, adjustable field of view, improved battle camera controls, and full controller support.[2][59] In Japan, special editions included the Suzaku Edition bundle, which paired the game with a limited red 500 GB PlayStation 4 console customized with artwork from the title, and premium boxes containing merchandise such as a soundtrack CD, scarf, and calendar.[60][61] Worldwide standard editions came bundled with a redeemable voucher for the Final Fantasy XV: Episode Duscae demo.[62] The title later appeared in bundles such as the Final Fantasy Type-0 HD and Final Fantasy XV Royal Edition package for PlayStation 4, released in 2018 to coincide with expansions for the latter game.[63] As of 2025, no official ports exist for Nintendo Switch or mobile devices. A free update for the PC version in late 2015 added Steam achievements and trading cards.[2] Cosmetic items like alternate character outfits are unlocked through in-game progression rather than paid downloadable content.[16]

Localization

The HD remaster of Final Fantasy Type-0 marked the first official worldwide release of the title, unlike the original PlayStation Portable version which was exclusive to Japan.[64] This localization effort included a full English script adaptation, alongside support for French, Italian, German, and Spanish subtitles, enabling broader accessibility for global players.[65] The process involved careful adaptation to align with Western content standards, resulting in an ESRB Mature (17+) rating—the first for any Final Fantasy game—primarily due to intense violence, blood, and mature themes, while the European version received a PEGI 16 classification.[66] The English voice acting featured a dedicated cast of 14 unique performers for the members of Class Zero, with recordings aimed at capturing the emotional intensity of the original Japanese performances.[67] Players could toggle between English and Japanese audio tracks, with subtitles available in multiple languages to enhance immersion and allow preference for original voice work.[68] Localization challenges centered on translating the game's dense lore, including specialized terms like "l'Cie" and the overarching crystal-based mythology tied to the Fabula Nova Crystallis framework shared with other Final Fantasy titles, ensuring consistency without altering core narrative elements.[2] Regional variations included dedicated support for Simplified Chinese in the PC edition released via Steam, broadening access in Asian markets beyond the standard English and European localizations.[2] No significant censorship occurred, though minor adjustments were made to certain visual elements, such as the removal of unlockable swimsuit costumes from the original to suit international distribution.[69] Post-launch updates, including patches for the PC version, incorporated player feedback to refine subtitle accuracy and address minor translation inconsistencies reported by the community.[70]

Reception

Critical response

Final Fantasy Type-0 HD received mixed or average reviews upon release, with Metacritic aggregating critic scores of 72/100 for the PlayStation 4 version based on 77 reviews, 72/100 for the Xbox One version based on 12 reviews, and 69/100 for the PC version based on 9 reviews.[71] Critics frequently praised the game's innovative combat system and its dark narrative themes exploring war and loss. IGN awarded it an 8/10, highlighting the "gritty tone and fast-paced action" as a refreshing departure from traditional Final Fantasy entries.[33] The unique system allowing control over 14 distinct characters was also commended for adding depth and replayability to battles. RPG Site gave it an 8/10, noting that the "concepts and story are unique and hold up four years on," emphasizing the emotional weight of its themes despite the remaster's visual inconsistencies.[6] Common criticisms focused on uneven pacing, underdeveloped side characters, and technical shortcomings in the HD port, such as frame rate drops and dated textures. Kotaku described the game as "too rough and messy," particularly in its storytelling, which often felt incoherent and overburdened with exposition.[72] Reviewers also pointed out that while the core narrative gripped players, the handling of the expansive cast led to many characters feeling underutilized beyond combat roles. In Japan, the original PlayStation Portable version earned a near-perfect 39/40 from Famitsu, praised for its mature tone that diverged from the series' typical optimism; the HD remaster received similarly positive domestic feedback for preserving this intensity.[73] As of 2025, retrospectives have lauded the game's enduring influence within the Final Fantasy lineage, crediting its experimental structure and themes for foreshadowing elements in later titles like Final Fantasy XV, though it remains viewed as a niche entry due to its demanding mission-based progression.[74]

Sales figures

Final Fantasy Type-0 HD achieved significant initial commercial success, largely attributed to the inclusion of a playable demo for Final Fantasy XV bundled with the game at launch. Square Enix announced that the title had shipped over one million copies worldwide by April 10, 2015, just weeks after its release on PlayStation 4 and Xbox One.[75] This figure encompassed physical shipments and digital sales across North America, Japan, and other regions, with the demo serving as a major sales driver—reports indicated that a substantial portion of buyers acquired the game primarily for access to the demo.[76][77] In its debut week, the game topped Japan's retail sales charts, selling 92,094 units on PlayStation 4 according to Media Create data.[78] Estimates placed worldwide first-week sales at 535,000 units.[79] Sales in the West were more moderate, with estimates placing combined U.S. physical and digital units at over 200,000 in the first few weeks based on NPD tracking, though exact figures were not publicly detailed by Square Enix.[80] Overall, the title performed strongest in Japan, where it exceeded 300,000 units in its initial months, but lagged behind mainline entries like Final Fantasy XV, which shipped over 10 million copies lifetime.[79] The PC version, released on August 18, 2015, via Steam, saw comparatively lower performance, aided by promotional ties to Final Fantasy XV's launch and periodic Steam sales events.[2] Long-term digital sales have remained steady through discounts and bundles, such as occasional pairings with other Final Fantasy titles, contributing to cumulative shipments surpassing one million units across all platforms as of 2015; as of 2025, no further official lifetime sales updates have been released, though digital availability on platforms like Steam and inclusion in services such as PlayStation Plus has sustained interest.[81]

References

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