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Final Fantasy: The 4 Heroes of Light

From Wikipedia, the free encyclopedia


Final Fantasy: The 4 Heroes of Light

European box art


Developer(s)

Matrix Software
Square Enix
Publisher(s)
Square Enix
Director(s)
Takashi Tokita
Hiroaki Yabuta
Producer(s)
Tomoya Asano
Artist(s)
Akihiko Yoshida
Writer(s)
Izuki Kogyoku
Tomoya Asano
Takashi Tokita
Hiroaki Yabuta
Composer(s)
Naoshi Mizuta
Series
Final Fantasy
Platform(s)
Nintendo DS
Release date(s)
JP October 29, 2009
NA October 5, 2010
EU October 8, 2010
Genre(s)
Role-playing game
Mode(s)
Single-player, multiplayer
Final Fantasy: The 4 Heroes of Light, known in Japan as Hikari no 4 Senshi -Final Fantasy Gaiden- (
4 -- Hikari No Yon Senshi -Fainaru Fantaj Gaiden-?, lit. Four
Warriors of Light -Final Fantasy Side Story-), is a role-playing video game developed by Matrix
Software and published by Square Enix for the Nintendo DS. It is a spin-off of the Final Fantasyseries
and was released by Square Enix in Japan in Fall 2009.[1] The game was then released in America and
Europe in Fall 2010.
The game tells the story of a boy named Brandt who, on his 14th birthday, is summoned by the king
to rescue a princess who has been kidnapped by the Witch of the North.[2]
A sequel to the game was considered by the development team, and eventually evolved into the
game Bravely Default, which was released for the Nintendo 3DS in Japan in October 2012, Europe in
December 2013 and North America in February 2014.

Contents
[hide]

1 Gameplay
2 Plot
3 Development
4 Reception
5 References
6 External links

Gameplay[edit]
Enemies are encountered randomly, and the turn-based battle system is reminiscent of the Final
Fantasy games released for theFamicom, but uses a "Boost" command in lieu of traditional magic
points.[1] The game features a similar Job System called a "Crown System" which allows players to
choose what abilities they want depending on what headgear their character is wearing.[3] Crowns,
weapons and armor can be upgraded by adding jewels to them.[4]
Four players can play together in a Multiplayer co-op mode to battle enemies. After each battle,
players receive battle points. If a player reaches a certain amount of battle points, they would be
able to exchange them for a prize.[5]

Plot[edit]
This article's plot summary may be too long or
excessively detailed. Please help improve it by
removing unnecessary details and making it
more concise. (April 2012)
A 14-year old boy named Brandt must present himself to the king as a custom of entering manhood.
Upon arriving, Brandt finds the King distraught and is told to go find Princess Aire and save her from
the Witch of the North, Louhi. On the way, Brandt is joined by his friend Jusqua and the princess's
bodyguard Yunita before they rescue Princess Aire and slay Louhi, and when they return to town,
everyone's been turned to stone and the king is nowhere to be found.
While Brandt and Yunita attempt to restore Horne's people, Jusqua takes Aire to the city of Liberte.
Brandt and Yunita meet Krinjh in the desert, who helps them find the Merkmal to find Guera, the
kingdom of magic. King Guera them asks them to slay the Sand Demon, who is actually a girl named
Araidne who Krinjh disappears with. Aire meets a fairy named Lilibelle who reveals a hidden treasure
in Liberte. Aire is transformed into a cat. Leaving Jusqua, Aire finds Brandt as the two head to Arbor
forest. Brandt is turned into a dog.
Arbaroc, Guardian of Arbor forces the party to defeat him in combat. The Queen of Arbor thanks
them by making the Animal Staff into the Transformation Staff so they can regain their forms while
telling them that Rolan of the floating island of Spelvia may have the way of solving their trouble.
However, only Aire makes it across while Brandt plummets back into Arbor. Meanwhile, mistaking a
normal cat for Aire, Jusqua travels to the city of Urbeth and finds both Yunita and a sorcerer who
offered to lift the animal hex for 10,000 gil. Jusqua learns the sorcerer was a con artist as he escapes
into the night towards Invidia. Learning of this, Jusqua leaves Yunita behind and pursues the sorcerer
on one of the merchants' boats. He is reunited with Brandt before learning Aire was with Brandt the
whole time.

With Brandt and Jusqua arriving at Invidia, they meet a young girl named Rekoteh who assists them
in getting the Dragon's Harp. By that time, the island was over Urbeth as Yunita chooses to climb up
the Tower to the Sky in order to reach it. She soon meets Aire as the two arrived into town, finding
its ruler, Rolan, locked himself away in solitude with his bitterness towards humans influencing the
Golems to attack any human. As a result, Yunita and Aire travel into Rolan's subconscious with the
help of the Witch of the Sky. They destroy the monsters that were controlling Rolan but this caused
him to unleash the darkness locked away inside him and warped reality itself by the time the girls
are reunited with Brandt and Jusqua. As a result, the 4 children must embark on an epic quest to find
the Weapons of Light to save not only their home of Horne, but even the world from the Dark Lord
that the anicent hero Rolan had sealed.
In Guera's past, Krinjh was a servant to the previous king. This king was actually Asmodeus, demon
of lust, in disguise and used Krinjh to earn the trust of Ariadne to get a seedling from Arbor to
become all-powerful and then attempted to break them apart. Yunita prevents this by using the
Merkmal to reveal Asmodeus and the groups defeats him. In return, Krinjh gives them the Shield of
Light. Krinjh becomes king and creates diplomatic relations between Geura and Arbor. In Liberte's
past, an artist, Pione, was attempting to create the most beautiful piece of art and incorporated
Lillibelle into it. However, the pirate's stole the work and Aire wanted to everything it took to stop
them. It turns out the entire pirate crew was being possessed and after freeing them, the group
awakens Cetus, the ancient's Rolan's whale and uses him to help defeat Leviathan, demon of envy.
In Urbeth's past, a plague ravaged the city and the only cure cost absurd amounts which led to
Urbeth to go from a city of faith to a city commerce. Thauzand's daughter was unfortunately one of
the victims. However, Jusqua is determined to prevent this and finds a vial of the cure. Its revealed
that the apothecary in town was causing the plague and selling the overpriced medicine. The group
reveals him to be Beelzebub, demon of gluttony, and defeats him. In return, Thauzand gives the
group the Cape of Light and Urbeth becomes a town of the perfect balance of faith and commerce.
In Arbor's past, Torte, as a human, released Belphegor, demon of sloth, in trying to obtain the spell
Lux. As punishment, he was turned into a mouse and it was decided that no humans would be
allowed in Arbor. In the meantime, Belphegor was trying to possess Arbaroc and destroy Arbor. In
the original history, he succeeded in the possession, but thanks to the intervention of Torte and the
group, he is defeated instead and the group is rewarded with the legendary white magic Lux.
In Invidia's past, there was a winter that threatened to destroy the town. In response, Rekoteh's
father who expected her to be as strong as her brother despite being much younger. He asked her to
retrieve the Dragon's Mark which Brandt decides to go get for her. They give it to her and when she
shows it to her father, he asks the group to take it and stop whatever is going on at the Sun Temple.
The group arrives and defeats Mammon, demon of greed. Upon their return, Invidia is finally hit with
spring, and Rekoteh's father apologizes to his daughter and gives the group the Armor of Light. In
Spelvia's past, the group arrives just before it's too late to save Rolan from the darkness. They delve
into his soul again and defeat Lucifer, demon of pride, freeing Rolan's soul from darkness and giving
him the confidence he needs to be a hero. He gives them the Sword of Light.
In Horne's past, a drought has caused popular to go towards asking Louhi for help. Beneath the
castle, despite this being the date of Aire's birth, the king is contacting Louhi for help. In exchange
for Aire, Louhi would break the seal on the legendary black magic. The group is appalled that their
king would do such a thing and travels to Louhi's mansion. There, Rolan shows up and tells Louhi to
break her agreement with the king and advises the group to get the Lamp of Truth. With the lamp,
they reveal the king to actually be Satan, demon of wrath, and defeat him. Brandt's parrot shows up
and uses the Lamp of Truth to turn into the real king. It should be noted, that in the beginning of the

game, they were actually tricked into serving Satan meaning they were actually on the side of evil
since Louhi also works for Rolan. This also implies that Satan was planning to betray Louhi and
violate the contract for a long time. In thanks, the king gives the group the legendary black magic
Desolator. It is interesting to note that Horne will remain as it appears in the present until the other
demons are defeated, making Satan the final boss before the final dungeon, the Star Chamber. This
could emphasise the fact that reality has been warped terribly, to the extent that while other regions
have returned to the past, Spelvia and Horne remain as they appear in the present.
At this time, the Dark World opens and with the help of Cetus, the group enters, and defeats
Asmodeus, Leviathan, Beelzebub, Belphegor, Mammon, and Satan again and then faces off against
Chaos, the Dark Lord. In the final fight after the crystal appears to heal the group, Chaos destroys it
and still manages to lose to the group despite them losing their major source of power. The group
then travels the world returning all seven of their recently obtained items. Now that the world is
returned to normal, everyone remembers them and all they have done for them.

Development[edit]
The 4 Heroes of Light was developed by Matrix Software, produced by Tomoya Asano and directed
by Takashi Tokita with Akihiko Yoshida serving as character designer and art director and Tomihito
Kamiya as sound director.[2] The game was initially to be revealed through a teaser website with a
countdown timer that was to end on July 6, 2009. Due to the number 4 in the website and being the
mark of the 20th Anniversary of the SaGa series, it was speculated to be SaGa 4.[6] The game was
revealed by Weekly Shnen Jumpmagazine five days before the teaser site's timer ended.[7]
The game was designed to be a throwback to previous simpler games in contrast to modern RPGs,
however noted to have maze-like towns.[8] Tomoya Asano has described the game as "a classic
fantasy RPG using today's technology."[2] Yoshida Akihiko designed the game with a style resembling
picture books.[9]
The Development team drew inspiration from Final Fantasy III and Final Fantasy V for the crown
system and Final Fantasy IV for story and individual characters. The team also looked for influence in
standard RPGs for the NES system such as Final Fantasy I - III and Dragon Quest I - III.[10]

Reception[edit]
[hide]Reception
Review scores
Publication
Score
1UP.com
B+[13]
Eurogamer
7 out of 10[14]
Famitsu
33 out of 40[11]
Game Informer
6 out of 10[15]
IGN
8.0 out of 10[12]
NintendoLife
9 out of 10[16]
RPGFan
82%[17]
RPGamer
3 out of 5[18]
Final Fantasy: The 4 Heroes of Light was the second best-selling game in Japan during its week of
release at 115,000 units sold.[19]With an additional 35,000 units sold the following, it was reported
that the game sold out in the region.[20][21] The game sold 178,510 copies by the end of November
2009.[22]

The game had received mixed to positive reviews by critics. The game holds an aggregated score of
71 out of 100 approval rating based on 49 reviews on Metacritic.[23] It was praised by Japanese
gaming magazine, Famitsu with one of the four reviewers stating, "The story, music, and so on
evokes memories of an older age and it mixes well with the modern gameplay to make things seem
pretty fresh."[11] Janelle Hindman's review on RPG Land concluded, "Players who don't mind a little
awkwardness will enjoy this humble Final Fantasy side story" and labeled the game "Good."[4] IGN
also praised the game noting its unique style with an old school SNES feel.[12]
The game was also showcased at E3 2010 where it generated numerous positive responses from the
media. It was nominated byGameTrailers for Best DS Game of the Show.[24]

Final Fantasy XII: Revenant Wings


From Wikipedia, the free encyclopedia
Final Fantasy XII: Revenant Wings

North American cover art for Revenant Wings


Developer(s)
Publisher(s)
Director(s)
Producer(s)
Artist(s)

Writer(s)
Composer(s)
Series
Platform(s)
Release date(s)

Genre(s)
Mode(s)

Think & Feel[1]


Square Enix
Motomu Toriyama
Yasuhito Watanabe
Eisuke Yokoyama
Ryoma It
Toshitaka Matsuda
Isamu Kamikokuryo
Motomu Toriyama
Takanari Ishiyama
Hitoshi Sakimoto
Kenichiro Fukui
Final Fantasy
Ivalice Alliance
Nintendo DS
JP April 26, 2007
NA November 20, 2007[2]
PAL February 15, 2008[3]
Tactical role-playing game
Single player

Distribution
1024 Megabit Nintendo DS Game Card
Final Fantasy XII: Revenant Wings (XII
Fainaru Fantaj Revananto Uingu?) is a real-timestrategy RPG developed by Think & Feel and
published by Square Enix for the Nintendo DS. It is a sequel to the best-selling 2006PlayStation 2
role-playing game Final Fantasy XII.
One year after the events of Final Fantasy XII, the protagonist Vaan is now a sky pirate possessing his
own airship. He is joined in a new quest by his friend and navigator Penelo, other returning
characters from the original title, along with new characters such as Llyud, a member of the Aegyl
race who have wings protruding from their backs.[4] Their treasure-hunting adventures take them to
the purvama (floating continent) of Lemurs and the ground below, where the story begins.
Revenant Wings is the first title announced in the Ivalice Alliance series of video games. The North
American release of the game was rebalanced to be more difficult than the Japanese version, and
was released on November 20, 2007.[5]

Contents
[hide]

1 Gameplay
o 1.1 Battle system
o 1.2 Summoning
o 1.3 Synthesizing
2 Plot
o 2.1 Setting
o 2.2 Characters
o 2.3 Story
3 Development
4 Audio
5 Reception
6 See also
7 References
8 External links

Gameplay[edit]
After completing a prologue sequence, the player starts the game with an airship, named after their
clan (with a default name of Galbana, or Beiluge (?) in the Japanese version). The
airship is used as a base where the player can check on their current mission and view other tasks,
customize equipment in the synthesis shop, or travel between the four islands of Lemurs. The
airship's interior can also be customized by the player.[6]

Battle system[edit]
Revenant Wings is a real-time strategy game, but with elements reminiscent of the turn-based Final
Fantasy Tactics and Tactics Advance.[7] It can be played entirely with the Nintendo DS stylus. Battles
are initiated when the player begins a mission or chooses to fight a melee battle in a particular area.
The characters attack automatically once the enemy is within range. The player is given the option to
give commands to the characters by tapping on them with the stylus. Possible commands include
changing the character's target, setting their gambit, or using various abilities.[8]

Each character is distinguished according to three types: melee, ranged and flying. Melee characters
attack at a close range, and ranged from afar, while flying are able to travel unbound to terrain. The
types oppose each other in the manner where melee wins over ranged, ranged wins over flying and
flying wins over melee.[9]

Summoning[edit]
Summoning magic returns from Final Fantasy XII in Revenant Wings and has a larger role; director
Motomu Toriyama stated that Revenant Wings has more summons, or Espers, than any previous
Final Fantasy game.[4] Summon abilities are learned via the new Ring of Pacts system, which is used
to allow the summoning of Espers. Each slot in the Ring of Pacts is placed with an Auracite to create
a pact with the Esper.[9] The number of summons available to the player is fifty-one, and they are
classified in different categories, with each character able to summon a large number depending on
the party's combined capacity.[10]
Summoning Espers to aid in battle is accomplished by using a Summon Gate located in the play field
area. The ability to summon the different creatures depend on the Affinity of the player characters.
Additionally, two Espers per character are automatically summoned at the beginning of each battle
where Espers are allowed. Espers can be linked to battle groups using a system reminiscent of the
earlier Square game Bahamut Lagoon. Summons are ranked from 1 to 3, with Rank 1 and 2 able to
manifest in large numbers, as opposed to Rank 3 which summons only one entity. Before the battle
begins, players can select up to five Espers to possibly summon through Esper Gates in the upcoming
battle (Esper Troupes); one Rank 3 Esper, two Rank 2 Espers, and two Rank 1 Espers. Summons are
also differentiated by varying elements, which are fire, water, earth, and lightning. Recovery and
non-elemental are two other types.[9]

Synthesizing[edit]
An element of alchemy and synthesizing is used in the game, where the player obtains recipes and
materials necessary for the synthesis process. Only leader characters can obtain the materials, of
which can be synthesized into weapons and armor and the stats of being dependent on the
materials' grade.[9]

Plot[edit]
Setting[edit]
Main article: Ivalice
A few locations in the Ivalice of Final Fantasy XII and Final Fantasy Tactics Advance return in
Revenant Wings, along with a new setting: Lemurs, described in the official website as a legendary
purvama (floating continent) raised into the skies by the god Feolthanos long before the events of
the game. Because of the effect of Cloudstones or "Auraliths", magical stones used to erect barriers,
this purvama is shielded from the rest of the world. In time, the "Legend of the Floating Land"
became an ambition for sky pirates who seek the island and what riches are on it. The ruins of
Lemurs are where the Aegyl reside; the Aegyl are a human-like race with wings sprouting from their
backs and a life-span of forty years. Due to being shielded within Lemurs, the Aegyl have no
knowledge of the outside world but what they learn from intruding sky pirates.
The magicite in Lemurs are known as Auracite. Fragments of Auralith, Auracites are used in the
Ring of Pacts to summon beasts known as the Yarhi, referred by others of Ivalice as Espers.[9]
However, extended use of Auracite can purge the user of his or her anima, which becomes a new
Yarhi and continues the cycle until the user becomes a soulless shell.

Characters[edit]
See also: Characters of Final Fantasy XII

Ryoma It's design for Vaan


Revenant Wings added four additional main playable characters to the six in Final Fantasy XII: Kytes
and Filo, two orphans from Rabanastre; Llyud, a resident of Lemures; and Ba'Gamnan, a sinister
bounty hunter who has a grudge against Vaan and company for having involved themselves in his
affairs during the first game. Kytes and Filo appeared as a NPCs in XII, while Ba'Gamnan had been a
recurring antagonist. All three characters gain larger roles in this game.[11]
Summon designs have also been changed. The lizard design of Salamander, for example, was
changed to be boar-like to ensure the designs would come out well and distinguishable within the
DS' graphical capabilities. Each summon has three Ranks,[10] and the designs of each Rank are so that
there are relations between one Rank and another.[11]

Story[edit]
Revenant Wings begins a year after the events of Final Fantasy XII, with Vaan flying his own airship
with Penelo after Balthier and Fran "stole" the Strahl. The foursome is revisited in Bervenia and
decide to accompany each other inside to obtain the Cache of Glabados.[12]
While obtaining a treasure, two strange crystals, the building begins to collapse on itself. In the
ensuing chaos, Vaan loses his airship and are forced to flee the site on Balthier's airship. Balthier
soon drops Vaan and Penelo back in Rabanastre where they, along with Kytes and Filo, witness a
strange object flying overhead: a derelict airship. After sneaking aboard the airship and defeating the
Bangaa headhunter Ba'Gamnan, Vaan and company christen the airship whatever the player decides
(default Galbana) and find themselves on the purvama Lemurs by accident. While looking around
the unknown ruins, they meet Llyud of the Aegyl race and learn his people are locked in battle with
sky pirates who are raiding the island for treasure. Lemurs is said to possess summoning crystals
called Auracite. Deciding to aid the Aegyl in defending Lemurs, Vaan's group learns the pirates were
recruited by the mysterious Judge of Wings, who seeks out the three Auraliths, grand masses of
Auracite that protect Lemurs from the outside world.

When the group confronts the Judge of Wings at the site of the first auralith, the Judge of Wings
destroys the auralith, leading Vaan and his friends to have visions of Balthier confronting the Judge
of Wings and losing, after which they hear sky pirates are gathering at the Skysea, and they go there
to find Rikken, a friend of Vaan's. He says he may know something about the Judge of Wings, but to
get answers, Vaan must compete in Rikken's tournament.
After saving Rikken, it is revealed Rikken knows nothing about the Judge, but Tomaj discovers there
is an auracite shrine beneath the Skysea. When venturing there, the group encounters Ba'Gamnan
who kidnaps Filo, taking her deeper within the shrine. When the group catches up with him, Rikken
agrees to help rescue Filo, and once she is rescued, the party moves on to confront the esper Belias,
the Gigas, that was summoned by the Judge of Wings. Once defeated, the Judge summons the
massive esper Bahamut, who destroys the Skysea, and the party becomes island-trapped.
While stranded, the group meets Velis, a man who was at Nalbina and got lost while searching for
his lover, Mydia. After a lot of character development, it is discovered Velis is, in fact, dead, and
actually an esper who you later must battle when the Judge of Wings comes and controls him. After
Velis is defeated (as the esper Odin), it is discovered the Judge of Wings is Mydia, but she then flees
the island. Tomaj runs to the group, tells them the airship is fixed, and that he has spotted the Strahl,
Balthier's ship.
When the group finds the ship, they find Fran, who says Balthier is within a mountain on the island
they are now on. Once inside, the group discovers an auralith, and the group plus Fran must defeat
Mydia and the esper Mateus while protecting Balthier. Once defeated, Mydia flees without
destroying the auralith, but Balthier then turns on the group and destroys the auralith, which sends
the party into an illusion.
While within the illusion, the team discovers the Aegyl are so emotionless because they are
deprieved of anima, which is harvested by their god, Feolthanos, and stored in the auraliths. It is
discovered this illusion is the world of the espers, and they find Velis, who makes everything clear:
Mydia is a body, stripped of its anima, controlled by Feolthanos to reap anima for him, and if the
auraliths are destroyed, the Aegyl's anima will return and as such, they must destroy the auraliths.
Once awoken from the illusion, Vaan confronts Balthier, who already knew these newly discovered
facts, and Balthier and Fran join the team. The group then finds the Leviathan, the ship of Queen
Ashe and Judge Magister Basch, who join the team as they venture through Ivalice, Emperor Larsa
also joining. Mydia, as it turns out, is a Feol Viera, more commonly known as an Exiled, of which
have white skin and shorter ears and hair as compared to the normal Viera who are darker-skinned
and longer-haired. While in Roda Volcano, the team battles Mydia and the esper Chaos, and, as
Mydia takes her dying breath, requests the team go to Feolthanos' palace above Lemurs and kill
him. Her anima guides them up as they prepare to open the final chapter of their story.
Above Lemurs, the team battles reincarnations of dead Aegyl, and then battle the reincarnated
form of Mydia's anima, while discovering Feolthanos, the god, is, himself, the last auralith. When the
team ventures all the way to the seat of Feolthanos' power, they battle him and the anima-stripped
Aegyl he commands. When he is almost defeated, he summons Bahamut to do battle with the team.
After his giant shrine is destroyed, there is a one-on-one battle between Vaan and Feolthanos in
which Feolthanos is apparently stronger, but as Vaan begins to lose, his friends come to back him up:
first Ashe and Basch, Balthier and Fran, then Filo and Kytes, Llyud, and finally Penelo---the only
battle in the game where every group leader is involved. In the end, Llyud deals the final blow to
Feolthanos, releasing all the remaining stored anima.

After the end of the battle with Feolthanos, the game ends, and the characters going their separate
ways as the credits roll is shown. If 100% game completion is reached then you are treated to an
extended ending which shows Vaan and Penelo leaving together as a couple on a new adventure
only to be interrupted by Filo, Kytes and Tomaj with some Yarhi and Cuit Sith in toe.

Development[edit]
The game was directed and its story written by Motomu Toriyama, who also directed Final Fantasy
X-2 and Final Fantasy XIII.[13] According to Toriyama, the game is aimed at Nintendo DS owners who
are not experienced with Final Fantasy games, and will remove "overly complicated elements from
the battle system...that will allow [the player] to defeat the enemies with minimal controls."[14]
The game features a sprite-based graphics engine with 3D backgrounds and character designs by
Ryoma It (Final Fantasy Tactics Advance). Producer Eisuke Yokoyama citedWarcraft and Age of
Empires as sources of inspiration and expressed a desire to "extract the pure 'fun' of those games"
and bring it to Final Fantasy.[15] It based some of his designs on those of Final Fantasy XII character
designer Akihiko Yoshida. It "traded secrets" with him, with the confidence he gained from Final
Fantasy XII creator Yasumi Matsuno's praise on his tampering with Final Fantasy Tactics Advance's
Moogle designs.[11]
For the North American localization, Revenant Wings was rebalanced to make it more difficult
because the North American market is judged as "more familiar" with the real-time strategy
genre.[15]

Audio[edit]
Revenant Wings was scored by Final Fantasy XII composer Hitoshi Sakimoto, joined by Kenichiro
Fukui, who had arranged the English version of "Kiss Me Good-Bye". Most of the music for the game
is arrangements from the previous title. While the Nintendo DS has more technical limitations than
the PlayStation 2, Sakimoto considers it not particularly noticeable in practice.[16]
Unlike in Final Fantasy XII, the music is entirely dynamic and context-dependent. Each track
possesses different parts, ranging from musical themes of peaceful moments to frantic battle cries,
which are activated when the actions of the players require it and are looped until the context is
changed again.[17]

Reception[edit]
[hide]Reception
Aggregate scores
Aggregator
GameRankings
Metacritic
Review scores
Publication
1UP.com
Electronic Gaming Monthly
Famitsu
GameSpot
GameZone
IGN
Nintendo Power
X-Play

Score
79.67%[18]
81/100[19]
Score
B+
8 of 10
32 of 40
8.5 of 10
8.5/10
8.3 of 10
7.5 of 10
4/5

As of August 8, 2008, Revenant Wings has sold 1.04 million units worldwide, with 540,000 units sold
in Japan, 220,000 units in North America, and 280,000 in Europe.[20] It was the best-selling Japanese
console game in the week of its release, then the second best-selling in the following week.[21]
The Japanese version of the game scored 32/40 in the Japanese gaming magazine Famitsu.[22] The
game also received praise from reviewers of Dengeki DS & Wii Style. Praise was given to the missionbased storyline and battles for being "simple and more involved". The large number of characters
who can enter the fray at one given time gives a sense of involvement for the player as if they were
"close to the action", and the game's difficulty may appeal even to those who "do not normally play
role-playing games". The only criticism found was with the usage of the stylus, as its usage in
selecting areas on the battlefield can be difficult.[23]
The North American version of the game scored mainly positive reviews. Nintendo Power gave it a
7.5/10, IGN gave it an 8.3/10, 1upgave it a B+,[24] GameSpot and GameZone both gave it an 8.5/10,
and X-Play gave it a 4/5.
Electronic Gaming Monthly also gave it generally favorable reviews, with staff giving it scores of 8,
7.5, and 6 (all out of 10). The reviewers praised the game's combination of role-playing and strategy,
but criticized the screen size relative to the amount of action.[25] IGN named it Nintendo DS Game of
the Month for November 2007.[26]

See also[edit]

Book: Final Fantasy XII

References[edit]
1. Jump up^ "Work" (in Japanese). Think & Feel. 2009-11-06. Retrieved 2010-07-20.
2. Jump up^ Square Enix staff (2007-07-09). "Square Enix brings together fresh new faces and
timeless classics at E3 2007". Square Enix NA. Retrieved 2007-07-10.
3. Jump up^ Matt Berti (2007-12-05). "A mlange of release dates for Europe". Square Haven.
Retrieved 2007-12-05.
4. ^ Jump up to:a b Gantayat, Anoop (October 30, 2006). "Final Fantasy XII Revenant Wings
Update".IGN. News Corporation. Retrieved October 31, 2006.
5. Jump up^ Jeriaska (2007-07-14). "Square Enix gesticulates in regards to Revenant Wings
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External links[edit]

Final Fantasy XII Revenant Wings official website for Japan (Japanese)
Final Fantasy XII Revenant Wings official website for North America

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