Oh, shut up and help me remodel the Final Fantasy Record Keeper/Legacy page!
I couldn't miss the chance to practice my drawing!
Final Fantasy Record Keeper underwent substantial growth and renovation from its first releases in 2014 and 2015. This article discusses features that were present in the game during the first releases but are present no longer, otherwise known as the game's legacy.
- Upon first launch, Dr. Mog would guide the player all the way through Mako Reactor No. 5 Classic (VII), only for the player to wind up Near Fatal. At this point, the kupo Dr. would lend a summoning of Bahamut to rescue the player.
- The tutorial Relic Draw would draw a different weapon between phases, but this weapon would be the same for all players.
- As the Royal Archives was not completely developed into a full overworld, the player's only options for travel involved scrolling through a wall-ring of doors for each Realm offered. Events were relegated to a button on the top of the UI.
- The Core Dungeons for each Realm were presented in a skeuomorphic art hall, on a scrolling grid two frames wide. At this point, only the difficulty and player rank would be shown.
- When warping into a Record, the UI was flat: boxes identifying each stage would appear in blue, while boss stages appeared in red.
- The player could neither camp nor view data on a given Record. To recover, the player had to escape.
- Soul Breaks were originally tied to their relics and could not be learnt. This also meant that a unit could only carry one Soul Break into battle, as the relic's move would replace the unit's default.
- Enemies did not initially have HP gauges displayed; the player had to estimate the damage needed for a kill.
- A significant number of Challenge Events had ten or more segments per track, which was reduced as the game evolved. The rationale for the reduction was never given, though longer events were much more difficult to finish in the time allotted given the early game's sundry limits.
- The Survival Event format was used only twice in the global version, last with The Pulse Fal'Cie.
- The Daily Dungeons were much more limited in scope for at least the first six months of release. The initial set of Daily Dungeons had only four difficulty levels per dungeon per day. Further, the order and naming of the dungeons was changed from 2015 to 2016, when they were expanded to six difficulty levels apiece. They were revised to include all available Realms and split into two rooms of four levels each in 2017, but later retired.
Other feature differencesEdit
Through February 17, 2016, players could choose to undertake a Quest at any time they were in the Main Hall by going to the Main Hall screen, pressing the Quest button, and selecting a quest from the quest menu. Each quest had its own reward and its own requirement that must be completed—for example, to clear a certain dungeon. Many of the quests were of a tutorial nature and had requirements such as leveling up a weapon or synthesizing a certain ability. Once the quest was complete, the player then had to go to the Item Chest (プレゼントBOX, Purezento BOX?, lit. Present Box) on the main menu to receive their reward. Up to five quests could be queued at a time.
There were 176 quests when the system was retired, which included several Bonus Quests among them. These Bonus Quests awarded a new character (or a Growth Egg if the player already had that character). Bonus Quest characters were Cecil (as both a Dark Knight and a Paladin), Tellah, Edward, Lenna, Krile, Gilgamesh, Terra, Edgar, Sabin, Cyan, Shadow, Celes, Setzer, Mog, Zack, Barret, Tifa, Aerith, Sephiroth, Rinoa, Quistis, Selphie, Garnet, Eiko, Amarant, Tidus, Yuna, Lulu, Auron, Lightning, Sazh, and Vanille.
Cid's Missions would succeed Quests from February 2016 to May 2018, the major difference being that the player could collect prizes once the tasks assigned were completed regardless of having viewed a mission brief.