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Theatrhythm Final Fantasy
Theatrhythm Final Fantasy Logo
シアトリズム ファイナルファンタジー
Shiatorizumu Fainaru Fantajī
Developers Indies zero Co.,Ltd
Publishers Square Enix
Release dates Nintendo 3DS
Flag of Japan February 16, 2012
Flag of the United States/Flag of Canada July, 3 2012
European flag July 6, 2012
iOS
Flag of the United States December 12, 2012
Genre Theater Rhythm Action
Game modes Single player, multiplayer
Ratings CERO:CERO All Ages All Ages
PEGI:PEGI 12 12+
ESRB:Ratingsymbol e10 Everyone 10+
Platforms Nintendo 3DS, iOS

Theatrhythm Final Fantasy is a video game for the Nintendo 3DS and iOS. It is a "theater rhythm action" game in which players use the stylus to tap and hold notes while fighting enemies. The game features popular Final Fantasy songs and characters, who appear with a similar style to their avatars from Final Fantasy Airborne Brigade, Kingdom Hearts Mobile and Kingdom Hearts Re:coded.

A sequel, called Theatrhythm Final Fantasy: Curtain Call, is set for a Japanese launch on 3DS Spring 2014 conducting a playlist of over 200 songs, including tracks from Final Fantasy XIV and Lightning Returns: Final Fantasy XIII, with 60 characters and a "Versus Battle Mode" for rhythmic multiplayer action.[1]

GameplayEdit

Theatrhythm Gameplay
Gameplay of Theatrhythm Final Fantasy.
CoolawitsAdded by Coolawits

The game features three kinds of notes. If a red note appears on screen the player has to tap it; if a green note appears the player must hold the note (green notes in field sequences have a pattern the player must trace); and with yellow notes, the player is supposed to slide in the direction of the arrows on them. Failing notes damages HP. At some point in the song there will be a section called the Feature Zone where the notes turn silver. Doing well enough in this section activates an event depending on what type of stage is being played.

This gameplay is divided in three types: Battle, Field and Event:

  • Battle Music Sequences are up-tempo and the player can control up to four characters. Enemies are damaged and defeated by successfully hitting notes. The Feature Zone activates one of five summons: Ifrit, Shiva, Ramuh, Odin, or Bahamut (the rarest). The summons do great damage, often killing the current enemy.
TheatrhythmScreen6
The sending from Kilika from Final Fantasy X appears as an event sequence.
TheMoonclawAdded by TheMoonclaw
  • Event Music Sequences feature video montages from scenes of previous Final Fantasy games where the player taps the notes in rhythm with the music featured in the scene. The Feature Zone activates an "extended" part increasing the chance to earn points.
  • Field Music Sequences are similar to event sequences, but instead of video montages they are represented by a chosen playable character strolling though a background scenery. The Feature Zone here calls a chocobo, accelerating the character and changing the sound of the notes when hit.

Characters have four stats in Theatrhythm: Strength, Magic, Agility, and Luck. Each character has different stats to represent their skill, and stats increase as the character levels up. Stats are ranked based on their current level, with the ranks ascending from F to A, with S as the second highest rank a character's stat can achieve and "Mastered" being the highest. In the iOS version, the "Mastered" rank is changed to SS and SSS, being the second and first best rank respectively.

Each character may have up to either three or four abilities divided into either Reactive or Proactive abilities, such as Focus and Strength Up, respectively. Depending on the character, certain skill slots may be restricted to only active or only passive abilities, with some slots able to equip either type of ability. The iOS has each character restricted to two abilities each, with each ability changing as they level up. This is the only way for each character to have changes to their fixed stat.

When the game starts there will be three main options to choose from - Music Play, StreetPass Settings, and Museum: Music Play branches out into its own categories such as Series Mode, Challenge and Chaos Shrine.

  • Series Mode involves selecting one of the thirteen titles present to play through. After a selection has been made, gameplay consists of a prelude, a battle music scene, an event music scene, a field music scene and an ending. Preludes and endings consist of tapping the screen when floating crystals reach the center, and can be skipped at any time with the player being rewarded all of the Rhythmia earned up to that point.
  • Challenge Mode allows a player to go back and play through individual songs from the Series Mode. Each song features three difficulty levels: 'Basic', 'Expert' and 'Ultimate', with Ultimate difficulty unlocked upon completion of Expert mode with a ranking of 'A' or higher. Bonus songs and downloadable content can also be accessed in Challenge mode.
  • Chaos Shrine contains a single-player and cooperative multiplayer mode for up to four players. Players will earn a Dark Note, which will unlock, and can be 'defeated' in the Chaos Shrine, after which each successfully defeated Dark Note will unlock another. During multiplayer all players receive the record of the group's best player, meaning a player can get good items by playing with other good players.

In the StreetPass settings the player can edit their ProfiCard and view others' ProfiCards they have obtained from StreetPass.:

  • The options the player can edit for their ProfiCard are what Dark Note it has, changing the byline, selecting a design, and editing the message. The back of the card contains various statistics, such as the player's current party and most played song.
  • Viewing others' ProfiCards allows one to check their statistics. The player can receive the Dark Note by tapping on it.

Museum has four options: Records, Collection, Theatre, and Music Player:

  • Records details all of the player's statistics.
  • Collection shows all of the player's CollectaCards.
  • Theatre allows one to watch any of the unlocked videos.
  • Music Player allows one to listen to any of the unlocked music.

StoryEdit

The story, as with Dissidia Final Fantasy and Dissidia 012 Final Fantasy, focuses on a conflict between Chaos and Cosmos. The space between the two is called "Rhythm", and houses a Crystal that births music. When the forces of Chaos disrupt the balance, the Crystal's power wavers and Cosmos sends her warriors to increase a music wave called "Rhythmia" to restore balance and make the Crystal shine again.

CharactersEdit

Main article: List of Theatrhythm Final Fantasy Characters

The game's logo mirrors Dissidia Final Fantasy's, featuring matching chibi-esque Cosmos and Chaos. The protagonists who were represented in Dissidia 012 Final Fantasy appear in the game along with sub-characters that can be unlocked and become playable after collecting crystals. Many enemies from titles of the series appear, such as Behemoth, Bomb, Ultros, Flan, Green Dragon, Magic Pot, Gilgamesh and Enkidu, and Iron Giant.

The iOS port comes with thirteen characters initially available in the 3DS version. Additionally, twenty-five more characters can be purchased online. Of these, two characters are from games not represented in the 3DS version: Final Fantasy XIII-2 and Final Fantasy Tactics.

Original Game Characters in both versions iOS exclusive characters
Final Fantasy Warrior of Light
Princess Sarah
-
Final Fantasy II Firion
Minwu
-
Final Fantasy III Onion Knight
Cid Haze
-
Final Fantasy IV Cecil Harvey
Rydia
Kain Highwind
-
Final Fantasy V Bartz Klauser
Faris Scherwiz
-
Final Fantasy VI Terra Branford
Locke Cole
Celes Chere
Final Fantasy VII Cloud Strife
Aerith Gainsborough
Sephiroth
Tifa Lockhart
Final Fantasy VIII Squall Leonhart
Seifer Almasy
Rinoa Heartilly
Final Fantasy IX Zidane Tribal
Vivi Ornitier
Garnet Til Alexandros XVII
Final Fantasy X Tidus
Yuna
Auron
Final Fantasy XI Shantotto
Prishe
-
Final Fantasy XII Vaan
Ashelia B'nargin Dalmasca
Balthier
Final Fantasy XIII Lightning
Snow Villiers
Hope Estheim
Final Fantasy XIII-2 Serah Farron
Final Fantasy Tactics Ramza Beoulve
Dissidia Final Fantasy Cosmos -

MusicEdit

The game includes over 70 songs. There are at least five tracks for each Final Fantasy from the original to Final Fantasy XIII, corresponding to a field, battle, event, opening and ending theme from each game. There are extra themes unlocked with Rhythmia points that can be played in special modes; and paid downloadable content. The game borrows themes from past games for menus.

All playable songs but "Mount Gulg" and "Chaos Shrine" are present in their original versions.

Several arrangements of themes from the Final Fantasy series are used as the background themes for the menus:

Included playable musicEdit

The "Victory Fanfare" from Final Fantasy V is included as a tutorial theme.

Game Field Music Battle Music Event Music Special
Final Fantasy "Main Theme"
"Mt. Gulg"
"Battle"
"Chaos Shrine"
"Opening Theme" "Prelude"
"Ending Theme"
Final Fantasy II "Main Theme" "Battle Theme 2" "The Rebel Army" "Prelude"
"Finale"
Final Fantasy III "Eternal Wind" "Battle 2" "Elia, the Maiden of Water" "Prelude"
"The Everlasting World"
Final Fantasy IV "Main Theme of Final Fantasy IV"
"Within the Giant"
"Battle With the Four Fiends"
"Battle 1"
"Theme of Love" "Prelude"
"Epilogue"
Final Fantasy V "Four Hearts"
"Mambo de Chocobo"
"Battle at the Big Bridge" "Home, Sweet Home" "Main Theme of Final Fantasy V"
"Ending Theme"
Final Fantasy VI "Terra's Theme"
"Searching for Friends"
"The Decisive Battle"
"Battle to the Death"
"Dancing Mad"
"Celes's Theme" "Omen"
"Balance is Restored"
Final Fantasy VII "Main Theme of Final Fantasy VII"
"Judgment Day"
"One-Winged Angel"
"JENOVA"
"Let the Battles Begin!"
"Aerith's Theme" "The Prelude"
"Ending Credits"
Final Fantasy VIII "Blue Fields" "The Man with the Machine Gun" "Waltz for the Moon" "Overture"
"Ending Theme"
Final Fantasy IX "Over the Hill" "Battle 1"
"Something to Protect""
"Beyond the Door" "A Place to Call Home"
"Melodies of Life ~ Final Fantasy"
Final Fantasy X "Mi'ihen Highroad"
"Zanarkand"
"Fight With Seymour" "SUTEKI DA NE (Isn't It Wonderful?)" "Zanarkand"
"SUTEKI DA NE (Isn't It Wonderful?) Orchestra Version"
Final Fantasy XI "Ronfaure"
"Vana'diel March"
"Awakening" "FFXI Opening Theme" "Vana'diel March"
"Vana'diel March #2"
Final Fantasy XII "Giza Plains" "Clash of Swords"
"Ending Movie"
"Theme of the Empire" "FINAL FANTASY ~FFXII Version~"
"Ending Movie"
Final Fantasy XIII "The Sunleth Waterscape" "Saber's Edge"
"Defiers of Fate"
"Blinded By Light"
"Defiers of Fate" "FINAL FANTASY XIII - The Promise
"Ending Credits"

Downloadable ContentEdit

Main article: List of Theatrhythm Final Fantasy Downloadable Content

Square Enix released 52 songs as downloadable content, with eight songs available at release, at ¥150 per song in Japan, $0.99 in North America, €1.00 in Europe, £0.90 in the United Kingdom, $11.99 pesos in Mexico, and $1.50 in Australia. To commemorate the game's release the eight initial downloadable songs cost ¥100 each for a limited time after the release date. The DLC list includes songs the staff had wanted to include but couldn't fit due to capacity limitations.[2] Theatrhythm Final Fantasy is the first 3DS game to have paid download content.

The iOS port includes more songs in its online store, including tracks from Final Fantasy Tactics, Final Fantasy X-2, Final Fantasy Crystal Chronicles and Final Fantasy VII: Advent Children, titles that were not represented in the 3DS version.

DevelopmentEdit

Theatrhythm Final Fantasy is Ichiro Hazama's debut game. Previously he has worked as support staff with Final Fantasy VII: Advent Children, and proposed making Theatrhythm after Advent Children had been completed.[3] Theatrhythm Final Fantasy was envisioned as a Nintendo DS game, but the development team would have had trouble fitting all content in the game. When Hazama first saw the Nintendo 3DS, he went to developer Indies Zero to finalize the plan for the game and showed this to Tetsuya Nomura receiving the go-ahead to start the project that same day.[3]

The music selection is based on surveys conducted at the Japanese Square Enix Members during the development of Dissidia Final Fantasy, as well as considerations of balance. Hazama joked that if they'd followed the survey results the game would have been more like Theatrhythm Final Fantasy VII.[2] The included songs are in their original form, the only exception being the "Gurgu Volcano" theme from the original Final Fantasy, which is based on the PlayStation arranged version, because the original NES version was too short. Although Theatrhythm Final Fantasy doesn't use music from spinoffs, Final Fantasy Versus XIII is part of Fabula Nova Crystallis, the Final Fantasy XIII family, and the creators wanted to include music from every game in that series.[4] Although Theatrhythm features songs from the main series Final Fantasy games, no songs from Final Fantasy XIV were included. Ichiro Hazama has commented that he thought they were not ready to be incorporated, because Final Fantasy XIV was undergoing a big change, but didn't rule out the possibility of Final Fantasy XIV songs being added in the future.[4]

Ichiro Hazama has noted the stories and key moments in the Final Fantasy franchise were often tied to his memories of the music, so it was a natural pairing for him to create a rhythm game. To make the game accessible to as many fans as possible, he wanted to add RPG elements as to not turn them off to the title based on it being a rhythm game.[5]

The game outputs at 60 frames per second even when stereoscopic 3D is on, something the team worked hard to achieve. High framerate is necessary for playability in a rhythm game; event music stages run at 30 frames per second due to the need to output video, but the touch controls are still read at 60 frames per second.[2] Some of the event stages show their movies in 3D and making the rhythm gameplay work while playing back a 3D movie presented some technical hurdles.

From the beginning the team was discussing how to present characters from the entire Final Fantasy franchise, but after seeing the designs of the Final Fantasy guest characters in Kingdom Hearts Mobile this style was decided to be used for Theatrhythm Final Fantasy. Tetsuya Nomura, who worked as the creative director, thought it would be a good idea to use the artwork from Dissidia Final Fantasy and thus the game's logo features Chaos and Cosmos.[4]

DemoEdit

Main article: Theatrhythm Final Fantasy Demo

Two demos for Theatrhythm Final Fantasy have been released before the game.

During the Penny Arcade Expo East which was held in Boston, MA, between April 6th-8th, 2012, a sample of Theatrhythm Final Fantasy was playable at Boston Convention and Exhibit Center.[6]

Social RhythmEdit

Theatrhythm SR Final Battle
The Battle against Yama-chan.
SteamygorengAdded by Steamygoreng

As part of its promotion for the game's release, Square Enix released a game called Social Rhythm whose gameplay system was similar to that of Theatrhythm Final Fantasy. In Social Rhythm the player could link his or her Facebook or Twitter account to create a character and team up with other players to fight monsters and eventually reach the final boss, Yama-chan (head is attached to a Tonberry's body) from real life Japanese comedy duo Nankai Candies.

The game was accessible here and was only available from February 10th to March 30th, 2012.

Production creditsEdit

The staff credits roll after Chaos is defeated, and after that will be available in the Settings for rewatching.

Game Development
  • Director - Masanobu Suzui
  • Planners - Mitsuru Shinohara, Yuichiro Takahashi, Tsukasa Okayasu, Katsunori Yazawa, Hirotaka Watanabe, Tomoaki Hoshino, Naoe Watabe
  • Chief Programmer - Shuichi Kitamura
  • Programmers - Shinya Ebihara, Ryu Nakamura, Takahiro Matsudo, Hikaru Tsuchiya, Keisuke Matsunuma, Tatsuo Kikuchi, Takenari Takayama, Yoshiaki Ito, Katsuhiko Miura
  • Chief Graphics Degigner - Giichiro Matsumoto
  • Chief 3D Graphics Designer - Atsushi Aburano
  • Chief Menu Graphics Designer - Aiko Inada
  • Graphic Designers - Kyohei Imanishi, Rie Matsushita, Yuri Endo, Masahiro Yanaka, Taeko Kuroda, Yuka Ueda, Megumi Nakaya, Takashi Watanabe, Kentaro Miki, Hiroaki Nakamura
  • Technical Support - Keiji Hara, Keiichi Hinata
  • Line Producer - Motohiro Umeki
  • Special Thanks - Nobuaki Tanaka, Yasuhiro Nakamura, Kouchi Takeda, Tomomi Abe, Yuichi Igarashi, Ryougi Arisaka, Hiroyuki Imai, Tomoaki Betsumiya, Tomomi Sekiguchi, Yuichi Hoda
indieszero Co.. LTD
SAS Co.. LTD
Sound Development
  • Chief Sound Designer - Kingyo Miyamoto
  • Sound Designers - Hiroyuki Maruyam, Syota Sakurai, Tsutomu Narita, Masataka Saito
  • Sound Supervisor - Yoshitaka Hirota
Square Enix Inc.
  • Senior Quality Assurance Manager - David "Ribs" Carrillo
  • Assistant QA Manager - Aaron J. Adams
  • Senior QA Coordinator - Mathew A. Clift
  • QA Coordinator - Alejandro J Kontarovsky
  • QA Administrators - Keith P. Martz, Alfred Holz
  • QA Team - Alison Garfinkle, Matt Slanchik, D. Michael Triplett
  • QA Translator - Takahiro Soh
  • Assistant TQA Manager - Juvé Quiroz
  • Localization & QA Director - Yutaka Sano
  • Product Marketing John Inada
  • Product Marketing Manager - Raio Mitsuno
  • Assistant Product Marketing Manager - Andrew Ahn
  • Marketing Coordinator - Luke Icenhower
  • Senior Director of Public Relations - Reilly Brennan
  • Public Relations - Emily Shoji, David Yang
  • Sales - Ron Kurtz, Mike Silbowitz, Keith Hillmer, Eric Rosenberger, Johnny Lam, Jennifer Park, Daniel Gaita, Nathan Harris
  • Sales Product Communications & Merchandise - Kanji Romeo Tashiro
  • Interactive Marketing Services - Chrisophe Bahamed, Eric So, Shinri Matsuoka
  • Director of Creative Services - Michael Bannon
  • Creative Services - Brett Wooldridge
  • Vice President of Marketing - Mona Hamilton
  • Senior Vice President - Shinji Hashimoto
  • Chief Operating Officer - Clinton Foy
  • President & CEO - Mike Fischer
Square Enix LTD.
  • Senior Production Manager Seb Ohsan Berthelsen
  • Assistant Production Manager - Yuko Tomizawa
  • Assistant Localization Manager - Elisa Giribaldi
  • QA Manager André Woitczyk
  • Assistant QA Managers - Thibaut Salembier, Pĺndaro Vargas-Farĺas
  • QA Translators - Sumiko Okada, Gavin Poffley
  • Senior QA Lead (UK) - Shailish Iyer
  • Localization Team - Pierre Gauthier, Giulia Isnenghi, Sina Moelleken, Mariona Pera i de Miguel
  • Contract Creative - Gary Harrod
  • Senior Creative Artist - Emma Ward
  • Senior Creative Manager - Stéphanie Journau
  • Production Executive - Tiago Silva
  • Production Manager - Linda Kershaw
  • PR Executive - Alex Chinchen
  • International PR Manager - Emily Britt
  • European PR Manager - Adam Phillips
  • Brand Manager - Rui Anderson
  • Brand Director, Project Co-Coordinator - Makoto Kotaka
  • Vice President - Comunications - Chris Glover
  • Vice Presidents - Brand - Larry Sparks, Sarah Hoeksma
  • Co-COOs - Michael Sherlock, Jürgen Goeldner
  • CEO - Phil Rogers
e4e Interactive Entertainment
  • QA Manager - Liam Ross
  • Lead Tester - Jesse Alfstad
  • Localization Tester - Angela Pinto
Square Enix Co.. LTD.
Sound
  • Music Data Support - Keiji Kawamori, Tsuyoshi Sekito
  • Project Manager - Kazuki Hamamoto
  • Project Assistant - Yuko Sakae
Movies
  • Production Manager - Masaaki Kasai
  • Chief Production Engineer - Keisuke Miyazaki
  • Editor - Keiichi Kojima
  • Assistant Editor - Keisuke Ishikawa
  • General Manager - Kazuyuki Ikumori
Character Design
  • Character Designer - Yui Adachi
Publicity
  • Publicity Staff - Rei Kawano, Emiko Sato
  • Supervisor - Akio Oofuji
  • Corporate Executive - Koji Taguchi
Localization
  • Coordinators - Kanako Irino, Wako Yokoyama
  • English Translator - Jillian Nonaka
  • General Manager - Kazuhisa Ichigaya
  • Special Thanks - Yoshiya Hirohama, Michael Christopher Koji Fox
Quality Assurance
  • Coordinator - Katsuhiko Yokoyama
  • Technical Engineers - Akihiko Nagayama, Toyokazu Takehara, Toshimitsu Umezawa, Tatsuya Nishimura
  • Testers - Masakatsu Inomota, Kenji Kurasawa, Satoru Kubota, Maiko Wakamiya
  • Manager - Hideyuki Kato
  • Senior Manager - Yukihiro Shibuya
  • General Manager - Koji Yamashita

Special Thanks - Yoshinori Kitase, Akitoshi Kawazu, Hiromichi Tanaka, Takashi Tokita

  • Production Executives - Yoichi Wada, Keiji Honda
  • Executive Producer - Shinji Hashimoto
indies 0 [ZERO]
SAS Entertainment Product
SQUARE ENIX

Packaging ArtworkEdit

GalleryEdit

TriviaEdit

  • Not counting games with generic job classes, such as Final Fantasy Tactics and Final Fantasy All the Bravest, the iOS version of Theatrhythm Final Fantasy set the record for the largest cast of playable characters in a Final Fantasy title. There are thirteen base characters, the original sixteen bonus characters, and nine new bonus characters, for a total of 38 playable characters. This was surpassed by Theatrhythm Final Fantasy: Curtain Call, which added even more characters.
  • The series' original composer Nobuo Uematsu has endorsed Theatrhythm Final Fantasy in his Twitter with the words: "I played Theatrhythm Final Fantasy for the first time today. Not too shabby! As I remembered various things from the past 20 years, I was reduced to tears. FF music fans should definitely play it. Won't you cry with me?"[7]

External LinksEdit

ReferencesEdit

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