Final Fantasy Type-0
"Final Fantasy Type-0" was originally titled "Final Fantasy Agito XIII", envisioned as a game for mobile devices. It was conceived in 2005 as part of "Fabula Nova Crystallis Final Fantasy", a subseries of "Final Fantasy" games linked by a common mythos. "Agito XIII" was the final original "Fabula Nova Crystallis" game to be created. The decision to make it a mobile game was based on the popularity of "". Hajime Tabata, who contributed to the "Fabula Nova Crystallis" mythos, was searching for a new project after finishing "Before Crisis" and became the game's director. "Before Crisis" producer Kosei Ito acted as producer before his move to Capcom prior to 2009. Beginning development in 2006, it was first announced at that year's Electronic Entertainment Expo (E3). It was said to offer on-the-go access to the "Fabula Nova Crystallis" universe, using gameplay functions exclusive to mobile phones of the time. The concept was to deliver a game for mobile platforms equivalent to a console game from the main "Final Fantasy" series, and to make it available in its entirety upon release rather than in episodic format.
History of Eastern role-playing video games
In 1999, the cinematic trend set by "Final Fantasy VII" continued with "Final Fantasy VIII", which introduced characters with a proportionately sized human appearance. The game also featured a level-scaling system where the enemies scale in level along with the player's party. Similar level-scaling mechanics have been used in a number of later RPGs, including "", "Silverfall", "", "Fable II", "Fallout 3", and "". Square also expanded on the non-linearity of "SaGa Frontier" with their 1999 action RPG "Legend of Mana", the most open-ended in the "Mana" series, allowing the player to build the game world however they choose, complete any quests and subplots they choose in any order of their choice, and choose which storyline paths to follow, departing from most other action RPGs in its time. That same year, Square's survival horror RPG "Parasite Eve II" featured branching storylines and up to three different possible endings, while the sci-fi RPG "" boasted as many as 86 different endings, with each of the possible permutations to these endings numbering in the hundreds, setting a benchmark for the amount of outcomes possible for a video game. Using a relationship system inspired by dating sims, each of the characters in "Star Ocean" had friendship points and relationship points with each of the other characters, allowing the player to pair together, or ship, any couples (both romantic heterosexual relationships as well as friendships) of their choice, allowing a form of fan fiction to exist within the game itself. This type of social system was later extended to allow romantic lesbian relationships in BioWare's 2007 sci-fi RPG "Mass Effect". However, the relationship system in "Star Ocean" not only affected the storyline, but also the gameplay, affecting the way the characters behave towards each other in battle. Another 1999 RPG, "", also featured dating elements, including the option to engage in a homosexual relationship. That same year saw the release of "Chrono Cross", which became the third game to receive a perfect score from GameSpot, after "The Legend of Zelda: Ocarina of Time" and "Soulcalibur". The game featured two major parallel dimensions, where the player must go back and forth between the worlds to recruit party members, obtain items, and advance the plot, with events in one dimension influencing the other. Like its predecessor "Chrono Trigger", "Chrono Cross" featured a New Game+ option and multiple endings, with at least a dozen possible endings based on the player's actions.