Instruct: Given a question, retrieve documents that can help answer the question.
Query: Who did the cover art for Final Fantasy Type-0?
The game's logo artwork was drawn by regular series artist Yoshitaka Amano.[73] The kanji symbol used in the logo was drawn by Naora, who had designed the Shinra logo in Final Fantasy VII and its companion media. Naora specifically requested that he draw the logo due to this previous experience.[69] To achieve the grittier atmosphere, Naora took a research trip to a Japanese military camp to learn what being a military cadet was like. The island of the Vermillion Perystilium was based on an offshore Japanese island he had visited prior to his involvement with the game, adding elements in-game such as an offshore ship wreck to symbolize his fear of the sea. He was also influenced by an incident where he saw a dead cat surrounded by other cats to portray the bond between members of Class Zero, and the game's themes, in promotional artwork.[66]
The game was originally announced as a title for mobile phones and the PSP called Final Fantasy Agito XIII.[Jp. 2] It was directed by Hajime Tabata, who took up the project after completing Before Crisis: Final Fantasy VII. Initially designed to provide players with easy access to the Fabula Nova Crystallis universe, the mobile version was eventually cancelled and the game's title was changed to distance it from the subseries' flagship title Final Fantasy XIII. Releasing to strong sales, it received praise for its story and gameplay, but was criticized for its camera control and artificial intelligence. Further games related to Type-0 have also been developed, including a high definition remaster that released internationally in March 2015.
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 Before Crisis: Final Fantasy VII. 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.[45][46] Before Crisis producer Kosei Ito acted as producer before his move to Capcom prior to 2009.[47][48] 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.[47][49][50] 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.[51]
Initially announced in 2006 alongside "XIII" and "Type-0", the game was publicly rebranded at the 2013 Electronic Entertainment Expo, with regular updates on the title beginning the following year. A demo titled "Final Fantasy XV: Episode Duscae" was released in March 2015 as a limited addition to "Final Fantasy Type-0 HD". The game's localization was handled by Dan Inoue, who used different accents for characters to denote their origins on different parts of Eos. In addition to English, Japanese and European languages, the game was localized for Latin America with Latin American Spanish and Brazilian Portuguese text: this was the first time a "Final Fantasy" title was localized into these languages.
 is a supporting character from "Final Fantasy Agito". A member of Class Second, she is the representative for the cadets in the Vermillion Peristylium. Her true identity, as revealed with the coming of Tempus Finis, is , a servant of Gala who oversees the Lulusath Army. Her defeat signals the coming of Tempus Finis, as the first cycle is deemed a failure. She later appears at the end of the second cycle, pondering with Arecia whether to continue with the experiment. She is voiced by Haruka Tomatsu in Japanese. Miyu as Myuria appears in concept art for "Type-0", but she was cut from the game.Characters from the game, including Ace, Mog, Machina and other members of Class Zero, appeared in the fourth series of releases for the "Final Fantasy Trading Card Game". On November 2011, a manga adaptation of "Type-0" began serialization. It is illustrated by Takatoshi Shiozawa and published in "Young Gangan" magazine. The manga has been collected into a tankōbon volume and was released on April 21, 2012. An English translation was released with the Collector's Edition of "Type-0 HD" in March 2015, exclusive to Square Enix's website. Another manga titled . The manga is also illustrated by Shiozawa, supervised by Tetsuya Nomura and published in "Young Gangan" magazine from April 2012. The manga ended in January 2014, with a bonus chapter being published in February. It was later released in five compiled volumes. Yen Press will begin distribution of the manga in the west in July 2015. A novel adaptation titled has been released by Square Enix on April 21, 2012. A second novel adaptation titled was released by Square Enix on June 28, 2012. The novels depict an alternate version of "Type-0"s story.
Type-0 affected several other works in multiple ways. During its development, several staff members and voice actors who had worked on Final Fantasy X reunited. Their meeting triggered the development of Final Fantasy X/X-2 HD Remaster.[120] In the September 2013 issue of Famitsu Weekly, Square Enix revealed Final Fantasy Agito, an online companion game to Type-0 for iOS and Android mobile devices.[121] The game was released in May 2014, and a localization was announced alongside that of Type-0.[122][123] Its servers were closed down in November 2015, with its localization being cancelled as a result.[124][125] A new online game set in the Type-0 universe, Final Fantasy Awakening, released in Asian and English-speaking territories between 2016 and 2018.[126]
The music for "Agito" was composed by Takeharu Ishimoto, who had composed the score for "Type-0". At first, no original music was to have been created for the title, but Ishimoto convinced the company to allow him to compose new music. The title still lifted several pieces of music from "Type-0". Part of Ishimoto's wish for the title was to incorporate accents from Japanese pop music which would register well with fans. The pop-oriented tunes were also meant to emphasize the lighter atmosphere, although more dramatic music was used for the darker moments. Arrangements were done by Kentaro Sato. The battle music for the weekend multiplayer segments was augmented with vocal work by Japanese rock band Dazzle Vision. Two music tracks from the game were available at the 2014 Tokyo Game Show (TGS) in a giveaway CD along with other tracks from future game releases. Tracks from the game were included with tracks from "Type-0" in a special disc included in the collector's edition of "Type-0 HD". All new tracks from "Agito" were included in the Blu-ray album for "Type-0 HD", "Final Fantasy Type-0 HD Original Soundtrack".
The original scenario and concept of "Final Fantasy Type-0", originally a mobile title named "Final Fantasy Agito XIII", was conceived by Hajime Tabata. He wished for a group-driven story as he felt that a single playable character would not be able to properly convey the scope and themes of the story. Because Tabata wanted to show a history of survival told from the point of view of young people caught in a war, it was decided to set the story during a war between four nations. Much of the original story, which mainly revolved about defying the gods, was drawn from popular anime and manga and did not survive. After the platform change to PlayStation Portable, Tabata adopted a story-telling style similar to a documentary film: a direct inspiration for this was "Centuries of Picture", a documentary series broadcast on NHK. Alongside that, multiple war films were used as inspiration. "Type-0"s script was written by Hiroki Chiba and Sarah Okabe. During the rough draft stage, elements such as extra plot points involving Khalia Chival, a boss fight with Arecia, and a main plot thread involving Joker and Tiz were planned. Most of these elements were cut from the final product, meaning elements such as Joker and Tiz's role needed to be included in written texts found in-game so they were not left hanging. The deaths of Class Zero were planned from an early stage, and to emphasize the state of the world, a large number of the supporting cast were killed off near the end. Tabata wanted to create a story depicting different fates for "Type-0"s characters, and this decision was supported by both staff members and fans of the original. He also implemented the ability for players to decide the course of the story, which was to have been included in the "Type-0" when it was still known as "Agito XIII". "Final Fantasy Agito" was given a more upbeat atmosphere when compared to "Type-0", although dark and more dramatic moments were still present. The story grew out of what Tabata originally envisioned for "Type-0".
Collaboration events with "Final Fantasy Record Keeper", "Final Fantasy X", "Final Fantasy Type-0", "Final Fantasy VII Remake", "Terra Battle", "Final Fantasy XII", "Final Fantasy XIII", "Hoshi No Dragon Quest", "Final Fantasy XV", "Final Fantasy VII" and "Final Fantasy XIV" have also occurred in the game.
The series, originally announced in 2006 as "Fabula Nova Crystallis Final Fantasy XIII", currently consists of seven games across multiple platforms. "Final Fantasy XIII", designed as the series' flagship title, was released in 2009. The creative forces behind the series include many developers from previous "Final Fantasy" titles, including Shinji Hashimoto and Motomu Toriyama. The mythos was conceived and written by Kazushige Nojima. The first games announced for the series were "Final Fantasy XIII", "Final Fantasy XV" (as "Versus XIII"), and "Final Fantasy Type-0" (as "Agito XIII"). All three games went through delays. After "Final Fantasy XIII" and "Type-0"s releases, their respective teams used ideas and concepts from development to create additional games. For later games, other studios have been brought in to help with aspects of development. "Final Fantasy XV" was distanced from the series brand for marketing purposes despite retaining thematic connections.
After the game's name and platform change in 2012, there were multiple staff reshuffles, though Shimomura, Hashimoto, Hasewaga and Nozue retained their original positions. Nomura became co-director alongside Hajime Tabata, the director of "Final Fantasy Type-0", then was moved to other projects and replaced as full director by Tabata. Saori Itamuro became the new scriptwriter, using Nojima's original scenario as a base for the new work. Kitase left as co-producer, while Yusuke Naora, Isamu Kamikokuryo, and many artists involved in the development of "Type-0" were involved. Non-Japanese staff included character designer Roberto Ferrari, game designer Prasert Prasertvithyakarn, and party interaction designer Wan Hazmer. The staff as formed in 2012, not counting later additions, was made up of the combined "Final Fantasy XV" and "Type-0" development teams. By 2014, between 200 and 300 people were working on the game.
The original soundtrack for "Type-0" by Takeharu Ishimoto, who also composed the music for "", "" 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. "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.
"Final Fantasy Type-0", an action role-playing game developed and published by Square Enix in 2011, revolves around a war between four nations in the world of Orience. An episodic companion game, "Final Fantasy Agito", was released in 2014. "Type-0" was re-released internationally in 2015 as a high-definition remaster for PlayStation 4 and Xbox One. The main protagonists are Class Zero, a group of students at the magical academy in Rubrum. The story is told through two new members of Class Zero: Machina Kunagiri and Rem Tokimiya. The main character of "Agito" is a player-created cadet at the Rubrum magical academy. The world and characters were designed by Yusuke Naora, Yusaku Nakaaki and Tetsuya Nomura. Their stories were created by Hajime Tabata, Hiroki Chiba and Sarah Obake.
Multiple pieces of merchandise were created for the game. An Ultimania, part of a series of dedicated guidebooks, was released in the same month as the original game. It contained story and character breakdowns, concept art, and interviews with developers.[101] A different book, Final Fantasy Type-0 World Preview,[Jp. 5] was also released in October. It featured character biographies, details on the world of Orience, and interviews with the voice actors for Class Zero.[102] The following year, a dedicated art book was released containing artwork of the game's characters and monsters, and an interview with Tabata.[103] Characters from the game, including Ace, Machina and other members of Class Zero, appeared in the fourth series of releases for the Final Fantasy Trading Card Game.[104] In November 2011, a manga adaptation of Type-0, illustrated by Takatoshi Shiozawa, began serialization in Young Gangan magazine.[105] The manga has been collected into a tankōbon volume and was released on April 21, 2012.[106] Another manga titled Final Fantasy Type-0 Side Story: Reaper of the Icy Blade,[Jp. 6] also illustrated by Shiozawa, began publication in Young Gangan in April 2012.[107] It ended in January 2014, with a bonus chapter being published in February of that year,[108][109] and was later released in five compiled volumes. Yen Press began distribution of the manga in the west in July 2015.[110] Square Enix released two novel adaptations, in April and June 2012, depicting an alternate version of Type-0's story: Final Fantasy Type-0: Change the World -The Answer-[Jp. 7] and Final Fantasy Type-0: Change the World Volume 2 -The Penultimate Truth-.[Jp. 8] The novels were written by Sōki Tsukishima.[111][112]
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. 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". After some time working on "XV", original director Hajime Tabata decided to develop "Type-0 HD" for eighth-generation consoles. 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". 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 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. According to art director Yusuke Naora, moving from the PlayStation Portable to eighth-generation hardware proved hard for the team. 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.
The idea for "Final Fantasy Agito" originated with the early origins of "Type-0". Originally, "Type-0" was a game for mobiles titled "Final Fantasy Agito XIII", but eventually changed platforms and title. "Type-0"s director Hajime Tabata still liked the "Agito" title and the original concepts for the game, which included an episodic storyline that hinged on player choice and day-night cycles linked to real-world time. With this in mind, Tabata decided to revisit it and began development of "Agito": eventually, they settled on smartphones as the release platform of choice, partly because the platforms' progress since "Type-0" started development. One of Tabata's wishes for the title was that players unfamiliar with "Type-0" would download and play it. Development on the game began in September 2012. During development, Tabata considered "Type-0" to have become the prototype for "Agito", although it did not share much with its predecessor. The game's story grew out of what he originally conceived for "Agito XIII" before it evolved into "Type-0". In contrast to "Type-0"s dark and serious storyline, the team decided to give "Agito" a lighter atmosphere, although serious dramatic scenes were still present. Along with returning staff, mobile developer Tayutau K. K. helped with development. The previous game's level designer, Masayasu Nishida, returned to direct, and original character texture artist Sayako Hoshino became art director. To create the characters' portrait animations for the smartphone environment, the team used Silicon Studio's Motion Portrait middleware. The game was developed using the Unity engine. The game's designer was Kensuke Shimoda, an industry veteran who had experience with Unity, and was in charge of designing the game's battle system. His involvement with the game ended after its release.
The characters were designed by regular "Final Fantasy" designer Tetsuya Nomura, art director Yusuke Naora, co-art director Yusaku Nakaaki, and sub-character designer Roberto Ferrari. Naora asked Nomura to contribute to the character designs. Naora and Nomura did the main cast, while Nakaaki and Ferrari handled secondary characters. Each player character was initially given a basic design trait drawn by Nomura. The design was gradually expanded upon during the creative process, working to avoid making them appear similar. Part of this was giving each character a unique weapon: Deuce's flute and Ace's cards were the most difficult to realize from a technical standpoint. After the world and setting were created, the characters' personalities and traits were finalized: for each character, the team planned how each character originated and the events which happened around them. The main cast's naming system, based on playing cards, was chosen because the team liked the idea. Nomura came up with the idea of having fourteen characters, with thirteen main characters and a "Joker". This idea, originally created for "Agito XIII", carried over into "Type-0". The characters were made of various heights and builds to emphasize both the game's realism and the characters being teenagers.
While working on Final Fantasy XV, Tabata decided to make a high-definition remaster of Type-0 for eighth-generation consoles. Developed by Square Enix and HexaDrive, Final Fantasy Type-0 HD was originally announced at E3 2014, and released worldwide in March 2015.[127][128] After Type-0's release, Tabata stated in an interview that he wished to explore the distant history of Orience after the events of the game.[72] Trademarks for Type-1, Type-2 and Type-3 were registered shortly after the Type-0 trademark, but it was suggested that they were simply a protective measure.[129] During interviews given in 2014, Tabata commented that he wished to work on Type-1 after completing XV, and later explained the conceptual Type series as a means of publishing Final Fantasy games too experimental for the main series. He hoped to continue with the Type series if Type-0 HD was commercially successful.[130][131]
Note: The plot of Type-0 is the same in its original version and the high-definition remaster Final Fantasy Type-0 HD, so the terms and quotes used in the text are from the localization of the high-definition remaster rather than unofficial translations.
In 2008, it was decided to make Type-0 a PSP exclusive, cancelling the mobile version of the game as the developers did not want to wait for mobile technology to reach a level which could handle their full vision for the game. Full development began that year by the same team who developed Crisis Core, but was again slowed as most of them were completing work on The 3rd Birthday.[4][57][58][59][60] Because of these conflicting projects, Type-0 came close to being cancelled outright.[61] Between 2009 and 2011, the title was changed to distance it from Final Fantasy XIII, since after the platform change the two games had little in common other than their shared mythos. One of the titles considered and rejected was Final Fantasy Live, referring to the game's multiplayer element. The new title, Final Fantasy Type-0, was intended to indicate the game's separation from the main series. It was also the beginning of an alternative numbering system parallel to the main series.[62][63][64] The game made its first official public appearance under the new title at the Square Enix 1st Production Department Premier in Tokyo, along with a new trailer that was released to the public on January 27, 2011.[65]
A recurring race in the games are god-like beings created by Pulse and Lindzei to act as their servants in the mortal world. In the original mythos and the "XIII" games, the demigods are called fal'Cie . They take the form of crystal-powered mechanical beings in the "XIII" games. In the universe of "Type-0", they are both semi-sentient crystals and humanoid beings living among the people. The fal'Cie have the ability to imbue chosen humans with magical powers and assign them a task to complete either willingly or unwillingly. "Final Fantasy XIII" and "Type-0" refer to these people as l'Cie and the task given to them as a Focus. In the worlds of "XIII" and "Type-0", there are two possible outcomes for l'Cie: once their Focus is fulfilled, they can go into 'crystal stasis', transforming into a crystal statue, and gain eternal life, but if they fail they become mindless crystalline monsters. In "Type-0", l'Cie are chosen by the crystal of their country, and given great power to fulfill their assigned Focus, but lose their memories if emotionally unstable. While not referred to as such using the original terminology, humans imbued with magic and burdened with a task exist in "Final Fantasy XV", one of them being the main protagonist Noctis.
In the first week on sale, Final Fantasy Type-0 sold 472,253 units, topping Japanese sales charts and selling through 79.08% of its initial shipments.[116][117] As of January 16, 2012, the game had sold 746,203 copies in Japan.[118] It was the best-selling game of 2011 for Japanese media retail shop Tsutaya, beating Monster Hunter Portable 3rd (PlayStation Portable) and Final Fantasy XIII-2 (PlayStation 3). It was also the store's best-selling PSP title of the year, followed by Monster Hunter Portable 3rd and Dissidia 012 Final Fantasy.[119]
Toriyama based the story of "Final Fantasy XIII" around the mythos' deities and their direct relations to the world. Tabata and Nomura both focused on the human side of the story. Tabata chose to portray the divine elements from a historical standpoint in "Type-0". Nomura created a modern-day setting similar to contemporary Earth in "Final Fantasy XV", referring far less to the mythos' terminology. Nomura was also appointed as the main character designer for all entries in the subseries. In a 2007 interview, Hashimoto compared the planning of the "Fabula Nova Crystallis" series to film franchises such as "Star Wars" and "The Lord of the Rings": an expansive brand on which to build multiple "Final Fantasy" titles planned in advance. The development of all games connected to the mythos was handled by Square Enix 1st Production Department. A trademark for "Final Fantasy Haeresis XIII" hinted at another entry, but the trademark expired in 2011 and the company did not renew.
Other notable artists include Akihiko Yoshida, Isamu Kamikokuryo and Yusuke Naora. Yoshida's first major games were "Final Fantasy Tactics" and "Vagrant Story", which he worked on together with Hiroshi Minagawa. He also did design work for "Final Fantasy Tactics Advance", creating the Bangaa race that would later appear in "Final Fantasy XII". For "Final Fantasy XII", he designed the main characters. As inspiration for their physical appearances, Yoshida used a variety of influences from multiple cultures. He returned to work on "Final Fantasy XIV", where he needed to adjust from working on a static project to designing for the more fluid environment of an MMORPG. He would also contribute designs to "A Realm Reborn", and its first expansion "Heavensward". Isamu Kamikokuryo first did work on "Final Fantasy VIII" and "Final Fantasy X", then became art director for "Final Fantasy XII". He would return to this role for "", and the "Final Fantasy XIII" games: he had a major role in the design of Lightning's new appearance in "Final Fantasy XIII-2". He was also involved in the world design of "Final Fantasy XV". Yusuke Naora has had a presence within the series since "Final Fantasy VII", for which he designed the kanji logo for the antagonistic Shinra Corporation. His involvement in the series has primarily been as an art director for titles such as "Final Fantasy X" and "Final Fantasy XV", in addition to creating character designs for "Final Fantasy XIII-2" and "Final Fantasy Type-0".
At the beginning of the development, the game was intended to be released on the PlayStation 2. In May 2005, however, after the positive reception of the tech demo of "Final Fantasy VII", the team decided to move the game to the PlayStation 3 and developed it with the new Crystal Tools engine, a seventh generation multiplatform game engine created by Square Enix for its next generation games. Square Enix believed that developing a new engine would speed up development time later in the project, though it would initially cause a delay in the game's development. However, the delay was longer than originally anticipated as the engine had to accommodate the requirements of several other games in addition to "XIII". Another factor in the platform move was the delayed release of "Final Fantasy XII", which came out a very short time before the release of the PlayStation 3. A PC port was considered during development, but was decided against due to how Square Enix saw the video game market situation at the time as well as additional complexities that Square Enix did not have experience with related to the PC platform, such as security issues. "Final Fantasy XIII" was first shown at the 2006 E3 convention. The trailer shown was an artistic concept that did not represent the final concept for the game, since at the time there was no playable form of the game. Announced alongside the game was "Final Fantasy Versus XIII", later retitled as "Final Fantasy XV", and the PlayStation Portable game "Final Fantasy Type-0", originally titled "Final Fantasy Agito XIII", the three of which form the "Fabula Nova Crystallis Final Fantasy" series. Square Enix explained that although all three games are thematically linked, they are not directly related in terms of story.