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Additionally, in remakes such as the GBA: Dawn of Souls version, there is an option to autoname - which will select from a limited pool of names of other Final Fantasy characters from later games. In the original Final Fantasy instruction manual, the character names used were NEST, HOWA, TOMY, and PHIL, for what it's worth.
Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting. [140] [141] It also retains the freely rotating camera from XI. Final Fantasy XIII and XIV both make use of Crystal Tools, a middleware engine developed by Square Enix. [142] [143]
Ultimecia (Final Fantasy VIII) V. Valsharess (Neverwinter Nights) Vivian (Paper Mario: The Thousand-Year Door) Helga von Bulow (Return to Castle Wolfenstein) W. Gruntilda Winkybunion (Banjo-Kazooie & sequels) Witches (infected) (Left 4 dead & Left 4 Dead 2) Witch ; X. Xandrilia (Wings of Death) Y. Yuki (Touhou Project) Yuria (Demon's Souls)
Final Fantasy I & II: Dawn of Souls is, like Final Fantasy Origins, a port of the first two games in the series and was released for the Game Boy Advance in 2004. The Dawn of Souls version incorporates various new elements, including four additional dungeons, an updated bestiary, and a few minor changes.
A battle in Final Fantasy VI, showing ATB bars on the lower-right. Active Time Battle (also abbreviated as ATB) is a role-playing video game mechanic invented by Hiroyuki Ito. It was first used in the 1991 Final Fantasy IV, and patented in 1995 by Ito and Hironobu Sakaguchi, though the patent expired in 2010, allowing it to be used in any game. [1]
Final Fantasy XIV: In the MMORPG Final Fantasy XIV, Aether is one of the main elements of life and magic in the world. [12] [13] Magic: The Gathering: Aether (previously spelled Æther) is the main type of energy filling the blind eternities in the Magic: The Gathering multiverse, though it can also appear in variable quantities within the planes.
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For Final Fantasy XV, the developer team noted that they had to make careful considerations on how to deal with the inclusion of comical or cute characters in a game designed to be more realistic than its predecessors. The Cactuar's physical texture and the depiction of the inside of its mouth was emphasized by the designers to make it more ...