Series encyclopedia

Final Fantasy

Final Fantasy is a role-playing game series created by Square, debuting on the Famicom in Japan in 1987, with Hironobu Sakaguchi as designer and director of the original, Yoshitaka Amano on art, and Nobuo Uematsu composing music. The series is characterized by each entry featuring a new world, characters, and battle system, yet recurring symbols like airships, crystals, and summons become familiar markers. From the original Warriors of Light to later ensemble narratives, the series continually explores the possibilities of role-playing, making it one of the most iconic brands in Japanese RPGs.

Publisher and brand:SQUARE ENIXSeries began:198716 playable
Final Fantasy series feature illustration

Choose a game and jump back in

Start with the games that define the series, then explore its spin-offs, crossovers and alternate editions.

01

Where the series began

In 1987, Square released the original Final Fantasy on the Famicom. Hironobu Sakaguchi handled game design and direction, Yoshitaka Amano provided character and concept art, and Nobuo Uematsu composed the music. At the start, players choose four Warriors of Light from four classes to form a party, then journey through towns, dungeons, and turn-based battles. The game gradually expands exploration through unlockable vehicles, and crystals become one of the series' earliest core motifs.

The original design laid the series' basic framework: class selection, turn-based combat, equipment management, and a progressively unlocked world. But the series didn't stop at that formula. In 1988, Final Fantasy II abandoned traditional experience levels, instead improving stats and weapon proficiency based on character actions, while telling an imperial war story with named protagonists who have personal histories. This complete overhaul of the growth system showed from the start that the series was willing to take risks.

In 1990, Final Fantasy III introduced the Job system, allowing players to change classes during their journey, altering the party's abilities and tactics. This system later became one of the series' mainstays. Note that this site does not currently have a separate entry for the original Japanese Famicom version, so the North American Final Fantasy III in the catalog is not that game but rather the later Final Fantasy VI; this distinction must be made clear in the series introduction.

02

How the series evolved

In 1991, Final Fantasy IV brought the Active Time Battle system, which factored character turn order and wait times into turn-based combat, giving battles more rhythm. This title was released in North America on the SNES as Final Fantasy II, causing numbering confusion. Similarly, the 1994 Final Fantasy VI was called Final Fantasy III on the SNES in North America, though it was actually the sixth Japanese-numbered entry. The site's older entries must correct these errors to avoid confusing players.

In 1992, Final Fantasy V continued to deepen the combination of Jobs and Abilities: characters could change classes and also carry learned abilities into other classes, making party building the game's most consistent pleasure. In 1994, Final Fantasy VI shifted narrative focus to a larger ensemble cast and placed magic and mechanical civilization in the same world, showing the series' ambition in story and worldbuilding.

In 1997, Final Fantasy VII moved to the PlayStation and 3D pre-rendered backgrounds, using the Materia system to configure abilities, marking the series' entry into a new era. In 1999, Final Fantasy VIII used the Junction system to link magic, summons, and character stats, again changing the growth mechanics. In 2000, Final Fantasy IX, at the end of the PlayStation's life, returned to crystals, medieval-style towns, and characters closer to early class archetypes, while retaining an independent world and character stories; it is seen as a return to the series' roots.

Beyond the numbered mainline titles, the series has spawned several branches. Final Fantasy Tactics, released on the PlayStation in 1997, developed strategy RPG gameplay on grid maps with facing, elevation, and class combinations in the world of Ivalice; it is not a numbered mainline entry. Final Fantasy Crystal Chronicles formed a branch centered on action RPG, cooperative play, and crystal themes, with the Nintendo DS titles Ring of Fates and Echoes of Time each having their own characters and systems, not to be treated as numbered sequels.

03

Design and identity

The most distinctive feature of the Final Fantasy series is that each entry changes its world, characters, and battle system. Airships, crystals, spell names, summons, and certain character names recur, but these shared symbols do not mean all numbered entries occur in the same continuous world. Players should treat each game's rules as an independent design rather than trying to sum up the whole series with a single fixed gameplay formula.

What changes over time isn't just graphics; classes, growth, battle pacing, party composition, and narrative approach are all reworked. From the original's class selection, to II's action-based growth, to III's Job system, and later Materia, Junction, and so on, each entry tries new rules. This constant reworking keeps the series fresh and makes players look forward to each new installment.

In visuals and music, Yoshitaka Amano's art and Nobuo Uematsu's music have given the series a distinctive character since the first game. Amano's character designs carry a fantastical, surreal quality, while Uematsu's melodies often become memorable touchstones for players. These elements, tightly bound to the games' worlds and stories, together create the unique atmosphere of Final Fantasy.

04

Player culture and its place today

The Final Fantasy series has a deep cultural impact among players. Many players were introduced to Japanese RPGs through early entries, and the series' characters, music, and stories are frequent subjects of discussion and fan works. However, this site does not include ROM hacks or fan modifications; it focuses only on official releases.

In terms of versions, the WonderSwan Color received remakes and ports of the original, II, and IV from 2000 to 2002, with updated graphics and interfaces. On the PlayStation, Final Fantasy Anthology, Chronicles, and Origins are compilations or port combinations released in different regions, containing existing numbered entries. The section lists these as versions after the mainline titles, without duplicating the encyclopedia identity of the same work.

It should be noted that Final Fantasy Adventure on the Game Boy belongs to the series that later became Mana (Seiken Densetsu), and The Final Fantasy Legend and its sequels belong to the SaGa lineage. Although they use the Final Fantasy English brand name, they are not included in this site's Final Fantasy section. The site currently includes some versions of early numbered entries, the PlayStation-era mainline titles, Tactics, and the Crystal Chronicles branch; it does not represent the complete official series.