Dissidia Final Fantasy
Dissidia Final Fantasy arrived on the PlayStation Portable in Japan on the 18th of December 2008, and it brought with it a premise that had never been tried before in the franchise: every hero and every villain from the first ten mainline Final Fantasy games, gathered into a single arena to fight. The goddess Cosmos and the god of discord Chaos had been warring across thirteen cycles of death and rebirth, and now their thirteenth war was reaching its final chapter. For players who had grown up with these characters across two decades of games, the idea was staggering. But Dissidia was not simply a fan service exercise. It sold over 1.8 million copies worldwide and earned a place in the book 1001 Video Games You Must Play Before You Die. To understand how a fighting game spinoff of a role-playing series became one of the most celebrated games on Sony's handheld, it helps to know where the idea actually came from, and it did not come from Final Fantasy at all.
Tetsuya Nomura, the director of Kingdom Hearts, first imagined what would become Dissidia while his team was deep in development on Kingdom Hearts II. His original concept was a spin-off built around Disney characters fighting one another. Then discomfort set in. Nomura felt uneasy putting beloved Disney characters in direct combat against each other, and he shifted the concept entirely toward Final Fantasy. That pivot did not kill the original idea; it gave birth to Kingdom Hearts 358/2 Days, and the multiplayer mode in that game drew direct inspiration from Dissidia's gameplay. The team chose the PlayStation Portable as their platform specifically because it matched the style of combat they envisioned. Plans for online play were drawn up but ultimately abandoned because the PSP's hardware could not support the feature. The entire development took three years: two years were consumed by the battle system alone, and a separate year went into building the RPG mode.
Selecting the roster forced the team to make choices that went beyond simply picking final bosses. For the heroes, most selections were straightforward, but Terra Branford from Final Fantasy VI required deliberate debate. Her game features several characters who could plausibly serve as a protagonist, yet the team chose Terra specifically because they wanted a female fighter on Cosmos's side. The villain roster followed a different logic: rather than defaulting to each game's final boss, the team looked for characters who had a strong personal rivalry with the corresponding hero. That thinking brought in Golbez from Final Fantasy IV, Kuja from Final Fantasy IX, and Jecht from Final Fantasy X, each deeply connected to Cecil Harvey, Zidane Tribal, and Tidus respectively. Shantotto from Final Fantasy XI was included on the strength of her popularity. Gabranth was chosen to represent Final Fantasy XII specifically because Balthier, the other candidate, had already appeared in Final Fantasy Tactics: War of the Lions. The team wanted Gabranth's inclusion to come as a surprise. Characters who were considered but did not make the final cut included Kain Highwind from Final Fantasy IV and Lightning from Final Fantasy XIII.
Dissidia's genre was described by the developers as "dramatic progressive action," and the term hints at how differently the game's fighting works compared to a conventional brawler. Every character carries two health bars in practice: HP and Bravery Points, abbreviated BRV. A player cannot deal HP damage directly without first building up BRV by stealing it from an opponent. Land a BRV attack, transfer their Bravery to your own total, then convert that Bravery into a single HP strike. The catch is that landing an HP attack resets your own BRV to zero, leaving you briefly exposed. A character whose Bravery drops into the negatives is thrown into Break mode, and every incoming attack deals critical damage while the opponent collects everything in the shared Bravery Pool at the bottom of the screen. The EX Gauge sits on top of this system. Players fill it by dealing damage, absorbing hits, or collecting EX cores scattered across the arena. A full EX Gauge lets a character enter EX Mode, unlocking new attacks and culminating in the EX Burst, described as unavoidable and very damaging, comparable to the Limit Break mechanic found throughout the series. The player on offense charges the EX Burst by following on-screen instructions; the player on defense presses the circle button repeatedly to reduce the damage taken.
Square Enix did not simply translate Dissidia for the West. The team used analysis from subsidiary offices in London and Los Angeles to reshape the game for non-Japanese audiences. Director Takeshi Arakawa characterized the western version as more action-based than the original Japanese release, which he described as more RPG-based. The changes included adjusted gameplay balance, new gameplay events, an Arcade mode exclusive to western releases, a shortened tutorial, new moves for playable characters, and extra cutscenes featuring cameos from characters who do not appear in the Japanese version. The Arcade mode stripped out all RPG elements and reduced each character's abilities to basics, creating something closer to a traditional fighting game. It included three tiers, Normal, Hard, and Time Attack, with PP rewards usable in the main story mode. GameStop offered two additional covers as a pre-order bonus for the US release. A PSP hardware bundle released on the 25th of August 2009 packaged the game with a Mystic Silver PSP system, a 2GB memory stick, and a copy of Final Fantasy VII: Advent Children.
Takeharu Ishimoto composed the Dissidia Final Fantasy Original Soundtrack, released on the 24th of December 2008 in both regular and special editions. Most tracks are remixes of past Final Fantasy music originally written by Nobuo Uematsu. The main theme, titled "The Messenger," was performed by the band Your Favorite Enemies, which also recorded "Cosmos" and "Chaos - Last Battle 1." The two vocal tracks have a distinct split: "Cosmos" features female vocals while "Chaos" is dominated by male vocals. In a documentary about the songs' creation, YFE lyricist and vocalist Alex Foster stated openly that the lyrics have no direct connection to the themes of the game. He said he left interpretation entirely to listeners based on their own thoughts and ideas.
Famitsu scored Dissidia with individual ratings of 9, 9, 10, and 8, placing it in both the "Best Picks of This Week" feature and the "Platinum Hall of Fame." American outlets IGN named it Best Fighting Game at E3 2009. As of August 2009, the game had sold 910,000 copies in Japan, making it the fourth best-selling PSP title in that country. It had also been the 12th best-selling game in all of Japan in 2008 with 660,262 copies. In the United States it debuted at number 7 on the software charts for August 2009 despite only four days of availability, moving 130,000 units. The NPD Group listed it as the best-selling PSP game in the US for all of 2009. A follow-up, Dissidia 012 Final Fantasy, shipped in March 2011; because the original had a concrete ending, the sequel was structured as a prequel. Nomura said at the time that no further Dissidia games were planned, though the series might continue in another form. The main story of Dissidia also served as a foundation for the 2012 rhythm game Theatrhythm Final Fantasy on the Nintendo 3DS. Years later, Dissidia Final Fantasy NT introduced 3v3 combat for arcades, PlayStation 4, and Windows, and the mobile spin-off Dissidia Final Fantasy Opera Omnia launched in Japan in February 2017. The franchise's influence eventually extended to Stranger of Paradise: Final Fantasy Origin, whose final DLC episode features Manikins, the common enemies from Dissidia's story mode, as a central plot element.
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Common questions
What is Dissidia Final Fantasy and when was it released?
Dissidia Final Fantasy is a fighting game developed and published by Square Enix for the PlayStation Portable. It was released in Japan on the 18th of December 2008, in North America on the 25th of August 2009, and in Australia and Europe in September 2009 as part of the Final Fantasy series's 20th anniversary campaign.
How many copies did Dissidia Final Fantasy sell?
Dissidia Final Fantasy sold over 1.8 million copies worldwide. By August 2009 it had moved 910,000 copies in Japan alone, and the NPD Group ranked it the best-selling PSP game in the United States for all of 2009.
Who directed Dissidia Final Fantasy and where did the concept come from?
Dissidia Final Fantasy was directed by Takeshi Arakawa and produced by Tetsuya Nomura. Nomura originally conceived the game as a Kingdom Hearts spin-off featuring Disney characters while working on Kingdom Hearts II, but shifted to Final Fantasy characters after feeling uncomfortable putting Disney characters in direct combat against each other.
How does the combat system in Dissidia Final Fantasy work?
Dissidia Final Fantasy uses a Bravery Points system where players must steal BRV from opponents before they can deal HP damage. A filled EX Gauge allows characters to enter EX Mode and execute an EX Burst, a powerful unavoidable attack comparable to the Limit Break mechanic from the mainline series.
Why was Terra Branford chosen as the Final Fantasy VI representative in Dissidia?
Terra Branford was chosen as the Final Fantasy VI hero because the development team wanted a female fighter on the side of Cosmos. Final Fantasy VI features multiple characters who could fill the protagonist role, but Terra was selected specifically to ensure gender balance among the ten warriors.
What sequels and spin-offs followed Dissidia Final Fantasy?
Dissidia 012 Final Fantasy launched for the PlayStation Portable in March 2011 as a prequel to the original. Later entries include Dissidia Final Fantasy NT for arcades, PlayStation 4, and Windows, and the mobile title Dissidia Final Fantasy Opera Omnia, which released in Japan in February 2017 and internationally in January 2018.