Dissidia story

Dissidia story DEFAULT

Dissidia Final Fantasy NT Wiki Guide

Story mode has a map of panels that open up using Memoria. Each time you level up your own player profile level, you can gain 1 Memoria. This can be done by completing and winning matches in other modes, such as the offline Gauntlet Mode or online multiplayer.

As you gain Memoria, you can advance through the map in Story Mode to view cutscenes and participate in story battles.

Related Trophies

Expended five memoria in story mode
Expended ten memoria in story mode
Seeker of Otherworldly Truths
Expended fifteen memoria in story mode
Expended twenty memoria in story mode
Curator of Myths Immemorial
Expended twenty-five memoria in story mode
Archivist of Legendary Feats
Expended five memoria in story mode
Defeated all the summons and Shinryu on Hard difficulty

Story Mode Map

The map in story mode has a total of 57 panels you can unlock. There is no specific path that you need to complete in order to reach the final panel and finish the story. You can unlock any panel along the path ahead of you, so long as you have enough memoria saved up. You must view cutscene panels before being able to unlock or view the panel right after.

There are only certain battles that have prerequisites in order to unlock them, mainly due to unlocking and completing the pervious panel before it. These appear at the end of the map before the final few panels. Other panels only require the necessary memoria to unlock them and continue the path on the map.

Some panels are paired up in groups with others and only require you to unlock the first panel to open up the entire group. This only requires you to spend one memoria cost for the group, not pay memoria for each panel. This allows you to save on your memoria while advacing along the map with multiple panels.

Blue Cutscene Panels

These panels are viewable cutscenes that detail the story of the game. You don't fight any battles when you view them, but you must watch them in order to be able to unlock the panels that are located after them. Some cutscenes are short, while others are a bit more extensive.

Red Battle Panels

Red panels are battles that must be fought in order to progress forward. You need to win these battles before you can unlock the panels after it. Battle panels can be one of two kinds, a standard match or a summon battle. During battle panels, you are given a pre-determind team that's related to the specific events happening.

During battle panels, you can customize the EX skills and loadout of your party memebers, as well as select which character you will control. Depending on the battle taking place, you can choose any of the characters selectable for that paticular battle, with some panels allowing you to choose any character on the roster for that event.

Summon battles are a variation of the red battle panels you must complete on certain paths of the story mode map. These battles are vastly different than standard battles, where you'll face one of the different summon monsters in a boss fight. Most summon battles will have a pre-set team of characters you must use, with a few exceptions towards the end of story mode that allow you to pick from the entire cast.

To complete a summon battle, you need to reduce the summon monster's HP to zero. This is done like in any other battle in Dissidia Final Fantasy NT, but is much tougher than your standard fight. Each battle against the summon monsters is different, requiring different strategies to achieve victory. Check out the pages of this wiki guide to know how to defeat every summon monster in the game.

Story Bonus Level - Gaining Boosts for Story Mode

When playing through story battles, you can gain a boost in the fight that will assist you greatly. This is gained by increasing your player level across all game modes. The higher that your player level is, the larger the bonus you will receive for Story Mode battles.

If you find that you are having a difficult time with some battles, then try playing in the offline Gauntlet Mode or online multiplayer mode to increase your player level. Upon completing a match when you level up your player mode, you'll get a prompt showing that you'll receive a Story Mode bonus, which can be boosted a number of levels as your player level increases. You can view which level of Story Bonus you have in your player profile.

Sword Expert Rates Rey and Kylo's Lightsaber Skills

Sword Expert Rates Rey and Kylo's Lightsaber Skills

We got Matt Easton, a Historical European Martial Artist, Antique Arms Dealer, and owner of the fencing club Schola Gladiatoria, to react to the sequel Star Wars Trilogy. Telling us his sword-fighting expert opinion on just how realistic Episode VII - The Force Awakens, Episode VIII - The Last Jedi, and Episode IX - The Rise of Skywalker is when it comes to lightsaber (or sword) combatFrom breaking down Finn and his battle against FN-2199 with his riot baton, to Rey and Kylo taking on the Praetorian Guards, and more, Matt breaks down these iconic Star Wars battles! Want to watch more of Matt's own videos? Make sure to check out his Scholagladiatoria YouTube channel: https://www.youtube.com/channel/UCt14YOvYhd5FCGCwcjhrOdA
Sours: https://www.ign.com/wikis/dissidia-final-fantasy-nt/Story_Mode

Dissidia Final Fantasy NT’s Story Mode Is a Big Letdown

Published onHayes Madsen

Home » Features » Dissidia Final Fantasy NT’s Story Mode Is a Big Letdown

The Dissidia series is an absolute dream for fans of any big video games series. Bring famous heroes and villains from across the franchise to duke it out in an over-the-top fighting game, what more could you want? Especially for Final Fantasy, this idea struck gold, as fans deeply care about these characters and have attachments to them. Square Enix went above and beyond with the original Dissidia games, however, providing a fleshed out story mode on top of plenty of battles to partake in. Unfortunately, the story mode featured in Dissidia NT pales in comparison to previous titles, and even though it tries some interesting ideas most of it falls flat.

Now don’t get me wrong, the story mode in Dissidia never was known for telling the deepest or most compelling of stories. However, they did have a lot of charming moments of interaction between these iconic characters, and it was fun seeing how characters like Cloud, Squall, and Bartz played off of each other. At the same time, the single-player modes were fairly lengthy experiences that featured optional objectives, treasure to discover, multiple plotlines, and in the case of Dissidia 012 a world map to explore.

Of course, when Dissidia made the jump to Japanese arcades in 2015, this completely cut out all aspects of the single-player campaign. That all changed with NT, but the story mode featured in the game isn’t your typical one, and it features some really strange design decisions. The game’s story displays a grid consisting of different cutscenes or battles on each node. To unlock a node you need to use a resource known as Memoria, which you can only get through raising your player rank in the game.

While the story mode is relatively short, clocking in around two to three hours of playtime overall, that time is incredibly drawn out due to the way it’s designed. Inevitably if you want to play the story mode you’re going to need to grind out Memoria either online or in the offline Gauntlet Mode. That makes for some truly awful pacing if you’re playing it piece by piece unless you want to wait hours before starting it and hoard Memoria.

It’s a poor design choice, and I found myself completely baffled by it when playing Dissidia NT. Yes, the purpose is to elongate player’s time with the game and make the story feel more substantial time-wise, but surely there was a better way to implement that? The issue is only compounded by the fact that the narrative doesn’t actually go anywhere. Chronologically it actually takes place after Dissidia 012, with two Gods named Spiritus and Materia calling the warriors to their world to do battle. Outside of the opening and closing cutscenes, Materia and Spiritus do literally nothing, and most of the cinematics involve characters just walking to places. By far the best part of the story is seeing the heroes split up into different groups, and seeing how each of these pairings play out.

There are some fun interactions that take place between these characters, and I particularly enjoyed how hilariously out of place Noctis looked next to the Warrior of Light and Cecil. However, there just isn’t enough there. These characters only get to travel together on a surface level with a few quick cutscenes, and there’s not really any substantial development that happens. All of these characters have been fleshed out in their own respective games, of course, but it would have been more interesting to see how these relationships play out. Additionally, some characters get barely any screen time, such as Squall and Lightning, while others like Noctis and Zidane get more than their fair share.

The pacing and shallow story aren’t its only problems. During the single-player offering, players fight each of the summons in the game as a boss battle. In these battles, you’re charged with controlling one character while the AI handles your teammates. There are two big frustrations at work here: the extremely narrow window you have to launch an attack and the sheer incompetence of your AI teammates.

These bosses use huge attacks that can absolutely cripple you, and you have three lives in each battle before you lose. For the most part, you can deal with their HP attacks that do actual HP damage to you, but there were times that I found bosses just spamming their HP attacks over and over. This made it almost impossible to dodge, like in the Leviathan battle when the boss used Tidal Wave six times in a row, a move that takes up nearly half of the arena.

The bigger issue, however, is that the game in no way tells you that you need to level up your AI teammates. Every character has an offline rank that determines the skill of the AI on your team when playing story or gauntlet mode. It’s almost impossible to take on any summon battle without having teammates with a rank of at least Platinum, as they rush right in and get destroyed by the boss at lower ranks. You might have guessed that, yes, this requires even more tedious grinding to raise character’s offline ranks. So not only do you get hit by the hurdle of needing Memoria, but oftentimes you just won’t be able to beat one of the bosses until you’ve raised the offline rank. That just isn’t fun.

Once you have a decent party these summons battles can actually be a blast, but they’re horrendously frustrating when you don’t, especially if you don’t really know about offline rank and don’t have a clear way forward. In concept, the idea of facing down summons with a party of Final Fantasy heroes is more than appealing, but the execution really should have been better in Dissidia NT.

You might have been able to tell so far that all of this is leading to one conclusion, the story mode in Dissidia NT feels incredibly tacked on. It’s not entirely surprising as this is a multiplayer fighter that’s very focused on that multiplayer aspect, but it’s still a game that bears the Final Fantasy pedigree. Past Dissidia games may not have been grand single-player adventures, but their story modes were fun and varied, fleshing out how these famous characters interact with each other. Dissidia NT only touches on that in the briefest of ways, and it’s really disappointing to see it happen that way.

I’d be willing to overlook the difficulty and storytelling ideas more if Square Enix just hadn’t implemented a resource system for unlocking the story. It’s by far the worst transgression the game makes and really makes the story mode a slog that ultimately doesn’t give you much payoff, outside of one fantastic CG cutscene near the end. The core combat of Dissidia NT is an absolute blast, but there’s not much incentive to pick the game up only for single player. Still, what’s there is a start and hopefully, we might see Square improve it with either DLC or the next entry in the Dissidia series.

Sours: https://twinfinite.net/2018/02/dissidia-final-fantasy-nts-story-mode-has-good-ideas-but-is-ultimately-a-letdown/
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Story Mode
Story Mode Icon From Main Menu


From beginning

The main story of Dissidia is broken up into sections for each character, and specific storyline events. Each section is separated into 5 different levels, and each level consists of moving around a Chess board like playing field (using DP), and defeating enemies. The main goal of each level, is to reach the goal square on the field.

The Prologue gives a basic explanation of the story, as well as how to play the game. After completing the Prologue, you gain access to the 10 Destiny Odyssey sections, each of which are dedicated to one of the main Characters in the first 10 Final Fantasy games.

Upon completing one of the Destiny Odyssey sections (all ten are required in the japanese version of the game), Shade Impulse is unlocked, and follows up the end of the storyline with 4 new subsections (each unlocked after completing the previous one).

Once Shade Impulse is completed, many new features are unlocked, such as the Duel Colosseum, and 3 new story sections Distant Glory - Heroes, Distant Glory - Villains and Inward Chaos.

List of Story Sections[]

  1. Prologue - Warrior of Light
  2. Destiny Odyssey I - Warrior of Light
  3. Destiny Odyssey II - Firion
  4. Destiny Odyssey III - Onion Knight
  5. Destiny Odyssey IV - Cecil Harvey
  6. Destiny Odyssey V - Bartz Klauser
  7. Destiny Odyssey VI - Terra Branford
  8. Destiny Odyssey VII - Cloud Strife
  9. Destiny Odyssey VIII - Squall Leonheart
  10. Destiny Odyssey IX - Zidane Tribal
  11. Destiny Odyssey X - Tidus
  12. Shade Impulse - Chapter 1
  13. Shade Impulse - Chapter 2
  14. Shade Impulse - Chapter 3
  15. Shade Impulse - Chapter 4
  16. Distant Glory - Heroes
  17. Distant Glory - Villains
  18. Inward Chaos
Sours: https://dissidia.fandom.com/wiki/Story
DISSIDIA Final Fantasy NT - Story Mode Walkthrough - Part 1

Story  dissidia story mode  Mode

Story mode is the meat of Dissidia. This is where the main storyline goes. Each of the 10 chosen warriors has their own story to tell. But the stories of each individual character cross other characters stories as well. For example, Zidane interupts a fight between Squall, Ultimecia, and Garland. In Squall's story, it shows him just interupting the fight. In Zidane's story, he actually has to fight Garland.
There are four different story modes you have to go through. There is the Destiny Oddessy, Shade Impulse, Distant Glory, and Inward Chaos lines. You will begin with just the 10 Destiny stories, and have to unlock the rest. In this section, I will cover the entirety of the Story Mode of Dissidia.

Using this section

In the story mode, you will find not only the maps, but the bestiary as well. Each map has a set of numbers next to the game pieces. Below the map is the enemies in the order of those numbers. Let's give an example here.

Inward Chaos 5
1st timeB-3: Chemist Lore (Defeat all 5 battle pieces)
2nd time50 PP
Locked Areas-

DP Chancewin battle (DP+1)
Battle MapUltimecia's Castle (O)
HeadRoyal Crown
BodyRainbow Robes
AccessoriesStar Earring, Earring (x2), Far from Opponent (x3), HP = 1, Near Death, Phoenix Down

As you can see, this is a map of Inward Chaos 5. The icon with the 1 next to it is Ultimecia, whose stats show up first under the map. Basically, if you are looking for the stats of a certain map piece, find the number by it, and count down the enemies below the map until you find it.
There is a small table below the map, that gives you the information on the treasures found in the map as well. It will provide the grid location (B-3 in this case), as well as the treasure in the first and second run through.
Lastly there is a "Locked Areas" to show where there are blocks, and how to get passed them. There is none in this map, thus it is left blank.
Hopefully this will all be easy to understand and use. Feel free to email me if there is any problems. Otherwise, let's get to the heart of Dissidia shall we.


The first time you play Dissidia, you will go through the prologue. This is a basic tutorial of the game, and how it is played. Once you have completed it, it remains open for you to redo at any time. Unlike the other stories, completing it again does not yield anything new.


Destiny Oddessy

The Destiny Oddessy is the first set of story lines you get in Dissidia. Each of the 10 warriors of Cosmos have their own individual story to go through.
All of the stories are broken down into 5 maps the player must cross. Each character has their own special items and summons to obtain. In all cases, the final boss fight of their story is the villain of the game they are from. (Garland for Warrior of Light, Sephiroth for Cloud) But this does not mean that these are the only bosses they might face.
Each characters story also has a difficulty rating. For instance Cloud's story has a rating of 2 stars, where Terra has a rating of 5. Though most people would try to run Dissidia in the order of the titles, it is strongly suggested to follow the star ratings.
At the end of each story line, the same cut scene is shown. People have swamped me asking why this is so. It is because Destiny of Oddessy is not the end of the game. Once you complete any of the Destiny stories, you will unlock Shade Impulse. Shade Impulse is where the true end of the game lies.

Shade Impulse

Once you have completed any one of the Destiny Oddessy stories, you will unlock Shade Impulse. This is the final part of the main story. Though you can go through it right off the bat, It is strongly urged to go through all of the Destiny stories first. Once you have done so, get a character with levels above 40-45, before venturing in. This is a far more difficult section to get through.
Shade Impulse is divided into 4 parts with 5 maps each. (Shade Impulse 4 only has 2 maps). Once you complete Shade Impulse, you will unlock the Distant Glory stories.

Distant Glory

Distant Glory XI and XII are aquired after finishing Shade Impulse. Completing these two stories unlocks Shantotto and Gabranth as playable characters. They have a bit more difficulty that Shade Impulse, but not by much.


Inward Chaos

Once the other storylines have been completed, you will unlock Inward Chaos. This part really has nothing to do with the storyline. It is simply for the challenge of it. You will face level 100+ enemies at every turn, ending with a final battle against a level 110 Chaos boss fight. It is not easy to get through, even with a level 100 character. But it is worth the effort, and the gloating rights.

Sours: https://www.finalfantasykingdom.net/dissidiastory.php

Story dissidia

Dissidia Final Fantasy

ディシディア ファイナルファンタジー (Dishidia Fainaru Fantajī?)


Fighting, role playing game

For the original see Dissidia Final Fantasy (2008)

Dissidia Final Fantasy is a sub-franchise of fighting games in the Final Fantasy series. It is a crossover containing characters and locations from other games in the series, and having them fight against one another in a battle between two gods, originally between Cosmos and Chaos, and later between Spiritus and Materia.


  • Dissidia Final Fantasy (2008): The first title. Released on the PlayStation Portable, Dissidia Final Fantasy featured duel battles between two of twenty characters from the series in a three dimensional environment based on areas from the series. It features a campaign centered around the Warriors of Cosmos as they fight to defeat the Warriors of Chaos.
  • Dissidia 012 Final Fantasy: An expanded prequel to the original, also on PlayStation Portable, with similar but improved gameplay, as well as new characters introduced. It features eight new characters, a campaign serving as a prequel to the original, as well as the original campaign.
  • Dissidia Final Fantasy NT: A game developed by Team Ninja and released on arcades in Japan as Dissidia Final Fantasy, later ported to PlayStation 4 and released worldwide as Dissidia Final Fantasy NT. It features three-versus-three battles with a class system for characters, in which characters are either Vanguard, Assassin, Marksman or Specialist. Playable in offline play against AI or online multiplayer, it has additional characters added through updates. Its story is based around the gods Spiritus and Materia, though there is no campaign mode.
    • Dissidia Final Fantasy: Secretum -Himitsu-: A stageplay reading of a scene between several characters in Dissidia NT, it served as a tie-in to the game that foreshadowed the several new characters as possible future downloadable content.
  • Dissidia Final Fantasy Opera Omnia: A mobile game with a combat system more similar to a traditional JRPG, with a story based around an alternate conflict of the gods Spiritus and Materia.


True to its series's namesake, Dissidia focuses on the "heart of all conflict," and gathers the lead protagonists and antagonists throughout the mainline Final Fantasy series to emphasize the core themes that tie all of Final Fantasy together. In vein with the fighting game genre, players explore these themes individually while encouraged to play the rest of the cast to gain a full grasp of its world and story. The lead characters form different factions even within their alignment as various characters are destined to clash not only in battle, but in their motivations and perspectives.

The story of Dissidia is driven by a scenario of extreme conflict, a war between gods, and emphasizes Final Fantasy's themes of dualism as the clash is between a god of light and benevolence against a god of darkness and wickedness. In the initial game the conflict is simple, but later games expand and distort this alignment, showcasing what happened before the final war between Cosmos and Chaos. Dissidia NT goes onto further collusion as the goddess of science, Materia, and the god of magic, Spiritus, are the mixed remnants of both Cosmos and Chaos, and are forced to bring their warriors together in the face of an even greater threat.

The setting of a seemingly never ending divine war in a higher plane of existence draws inspiration from the religious and spiritual realms of the martial arts and draws a parallel to the Ashuras and Devas within Buddhist and Hindu cosmology, who infight as Ashuras hate and envy the comfortable yet indifferent Devas who live in a greater realm of bliss and godly responsibility. It is also believed within Buddhism that Ashuras are facsimiles for the mindset of those who live their lives as warriors and ambitious people, whose lives are destined for never ending conflict, while Devas represent the rich and the royalty who are free from worldly inconveniences, but all are also morally varied between being good or evil, and will at times come together to cooperate for various aims. While it is considered that the realm of men is the easiest form of reincarnation to achieve enlightenment, salvation is still considered for Ashuras and Devas who follow devotion to Dharma and virtues of good to use their power for the betterment of others.


[view · edit · purge]Dissidia is the plural form of discidium, alternatively spelled dissidium, meaning "discord, disagreement". It is related to the verb dissidere, "to disagree"; this and related terms have given rise to words in various languages with similarly intended meaning (e.g. English dissident, Italian dissidio, Portuguese dissidente).

Dissidia Final Fantasy series

Sours: https://finalfantasy.fandom.com/wiki/Dissidia_Final_Fantasy
Dissidia Storyline Compilation - Lightning's Story



We only got a few more months until its launch and I wanted to touch on a subject near and dear to FINAL FANTASY fans, myself included.

And that, is the story.

What is the story of DISSIDIA FINAL FANTASY NT? And who wrote it?

Well first on the story itself, we’re not going to spoil this story for you here… that would be the worst!! I mean who wants the story spoiled? For you fans out there, did anyone spoil the ending of FINAL FANTASY VII for you? Or FINAL FANTASY XV? Well, it happened to me on both games – and it was THE WORST DAY IN HIGH SCHOOL! On FFVII, it was my friends in high school who sped through the game in a few days and couldn’t hold back on telling me. BAH! I’m still salty!


But FFXV, I had to know the ending since I worked on the marketing for it. haha so maybe it’s not the same.

But my point is, it’s terrible when someone spoils the story of a FINAL FANTASY for you!

With great pleasure, I want to let you all know, that Mr. Kazushige Nojima is working on the story for DISSIDIA FINAL FANTASY NT. 

His track record is amazing, I mean come on. Look at this resume! We’re truly blessed to have Mr. Nojima overseeing the story for this project.

• FINAL FANTASY VII (1997) Story and event planner

• FINAL FANTASY VIII (1999) Scenario

• FINAL FANTASY X (2001) Scenario

• KINGDOM HEARTS (2002) Scenario

• FINAL FANTASY X-2 (2003) Scenario

• BEFORE CRISIS -FINAL FANTASY VII- (2004) Oversaw the scenario

• KINGDOM HEARTS CHAIN OF MEMORIES (2004) Oversaw the scenario


• KINGDOM HEARTS II (2005) Scenario


• FINAL FANTASY XIII (2009) Story Concept

• MOBIUS FINAL FANTASY (2015) Scenario

• FINAL FANTASY XV (2016) Scenario draft

I was lucky enough to interview him for the artbook featured in the Ultimate Collector’s Edition. I don’t want to spoil too much here, but I picked my favorite answer he gave, just to give you a taste of the full interview.


How difficult (or easy) is it to write a story that incorporates the entire legacy of FINAL FANTASY?

Each character has their own fans and they are all loved equally. Creating a story can be easy or it can be difficult, depending on how much one chooses to respond to that love. Of course, like I usually do, I challenged myself and took the difficult route with this story.


I don’t know about you, but incorporating and showing love to every FINAL FANTASY character sounds impossible, so we hope you not only get to experience what Mr. Nojima means by the “difficult route he took”, but also the full interview in the artbook – his other answers are pretty awesome. You probably didn’t even know there were interviews in the artbook, did you? 

The only place you can read the full interview is getting the artbook here!


And of course, you can experience the full story in DISSIDIA FINAL FANTASY NT on January 30th, 2018!

-Mat Kishimoto

Sours: https://square-enix-games.com/en_US/news/the-story-of-dissidia-final-fantasy-nt

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Dissidia Final Fantasy

2008 video game

This article is about the 2008 video game for the PlayStation Portable. For the 2015 arcade game of the same name, see Dissidia Final Fantasy NT.

2008 video game

Dissidia Final Fantasy[a] is a fighting game with action RPG elements developed and published by Square Enix for the PlayStation Portable as part of the campaign for the Final Fantasy series' 20th anniversary. It was released in Japan on December 18, 2008, in North America on August 25, 2009, in Australia on September 3, 2009, and in Europe on September 4, 2009. It was then re-released in Japan, based on the North American version, as Dissidia Final Fantasy: Universal Tuning, on November 1, 2009.

The game features characters from different Final Fantasy games and centers on a great conflict between Cosmos, the goddess of harmony, and Chaos, the god of discord. The two summon multiple warriors to fight for their sides in their thirteenth war. During the story, the player controls the ten warriors chosen by Cosmos, the protagonists from the first ten Final Fantasy games, in their journey. The game's English and international versions also give access to other features such an arcade mode.

Dissidia originated from Kingdom Hearts director Tetsuya Nomura's desire to create a spin-off for the franchise but then changed to the Final Fantasy series. Besides designing the characters, Nomura worked with the Square staff with the desire to make it appealing to Western players. Dissidia was well-received commercially and critically, with positive reviews and sales of over 1.8 million.[4] A follow-up titled Dissidia 012 Final Fantasy was released in March 2011 and features several new characters and gameplay features.


A fight from Dissidia Final Fantasyfeaturing Zidane Tribal and Sephiroth.

Dissidia Final Fantasy's genre has been described as "dramatic progressive action" and its graphics are in three dimensions. It has wireless one-on-one multiplayer and fights revolving around the use of individual special skills of characters to do damage to opponents. Players can also customize their characters with equipment.[5]

Character movement is fully functional within the three-dimensional field map. Characters are able to perform special maneuvers using the environment by pressing the Triangle button. Traps with a variety of ill effects can be found throughout the arena. Characters' equipment can be customized, and they can gain EXP and gil from battles.[6]

Similar to many fighting games, the aim is for the player to reduce their opponent's HP to zero. A character's offensive (and, to a lesser extent, defensive) power is shown in numerical form called BRV or "Bravery Points". Both characters start out with a set amount of BRV, and each must reduce their health to 0 by attacking them with a HP attack. Players can steal BRV from their opponent by attacking them with the basic "BRV attack" to add it to their own total and gain the upper hand. Players can then use the "HP attack" to cause direct damage to their opponent; HP damage is equal to the player's current amount of Bravery. However, once an HP attack is used, the character's own BRV is reduced to 0 and then slowly recovers to its starting amount. A character whose BRV total has been depleted (past 0 BRV and into the negatives) is forced into "Break mode", where, aside from not being able to cause HP and BRV damage (But being able to gain BRV), all attacks made against them cause critical damage and the opponent gets all of the BRV in the "Bravery Pool" (a number that can be seen at the bottom of the screen), massively boosting their BRV amount.[6]

One main feature of the combat system is the "EX Gauge", which can be filled in a variety of ways, such as inflicting damage on opponents, taking damage from opponents, and obtaining EX cores scattered around the field of play. Once the EX Gauge is filled, the character can enter their "EX Mode", significantly increasing their power and enabling new attacks, including the "EX Burst", an unavoidable and very damaging special attack similar to the Limit Break mechanic seen in many games in the series. The player on the offense charges up the attack by following the on-screen instructions, while the player on the defense can reduce the amount of damage taken by continuously pressing the circle button. Once the EX Burst is executed, EX Mode ends.[6]

In a gameplay mode exclusive to Western releases, the Arcade mode converts the game in a traditional fighting game, with all RPG elements removed and characters' abilities being stripped down to the basics to balance the playing field. Within the Arcade Mode, there are three tiers: Normal, Hard, and Time Attack; beating any tier of the Arcade mode will reward the player with PP (player points) and special items that can be used in story mode. All characters, including villains, are playable in Arcade mode; for example, Golbez, Sephiroth, Kuja, and Jecht are available for use in this mode from the start, but they still need to be bought via the PP Catalog for use in other modes.[7]


Setting and characters[edit]

The story revolves around two gods: Cosmos,[b] the goddess of harmony, and Chaos,[c] the god of discord. The game unites both protagonists and antagonists from installments of the main Final Fantasy series, their stories narrated by the first Final Fantasy game's Cid of the Lufaine. Other than the gods and their champions, the player also deals with crystal-like doppelgangers called Manikins. The game has an overarching storyline that requires playing through all of the characters to complete. The game contains twenty-two total playable characters: ten heroes and ten villains, one of each representing Final Fantasy through Final Fantasy X, and two secret characters: a heroine representing Final Fantasy XI, and a villain representing Final Fantasy XII. Initially, only the ten main heroes are playable in all gameplay modes; the ten main villains are playable in Arcade mode, but must still be unlocked for access in all other gameplay modes.

Story mode[edit]

The gods Cosmos and Chaos have been locked in eternal conflict with "World B", a mirror dimension to the realm of "World A" where the first Final Fantasy takes place, summoning several warriors from other worlds from the main series to battle in a never-ending cycle of death and rebirth until the balance is tipped in favor of Chaos.[8] As the war seems to be nearing its end, the ten warriors of Cosmos band together to strike back at Chaos's minions and restore balance. Having lost much of her power in the previous cycle, Cosmos gives her ten warriors—Warrior of Light, Firion, Onion Knight, Cecil, Bartz, Terra, Cloud, Squall, Zidane, and Tidus—the task of retrieving the ten crystals that will help them defeat Chaos.[9] They each set out on a journey called a "Destiny Odyssey", where their respective stories are told and interlink with one another.[10] During their travels the heroes encounter their villains, defeating them through epiphanies about themselves that help them obtain their crystals.

Following the "Destiny Odysseys" is the "Shade Impulse", where all ten warriors have their crystals but arrive too late to save Cosmos, who is killed by Chaos. The heroes begin to fade away but are saved by the power of the crystals, allowing them to use what time they have left to strike back against the villains and defeat Chaos.[11][12] In the end, the other warriors leave World A for their respective worlds, the Warrior of Light embarks on another adventure, setting up the events of the original Final Fantasy, and Cosmos revives to reign over World B.[13]

The game also features two other storylines with "Distant Glory", where Shanttoto and Gabranth are introduced to the player in two different areas where they are trapped and have to find a way out.[14][15] The other story mode, "Inward Chaos", serves as an alternate scenario in which Chaos has never been defeated and the player is guided by an entity known as Shinryu to defeat Chaos.[16]


Dissidia Final Fantasy was originally envisioned by creative producer Tetsuya Nomura as a Kingdom Hearts spin-off featuring a cast of Disney characters while the Square Enix staff were developing Kingdom Hearts II.[17] Nomura later felt uncomfortable with the Disney characters fighting each other and instead opted to use Final Fantasy characters, although the original idea eventually gave rise to the development of Kingdom Hearts 358/2 Days, with the game's multiplayer mode inspired by Dissidia's gameplay.[18] The game was made in commemoration of the franchise's 20th anniversary and despite being handled by young employees, Nomura noticed there was no pressure, having assisted them in the designing various areas from the gameplay.[19] The game was directed by Takeshi Arakawa whom Nomura noted that his experience in a previous Square Enix game, The World Ends With You, had a good effect in the game.[19] To have their desired way of fighting, the team chose the PlayStation Portable console. There were plans for online play but the console's capacities made them unable to add such a feature.[20] Developing the game took three years due with the battle system requiring two years and the RPG mode one.[17]

Deciding the Final Fantasy heroes was easy for the staff except for Terra Branford. While her game, Final Fantasy VI, features multiple characters that would fit the role of the main character, Terra was chosen in the end so that there would be a female fighter in Cosmos' side. For villains, they decided to include warriors who had a strong rivalry with the heroes rather than automatically choosing the games' final bosses. This resulted in the inclusion of non-final bosses such as Final Fantasy IV's Golbez, Final Fantasy IX's Kuja and Final Fantasy X's Jecht who were connected with their games' leads, Cecil Harvey, Zidane Tribal and Tidus, respectively. Shantotto from Final Fantasy XI was used based on her popularity, while Gabranth was used to represent Final Fantasy XII in Balthier's place as the latter had already been featured in Final Fantasy Tactics: War of the Lions and Square wanted his inclusion to surprise gamers. Other characters meant to have been featured were Final Fantasy IV's Kain Highwind and Final Fantasy XIII's Lightning.[19]

Nomura was responsible for the character designs, which changed much of the look and style of Yoshitaka Amano's illustrations.[21][22] Working in the Final Fantasy and Final Fantasy IX designs brought no difficulties since in for the former game, Nomura based his designs on Amano's illustrations while he had already been involved in handling his illustrations in the latter. On the other hand, Nomura had difficulties making Onion Knight as it ended being too cartoony and requested advice from Amano.[19] Nomura's own original illustrations were also redesigned for Dissidia; Nomura commented to the Japanese gaming magazine Famitsu that Tidus was designed to look younger than he was in Final Fantasy X to "match the design touch of the rest of the Dissidia" cast.[23]

On April 6, 2007, Square Enix filed for United States trademark registration of "Dissidia"; the mark's relation to Final Fantasy was omitted.[24] The title was connected with Final Fantasy when Square Enix introduced Dissidia Final Fantasy on May 8, 2007, with an official Japanese website.


The Dissidia Final Fantasy Original Soundtrack by Takeharu Ishimoto was released on December 24, 2008,[25] and is available in both regular and special editions, similar to the game itself. Most tracks are often remixes done by Ishimoto of past Final Fantasy music originally composed by Nobuo Uematsu.[1]

The main theme of the game is "The Messenger" by Your Favorite Enemies. The tracks "Cosmos" and "Chaos - Last Battle 1" are also performed by Your Favorite Enemies. "The Messenger" is the main theme song of the game, with lyrics from both "Cosmos" and "Chaos - Last Battle 1." "Cosmos" features female vocals, while "Chaos" is dominated by male vocals. In YFE's documentary on the conception of the songs for Dissidia, lyricist-vocalist Alex Foster admitted that the lyrics have no direct connection to themes of the game; rather, he left it up to the listeners to interpret the lyrics based on their thoughts and ideas.[26]

Track list

1."Dissidia" (opening from Dissidia Final Fantasy) 5:34
2."Prelude" (menu from Dissidia Final Fantasy)「プレリュード3:00
3."Dissidia" (menu from Dissidia Final Fantasy) 1:24
4."Keeping the Peace" (from Dissidia Final Fantasy)「守るべき秩序」2:26
5."Cosmos" (from Dissidia Final Fantasy) 6:09
6."Victory Fanfare" (Cosmos from Dissidia Final Fantasy)「勝利ファンファーレ1:13
7."Main Theme" (arrange from Final Fantasy I)「メインテーマ1:29
8."Battle" (arrange from Final Fantasy I)「戦闘シーン3:33
9."Dungeon" (arrange from Final Fantasy I)「ダンジョン2:27
10."Main Theme" (arrange from Final Fantasy II)「メインテーマ1:56
11."Battle Theme 1" (arrange from Final Fantasy II)「戦闘シーン13:44
12."Battle Theme 2" (arrange from Final Fantasy II)「戦闘シーン22:53
13."Warriors of Light" (from Dissidia Final Fantasy)「光の戦士達」0:35
14."Eternal Wind" (arrange from Final Fantasy III)「悠久の風2:23
15."Battle 2" (arrange from Final Fantasy III)「バトル23:02
16."This Is the Last Battle" (arrange from Final Fantasy III)「最後の死闘1:59
17."Battle Preparations" (from Dissidia Final Fantasy)「臨戦」1:48
18."Main Theme of Final Fantasy IV" (arrange from Final Fantasy IV)「ファイナルファンタジーIV メインテーマ2:40
19."Battle with the Four Fiends" (arrange from Final Fantasy IV)「ゴルベーザ四天王とのバトル3:12
20."Battle 2" (arrange from Final Fantasy IV)「バトル22:26
21."Victory Fanfare" (Chaos from Dissidia Final Fantasy)「勝利ファンファーレ1:20
22."Four Hearts" (arrange from Final Fantasy V)「4つの心1:50
23."Battle at the Big Bridge" (arrange from Final Fantasy V)「ビッグブリッヂの死闘2:29
24."Battle 1" (arrange from Final Fantasy V)「バトル11:15
25."At Presentiment's Edge" (from Dissidia Final Fantasy)「思惑の果て」3:12
26."Terra's Theme" (arrange from Final Fantasy VI)「ティナのテーマ1:06
27."The Decisive Battle" (arrange from Final Fantasy VI)「決戦1:57
28."Battle to the Death" (arrange from Final Fantasy VI)「死闘2:29
29."The Quickening" (from Dissidia Final Fantasy)「胎動」1:59
30."The Troops' Advance" (from Dissidia Final Fantasy)「進軍」2:34
1."Main Theme of Final Fantasy VII" (arrange from Final Fantasy VII)「F.F.VII メインテーマ2:21
2."One-Winged Angel" (orchestra version from Final Fantasy VII)「片翼の天使4:26
3."Fight On!" (arrange from Final Fantasy VII)「更に闘う者達3:07
4."A Brief Respite" (from Dissidia Final Fantasy)「一時の安息」0:54
5."Blue Fields" (arrange from Final Fantasy VIII) 2:15
6."Don't Be Afraid" (arrange from Final Fantasy VIII) 2:55
7."The Extreme" (original from Final Fantasy VIII) 4:19
8."Defeat" (Fanfare from "Dissidia Final Fantasy")「敗北ファンファーレ」0:51
9."Over the Hill" (arrange from Final Fantasy IX)「あの丘を越えて2:37
10."Battle 1" (arrange from Final Fantasy IX) 3:15
11."Battle 2" (original from Final Fantasy IX) 3:58
12."Mambo de Chocobo" (original from Final Fantasy V)「マンボ de チョコボ1:11
13."Movement in Green" (arrange from Final Fantasy X)「萌動2:10
14."Otherworld" (original from Final Fantasy X) 3:14
15."Battle Theme" (original from Final Fantasy X)「ノーマルバトル3:11
16."Victory Fanfare" (original from Final Fantasy V)「勝利のファンファーレ0:44
17."The Federation of Windurst" (original from Final Fantasy XI) 2:54
18."Battle in the Dungeon #2" (original from Final Fantasy XI) 1:32
19."Theme of the Empire" (original from Final Fantasy XII)「帝国のテーマ3:56
20."Boss Battle" (original from Final Fantasy XII) 3:25
21."Answer" (from Dissidia Final Fantasy) 1:53
22."Chaos" (Last Battle 1 from Dissidia Final Fantasy) 5:41
23."Final Fantasy" 2:13
24."Dissidia" (ending from Dissidia Final Fantasy) 8:41
25."The Messenger" (bonus track) 4:13

Release and merchandise[edit]

For the western localization, the Square Enix staff used analysis from their subsidiary companies in London and Los Angeles to readjust the game for Western audiences.[27] Director Takeshi Arakawa and producer Yoshinori Kitase announced that the release date for the western world would be August 25, 2009 (starting in North America), and that it will include a number of small changes, including re-adjustments in gameplay, new gameplay events, an arcade gameplay mode, a shortened tutorial, new moves for playable characters, and extra cutscenes featuring cameos from several other characters from the main characters' original games that do not appear in the Japanese version.[28] Arakawa referred to the Western version as a more action-based game than the original Japanese version which was more RPG-based.[17]

For the Dissidia Final Fantasy US release, Gamestop released the game with two additional covers for anyone who reserved it before it came out.[29] On August 24, 2009, it was announced that there would be an international version of the game. Named Dissidia Final Fantasy: Universal Tuning[d], this revision of the game would be a direct port of the North American version of the game, retaining all the extra features added, and was released in Japan on November 1, 2009. Both English and Japanese voices are available in battle, with the player deciding which language the characters will speak.[30]

SCEA later announced a Dissidia Final Fantasy-themed PSP bundle, which included a "Mystic Silver" PSP system, a copy of Dissidia Final Fantasy, a 2GB memory stick, and a copy of Final Fantasy VII: Advent Children. It was also released on August 25, 2009.[31]

Studio BentStuff published the Dissidia Final Fantasy Ultimania α as the initial reference guide for the game. Released on December 4, 2008, this book became part of the Ultimania series, which includes the Kingdom Hearts Ultimania α.[32]Suntory Ltd. also collaborated with Square Enix to create the "Dissidia Final Fantasy Potion" drinks which were released on December 9, 2008, in Japan to promote the game's release.

Square Enix released a line of Trading Arts figures in early 2009 with Series 1 containing Cloud Strife, Squall Leonhart, Zidane Tribal, Tidus, and the Warrior of Light.[33] A second series was later released featuring Sephiroth, Terra, Bartz, Firion, and Cecil.[34]




Dissidia sold well according to Takeshi Arakawa, despite concerns about piracy.[44] As of August 17, 2009, Dissidia Final Fantasy has sold 910,000 copies in Japan, making it the fourth best-selling game for the PSP in Japan.[45][46] It was the 12th best-selling game in Japan in 2008, selling 660,262 copies.[47] In the United States, Dissidia debuted as the 7th top-selling software of the August 2009 charts with 130,000 copies, despite only four days of availability.[48] Figures from the NPD Group list Dissidia Final Fantasy as the best-selling PSP game of 2009.[49]


Dissidia was well received by the Japanese gaming magazine Famitsu with individual scores of 9/9/10/8, earning the game a place in its "Best Picks of This Week" feature as well as its "Platinum Hall of Fame." The game's battle system was described as fast-paced and exhilarating, with simple controls capable of producing battles like those found in Final Fantasy VII: Advent Children, though it was noted that the action can become difficult to follow when things got hectic and that some of the more technical aspects of the game can be hard to grasp. The game was also praised for its story and cutscenes, with one reviewer noting that the history was "exacting".[37]

The game also enjoyed positive reviews by American critics. 1UP.com and GameSpot praised the fighting system and visuals, with the latter commenting on the mix of RPG and action gameplay. The story received mixed reactions, as GameSpot stated that it would only interest fans of the franchise, while 1UP.com enjoyed its references to previous games.[36][40] RandomNPC called the game "one of the few must-have games for the PSP."[50]Game Informer was critical, claiming the story and gameplay were too similar to past Final Fantasy titles and would turn off new players.[38]

In the Best of E3 2009, Dissidia was awarded "Best Fighting Game" by IGN.[51]Dissidia also received awards from Famitsu and in the Japan Game Awards 2008.[52][53] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[54]


Following the game's positive reception by gamers in Japan that surpassed Nomura's expectations, he already had in mind several new ideas for a sequel and wished to feature Kain in it.[19] Yoshinori Kitase stated that the fight between Cloud and Sephiroth from the film Advent Children was popular enough to make Japanese gamers do a remake of it for the crossover Dissidia Final Fantasy and expected Western fans to also emulate it.[55]

A follow up to Dissidia titled Dissidia 012 Final Fantasy was released in March 2011 for the PlayStation Portable. Since Dissidia had a concrete ending, the team decided to make the story a prequel.[56] Tetsuya Nomura stated that there would be no more Dissidia games following Dissidia 012 although the series may continue "in another form" since the team already believed they did enough with the fighting genre.[57] The main story of Dissidia also served as a basis for the 2012 rhythm gameTheatrhythm Final Fantasy for the Nintendo 3DS, which also uses multiple characters from the Final Fantasy series.[58] In 2013, Ichiro Hazama stated that he and much of the team intended to make a third Dissidia title, but did not mention possible platforms.[59] In February 2015 at Japan Amusement Expo (JAEPO), a gameplay teaser trailer was unveiled for a new game titled Dissidia Final Fantasy coming to arcades in Japan, later released for PlayStation 4 as Dissidia Final Fantasy NT. Unlike the previous Dissidia titles, this game features 3v3 combat, as well as adding new playable characters such as Y’shtola and Ramza Beoulve.[60]

See also[edit]


  1. ^Japanese: ディシディア ファイナルファンタジー, Hepburn: Dishidia Fainaru Fantajī
  2. ^コスモス, Kosumosu
  3. ^カオス, Kaosu
  4. ^ディシディア ファイナルファンタジー ユニバーサルチューニング
  1. ^ abTong, Sophia (July 15, 2009). "Dissidia: Final Fantasy Updated Hands-On". GameSpot. Archived from the original on December 27, 2012. Retrieved July 13, 2012.
  2. ^Khan, Jahanzeb (2009-07-08). "Dissidia Final Fantasy confirmed for Australia - Sony PSP Video Game News". PALGN. Archived from the original on 2009-07-13. Retrieved 2010-06-22.
  3. ^"Dissidia Final Fantasy (PSP)". Amazon.co.uk. 2009-07-16. Archived from the original on 2020-06-06. Retrieved 2009-08-10.
  4. ^"プレイステーション・ポータブル専用ソフト「DISSIDIA duodecim prologus FINAL FANTASY」配信開始のお知らせ". Square Enix. January 18, 2011. Archived from the original on March 9, 2012. Retrieved March 29, 2016.
  5. ^IGN Staff (2007-05-09). "Dissidia : Dissidia Battle System Revealed". IGN. News Corporation. Archived from the original on 2017-05-23. Retrieved 2007-05-16.
  6. ^ abcdEdwards, Matt (March 2, 2009). "PSP Dissidia: Final Fantasy Review". Eurogamer. Archived from the original on August 12, 2012. Retrieved June 30, 2012.
  7. ^"Dissidia Final Fantasy - Contestant Breakdown - Arcade Mode". RPGamer. Archived from the original on 2010-01-04. Retrieved 2010-06-22.
  8. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  9. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  10. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  11. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  12. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  13. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  14. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
  15. ^Square Enix (August 25, 2009). Dissidia: Final Fantasy (PlayStation Portable). Square Enix.
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  17. ^ abcJoe Martin (May 5, 2009). "Dissidia: Final Fantasy Interview". BitGamer. Archived from the original on June 27, 2012. Retrieved July 10, 2012.
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  23. ^Gifford, Kevin (2008-06-18). "New Final Fantasy: Dissidia Details". 1UP.com. IGN Entertainment. Archived from the original on October 8, 2012. Retrieved April 18, 2013.
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  54. ^Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 198. ISBN .
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  56. ^"Dissidia 012[duodecim]: Final Fantasy Director Discusses Fighting Game Mechanics". Siliconera. 2011-03-18. Archived from the original on 2012-07-17. Retrieved 2013-04-10.
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External links[edit]

Sours: https://en.wikipedia.org/wiki/Dissidia_Final_Fantasy

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