Every Pixel Perfect Review: FF DOT. – The Pixel Art of Final Fantasy –

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Kazuko Shibuya is one of the most influential artists in game design and an unsung hero of the ‘videogame’ aesthetic. She created and refined many of the visual elements that have come to define the look of JRPGs . Her artwork for Final Fantasy on the Famicom captured the perfect proportions for expressive and detailed, but uncluttered character design. The default character sprites for the Warriors of Light are timeless and continue to be riffed upon, referenced, parodied, and pastiched in and outside of videogames. Much like coins or ‘? Blocks’ or a HI SCORE leaderboard, Shibuya’s 16×24 pixel figures are cultural shorthand for not just adventure games of a certain vintage, but videogames as the world sees them.

It’s fitting then that for the 30th anniversary of Final Fantasy, Square Enix has released a 288-page love letter to Shibuya, the pixel artists of the 8- and 16-bit era of Final Fantasy, and to an art style that continues to shape pop culture.

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FF DOT. is absolutely a book that you can judge by it’s cover – minimalist, deliberate, clean, and a little bit whimsical. The content is exactly what you would expect. Blown up pixel art from Final Fantasy I, II, III, IV, V, and VI in chronological order with plain, often white or black, backgrounds to better highlight the sharp edges and bright colours of the art.

The NES/Famicom trilogy gets the most even representation across it’s three titles. Each section starts out with a detailed look at the playable characters sprites, often breaking down select sprites with both a grid to show the exact dimensions and a colour palette to show just how limited a colour range the artist had to work within. The character section for Final Fantasy III is predictably robust – being the first game in the series to have a job-change system a lot of real estate is taken up by showing off the dozens of different sprites created for each class. Having these character sprites from these three titles in such close proximity makes for a really interesting look at what changes were made to each class as the series progressed; I had never appreciated the subtle differences between Warrior(FFI), Firion(FFII), and Warrior(FFIII) until I compared their dedicated pages in FF DOT.

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WARNING: Book contains a lot of guys that look like this.

But Final Fantasy is more than just the Warriors of Light. Each game also has pages dedicated to enemy sprites, battle backgrounds, items, towns (often breaking them down tile by tile), menus, and bosses. The layout does an excellent job at emphasizing key battle sequences by featuring certain bosses in two-page spreads, sometimes with key dialogue helpfully presented in both Japanese and English. In fact an interesting thing to note is that while this is a Japanese import book, all text is presented not only in Japanese and English, but localized names are provided alongside the Romanized Japanese originals. It’s a nice touch that shows this book was made with love and care for an international audience. It’s also a startling reminder that while Sabin is a bit of a goofy name, it’s infinitely more believable than Mash.

Speaking of Final Fantasy VI, the SNES/Super Famicom era is where FF DOT. falls on it’s face a little. Let’s talk first about where it succeeds. First of all the quality of the art itself is incredible. Any Final Fantasy fan can tell you that, sure, but to see the Phantom Train, Neo Exdeath, and the Four Fiends given the full page treatment really shows of the skill and artistry that went into these games. Two pages are given to the opera scene; one page shows the perspective from the audience, while the other shows the view from onstage as well as Celes throwing her bouquet from atop the set. These story moments captured in time are where the 16-bit trilogy section truly excels.

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I love this layout so much. Someone had to sign off on this. This is brilliant.

Unfortunately the same care that went into meticulously presenting the character sprites of the 8-bit era seems to have been thrown out the window a bit for the 16-bit titles. Final Fantasy V, being the job-based game of this era, is the exception and ends up being represented exceptionally well. All five main characters get full spreads with all of their job-classes present (sans the jobs introduced in the GBA version). Much like the evolution of job design in the NES/Famicom games, comparing the minor differences in the way each FFV character interprets traditional jobs is a real treat – Bartz’ adherence to classic Final Fantasy style, Faris’ balance between masculine and feminine, and Krile’s upending of convention for the sake of cuteness. The casts of Final Fantasy IV and Final Fantasy VI however don’t get the same level of attention.

Throughout FF DOT. each major character is given a new idle sprite created by Kazuko Shibuya to reflect the evolution of her art. These new pieces are called the ‘2018 Version’ and they show up in each game’s character section to sort of show off what Shibuya’s interpretation of these characters might be today. They are a wonderful addition and wonderful way to show Shibuya’s passion for the series and the characters she helped to create. For whatever reason the character sections of Final Fantasy IV and Final Fantasy VI only show these 2018 reinterpretations. Some of the original sprites for these characters can be seen on other pages as parts of larger scenes but not all of them and often not in their standard idle battle pose. Relm, Strago, Rydia and Rosa are just a few examples of characters whose original battle sprites are nowhere to be seen. It’s a baffling decision especially considering I, II, III, and V all have sections dedicated to this very thing. An odd choice and the only thing that mars an otherwise brilliant collection of artwork. Luckily there are a couple extra sections that help make up for this oversight and really push FF DOT. into must-have territory.

The ‘2018 version’ treatment isn’t just limited to the two Nintendo trilogies – every main title in the series up to Final Fantasy XV gets a pixel art makeover. While this isn’t the first time all of these characters have been reinterpreted this way (Final Fantasy XV has pixel art versions of the main four cast members in-game, and Final Fantasy Record Keeper is a mobile game solely about presenting Final Fantasy characters from across the series in a retro style), it is the first time that Kazuko Shibuya has rendered many of them herself. Some entries in the series get more love than others (Kiros and Ward, really?) and there are some important characters left out of the action (XIV doesn’t have any representation beyond A Realm Reborn and even then, no Merlwyb!) but it makes for a fun look at an alternate dimension where the series never left the Super Nintendo. Ever.

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Things have uh… changed for the cast of XIV since then.

And the finale of FF DOT. is almost worth price of admission itself; a ten-page interview with Kazuko Shibuya herself. Accompanied by black and white photos of her and her workspace, it’s a charming and insightful interview that I implore people read if they have any interest in the early days of Square and pioneer women of the games industry. It’s the perfect way to end such a great tribute to her work and the work of everyone who helped make the iconic visuals of such a ubiquitous franchise.

FF DOT. is the kind of book that I wish there were more of. Publishers like Dark Horse and Udon do a great job of localizing beautiful artbooks for all kinds of games with amazing illustrations and they deserve tons of credit for doing so, but these books are often physically large and dense with the same kinds of content. They are ultimately treated like any other merch that lines the shelves of comic shops and Gamestops for a fan to put on their bookshelf with a dozen other books just like it. FF DOT. takes a decidedly different approach to appreciating videogame art; it curates and recontextualizes in-game assets to create a compelling and well-paced journey through a revolutionary movement of digital art.

I highly recommend FF DOT. for anyone with an interest in pixel art, the history of Final Fantasy, and granular visual studies of videogame art and aesthetic.

FF DOT. is available now on the Square Enix official online store for $43.99 USD + shipping, Amazon.com for $52.99 + shipping, or from Amazon.co.jp for 3,780 JPY + shipping. Amazon Japan worked out to be the best price for me.

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Timed Hits List Review: SQUARE ENIX JAZZ -FINAL FANTASY-

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The world of Final Fantasy arrange albums is as complex as the franchise itself; replete with nearly as many masterpieces-that-shouldn’t-be-missed as there are one-offs-that-you-could-probably-live-a-satisfying-life-never-experiencing. It’s not unreasonable for someone to see the dozens upon dozens of albums released in the past 20+ years and be intimidated enough to leave the whole darn thing alone. But for fans of Final Fantasy, fans of the music of Nobuo Uematsu and his successors, and those who are interested in videogame-adjacent music, there’s a lot to love if you’re willing to take the dive.

There’s no doubt that I’ll be covering many of these albums throughout the years but the first on the list is the most recent;

SQUARE ENIX JAZZ –FINAL FANTASY—

Released: November-22-2017

World-renowned jazz musicians, Eijiro Nakagawa and Ryu Kawamura have taken well-known tracks from nearly every game in the main series (sorry, fans of VII, XI, and XII) and infused them with the horns, swung rhythms, and improvised solos that make jazz what it is. But ‘jazz’ is a broad term and just slapping it onto some of the most memorable tunes in videogame history doesn’t necessarily mean instant success.

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Before we even dive into this music I have a bone to pick. The history of jazz album art is as nuanced and beautiful as the music itself. It’s a history of high-contrast photography, energetic shapes and colours, high-impact fonts – it is mid-century graphic design at it’s absolute best. Maybe it’s too much to ask but SQUARE ENIX JAZZ –FINAL FANTASY- has easily one of the dorkiest covers I’ve seen in a long time, regardless of genre. Nothing to hang on the wall, that’s for sure. It’s too bad because Square has produced some excellent, if conceptually abstract, album art over the years. The cover features Vivi playing a saxophone over a blue background with the album title in a decidedly unattractive font in the top let corner. It’s criminally uninteresting. Nothing about this cover lets the listener know what they’re in for beyond the idea that Final Fantasy and ‘jazz’ are involved. It doesn’t take too long to discover that this lack of specificity and direction encompasses the style of (or lack thereof) jazz we’re about to experience.

The music starts off with a bang. A high energy, latin-infused rendition of Final Fantasy XIII’s “Blinded By Light” kicks things off and sets the stage for what we can expect from a lot of the tracks on this album; technically fantastic solo sections book-ended by well-trodden melodies. “Eternal Wind” from Final Fantasy III heads toward the more relaxed end of the spectrum but the instruments used give it an unfortunately “spa-waiting room” feel that rears it’s ugly head several times throughout the album. It’s unfortunate because “Eternal Wind” is one of my favourite songs in the series and I always look forward to a new arrangement of anything from FFIII. Luckily the melody is as infectious as ever and the drums and piano add interesting texture in the latter portions.

“Searching for Friends” from the tragically underappreciated Final Fantasy V falls into a similar trap as “Eternal Wind”; it’s a competent enough piece with excellent solos but the instruments chosen and the lack of contrast throughout the piece keeps it in the realm of background music. Final Fantasy IV’s famous “Battle With the Four Fiends” is the first track that feels at home. The bass is featured more prominently and the guitar takes a backseat to the tight shots from the horns. Everything backs off during the solos and gives the whole piece room to breathe, which is important when you’re fighting Golbez’s four best. Despite being a stressful song to listen to because of the memories tied to these moments in-game, this feels like one of the most fully realized pieces of music on the album.

Probably the most recognizable melody from Final Fantasy II, “The Rebel Army” takes the jazzier ideas from Four Fiends and runs with them; this tune gets swung to hell — where it kills the ruler of that fell place and returns even more powerful than before. Just bass, horns, piano, drums and backphrasing that won’t quit, this is one of the few tracks that would sit comfortable on anyone’s regular jazz playlist. It’s a genuine treat.

Kawamura’s call-and-response thru-line in Final Fantasy V’s “Clash on the Big Bridge” makes it a standout. This song goes plenty of fun places, none of which are expected from this boss fight theme. It builds to a fantastic battle between the piano and the sounds of the Super Famicom that culminates in Gilgamesh “running away” at the end. It suits the theme song for Final Fantasy’s most loveable villain.

“Serah’s Theme” from XIII is by far the most relaxing piece of the album and serves as an excellent intermission. Just some excellent jazz piano, a few bars of featured bass, the drums having a hell of a time, and one of Masashi Hamauzu’s finest melodies. This is another highlight that is bound to satisfy even those unfamiliar with Final Fantasy. X’s Zanarkand is a bona fide earworm. It seems a tad out of place with it’s Spanish guitar and oboe but it’s nice enough on it’s own.

The first of the back-to-back Final Fantasy IX tracks is the completely bonkers “Not Alone”. The original sounded very much like something you’d hear from a busker at the quay. This arrangement pays homage to that sound briefly and then proceeds to go all over the place. It brings in some New Orleans sound but drops it too soon. This song captures the feeling of the album almost perfectly: a lot of different components indicative of jazz that get abandoned too quickly to contribute to a theme. “Melodies of Life” is a lovely version of IX’s ending theme but it feels completely out of place. It’s a lovely ballad that unfortunately only adds to the confusion of what this album was trying to achieve. Certainly worth listening to if you’re a fan of that piece, but sticks out like a sore thumb.

“Love Grows” from Final Fantasy VIII is a sitcom theme song with a solo section. And it’s kind of great. Just imagining the cast of FFVIII in front of a studio audience is enough to sell this song for me. I don’t even care.

The album concludes with the tried and true “Final Fantasy Main Theme”. The wonderful solos are bookended by a guitar line that feels like a slap in the face. Though I suppose without a real theme for this album why NOT throw a rock ballad in at the end?

If the album’s goal was to create a Final Fantasy tribute that featured elements of jazz then I suppose it succeeded. Unfortunately it feels far too often like ‘jazz’ just happened to be a common denominator as opposed to the ethos of the arrangement process. Very rarely does this album explore interesting territory and when it does you’re bound to get a jarring return to “waiting room” jazz far too soon. Still, the handful of excellent tracks are worth listening to regardless of your familiarity with the source material. A lack of a cohesive thesis is what keeps the album as a whole from rising above it’s novelty.