Software:Theatrhythm Final Fantasy
| Theatrhythm Final Fantasy | |
|---|---|
![]() European cover art | |
| Developer(s) | Square Enix 1st Production Department indieszero sAs |
| Publisher(s) | Square Enix |
| Director(s) | Masanobu Suzui |
| Producer(s) | Ichiro Hazama |
| Artist(s) | Atsuhiro Tsuchiya |
| Series | Final Fantasy Theatrhythm |
| Platform(s) | Nintendo 3DS, iOS |
| Release | 3DSiOS
|
| Genre(s) | Rhythm |
| Mode(s) | Single-player, multiplayer |
Theatrhythm Final Fantasy[lower-alpha 1] is a 2012 rhythm video game developed by indieszero and sAs and published by Square Enix for the Nintendo 3DS.[5][6] Based on the Final Fantasy video game franchise, the game involves using the touch screen in time to various pieces of music from the series.[7] An iOS version was released in December 2012. A sequel, Software:Theatrhythm Final Fantasy: Curtain Call, was released in 2014. A third game based on the Dragon Quest series, Theatrhythm Dragon Quest, was released in 2015. An arcade game, Theatrhythm Final Fantasy: All-Star Carnival, was released in 2016.[8] A second sequel, Theatrhythm Final Bar Line, was released on February 16, 2023, for Nintendo Switch and PlayStation 4.[9]
Gameplay

Theatrhythm Final Fantasy is a rhythm video game. Players take control of four Final Fantasy characters, and select a game from the first Final Fantasy to XIII. Each game has three stages: field, battle, and event. Each stage features different game mechanics than the others; once a stage is completed, the characters level up. The difficulty level can be changed in order to make it appealing to "beginners and rhythm masters alike". Throughout the game, players can unlock music and movie scenes.[10] The gameplay requires players to tap on the screen in correct spots to the beat of the music playing.[11] Within the main game section "Series Mode", there are 3 unique stage styles: Field (Overworld) Music, Battle Music, and Event (Dramatic) Music, as well as the option to play through the opening and ending themes.
- The Opening and Ending Theme segments involve simply tapping the screen in time with music notes as they move into the center of a crystal on screen.
- Field Music Sequences (FMS) are a side-scrolling rhythm game, as the screen moves from right-to-left, and a player must either tap a note, slide the stylus in a direction, or hold the stylus down while following a waving line on the touch screen. The object is to reach the end of the stage before the music ends, where another character is waiting to give the player an item. Playing well causes the character to speed up, while missing will cause the character to fall down. There is an opportunity to ride a chocobo in each level for a speed boost.
- Battle Music Sequences (BMS) are mock-battles, with the player tapping notes correctly to do damage to the enemies onscreen. The objective is to kill all the enemies and eventually a boss character during the duration of the song. The notes come in from left-to-right. In this mode, the players must tap a note, swipe the stylus in a direction, or hold the stylus down for a long note. Good timing causes character attacks to be more powerful and can also trigger special abilities. The player has the opportunity to perform one summon attack each battle.
- Event Music Sequences (EMS) includes a set of cutscenes from the Final Fantasy game of choice, and will play the scene onscreen in the background. Controls are similar to the Field sections, albeit players now follow the cursor as it moves around the screen. Clearing silver and gold sections extends the level's song. Characters' stats and abilities other than Hit Points do not affect these stages
There is also a "Challenge Mode" that allows the player to choose the Battle, Overworld, or Dramatic music from a Final Fantasy game that they have cleared the normal difficulty of in Series Mode. The player then plays these one stage at a time, instead of in succession as in Series Mode. If an A rank or better is received on a song, a higher difficulty is unlocked. Unlocking a higher difficulty for all three songs from a Final Fantasy Game will unlock that difficulty in Series Mode. Within Challenge Mode, there is also a "no fail" practice option for each stage.
Lastly for the music section of the game, there is a "Chaos Shrine" mode. There are a total of 99 levels, with two stages per level - a field music followed by a battle music. For each level, there are three possible bosses, with each boss dropping three items for a total of nine potential item drops per level. These items are usually rarer items or crystals needed to unlock additional characters. If one scores high enough in the first field music stage, a sign will appear indicating they will go to "Boss 2 or 3", who will have better item drops. These levels have a difficulty level between the 2nd and 3rd levels from Challenge Mode. Additionally, Chaos Shrine contains songs from Final Fantasy games not featured in other areas of the game (for example, Mambo de Chocobo). The game also features downloadable content, allowing players to purchase new songs and stages from the Nintendo eShop.[12]
Plot
The game follows the events of the gods Chaos and Cosmos, a similar plot to Dissidia Final Fantasy for the PlayStation Portable. The space between the two is called Rhythm, which gives birth to a crystal that controls music. Chaos causes the crystal to become disrupted, and the only way to return it to normal is to increase a music wave known as "Rhythmia" (known as "Rhythpo" in the Japanese version).[13] As such, various characters from the Final Fantasy universe are brought together in order to harness the power of Rhythmia.[14]
Development and release
Theatrhythm Final Fantasy was proposed by Square Enix's Ichiro Hazama after working in the film Final Fantasy VII: Advent Children. It was originally envisioned for the Nintendo DS but development faced difficulties due to the console's limitations. Upon seeing the Nintendo 3DS, Hazama once again gave his idea to his superior Tetsuya Nomura, which resulted in the production for the game on the Nintendo 3DS.[15] While the work title in the proposal file was Final Fantasy in Music, the current title, Theatrhythm, was suggested by Nomura.[16] Development was split between independent developers indieszero and Tokyo-based developer sAs.[15][17]
For the music selection, the Square Enix staff made a music survey during development of Dissidia Final Fantasy although most of the chosen songs were from Final Fantasy VII. All the songs were included in their original versions with the exception of the "Gurugu Volcano" from the first Final Fantasy which is based on the PlayStation release since the original version was shorter.[18] The idea of using the gods Chaos and Cosmos from Dissidia was proposed by Nomura as both Hazama and he had worked in such game and wanted to continue using them.[19]
The trademark "Theatrhythm" was filed near the end of E3 2011 by Square Enix.[20] Theatrhythm Final Fantasy was officially announced for release exclusively on the Nintendo 3DS handheld game console in the Japanese manga anthology Weekly Shōnen Jump.[21] The game was originally announced for release only in Japan.[5] Square Enix Japan created an official website to promote the game.[22] Rumours came up that Theatrhythm Final Fantasy would be developed by Jupiter,[7] but was later confirmed on the official website that it would be developed by Indieszero.[22] The character and monster designs are designed by MonsterOctopus, who also designed the Kingdom Hearts avatars found in Kingdom Hearts Mobile and Re:Coded.[23]
Reception
| Reception (Nintendo 3DS) | ||||||||||||||||||||||||||||||
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According to Metacritic, the Nintendo 3DS version of Theatrhythm Final Fantasy received a "generally favorable".[24] Theatrhythm tapped into the extensive legacy of Final Fantasy music, which had a history of twenty-five years,[35][31] and some critics wondered the long wait for a Final Fantasy music game.[34][36] The fusion of rhythm gameplay and role-playing elements was found to be interesting and nostalgic,[37][25] though the role-playing sector has limited impact on the actual enjoyment.[38][28] Reviews recommended Theatrhythm Final Fantasy for Fantasy Fantasy fans seeking a nostalgia trip through the series.[26][30]
Curtain Call's core rhythm gameplay was applauded by critics for its touching gameplay,[33][29] with GameTrailers called it a feeling of "playing conductor".[30] Commenters also believe the stages were paired with the original atmosphere,[35] noting FMS and BMS reflected planted and exciting moods respectively,[34][25] while EMS evoked a reminiscence.[25] The game's difficulty level was praised for its wide range,[34][31] being accessible for beginners but hard to master.[33][29] Nonetheless, Slant found the game for a lack of polish,[34] and NWR found its occasional issues and suggested the addition of button control.[33]
Some reviews considered the fusion of role-playing elements as an innovation that touched on nostalgia,[37][25] but some reviews also found it not well-rounded as it hardly affected gameplay.[39][35][31] Although agreed that the role-playing machines may had been helpful for completing difficult songs,[36][37] but they felt the four-person party a "visual aid" for providing the "illusion of success":[29] players could rely on their rhythm skills, rendering the character leveling and party arrangement aspects less impactful.[30][31]
The game's opening was boring, which was compared to dull beginnings of role-playing games by IGN, but the later-unlocked Chaos Shrine was interesting.[31][37] Reviews lauded for its challenging and unlockable elements.[38][29] Polygon commented that defeating Shrine bosses would cost skilled music gamers a considerable time,[39] while Edge described the challenge of "slowly unlocking harder, more obscure songs in the Chaos Shrine" as "the game's real challenge".[25] The story was criticized for its weakness, but they did not count it as an issue for a rhythm game.[30][40] Multiplayer features, including WiFi and StreetPass, received positive reviews,[29][26] but GameSpot hoped there would have been an online function.[29]
Commentators highlighted the game's track library as an impressive collection, praised the 70 songs that covered a wide range of styles,[33][36] which ranged from 8-bit sounds in early games to orchestral arrangements in Final Fantasy XIII.[30][29][28] Anime News Network commented that, it was not perfect but covered most of popular songs.[41][39] and Polygon felt the lack of XIV was due to its negative reception.[39] Giant Bomb found the DLC tracks to be worth purchasing but criticized the lack of a preview feature.[36]
The humor elements—chibi-style characters,[28][31] and the funny character dialogues like "At last, we tremble mythically for an idiot!"[36][35]—were praised by commenters for adding "playful" and "colorful".[39] Reviews found the EMS background cinematics nostalgic,[34][33] while IGN found complaints on the repetitive FMS backgrounds.[31]
iOS version
| Reception (iOS) | ||||||||||||||||||||||
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The iOS version received "average" reviews, according to the review aggregation website Metacritic.[48] Reviews expressed that songs are expensive,[46][42] but thought it suited players who enjoy rhythm games or Final Fantasy and did not care about the cost.[42][44][47]
The iOS version followed the 3DS version's rhythm gameplay,[44] and the tapping control, from 3DS stylus to iOS finger, was considered great by reviews.[42][45] Due to iOS devices' capabilities, the version had better graphics quality with a smoother experience,[43] but SlideToPlay criticized its "continuous" running problems.[46] Reviewers found the introduced modes of Quest Medley and Compose Scores to be interesting. However, PocketGamer commented that the first mode worked well if players bought music to expand library, while IGN stated the latter one did not provide potential freedom to allow players to make a "Theatrhythm Zelda".[45][42][43]
Sales
In the first week of release in Japan, sales of just shy of 70,000 were reported,[49] despite Famitsu giving the 3DS version a score of one 10, two 9, and one 8 for a total of 36 out of 40.[27] Within one month, by March 2012, said handheld version had sold 112,344 copies in Japan.[50] As of February 2013, said version sold 163,098 units in Japan.[51]
In February 2012, Nobuo Uematsu, longtime Final Fantasy composer, played the 3DS version of Theatrhythm Final Fantasy and expressed satisfaction, stating that "as I remembered various things from the past 20 years, I was reduced to tears. FF music fans should definitely play it. Won't you cry with me?"[52]
Sequels
A sequel, Theatrhythm Final Fantasy: Curtain Call, was released for the Nintendo 3DS on April 24, 2014, in Japan, and in September for North America, Australia and Europe.[53] The game features 221 songs and a new versus battle mode.[54] An arcade-based entry in the series, Theatrhythm Final Fantasy: All-Star Carnival, was released in 2016.[8] A second sequel, Theatrhythm Final Bar Line, was released on February 16, 2023, for Nintendo Switch and PlayStation 4. Final Bar Line includes 385 songs from various Final Fantasy main soundtracks and arrangement albums. DLC is planned to add a further 90 songs from additional Square Enix franchises including NieR, The World Ends With You, Chrono Trigger and more.[9]
Notes
References
- ↑ Spencer (April 5, 2012). "Theatrhythm Final Fantasy Taps Into Stores On July 3". Siliconera. http://www.siliconera.com/2012/04/05/theatrhythm-final-fantasy-taps-into-stores-on-july-3/.
- ↑ Fletcher, JC (November 16, 2011). "Theatrhythm: Final Fantasy dated, overpriced in Japan". Engadget (Joystiq). https://www.engadget.com/2011/11/16/theatrhythm-final-fantasy-dated-overpriced-in-japan/.
- ↑ rawmeatcowboy (April 5, 2012). "Europe: A pair of Square-Enix release dates". GoNintendo. http://www.gonintendo.com/stories/187554-europe-a-pair-of-square-enix-release-dates.
- ↑ "THEATRHYTHM FINAL FANTASY". iTunes. https://itunes.apple.com/app/theatrhythm-final-fantasy/id572828338.
- ↑ 5.0 5.1 Kohler, Chris (July 6, 2011). "Final Fantasy on 3DS Is a...Music Game?!". Wired. https://www.wired.com/2011/07/theatrhythm-final-fantasy/. Retrieved May 3, 2017.
- ↑ Kohler, Chris (July 11, 2011). "Square Enix Reveals Theatrhythm Final Fantasy Developer". Wired. https://www.wired.com/2011/07/theatrhythm-final-fantasy-developer/. Retrieved May 3, 2017.
- ↑ 7.0 7.1 George, Richard (July 6, 2011). "Final Fantasy's Rhythm Hits 3DS". http://www.ign.com/articles/2011/07/06/final-fantasys-rhythm-hits-3ds.
- ↑ 8.0 8.1 "Theatrhythm Final Fantasy: All-Star Carnival gets a teaser site". February 12, 2016. https://www.destructoid.com/theatrhythm-final-fantasy-all-star-carnival-gets-a-teaser-site-340958.phtml.
- ↑ 9.0 9.1 "Theatrhythm Final Bar Line announced for Switch and PS4" (in en-gb). Eurogamer.net. September 13, 2022. https://www.eurogamer.net/theatrhythm-final-bar-line-announced-for-switch-and-ps4.
- ↑ Gantayat, Anoop (July 7, 2011). "Form a Party of Four in Theatrhythm Final Fantasy". Andriasang. http://www.andriasang.com/e/blog/2011/07/11/theatrhythm_ff_details.
- ↑ Watts, Steve (July 6, 2011). "Final Fantasy 3DS rhythm game "Theatrhythm" announced". Shacknews. http://www.shacknews.com/article/69169/final-fantasy-3ds-rhythm-theatrhythm.
- ↑ Phillips, Tom (July 3, 2012). "Final Fantasy Theatrhythm [sic DLC on 3DS eShop this week"]. http://www.eurogamer.net/articles/2012-07-03-final-fantasy-theatrhythm-dlc-on-3ds-eshop-this-week.
- ↑ Gantayat, Anoop (July 11, 2011). "Theatrhythm Final Fantasy's Prologue". Andriasang. http://www.andriasang.com/e/blog/2011/07/11/theatrhythm_prologue/.
- ↑ Davison, Pete (July 11, 2011). "First Theatrhythm Final Fantasy Details Emerge". GamePro. http://www.gamepro.com/article/news/221017/first-theatrhythm-final-fantasy-details-emerge/. Retrieved May 3, 2017.
- ↑ 15.0 15.1 Gantayat, Anoop (February 13, 2012). "Iwata Asks Many Questions About Theatrhythm Final Fantasy". Andriasang. http://andriasang.com/comzxy/iwata_asks_theatrhythm/.
- ↑ Suzui, Masanobu (January 25, 2023). "Error: no
|title=specified when using {{Cite web}}" (in ja). https://www.jp.square-enix.com/t_fbl/news/2023/016415.html. - ↑ admin. "シアトリズム ファイナルファンタジー | エス・エー・エス株式会社" (in ja). https://www.sas-tokyo.co.jp/archives/3780.
- ↑ Gantayat, Anoop (February 15, 2012). "Team Theatrhythm Final Fantasy on DLC, Frame Rates and Romancing Saga". Andriasang. http://andriasang.com/comzyt/theatrhythm_interview/.
- ↑ Spencer (July 2, 2012). "How A Final Fantasy Versus XIII Song Got Into Theatrhythm And Other Questions". Siliconera. http://www.siliconera.com/2012/07/02/how-a-versus-xiii-song-got-into-theatrhythm-final-fantasy-and-other-questions/.
- ↑ Spencer (June 17, 2011). "Square Enix Hasn't Said Anything About Theatrhythm... Yet". Siliconera. http://www.siliconera.com/2011/06/17/square-enix-hasnt-said-anything-about-theatrhythm-yet/.
- ↑ Spencer (July 5, 2011). "Theatrhythm Final Fantasy Is Beatmania Meets Final Fantasy". Siliconera. http://www.siliconera.com/2011/07/05/theatrhythm-final-fantasy-is-beatmania-meets-final-fantasy/.
- ↑ 22.0 22.1 Gantayat, Anoop (July 11, 2011). "Sample the Beats of Theatrhythm Final Fantasy". Andriasang. http://www.andriasang.com/e/blog/2011/07/11/theatrhythm_ff_site/.
- ↑ Gantayat, Anoop (July 11, 2011). "Theatrhythm Final Fantasy Character Designs From Kingdom Hearts Avatar Designer". Andriasang. http://www.andriasang.com/e/blog/2011/07/11/theatrhythm_character_designs/.
- ↑ 24.0 24.1 24.2 "Theatrhythm Final Fantasy for 3DS Reviews". CBS Interactive. https://www.metacritic.com/game/theatrhythm-final-fantasy/critic-reviews/?platform=3ds.
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Edge staff (July 16, 2012). "Theatrhythm Final Fantasy review (3DS)". Edge. http://www.edge-online.com/reviews/theatrhythm-final-fantasy-review.
- ↑ 26.0 26.1 26.2 Parkin, Simon (July 4, 2012). "Theatrhythm: Final Fantasy Review (3DS)". http://www.eurogamer.net/articles/2012-07-04-theatrhythm-final-fantasy-review.
- ↑ 27.0 27.1 Romano, Sal (February 7, 2012). "Famitsu Review Scores: Issue 1210". Gematsu. http://gematsu.com/2012/02/famitsu-review-scores-issue-1210.
- ↑ 28.0 28.1 28.2 28.3 Turi, Tim (June 28, 2012). "Theatrhythm Final Fantasy (3DS): Solid Rhythm Gameplay Meets A Legendary Tracklist". Game Informer. https://www.gameinformer.com/games/theatrhythm_final_fantasy/b/3ds/archive/2012/06/28/solid-rhythm-gameplay-meets-a-legendary-tracklist.aspx. Retrieved July 7, 2012.
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 Walton, Mark (June 29, 2012). "Theatrhythm [Final Fantasy Review"]. https://www.gamespot.com/reviews/theatrythm-review/1900-6384907/.
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 "Theatrhythm Final Fantasy Review (3DS)". GameTrailers. July 3, 2012. http://www.gametrailers.com/reviews/c804j6/theatrhythm-final-fantasy-review.
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 Drake, Audrey (June 28, 2012). "Theatrhythm Final Fantasy Review (3DS)". http://www.ign.com/articles/2012/06/28/theatrhythm-final-fantasy-review.
- ↑ "Theatrhythm Final Fantasy". Nintendo Power 280: 80. July 2012.
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 "Theatrhythm Final Fantasy review". https://www.nintendoworldreport.com/review/30125/theatrhythm-final-fantasy-nintendo-3ds.
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 Lechevallier, Mike (July 3, 2012). "Theatrhythm Final Fantasy (3DS)". Slant Magazine. http://www.slantmagazine.com/games/review/theatrhythm-final-fantasy. Retrieved May 4, 2017.
- ↑ 35.0 35.1 35.2 35.3 Fletcher, JC (July 2, 2012). "Theatrhythm Final Fantasy review: More fun to play than to say (3DS)". Engadget (Joystiq). https://www.engadget.com/2012/07/02/theatrhythm-final-fantasy-review-more-fun-to-play-than-to-say/.
- ↑ 36.0 36.1 36.2 36.3 36.4 Shoemaker, Brad (July 5, 2012). "Theatrhythm Final Fantasy Review (3DS)". Giant Bomb. https://www.giantbomb.com/reviews/theatrhythm-final-fantasy-review/1900-506/.
- ↑ 37.0 37.1 37.2 37.3 Patterson, Eric (July 3, 2012). "EGM Review: Theatrhythm Final Fantasy (3DS)". EGMNow. http://www.egmnow.com/articles/reviews/egm-review-theatrhythm-final-fantasy/. Retrieved May 4, 2017.
- ↑ 38.0 38.1 Reynolds, Matthew (June 29, 2012). "Theatrhythm Final Fantasy review (3DS): A must for Final Fantasy fans". http://www.digitalspy.com/gaming/final-fantasy/review/a390588/theatrhythm-final-fantasy-review-3ds-a-must-for-final-fantasy-fans/.
- ↑ 39.0 39.1 39.2 39.3 39.4 Kollar, Philip (July 2, 2012). "Theatrhythm Final Fantasy review: never-ending melody (3DS)". https://www.polygon.com/2012/11/14/3591466/theatrhythm-final-fantasy-review-never-ending-melody.
- ↑ Bischoff, Daniel R. (July 5, 2012). "Theatrhythm Final Fantasy Review (3DS)". Game Revolution. http://www.gamerevolution.com/review/theatrhythm-final-fantasy.
- ↑ Riley, Dave (July 10, 2012). "Theatrhythm Final Fantasy (3DS)". Anime News Network. http://www.animenewsnetwork.com/review/game/nintendo-3ds/theatrhythm-final-fantasy.
- ↑ 42.0 42.1 42.2 42.3 42.4 Drake, Audrey (December 19, 2012). "Theatrhythm Final Fantasy iOS Review". http://www.ign.com/articles/2012/12/19/theatrhythm-final-fantasy-ios-review.
- ↑ 43.0 43.1 43.2 Ford, Eric (December 19, 2012). "'Theatrhythm Final Fantasy' Review – A Somewhat Improved Trip Through Music Nostalgia". https://toucharcade.com/2012/12/19/theatrhythm-final-fantasy-review/.
- ↑ 44.0 44.1 44.2 Nichols, Scott (December 18, 2012). "Mobile review round-up: 'Theatrhythm Final Fantasy', 'The Chase', more". http://www.digitalspy.com/gaming/review/a445854/mobile-review-round-up-theatrhythm-final-fantasy-the-chase-more/.
- ↑ 45.0 45.1 45.2 Diener, Matthew (2012-12-19). "Theatrhythm Final Fantasy" (in en). https://www.pocketgamer.com/theatrhythm-final-fantasy/theatrhythm-final-fantasy-review/.
- ↑ 46.0 46.1 46.2 Oxford, Nadia (2012-12-13). "Theatrhythm Final Fantasy Review at Slide To Play". http://www.slidetoplay.com/story/theatrhythm-final-fantasy-review.
- ↑ 47.0 47.1 Nesvadba, Andrew (2014-12-14). "THEATRHYTHM FINAL FANTASY Review" (in en). https://www.appspy.com/review/5380/theatrhythm-final-fantasy-review.
- ↑ "Theatrhythm Final Fantasy for iPhone/iPad Reviews". CBS Interactive. https://www.metacritic.com/game/theatrhythm-final-fantasy/critic-reviews/?platform=ios-iphoneipad.
- ↑ Gantayat, Anoop (February 24, 2012). "Theatrhythm Final Fantasy Sees 90% Sell Through". Andriasang. http://andriasang.com/con035/theatrhythm_sell_through.
- ↑ Ishaan (March 14, 2012). "This Week In Sales: The Debut Of Hatsune Miku and Future Stars: Project Mirai". Siliconera. http://www.siliconera.com/2012/03/14/this-week-in-sales-the-debut-of-hatsune-miku-and-future-stars-project-mirai/.
- ↑ "Game Search (Square Enix)". Garaph (based on Famitsu data). February 4, 2013. http://garaph.info/gamesearch.php?publisher=Square%20Enix&opt=0.
- ↑ Gantayat, Anoop (February 15, 2012). "Theatrhythm Final Fantasy Gets Nobuo Uematsu's Endorsement". Andriasang. http://andriasang.com/comzyz/uematsu_theatrhythm/.
- ↑ Schreier, Jason (April 22, 2014). "We're Getting the Sequel to Theatrhythm Final Fantasy". http://www.kotaku.co.uk/2014/04/22/getting-sequel-theatrhythm-final-fantasy.
- ↑ "Theatrhythm Final Fantasy Curtain Call 3DS Game Coming in 2014". Anime News Network. September 10, 2013. http://www.animenewsnetwork.com/news/2013-09-10/theatrhythm-final-fantasy-curtain-call-3ds-game-coming-in-2014.
External links
- Official website (North America)
- Official website (Europe)
- Short description: Video game database
Logo since March 2014 | |
Screenshot ![]() Frontpage as of April 2012[update] | |
Type of site | Gaming |
|---|---|
| Available in | English |
| Owner | Atari SA |
| Website | mobygames |
| Commercial | Yes |
| Registration | Optional |
| Launched | January 30, 1999 |
| Current status | Online |
MobyGames is a commercial website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes nearly 300,000 games for hundreds of platforms.[1] The site is supported by banner ads and a small number of people paying to become patrons.[2] Founded in 1999, ownership of the site has changed hands several times. It is currently owned by Atari SA.
Content
The database began with games for IBM PC compatibles. After two years, consoles such as the PlayStation, were added. Older console systems were added later. Support for arcade video games was added in January 2014 and mainframe computer games in June 2017.[3]
Edits and submissions go through a leisurely verification process by volunteer "approvers". The approval process can range from immediate (minutes) to gradual (days or months).[4] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copyediting.[5]
Registered users can rate and review any video game. Users can create private or public "have" and "want" lists which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own subforum.
History

MobyGames was founded on March 1, 1999 by Jim Leonard and Brian Hirt, then joined by David Berk 18 months later, three friends since high school.[6] Leonard had the idea of sharing information about computer games with a larger audience.
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[7] This was announced to the community post factum and a few major contributors left, refusing to do volunteer work for a commercial website.
On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San-Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[8] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel.[9]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[10] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[11][12]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ "MobyGames Stats". https://www.mobygames.com/moby_stats.
- ↑ "MobyGames Patrons". http://www.mobygames.com/info/patrons.
- ↑ "New(ish!) on MobyGames – the Mainframe platform.". Blue Flame Labs. 18 June 2017. http://www.mobygames.com/forums/dga,2/dgb,3/dgm,237200/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. http://www.gamasutra.com/view/news/32856/Report_MobyGames_Acquired_By_GameFly_Media.php.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. http://www.gamasutra.com/view/news/207882/Game_dev_database_MobyGames_getting_some_TLC_under_new_owner.php.
- ↑ "Atari invests in Anstream, may buy MobyGames". https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site’s Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
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