Final Fantasy IV (2007 video game)
A 3D remake of Final Fantasy IV with new augments and higher difficulty.
Final Fantasy IV is a role-playing video game released in 2007, developed by Matrix Software and published by Square Enix for the Nintendo DS. It is a remake of the original Final Fantasy IV, initially released as Final Fantasy II in North America on the SNES. The game launched as part of the Final Fantasy series' 20th anniversary celebrations, debuting in Japan on December 20, 2007, followed by North America on July 22, 2008, and Europe on September 5.
Matrix Software, the team behind the 3D remake of Final Fantasy III, handled development, with supervision from original staff: Takashi Tokita served as executive producer and director, Tomoya Asano as producer, and the battle system was handled by Matrix Software. Cutscenes were produced by Visual Works. Critics and fans received the game warmly, praising its faithfulness to the original while expanding gameplay and story elements.
Later ports arrived on iOS in 2012, Android in 2013, and Windows via Steam in 2014 for Western markets and 2020 in Japan, with further updates. This version was released on GOG.com on January 29, 2026. These ports added a 'Normal' difficulty option while retaining the original difficulty as a higher setting.
**Gameplay**
The game retains the turn-based Active Time Battle System from the original SNES release. Like the Final Fantasy III DS remake, stylus controls are limited and optional, preserving traditional input while allowing touch-screen use. A new "Augment System" (called the "Decant Ability System" in Japan) lets players transfer certain character-only abilities to other characters who lacked them in earlier versions. Up to three abilities can be given to temporary party members; when they leave, they yield abilities based on how many they received. Other abilities are found scattered across the world or unlocked after story events. This system also allows command menu customization: all battle commands except "Items" can be replaced with augments, including individual spells like "Curaga" added directly to a character's list instead of through a sub-menu. The Augment System replaced the feature from Final Fantasy IV Advance where temporary characters became playable again later, as developers felt that changed the game too much.
Exclusive enhancements include minigames, which use stylus-only controls.
Quick Facts
- Title
- Final Fantasy IV
- Developer
- Matrix Software
- Publisher
- Square Enix
- Producer
- Tomoya Asano
- Director
- Takashi Tokita
- Designer
- Takashi Tokita / Hiroyuki Ito
- Artist
- Akira Oguro
- Composer
- Junya Nakano / Kenichiro Fukui
- Series
- Final Fantasy
- Genre
- Role-playing
- Modes
- Single-player, multiplayer
- Platforms
- Nintendo DS, iOS, Android, Windows
Facts from the source article.
Lore & Background
The remake was pitched to original director Takashi Tokita by producer Tomoya Asano after the Final Fantasy III DS remake concluded. Tokita was initially concerned about remaking the game after the Game Boy Advance release but was impressed by the III remake and decided to proceed. The game was developed by Matrix Software, the same team behind the Final Fantasy III remake, with supervision from original development team members. The game features a new Augment System allowing character-specific abilities to be transferred to other characters, and command menu customization.
Reader's Guide
Final Fantasy IV (2007) is significant as a faithful yet expanded remake of a classic entry in the Final Fantasy series. It introduced the Augment System, which replaced the temporary character system from the original and allowed greater customization. The game's difficulty was notably increased from the original to challenge veterans, though later ports added a lower 'Normal' difficulty. The remake also restored previously omitted script elements through flashbacks, including Golbez's backstory and the childhoods of Cecil, Kain, and Rosa. Its critical reception was generally favorable, with an 85/100 on Metacritic for the DS version, and it was nominated for Best RPG on the Nintendo DS by IGN in 2008. The game sold 612,044 copies in Japan and 1.1 million worldwide as of July 2008. Later ports to iOS, Android, Windows, and GOG.com extended its reach.
Did You Know?
- The game features a new Augment System that allows character-only abilities to be transferred to other party members.
- Three quarters of the original script was left out of the Super Famicom version due to text capacity limits; the remake restored some of it via flashbacks.
- The vocalist for the ending theme 'Tsuki no Akari' was selected from approximately 800 applicants.
- The Nintendo DS version's difficulty was so high that later ports renamed it 'Hard' and added a lower 'Normal' difficulty.
Development & Creative Vision
Following the successful Nintendo DS remake of Final Fantasy III, producer Tomoya Asano approached Takashi Tokita—the original game's director and scenario writer—with a proposal to give Final Fantasy IV the same modern treatment. Tokita had initially hesitated, given the relatively recent Game Boy Advance release of the title, but after seeing the III remake he described it as impressive and agreed to serve as executive producer and director. Matrix Software, the studio behind the III remake, handled development, with Hiroyuki Ito overseeing battle design and legendary animator Yoshinori Kanada crafting the new cutscenes. The art team aimed to give each region a distinct cultural identity—Damcyan evoked a Middle-Eastern aesthetic, Fabul carried a Chinese atmosphere, and Eblan resembled a Ninja residence—details impossible in the Super Famicom era due to hardware constraints. The programming team faced the challenge of fitting a substantially larger data footprint than the III remake onto a 1GB ROM, while also displaying more characters and enemies simultaneously in battle, which required reducing polygon counts per model.
The Augment System & Gameplay Overhaul
The DS remake preserved the Active Time Battle System from the Super Nintendo original while introducing a major new mechanic called the Augment System, or Decant Ability System in Japanese. This system allowed players to transfer character-exclusive abilities to other party members—up to three could be assigned to temporary characters, who would in turn yield their own abilities upon leaving the party. The developers designed this as a more elegant alternative to the Game Boy Advance version's approach of simply making formerly temporary characters permanently playable, which they felt altered the game's balance too drastically. Alongside this, the remake added full command menu customization: every battle command except Items could be swapped out for an augment, letting players place abilities like Curaga directly on Rosa's action list rather than burying them in a sub-menu. Stylus-only minigames let players boost Rydia's Eidolon Whyt, and a New Game Plus mode unlocked hidden bosses on the moon and atop Mt. Ordeals. Fat Chocobo's role shifted from item storage to serving as a gateway for the bestiary, media player, and minigames.
Narrative Depth & Character Moments
The DS remake kept the original storyline intact but wove previously missing script into the narrative through flashback sequences, including the moment Golbez becomes Zemus's pawn and the shared childhoods of Cecil, Kain, and Rosa. The addition of voice-acted scenes brought a new layer of emotional weight to these moments. One of the most charming touches involved Namingway, the original game's character-naming system, which was removed here because the voice actors had already recorded fixed names. In response, Namingway instead changes his own name to match whatever occupation he takes up as he travels the world—becoming Mappingway when charting maps on the lower screen, Campingway, or Weddingway. Players who follow his sidequest are rewarded with various items. Another subtle storytelling device placed the current party leader on the bottom screen whenever the menu was opened, where the character would share thoughts about the unfolding story; the development team encouraged players to check this feature frequently, as it contained humorous anecdotes.
Anniversary Release & Multiplatform Longevity
Released as part of the Final Fantasy series' 20th anniversary celebrations, the Nintendo DS remake launched on December 20, 2007 in Japan, followed by North America on July 22, 2008, and Europe on September 5 of that year. Critics and fans responded warmly, praising the title for honoring the original's spirit while meaningfully expanding both its gameplay systems and narrative content. The game's lifespan extended well beyond the handheld: it arrived on Apple's iOS App Store in 2012, on Android in 2013, and on Windows through Steam in 2014 in western markets, with a Japanese Steam release coming in 2020 alongside further updates. Most recently, the port found a home on GOG.com on January 29, 2026. Throughout these ports, the stylus-based controls remained optional rather than mandatory, preserving the traditional button layout while still taking advantage of the DS's dual-screen and touch features where appropriate.
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