Final Fantasy Video Games Codexery

Final Fantasy XII: Revenant Wings

A real-time strategy sequel set in the Ivalice universe.

Final Fantasy XII: Revenant Wings

Final Fantasy XII: Revenant Wings is a real-time strategy game for the Nintendo DS, built by Think & Feel and Square Enix, with Square Enix handling publishing duties. It launched in 2007 for Japan and North America, then hit PAL territories in 2008. As a direct but standalone follow-up to 2006’s Final Fantasy XII, it kicked off the Ivalice Alliance—a series of games sharing that fictional world. The story follows Vaan and Penelo as they take up sky piracy and get tangled in a struggle over the floating continent of Lemurés.

Development started with the goal of making an original, accessible Final Fantasy for the DS. The Ivalice connection came later, after Final Fantasy XII proved successful. Key staff included director Hiroshi Matsuyama, co-director and writer Motomu Toriyama, along with artists Isamu Kamikokuryo and Ryoma Itō. The gameplay took cues from Warcraft and Age of Empires. Kenichiro Fukui composed the original music, with only a few tracks directly adapted from Hitoshi Sakimoto’s Final Fantasy XII soundtrack.

The game was announced in September 2006, with its Ivalice Alliance role confirmed later that year. The international version got extra content and a higher difficulty. It sold over a million copies worldwide and earned positive reviews from critics. Many praised its graphics and presentation as top-notch for the DS. The story drew mixed opinions, with many noting its lighter tone compared to Final Fantasy XII. Gameplay was mostly well-received, though reviewers flagged issues with the stylus controls and artificial intelligence.

**Gameplay**

Revenant Wings is a real-time strategy title where players command squads led by commanders, completing missions on maps often tied to the story. After a certain point, players get an airship to navigate the world, though only a few areas are accessible at a time. Landing lets players select missions. On the ship, a shop appears for equipment and materials, plus an artificer who crafts new items from resources gathered during missions.

Combat zones use a fixed overhead 3D view with 2D sprite characters. Players control units via the DS touchscreen and D-pad, selecting units or moving the camera to scout or reposition. Unit and map screens can swap between the top and bottom displays as needed. Besides main story quests, optional side missions appear on an in-game bulletin board.

Quick Facts

Title
Final Fantasy XII: Revenant Wings
Developer
Think & Feel / Square Enix
Publisher
Square Enix
Director
Motomu Toriyama / Takanari Ishiyama
Producer
Yasuhito Watanabe / Eisuke Yokoyama
Artist
Toshitaka Matsuda / Isamu Kamikokuryo / Ryoma Itō
Composer
Kenichiro Fukui / Hitoshi Sakimoto
Series
Final Fantasy / Ivalice Alliance
Released
JP · April 26, 2007 · NA · November 20, 2007 · AU · February 14, 2008 · EU · February 15, 2008
Genre
Real-time strategy
Modes
Single-player
Platforms
Nintendo DS

Facts from the source article.

Lore & Background

Production on Revenant Wings began with the intent of creating an original and accessible Final Fantasy title for the Nintendo DS. Its connection to Ivalice was added after the success of Final Fantasy XII. Staff included director Hiroshi Matsuyama, co-director and writer Motomu Toriyama, and artists Isamu Kamikokuryo and Ryoma Itō. The gameplay drew inspiration from Warcraft and Age of Empires. Original music was composed by Kenichiro Fukui, with only a few tracks directly adapted from the Final Fantasy XII soundtrack by Hitoshi Sakimoto. The game was announced in September 2006, with its place in the Ivalice Alliance confirmed later that year. The international version was adjusted to have increased difficulty and additional content.

Reader's Guide

Final Fantasy XII: Revenant Wings is significant as the debut project of the Ivalice Alliance, expanding the fictional universe introduced in Final Fantasy XII. Its real-time strategy gameplay, inspired by Warcraft and Age of Empires, marked a departure from the series' traditional role-playing mechanics. The game sold over one million copies worldwide and was positively received by game journalists, who praised its graphics and presentation as some of the best on the Nintendo DS. The story saw mixed reactions, with many noting its tonal shift from Final Fantasy XII. The gameplay was mostly praised, but issues with its stylus-based controls and artificial intelligence were noted. The game's legacy includes its role in establishing the Ivalice Alliance and its adaptation of Final Fantasy XII's Gambit system into a real-time strategy context.

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