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Final Fantasy Tactics cover

Final Fantasy Tactics

GameBy Square Product Development Division 4 · Released Jun 20, 1997

Lead epic battles in a new FINAL FANTASY world. Betrayal and darker dealings await in Squaresoft's game of war. Fight hundreds of battles across dangerous 3D terrain as an ancient blood feud awakens a deadlier foe.

Documents
12
newest 26 Jun 2026

Connections

Each row is a game or company named alongside Final Fantasy Tactics, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Jun 20, 1997
Developer
Square Product Development Division 4
Publishers
Sony Computer Entertainment, Square Enix, Square
Genres
Role-playing (RPG), Turn-based strategy (TBS), Tactical
Platforms
PlayStation 3, PlayStation, PlayStation Portable

Game data from IGDB.com

Documents about Final Fantasy Tactics

Cover of Square Enix Holdings Financial Results: First Half of Fiscal Year Ending March 31, 2026
Financial report17 pages

Square Enix Holdings Financial Results: First Half of Fiscal Year Ending March 31, 2026

Square Enix Holdings achieved a notable improvement in profitability during the first half of the fiscal year ending March 31, 2026, despite a decline in net sales to ¥133.8 billion.

  • Square Enix reported 1H FY2026/3 operating income of ¥27.2 billion (up ¥6.1 billion YoY) and ordinary income of ¥28.5 billion (up ¥10.4 billion YoY), despite a decline in net sales to ¥133.8 billion.
  • The company is undergoing a 'three years to reboot' medium-term plan, which includes an overseas organizational restructuring expected to generate over ¥3 billion in annual cost savings.
  • Net sales declined due to a strategic shift from quantity to quality in the smart device sector and a reduced number of new comic releases in the Publication segment.
Square EnixJun 2026
Cover of Square Enix Holdings Financial Results Briefing: Q1-Q3 FY2026/3
Financial report12 pages

Square Enix Holdings Financial Results Briefing: Q1-Q3 FY2026/3

Square Enix is currently executing a strategic pivot from a volume-based production model to a quality-focused approach, aiming to stabilize long-term profitability through structural reform.

  • Square Enix revised its full-year FY2026/3 profit forecasts upward, increasing operating income by ¥8.0 billion to ¥49.0 billion and profit attributable to owners of the parent by ¥10.1 billion to ¥27.0 billion.
  • Consolidated Q1-Q3 FY2026/3 results showed net sales of ¥215.4 billion (down ¥33.1 billion YoY) but improved profitability, with operating income rising by ¥13.0 billion to ¥46.3 billion.
  • The Digital Entertainment segment's operating margin improved significantly to 29% from 17.3% in the prior year, driven by a strategic shift from quantity to quality under the company's '3-year reboot' plan.
Square EnixJun 2026
Cover of Square Enix Financial Results Briefing Session: Fiscal Year Ended March 31, 2026
Financial report18 pages

Square Enix Financial Results Briefing Session: Fiscal Year Ended March 31, 2026

The Square Enix financial results for the fiscal year ended March 31, 2026, demonstrate a strategic shift toward improved profitability despite a contraction in overall net sales.

  • Square Enix reported a year-over-year decline in net sales to ¥297.6 billion, yet operating income rose significantly to ¥54.7 billion, reflecting an improved operating margin of 18.4%.
  • The Digital Entertainment segment saw net sales fall to ¥172.8 billion, primarily due to lower revenue from MMOs and smart device games, though segment operating income increased to ¥43.3 billion through cost optimization and payment diversification.
  • MMO performance declined year-over-year, with net sales dropping to ¥41.0 billion and operating income to ¥15.1 billion, largely due to the absence of a major 'FINAL FANTASY XIV' expansion compared to the prior fiscal year.
Square EnixMay 2026
Cover of Progress Report on the Medium-Term Business Plan (FY2025/3-FY2027/3)
Financial report26 pages

Progress Report on the Medium-Term Business Plan (FY2025/3-FY2027/3)

The Square Enix medium-term business plan for the fiscal years 2025 through 2027 outlines a comprehensive three-year "reboot" strategy designed to maximize corporate value through the cultivation and expansion of intellectual property.

  • Square Enix is shifting its Digital Entertainment strategy from quantity to quality by reorganizing into a Creative Studio structure and consolidating overseas development resources into Japan.
  • The company is executing a multi-platform strategy for major titles, with upcoming releases including 'Dragon Quest I & II HD-2D Remake' in June 2026 and 'Final Fantasy Tactics - The Ivalice Chronicles' in January 2027.
  • Structural reforms of overseas operations are projected to generate annual cost savings of over ¥3.0 billion starting in FY2027/3, supported by a new global marketing and data analytics organization.
Square EnixMay 2026
Cover of Square Enix Financial Results Briefing Session: Nine-Month Period Ended December 31, 2025
Financial report19 pages

Square Enix Financial Results Briefing Session: Nine-Month Period Ended December 31, 2025

The financial results for the nine-month period ending December 31, 2025, indicate a strategic shift for Square Enix, characterized by a decline in overall net sales alongside a significant improvement in operating profitability.

  • Square Enix achieved an operating income of 46.3 billion yen for the nine-month period ending December 31, 2025, marking a significant margin increase to 21.5% compared to 13.4% in the previous year.
  • Total net sales for the nine-month period declined to 215.4 billion yen, down from 248.5 billion yen in the same period the prior year.
  • The company upwardly revised its full-year operating income forecast to 49 billion yen and profit attributable to owners to 27 billion yen, despite maintaining a flat net sales projection of 280 billion yen.
Square EnixFeb 2026
Cover of Financial Results Briefing Session: Six-Month Period Ended September 30, 2025
Financial report18 pages

Financial Results Briefing Session: Six-Month Period Ended September 30, 2025

Square Enix Holdings’ financial results for the six-month period ending September 30, 2025, reveal a strategic shift toward improved profitability despite a contraction in consolidated net sales.

  • Square Enix reported a 15% decline in net sales to ¥133.8 billion for the first half of FY2026/3, yet operating income rose significantly to ¥27.2 billion, a 28.9% increase year-on-year.
  • The Digital Entertainment segment returned to profitability in HD Games, generating ¥5.0 billion in operating profit compared to a ¥1.2 billion loss in the prior year, despite a revenue decline to ¥24.0 billion.
  • MMO revenue dropped to ¥19.9 billion (down ¥12.5 billion YoY) and operating income fell to ¥7.8 billion (down ¥5.3 billion YoY), primarily due to the absence of a major expansion pack release compared to the prior year.
Square EnixNov 2025
Cover of Ghost of Yotei Delivers Strong Opening: Europe
Article

Ghost of Yotei Delivers Strong Opening: Europe

The release of Ghost of Yotei has achieved a strong commercial debut across Europe, securing the number two position in the regional sales charts for the week ending October 5, 2025.

  • Ghost of Yotei debuted at No. 2 in the European GSD charts, with opening sales matching the performance of its 2020 predecessor, Ghost of Tsushima.
  • EA Sports FC 26 maintained the No. 1 position in Europe for the third consecutive week, despite a 62% week-on-week decline in unit sales.
  • Ghost of Yotei represents the strongest first-party PlayStation launch since Spider-Man 2 in October 2023.
The Game BusinessOct 2025
Cover of Summer Games Fest Doubles Down on AA, as Chaos Sweeps LA: 12/06/2025
Article

Summer Games Fest Doubles Down on AA, as Chaos Sweeps LA: 12/06/2025

The June 2025 industry landscape was defined by a stark contrast between the high-profile launch of the Nintendo Switch 2 and the concurrent Summer Game Fest (SGF) in Los Angeles, which took place against a backdrop of significant civil unrest.

  • The Nintendo Switch 2 launched in June 2025 with 3.5 million units sold during its opening week.
  • Summer Game Fest 2025 pivoted away from AAA spectacles to prioritize mid-sized, single-player AA-tier titles.
  • Xbox entered the handheld market with the Windows-based ROG Xbox Ally and secured a new development partnership with Game Freak.
Video Games Industry MemoJun 2025
Article

How the Switch 2 eShop Changes Discoverability

The primary focus of this analysis is the evolution of game discoverability on the Nintendo Switch 2 eShop, specifically examining how interface changes and algorithmic updates influence how players find and purchase titles.

  • The Switch 2 eShop introduces a 'For You' section that uses personalized algorithms—factoring in user history, genre preferences, and social connections—to surface game recommendations.
  • Nintendo continues to utilize a three-day revenue-based metric for its best-seller charts, which inherently favors higher-priced titles over lower-priced, discounted games.
  • The Wish List page has been elevated to a primary navigation item, reflecting a strategic shift toward prioritizing user intent and long-term engagement.
GameDiscoverCoJun 2025
Cover of Reverse-Engineering Graphical Innovation: An Introduction to Graphical Regimes
Article

Reverse-Engineering Graphical Innovation: An Introduction to Graphical Regimes

Arsenault and Côté's 2013 paper argues that graphical innovation in video games should be understood through two intertwined dimensions, functional and aesthetic, with technology serving as a facilitating agent rather than the sole cause of change.

  • Arsenault and Côté (2013) argue that graphical innovation in video games rests on two intertwined dimensions, functional and aesthetic, with technology acting as a facilitator rather than the sole cause of change.
  • The authors introduce the 'graphical regime,' defined as the junction between gameplay and visual representation that persists independently of hardware, and argue that hardware capability alone does not explain platform success or design trajectories.
  • The degree of control a player holds over camera, framing, and depth is treated as a central analytical variable, and the creative process they call 'mise-en-image' describes how gameplay, vision, and graphical style are articulated together.
G|A|M|E – The Italian Journal of Game StudiesMar 2013
Cover of A New Angle on Parallel Languages: The Contribution of Visual Arts to a Vocabulary of Graphical Projection in Video Games
Article

A New Angle on Parallel Languages: The Contribution of Visual Arts to a Vocabulary of Graphical Projection in Video Games

This article argues that the video game field has under-developed its vocabulary for graphical projection, relying on loose terms such as "top-down view" and "isometric graphics" where a more precise, art-historical terminology would serve analysis better.

  • The paper argues that game studies relies on loose labels such as "top-down view" and "isometric graphics" and proposes art-historical terminology, classified by underlying projection principles rather than by technology, as a sturdier analytical framework.
  • Perspective (rooted in Alberti's treatise) simulates human vision through foreshortening, whereas parallel projection preserves relationships between axes; pictorial projection splits into oblique forms (cavalier, cabinet) and axonometric forms (isometric, dimetric, trimetric).
  • Dimetric rendering with its 2:1 pixel ratio is far more common in practice than true isometric projection, a point the author uses to show that the popular label often misdescribes what games actually display.
G|A|M|E – The Italian Journal of Game StudiesMar 2013
Cover of FY2003 First Half Results: Analyst Meeting
Financial report21 pages

FY2003 First Half Results: Analyst Meeting

The fiscal year 2003 first-half results for Square Enix outline the company’s strategic transition following the merger of Square and Enix.

  • Square Enix projects 56 billion yen in total net sales for FY2003, with offline gaming remaining the primary revenue driver at 34.3 billion yen.
  • The company is aggressively diversifying into digital sectors, targeting 8.8 billion yen from online gaming and 3 billion yen from mobile content.
  • Square Enix sold 3.5 million units during the first half of FY2003, bolstered by the performance of Final Fantasy Tactics Advance and Final Fantasy Crystal Chronicles.
Square EnixNov 2003