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Video Game / Final Fantasy Type-0

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For them, the path was not chosen... They chose their path. Yes, not knowing the fear of death. Having never learned the fear of confronting it.

When nine and nine meet nine,
the depths of reason shall stir.
When the seal of creation is broken,
a voice like thunder shall sound,
and thou shalt know—
we have arrived.

A game in the war-declaringly popular Final Fantasy series and second entry of the Fabula Nova Crystallis: Final Fantasy sub-series, Final Fantasy Type-0 (originally known as Final Fantasy Agito XIII until late January 2011) is an Eastern RPG originally released for the PlayStation Portable. As with the other FNC games (the XIII trilogy), Type-0 shares some concepts with the other games but are entirely independent of each other. The game was originally bound for cellphones, but this was changed early in development. The PSP original was released in Japan on October 27, 2011, and never saw a stateside release (save for a fan translation project. The original blog is now defunct, but can be visited here using the Wayback Machine).

In the land of Orience, there are four nations: the Dominion of Rubrum, the Milites Empire, the Kingdom of Concordia, and the Lorican Alliance. Each domain has a crystal, and each powers their respective military forces, which are trained at four Peristylia (a combination of military academy and Wizarding School), each represented by one of The Four Gods. The countries have been at peace, honoring the Pax Codex between them.

However, the expansionist Milites Empire, led by High Commander Cid Aulstyne, has found a way to shatter the crystals and has set their sights on Rubrum and the Vermilion Peristylium. Twelve cadets of the elite Class 0 somehow retain their powers from the crystal pact, and it's up to them (and two additional members) to save their homeland and become the Agito, the savior of the world.

Playing the game again after completing it unlocks additional scenes and missions and a secret ending.

An Updated Re-release has also been made for the PlayStation 4 and Xbox One, which finally allowed the game an international release in 2015 (March 17 in the USA, 19 in Japan, and 20 in Europe, along with a Steam release on August 18), bundled together with a voucher for the Final Fantasy XV: Episode Duscae demo. Due to its Bloodier and Gorier nature compared to the rest of the franchise, Type-0 HD is the first Final Fantasy game to receive a "Mature" (17+) rating in the USA's ESRB system, and "C" (15+) for Japan's CERO.

A short lived mobile game, Final Fantasy Agito, released for iOS and Android in 2014 before shuttering in 2016, taking place in a different timeline to that of Type-0 but with the same setting. It received a successor made primarily for the Chinese market titled Final Fantasy Awakening, which lasted a little longer, from 2016 to 2020, though outside its target country it flew under the radar, with the biggest exposure it got being from a brief promotion in an episode of SMG4. No, really.

This game provides examples of:

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    A to C 
  • Absurdly-Spacious Sewer: Featured in the missions to reclaim Iscah and infiltrate the Empire's Magitek laboratory.
  • Action Commands: Comes with the more action-oriented battle system.
    • Characters mostly have variations of their normal attack, which is affected by the direction of the analog stick.
    • The Quick Draw technique relies on this. If you want to cast higher tiered magic without waiting for its charging time, you'll need to know when to press the button for your magic spell after a part of a character's attack pattern. The conditions are different for each character.
  • Action Girl: In Class Zero, you get to play as seven of them.
  • Action Prologue: The game opens with the invasion of Rubrum and Class Zero rising to liberate Rubrum's capital.
  • Adaptational Badass: In Final Fantasy XIII, only l'Cie could cast magic and summon Eidolons, but here, everyone can do that. So to make them special, Orience l'Cie are superhumans — they're immortal, can fly, use highly advanced magic, and have other unique powers. A clash between l'Cie in Chapter 2 completely obliterates a city, and one fought as a boss is Level 142 and completely curbstomps your party. In an optional mission during a second playthrough, you get to experience such power for your party. The result is almost every attack on normal enemies hits the damage cap, their attacks deal single-digit damage, and you have permanent Haste status.
  • Advancing Boss of Doom: Midway through the escape mission in Chapter 4, Supersoldier Akkad appears out of nowhere and is out to get you. Although you can receive a Ribbon if you defeat it, the default scenario is to avoid him and escape onto a train.
  • All There in the Manual: The in-game Rubicus serves as this.
  • All the Worlds Are a Stage: Featured in the penultimate trial of the final mission. Class Zero is presented with four portals representing the four nations of Orience, and they must visit each one and complete the respective battles within.
  • Alternate Character Reading: In Japanese, the character for "Light" is read as "Hope", where they refer to The Four Gods of Orience.
  • Alternate Reality Episode: The "In Another Spiral" scenario, which can only be unlocked from the second playthrough onwards, which details Class Zero's new, better life in an Orience where Arecia erases the Crystals from memory.
  • Alternative Calendar: Orience uses the RG Calendar which retains the Gregorian calendar system, but renames the twelve months after elements (e.g. Ignismens, "Month of Fire", corresponds to January), and the dates are written in Roman numerals rather than Arabic numerals. The game takes place in the year 842.
  • Amnesiacs are Innocent: The people of Orience in regards to the deceased. Because their memories of the deceased are forgotten, there is nothing that makes them aware of who was lost and so they can move on with little repercussion.
  • Another Side, Another Story: From the second playthrough on, the last mission of each Chapter provides a choice between the usual missionnote  and an alternative 'Code Crimson' mission. In a minor deviation from the trope, the usual missions are usually indicated to occur shortly before or shortly after the player is done with Code Crimson, rather than concurrently.
  • Anti-Magic: The Militesi Crystal Jammer, which nullifies the Vermilion Bird Crystal and cuts off its people from their source of magic. Class Zero is exempt because they draw from a different power source.
    • Then there's the handicap of a late-game Expert Trial, in which all forms of healing are prevented, even for Class Zero.
  • Anyone Can Die: Being the setting of a world at war, along with the importance of the Crystals erasing people's memories of the deceased.
    • In gameplay, having a character's HP reduced to zero means they are killed, not knocked out, and if they are not revived fast enough, they are removed from the battle or mission until you enter a location with a Save Point. Phoenix Downs are hard to come by in this game, while the Raise spell is an MP guzzler.
  • Arbitrary Headcount Limit: Three members for the battle party, while the rest remain as reserves until someone dies.
  • Arc Number: Zero.
  • Arc Words: "We have arrived," or some variation thereof.
  • Art Evolution: Being a cellphone game at first, it's not avoidable. Note that in early trailers, Ace has snow white hair and younger facial features. Other characters that appeared in the trailers also underwent the same evolution, like how Seven still wore Class Zero's red cape and didn't have her unique shoulder guards as can be seen here.
  • Art-Style Dissonance: Oh yes. The game's art style takes some cues from Final Fantasy XII, save that your heroes and most of the supporting NPCs walk around in modern-day school uniforms. And the game is about the horrors of war and is Bloodier and Gorier than your average Final Fantasy title. The contrast may or may not be deliberate.
  • Artifact Title Drop: Those who train at Akademeia are Agito Cadets, all hoping to become Agito, or The Messiah of Orience once Tempus Finis occurs. It's not exactly a Title Drop, due to the game's name changed to Type-0 instead.
  • Artificial Stupidity: The Support Personnel AI cannot do a stealth mission to save its life. Further, it has no idea how to handle Ace. And without Deuce playing a Concerto, it tends to hesitate in the middle of the crossfire.
  • As Long as There Is One Man: The structure of the Final Boss battle. Machina and Rem’s spirits summon the Class Zero members one by one to slowly weaken the Rursan Arbiter and absorb the Phantoma from him. Doing so kills off the current character, so another is brought in his/her stead, and the process repeats itself eleven times, with the last person standing to witness his death.
  • Attack Its Weak Point: The purpose of Breaksight and Killsight hits. Breaksights takes off a set amount of health from the target; Killsights are a One-Hit Kill.
  • Author Appeal: Director Hajime Tabata grew up surrounded by history books and is highly interested in that type of grounding in his projects. You can likely attribute this affinity as the reason Type-0's story sequences are presented like a stylized television documentary, and the game as a whole places a lot of emphasis on world events and how Class Zero gets caught up in them.
  • Awesome, but Impractical
    • A lot of the SP-unlockable magic qualifies as this (if only for their ludicrous MP costs), but Aloud takes the cake: about seven shots in random directions across a 180-degree arc are not likely to hit anything, ever. The description even states that the accuracy is infamous throughout the dominion.
    • Militesi Supersoldiers empty a clip from their firearms at chest height, and promptly graduate from the Imperial Stormtrooper Marksmanship Academy. Contrast with the standard-issue soldiers, who fire a single shot and WILL hit the cadet they're aiming at if said cadet doesn't move.
  • Ban on Magic:
    • The Militesi Empire's Crystal Jammer weapon, when activated, negates the power of the enemy crystal - in Rubrum's case, the gift of magic, which renders the people of the dominion powerless. Because Class Zero's power source is not from the Crystal, they can bypass this ban, though Machina and Rem are still affected, thus during the Big Bridge mission in Chapter 6, Rem cannot be added to the battle party until the rest of the class destroys a jammer weapon in the area.
    • During an Expert Trial where Rubrum teams up with Concordia, Class Zero is prohibited from using magic or summoning so as to not give away the extent of Rubrum's arsenal.
  • Battle Intro: The party leader will say their variation of "Class Zero, commencing maneuvers" at the start of a mission.
  • BFS: Gilgamesh is back with one, and he seems to have picked up weapon ideas from Garland since his last appearance.
  • Big Damn Heroes: Ace, Jack, and Seven during the opening mission, where they rescue Machina and Rem from the l'Cie Qun'mi and summon the Eidolon Odin.
  • Bittersweet Ending: In the normal ending, Cid is dead, Joker and Tiz convince Arecia to stop the experiments and Machina and Rem are de-crystallized. However, hundreds have perished, the members of Class Zero are dead and Machina and Rem have to carry on the legacy left behind by their twelve fallen friends until Machina's death.
  • Big Badass Battle Sequence: The cinematic for the Battle of Judecca in Chapter 5.
  • Bloodier and Gorier: Surprisingly enough, as the Final Fantasy theme of swords and guns usually hit bluntly or without effect. People are set on fire, maiming and bloodletting are prevalent, death is shown a lot more onscreen, and even the magic system requires magically pulling a life force known as Phantoma out of their enemies' bodies through forcibly exploding them into a messy pulp. As a result, the game gets a "Mature" rating.
  • Bookcase Passage: Kazusa’s laboratory is hidden behind one in the Crystarium.
  • Book Ends:
    • Ace's first line when he appears is, "I'm here! I'm right here!" and just as "Zero" finishes playing in the ending, he gets the last line in: "We are... right here."
    • The opening features a heavily wounded Izana crying, scared that he is going to die. The ending has the twelve members of Class Zero collectively struggling to accept their impending deaths.
    • A darker example: the first mission had Akademia attacked by a crystal jammer, disabling their magic - Izana is specifically shown being unable to heal his chocobo, Chichiri. The final mission has Akademia attacked by the Rursus, whose attacks destroy phantoma - this makes their wounds impossible to heal.
    • The game's opening cutscene has Ace impaling a Rubrum flag in the ground before the rest of Class Zero has arrived. The last cutscene in the game ends with a makeshift Rubrum flag formed from the Class' red capes.
    • In a physical example, the PSP version is divided into two discs. The first disc is where the first and last chapters are played, while the second disc contains everything else in between.
    • The game also borrows the Kingdom Hearts habit of playing a short, subdued version of the main theme during the opening, and then a more extravagant orchestration as the credits roll at the end.
  • Bottomless Magazines: Ace, Trey, Cater, and King are the party’s ranged fighters and have infinite ammunition. However, King subverts this trope by having unlimited magazines, still needing to reload after expending them.
  • Bragging Rights Reward: If you can clear every main scenario, Code Crimson order, and Expert Trial on Finis difficulty, you can make any member of Class Zero a l'Cie at will - and you have absolutely no reason to.
    • The Auric Hourglass and Gold Hourglass items add hours to your free time in Akademeia, but they can only be obtained through Code Crimson orders. There is exactly one session of free time with more conversational points than the given hours allow, and it takes place before any Code Crimson orders are available; said session has enough points for three playthroughs, but by the time you can reach it with hourglass in hand... it's your third playthrough.
  • Broken Bridge: On the World Map, you can only visit areas and regions that are conquered by the Dominion of Rubrum, unless you are beginning a mission to conquer the region for the Dominion of Rubrum. The game follows the progress of Rubrum slowly reclaiming their home territory, and the Concordian and Militesi regions when the war turns in favor of Rubrum.
  • Brutal Bonus Level: The Tower of Agito, where enemies are at Level 128, you have to defeat one hundred of a specific enemy in each level, and you cannot leave once the challenge begins; the only way out is to complete the challenges before you. Enjoy!
  • Call-Back: In the opening movie the twelve members of Class Zero stand in a group ready to take on Milites under a flag of Rubrum flying freely. In the ending they lie dead, huddled together beneath a makeshift flag made out of their capes defiantly flying from a likewise makeshift flagpole made out of their weapons.
  • Carry a Big Stick: Cinque uses a mace nearly as big as she is. Naturally, it's powerful but really really slow.
  • Cast from Hit Points: Summoning in this game requires you to sacrifice a party member.
    • Queen has the abilities Magic Martyr and Gate of Destiny, which drain her HP to restore MP and deal damage, respectively.
  • Charged Attack: Ace, Trey, Cater, and Cinque can charge their attacks, while magic spells have charging time to reach the -ra and -ga levels of power.
  • Checkpoint Starvation: Code Crimson missions have no save points (aside from the Chapter 3 mission, mostly due to the pseudo-stealth level preceding the boss fight). Etro help you if you're trying to keep a level balance.
    • Expert Trials have no save points and disable the Abort Mission option (which leaves the mission and keeps the EXP), but are mercifully short. Then you do the last trial against each opposing peristylium: Colonel Faith's Last Stand has Class Zero run spiral laps around Gewher Base twice, the second round of which disables all forms of healing, and Dominating the Dragon's Nest requires Class Zero to climb a huge-ass Sanctuary and destroy a stupidly durable Dragon Egg.
  • Cherry Blossoms:
    • Shown at the conclusion of Chapter 6, leading into Chapter 7.
    • The secret ending concludes with Rem sitting in a garden and looking up to seeing these, with a smile on her face.
  • Child Soldiers: Maybe this is stretching the definition, but Rubrum's idea of specialized warfare seems to be sending teenagers into violent and bloody battles. It gets even worse when their Crystal only bestows the height of magical ability in one's youth, and further diminishes as they get older, which doesn't leave much choice for youth born in the country. One cutscene also explains that Arecia made the suggestion to deploy cadets into battle because of this advantage. This is also absolutely not glorified in any way compared to other examples - the characters essentially live for war, and make multiple poor decisions you would expect of people who are between 16 and 17 years old.
  • Collection Sidequest: The l'Cie Stones, which mostly serve as proof you've visited every location in Orience. Provides additional glimpses into Orience's past history, if you're looking to fill in the Rubicus.
  • Color-Coded Armies: Red for Rubrum, green for Milites and blue for Concordia.
  • Color-Coded for Your Convenience: Cadets are sorted into thirteen classes or the trainees' group in Akademeia, and are identified by the color of the cape they’re wearing — red for Zero, blue for First, indigo for Second, purple for Third, orange for Fourth, lime for Fifth, dark green for Sixth, pink for Seventh, yellow for Eighth, maroon for Ninth, black for Tenth, white for Eleventh, turquoise for Twelfth, and grey for trainees.
  • Combined Energy Attack: Triad Maneuvers, where the battle party performs a combined attack at the cost of the ability gauge.
  • The Computer Is a Cheating Bastard: And you thought this trope couldn't be exploited! Militesi Supersoldiers react to the player's button presses, not the character's movements. On Class Zero's rangers (Ace, Trey, Cater, and King), this means that they'll dodge when the projectile starts moving, and will be finishing up their dodge when it connects.
    • In addition, both of your AI-controlled allies take less damage from attacks, consume less MP, and deplete their ability gauges slower when using abilities, to make up for the fact that they simply won't be as wise or aggressive as a human-controlled character.
  • Controllable Helplessness: During the path leading up to the Final Boss, all of Class Zero are left badly injured and are reduced to limping slowly. They are in a fixed position where they will always hold their weapons, and if you make them dodge, they will do their tumbling move and wobble a bit afterwards. When the boss fight actually occurs, nobody can perform a combo to save their lives.
  • Cool Sword: Seven (whipblade), Jack (katana), Queen (longsword), and Machina (twin rapiers).
  • Cosmic Retcon: In the secret ending, Arecia, intrigued by Class Zero's actions which broke Orience's cycle of war and destruction, decides to change history such that the crystals would cease to exist and all of Class Zero (including Kurasame) would live together as a happy, if somewhat ordinary, class.
  • Crapsack World: War is commonplace, people are resigning themselves to dying as though it's an unfortunate chore that's coming up, and when someone dies all their friends and family forget about them with barely their name remaining. And if you go further into the deeper specifics of it, Orience has been doomed to go through the same dreadful history over SIX HUNDRED MILLION TIMES.
  • Critical Hit: Along with One-Hit Kill. The Killsight and Breaksight mechanics rely on this. There are lots of enemies in the game where the player has to attack at the right time in order to score a critical hit on them. Sometimes, this is the only way to damage them at all.
  • Crutch Character: The Special Eidolon Odin in the Akademeia Liberation will make short work of Dáinsleif on Cadet or Officer difficulty... and get its ass kicked in short order on Agito or Finis difficulty.
  • Curb-Stomp Battle: "Took the enemy by surprise! Enemy's current status: Killsight."
  • Cutting the Knot: Class Zero's final RTS mission against Milites includes a fight at an airbase, with the requisite that they stop three Militesi airships from taking off in order to be able to give orders to the airbase. The airships are all inflicted with Killsight during the takeoff, but the airstrip is well out of the playable region, which leaves it down to the team's rangers. Trey, Cater, or King could use their Hawkeye abilities to Lead the Target... or Ace could fire off a JackpotShot, which has a range that only stops where the game stops rendering the area, to act as a tripwire.

    D to F 
  • Dangerous Forbidden Technique: The summoning of a Verboten Eidolon. If summoning a regular Eidolon comes at the cost of one's life, the summoning of a Verboten Eidolon requires a group of many to lend their life-forces to the summoner (who may also require such a sacrifice). As shown in-game, Alexander is so powerful it not only decimates Militesi forces on the western frontier of Rubrum, but also requires the lives of dozens of Akademeia cadets, Kurasame, and summoner Caetuna.
  • Dark Reprise: The second segment of the final boss theme features a remix of the game's main theme, this time with Ominous Latin Chanting.
  • Darker and Edgier: This is the first Final Fantasy game to have an M rating (compared to the usual T rating the series gets) and for good reason. The game explores the horrors of war without sugar-coating it with how brutal and bloody they can be. The game also rivals Final Fantasy Tactics with its body count; with all but two of the playable characters dead by the end, and virtually every NPC dying in between the final chapter and the climax, not even taking the alternate spirals into account.
  • The Day of Reckoning: Tempus Finis.
  • Death Dealer: Ace fights with magical cards that give him a variable range.
  • Decoy Protagonist: Zigzagged between Al-Rashia's children and Machina/Rem. Sometimes the latter pair are billed after the Twelve, other times before the Twelve. In the end, all of them are central to the plot. On one hand, Machina and Rem become unplayable for the final chapter, leaving the Twelve to take on the mission to defeat Cid even if it kills them. On the other hand, their actions have influenced the Twelve's decision to reject becoming l'Cie (which happened on previous cycles) and instead make that Heroic Sacrifice, to the point of lending their souls to them to allow them to slowly tear the Rursan Arbiter apart; Arecia is so impressed she de-crystallizes Machina and Rem in order to allow them to honor their classmates' memory and rebuild Orience.
  • Dénouement Episode: The Chapter of Truth, a bonus cutscene unlocked in the Rubicus after completing the game.
  • Developer's Foresight: Machina and Rem often have dialogue for (parts of) missions they aren't playable in during normal gameplay, Tempus Finis notwithstanding.
    • At the end of the Battle of Judecca, three Class Zero members have a short cutscene talking about Rubrum's standing against the Militesi-Concordian coalition. All characters who can be present in that mission have a speaking line, allowing for different combinations of speakers each time the cutscene is played (although it always defaults to Jack/Ace/Rem if they are available.
    • Also the case during the final mission. The current party leader has his or her own line reacting to becoming a l'Cie, or not becoming a l'Cie.
  • Devious Daggers: Rem uses two daggers. Odd for this trope, she's also the game's Squishy Wizard.note 
  • Dialog During Gameplay: Justified during missions, as the party is receiving orders and instructions from Mission Control for their objectives. This can also include conversations among enemies or fellow allies.
  • Dolled-Up Installment: During initial production of the game, there wasn't a lot of influence from the Fabula Nova Crystallis saga on it, the focus was on a documentary-type story about warring nations. Executives noticed and encouraged the team to include more references to the saga's mythology and terminology, resulting in such concepts being written in.
  • Don't Celebrate Just Yet: The end of the war in Orience is not the end of the game...
  • Doomed Hometown: The opening movie sets this up for Rubrum, as Milites has conquered nearly all of Orience at this point, but then Class Zero arrives to liberate the capital. Then it really becomes the case when Tempus Finis happens in the final chapter and Class Zero comes home to find Akademeia in bloodshed and pandemonium…
  • Downer Beginning: The opening is dedicated to Izana risking his life out on the frontline to pass communication devices to Class Zero, earning a slow and agonizing death in the process. Sure, Class Zero are the protagonists and will proceed to help liberate their nation's capital, but the absence of music during this scene—followed by the acoustic rendition of "Zero" for the opening credits—sets the melancholy and somber mood for a game set during a war.
  • Dragon Rider: The Azure Dragon Crystal allows Concordia the power to control monsters, and especially wyverns for battle.
  • Dual Wielding: King (dual handguns), Machina (twin rapiers), and Rem (twin daggers).
  • Earth-Shattering Kaboom:
    • The annihilation of Lorica with an Ultima Bomb shortly after Akademeia is liberated in the very first chapter alone.
    • Alexander's Divine Light in Chapter 6.
    • The End of the World as We Know It if Class Zero became l'Cie in the final chapter.
  • Earn Your Happy Ending: After completing the second playthrough, the normal ending is extended to the point where Arecia, moved by Class Zero's willingness to defy fate, is revealed to have de-crystallized Machina and Rem to allow them to record their fallen classmates' deeds, and later abandons the experiment to open Etro's Gate, instead choosing to create an alternate Orience where the crystals exist no more, allowing Class Zero to lead far better lives.
  • Elevator Action Sequence:
    • Versus Brionac during the MA demolition mission in Chapter 3.
    • Also during the final mission, an elevator is where the Rursan Reaver first upgrades to its more powerful form.
  • 11th-Hour Superpower:
    • Should Class Zero fall against Shinryu Celestia in Chapter 5, the Eidolon Bahamut ZERO is summoned to win the battle in their place.
    • From their crystal stasis, Machina and Rem are able to revive Class Zero with enhanced power that will last them until their Heroic Sacrifices against Cid/Gala. This includes auto-Haste, HP/MP regeneration, and auto-Life.
    • Power Up Letdown: During the bad ending, the player can locate a bottle of Phoenix Ichor, which promptly provides them with enough EXP to kick their level up to the nineties. But enemies during the final mission are scaled to your level, and being l'Cie means you're pretty much hitting the damage cap anyways; all this does is amp up the Rursus' levels and HP, which makes it harder to survive the onslaught of Rursus for bragging rights.
  • Eldritch Abomination:
    • The Nox Suzaku, which first appears in the introductory mission. No one knows what it is or where it comes from, but it's a gigantic multi-headed bird-like beast that appears in a shroud of darkness obscuring its features.
    • Now how about the Rursan Reavers that only appear during Tempus Finis? Especially their second form.
    • Also, the Final Boss.
  • Empathic Environment:
    • During Tempus Finis in the final chapter, the world is plunged in constant red, from the darkened sky to the blood rain to the color you will see most in the final dungeon. After the world is finally saved, dawn breaks, the sun has risen, and one of the last shots before the rest of the credits roll is of a rainbow.
  • The Empire: The aptly-named Milites seems bent on conquering everything in their path.
  • Enemy-Detecting Radar: Done in the MA demolition mission of Chapter 3, where the party is sneaking into the enemy’s Magitek laboratory. There is no long-term penalty if you are caught, though, just an endless swarm of enemies.
  • Episode Title Card: When a new chapter begins.
  • Establishing Team Shot: Near the end of the game's opening sequence, after Ace raises the dominion's flag, the other members of Class Zero begin to appear around him as he recites the page quote. As he finishes, they all toss their cloaks off and reveal their weapons, about to fight off the ongoing Militesi invasion. This is the shot in question.
  • Everybody's Dead, Dave:
    • The resulting chaos of Tempus Finis largely implies this, as the Rursan Reavers practically exist to inflict mass slaughter on all people in Orience.
    • Then Machina and Rem survive these events only to run in and find their classmates at their own grave.
  • Everybody Lives: In the secret ending, Arecia's Cosmic Retcon erased the Crystals, averting the possibility of a bloody war and allowing Class Zero to lead better lives. This is evidenced by a Ship Tease between Emina and a very much alive and well Izana (at poor Nine's expense).
  • Evil Is Deathly Cold: The native territory of the Militesi Empire is far to the west, where it is always snowing.
  • Experience Booster: The Growth Egg accessory doubles a character's EXP gain, while Mog's Lucky Charm quadruples it. Each character also has a weapon that doubles the EXP gain.
  • Extranormal Institute: Akademeia.
  • Failed a Spot Check: In a cutscene unlockable in the Rubicus that occurs during the liberation, Eight claims to be unarmed when surrendering to a squadron of Militesi, who somehow manage to miss the brass knuckles on the backs of his gloves.
  • Failure Is the Only Option: No matter the outcome of the war, Orience is always doomed to have Tempus Finis come upon it, due to the prophecy stating that Finis arrives when only one nation is left standing.
  • Fetch Quest: Several quests from NPCs are this.
  • Fission Mailed: At first, Nimbus (Chapter 3), Shinryu Celestia (Chapter 5), and Gilgamesh (Chapter 6) seem to be this. However, once your characters are strong enough it is possible to not die at either of their hands.
    • For Nimbus, the mission is already set to end after three minutes have passed, because in the context, a ceasefire was suddenly announced. Getting everyone killed just ends the mission sooner, however it is possible to use only one character for the Brionac boss fight prior so that you can focus on avoiding all of Nimbus' attacks for three minutes.
    • For Shinryu Celestia, if all your party members get KO'ed, the 11th-Hour Superpower Bahamut ZERO will be summoned to defeat her in your place, allowing you to control A Taste of Power you won't normally get elsewhere. But, if you're aiming for rank S on this mission and need to lessen your casualties, then it is possible to defeat her with your characters, provided you watch out for her and know when to exploit her Breaksight pattern.
    • Gilgamesh runs on much the same system as Shinyru Celestia does. Getting your whole party KO'd will simply end the mission there, although the casualties won't do your rank any favours, but it's entirely possible to defeat him with Class Zero. That being said, he's a much lower-scale fight than Shinyru is.
    • The last "judgment trial" requires the party to quickly ascend a staircase, only for all of them to be immediately KO'ed as the battle text states that they failed the trial. However, this is part of the story and afterwards, they wake up in another hallway at the edge of death.
  • The Four Gods: The symbols of each of the four countries, with the protagonists' country being represented by the Vermilion Bird.
    • The Azure Dragon Soryu makes a literal appearance as a l'Cie of its eponymous nation. The Vermillion Bird also appears as an epic flaming magic spell.
  • Fun with Acronyms: The Military Operation, Organization, Guidance and Logistics Expert, aka the MOOGLE. Doubles as a Mythology Gag.
    • There's also the COMM, while normally short for "communication", actually stands for Crystal Oriented Messaging Medium.
  • Forgotten Fallen Friend: Justified In-Universe as the Crystals remove people’s memories of the deceased.
  • Frameup: When Queen Andoria is assassinated in Ingram, Class Zero is framed for the crime. They are innocent, but it earns the wrath of Concordia to declare war on Rubrum. Turns out it was an inside-job courtesy of the ceremonial king of Concordia, who always wanted to turn Concordia's long matriarchal dynasty on its head.

    G to I 
  • Gameplay and Story Integration:
    • When a character's HP is reduced to zero, there's a blue-greenish aura coming out of them as they collapse to the ground. It's the same color as the HP bar, so it's like their life force is leaving them.
    • When roaming around Akademeia during free time, each character has a series of voice quotes played when they examine points in various areas (e.g. sitting on a bench, pulling out a book from a bookshelf). Beginning with Chapter 5, Machina's quotes change from his usual optimistic outlook to colder, sterner, and mostly one- or two-word reactions. It's only revealed near the ending that Machina became a l'Cie at this point, and he is slowly losing his humanity in favor of the Focus the Crystal has ordained for him.
  • Gameplay and Story Segregation: A minor point during the opening, upon starting a new game. Ace enters the scene by frying a trio of Militesi soldiers with a Fire spell and attempting to heal Izana with Cure magic, but his default loadout has him equipped with Blizzard BOM and Wall.
  • Gender-Equal Ensemble: The gender split of the 14 playable characters is exactly even: 7 girls and 7 boys. They take orders from Arecia (female), Kurasame (male), and Mog (moogle). There are also two others with relations to Class Zero, one girl and one boy, and still keeps it even. Additionally, every Crystal that has two l'Cie during the events of the game has a male Primus l'Cie and a female Secundus l'Cie until Machina takes Qun'mi's place as the White Tiger Secundus l'Cie.
  • "Get Back Here!" Boss: Colonel Faith, who pilots a flying Helldiver mech and can escape the area really quickly if he is not stopped.
  • Giant Space Flea from Nowhere: The Nox Suzaku.
  • Gilligan Cut: After the First Battle of Judecca, Rem wonders how the Militesi front is doing; Ace argues that, with Lady Caetuna there, the Empire is probably running scared. One save prompt and one chapter title later, we cut to Big Bridge, where Rubrum is being pushed back and given no opportunity for Caetuna's strategy.
  • Global Airship: The party's airship is the Setzer, allowing faster travel to parts of the world map you normally need to travel to on foot.
  • Gold Makes Everything Shiny: The logo for the Final Fantasy Type-0 HD remaster. This extends to an alternate costume set for Class Zero, which takes after said color scheme.
  • Golem: Featured as one of the Eidolon types you can summon, but it gets a notable appearance in Togoreth Stronghold as the the stronghold's defense mechanism.
  • Gratuitous Foreign Language: The game's alternate ending theme, "Colorful - Falling in Love," has gratuitous English, while the English version of it has gratuitous Japanese.
  • Gratuitous Latin: Now with even more Latin in the official English translation.
  • Guns Akimbo: King dual wields standard pistols.
  • Harder Than Hard: Done with the replayable missions from the title screen. Agito (Advanced) Mode features all enemies 30 levels higher, while Finis (Expert) Mode features all enemies 50 levels higher, under constant Rage status, and the requirement that only one member can participate with no reserves. The HD version adds these difficulty modes to the main game.
  • Hell on Earth: When Tempus Finis happens, an endlessly-spawning army of Rursan Reavers arrive to slaughter all life on Orience.
  • Heroic Sacrifice: Class Zero undertakes one to end the catastrophe over Orience. They succeed.
  • Holding Hands: The ending scene contains two instances of this. Some members of Class Zero held hands as they were dying, and Machina holds Rem's hand to comfort her after they find the bodies.
  • Hold the Line: The alternate mission for Chapter 6 requires the player to wait out a 23-minute timer while protecting the area that they are stationed in.
  • Hold Your Hippogriffs: At one point, you can speak with a random NPC trainee, who comments that "Confidence is exactly what I'm lacking. I go in thinking I can do it, but when push comes to shove, I always chocobo out..."
  • Honorary True Companion: Naghi, Carla, Mutsuki, Quon, and Ryid have sidequests where upon completion, they join Class Zero. However this change is solely aesthetic (their capes become red) and they do not actually join the party or impact the story thereafter (though on occasion Naghi is the only one of actual help, having served as their contact for a few missions).
  • Hotter and Sexier: Compared to the rest of the series anyway. It's the first time the developers have been forthcoming with the design process behind the panty shots of the playable female characters.
    • The scenes of Emina in her bikini may be the most gratuitous fanservice yet to come from Final Fantasy, which considering their past instances of such is saying a lot.
    • There's a short cutscene involving a shirtless Kazusa experimenting on the currently controlled Class Zero student, presumably in his own swimsuit attire.
    • Recurring Ms. Fanservice summon Shiva barely even qualifies as a Cute Monster Girl, just being a buxom human in a bikini top and miniskirt.
  • How Did We Get Back Home?: It's unknown how Class Zero arrived in the ruins of their classroom from the place of their final battle. The only transition used is Ace’s All Just a Dream scenario.
  • Improbable Weapon User: Ace uses cards, Deuce plays the flute, and Machina uses twin rapiers that look like corkscrew-drills. And let's be honest, Sice, a scythe isn't the most practical thing, either.
  • Infinite 1-Ups: The Anima Lantern is an item that puts Reraise on a character, and is dropped by Tonberries. Fortunately, there is a mission where Tonberries make a regular appearance, first available in Chapter 4 of the second playthrough. It’s a short mission too, with only the giant yeti boss to worry about if you’re not up to level yet. But once you are, you can replay this mission over and over to farm those lanterns, because revival items are hard to come by and KO’ed characters who are not revived in time will disappear until the end of the mission or until you go to a location with a Save Point. Reraise will be your new life insurance to keep your characters throughout a tough series of battles, and it comes in a pretty easy source too. Fair warning, however; it'll get you through the mission, but deaths under Reraise still qualify as casualties.
  • Informed Equipment: All you will see on your characters are their weapons, and there is only one default model used of each of those weapons.
  • I Never Told You His Name: When Machina brings up the death of his brother to Class Zero, Ace responds by saying the placement of blame won't bring Izana back. Machina is further angered by this.
  • In the Hood: The original twelve members of Class Zero are shown wearing these when they reveal themselves.
    • Later in a cutscene after the ending is unlocked, Tiz and Lean Joker are only shown wearing these same hooded cloaks, suggesting their connection to the class.
  • It's All Upstairs From Here: Two missions in Concordian territory are about this, as well as the Bonus Dungeon Tower of Agito.

    J to L 
  • Jerkass Gods: Arecia and Gala have been causing the events of Orience to happen over six hundred million times, though in the end Arecia relents, having seen how much her "children" have grown, deciding to abandon the cycles and allow Machina and Rem to return to the mortal realm and help rebuild Orience after their actions helped break the cycle.
  • Just Following Orders: Seven remarks this when Class Zero is suddenly blamed for the apocalyptic Tempus Finis.
  • Katanas Are Just Better: Jack has the highest single-hit damage of any character, but can't combo very well.
  • Keystone Army: Defeating an enemy commander causes all other enemies to surrender.
  • Kudzu Plot: Though the main storyline of the war between nations is pretty simple and easy to follow, the various subplots going on are not, and the final chapter is a Bizarro Episode for how out-of-left-field it is. Cutscenes and alternate missions to explain some of what's going on need a second playthrough to unlock, resulting in some aspects of the story being disjointed until you begin said second playthrough. Despite this, the fate of several characters is unknown, and even the Rubicus doesn't supply all the information.
  • Language of Magic: Concordian has a language used to command dragons, as shown when Celestia sends one to attack Ace and Deuce. It's not as articulate as most human tongues, but it's designed to be unambiguous in combat.
  • Laser Cutter The Verboten Eidolon Alexander.
  • Laser-Guided Amnesia: In Orience, people forget their memories of the deceased, which is done by the Crystals to spare them the sense of grief and despair. But it doesn't prevent anyone from becoming curious over their missing memory pieces and finding out more. The rest of Class Zero would, in their Heroic Sacrifice, ultimately restore Orience's ability to remember the fallen.
  • Last Episode, New Character: Tiz and Lean Joker are this, appearing only near the end and bearing little impact on the plot overall aside from the "Chapter of Truth" Dénouement Episode, where they hand over Class Zero's memories to Arecia, allowing her to reconsider her stance on maintaining the current state of Orience.
  • The Last of These Is Not Like the Others: Most of the Eidolon classes except have at least one Eidolon which is drastically different from the others.
  • Last of Their Kind: Gilgamesh and Atra, the two Black Tortoise l'Cie who are still alive while the rest of their nation isn't.
  • Last-Second Ending Choice: A short way into the final mission, the Vermilion Bird Crystal gives Class Zero a choice. Do they choose to become l'Cie to protect the dominion? Or do they remain mortal to press on with their mission? Choosing the former triggers a Hopeless Zerg Rush, while choosing the latter leads to the better (but bittersweet) ending.
  • Late-Arrival Spoiler: This game was out for three to four years before getting an official English translation, so do watch out.
  • Leave No Survivors: The land in Milites is ill-grown and constantly suffering from food shortages, so when they conquer an area they don't take prisoners. Women and children aren't exempt.
  • "Leave Your Quest" Test: A short way into their final mission, Class Zero is presented with the Vermilion Bird Crystal's offer to become l'Cie and protect their home from the invading Rursan Reavers. This leads to a Non-Standard Game Over as they end up getting overwhelmed by the endless waves of enemies. The correct choice to get to the ending is to remain mortal and continue the mission.
  • Let's Split Up, Gang!: For the most part Class Zero goes through everything together.
    • Then in Chapter 5, Rubrum launches a simultaneous attack on the Concordian and Militesi warfronts, and Class Zero is asked to deploy members to both sides. Three party members are selected to go west to Big Bridge, while the rest go east to Judecca. But, the party at Big Bridge is told they can bring in several more members for their mission, meaning the player can use their party from Judecca in the Big Bridge mission.
    • The final mission employs this twice, because the party is met with a forked road they need to split up and travel through at the same time. Any reserve members can be switched in for either party.
  • Lighter and Softer:
    • Being in Akademeia during free time is like this, where for a brief time it feels as if you are just in school and the world war outside is the least of your concerns.
    • The alternate ending scenario is this trope played straight, depicting Class Zero as ordinary high school students in an Orience that Arecia altered such that the Crystals exist no more.
  • Loads and Loads of Sidequests:
    • There are more side missions to be unlocked that are not part of the storyline, as well as quests from NPCs and other little quests around Akademeia and Orience that contribute to 100% completion of the Rubicus. Many weapons and magic spells also have certain conditions to be fulfilled before they can be obtained.
    • In general, the game is designed to be experienced in more than one playthrough. You cannot obtain everything the first time around and there is extra content only available in the second and third playthroughs.
  • Loophole Abuse:
    • The more specific a Special Order is, the more likely you'll be able to find a loophole. For example: during Operation MA Demolition, you receive a Special Order to get to point X without taking damage. You could trigger the Special Order as soon as it is received and mash the dodge button until you reach point X... or you could murderize everything, walk up to point X, trigger the Special Order, and then take one more step - at which point, the Special Order is considered 'complete'.
    • Queen's Lucid Lenses stop her from dying and turn her into a berserker with Killsight... even if the death she suffers is mandatory, such as Nimbus' ambush during Operation MA Demolition. Because that kill is mandatory, the S-rank requirements for the mission allows one casualty... regardless of where that casualty happens. Unfortunately, much like Queen's sword, this is double-edged; if you give her Reraise status before she goes crazy, it gets sucked up when she flips her blade.
  • Lore Codex: The Rubicus serves as the game's lore codex. However, it can only be accessed either from the History option on the title screen or in-game in the Crystarium building in Akademeia.
  • Low-Level Advantage: The enemy level in the final mission is based on the averaged levels of the party, excluding Machina and Rem. For this reason, players can choose to train only certain characters to their strongest, while keeping the characters they don't use at low levels to make the average level easier. This gets "fixed" in the HD version, where the enemy level is now the averaged party level reduced by ten, and negating the advantage of a low-level Class Zero.
  • Luckily, My Shield Will Protect Me:
    • When the Verboten Eidolon Alexander obliterates nearly the entire Militesi border, only Qator and the mysterious l'Cie Incognitus survive, thanks to the latter enhancing the magic shield on the former's MA.
    • Gilgamesh has an amusing version in that he never deliberately makes use of it; the shield he wears on his back nullifies any attacks that hit it (if you're even strong enough to deal any damage without a Breaksight).
  • Ludicrous Precision: The events of the game are revealed to be part of a cycle that has seen Orience destroyed, recreated, and repeated 600,104,972 times.

    M to P 
  • Magic Music: Deuce plays her flute to damage enemies and support allies.
  • Manual Leader, A.I. Party: You're allowed to switch between any of your three characters.
  • Marathon Level:
    • Usually storyline missions are this, with relic terminals and healing portals in between battle zones and objectives. (Note that when replaying these missions, the Save function is not available.)
    • One of the last Expert Trials in Chapter 7 is this, in which the objective is to destroy the Dragon's Nest in Concordia. Roughly takes about 30 minutes to climb to the top of the place, and maybe even longer to destroy the egg unless you have some really beefed up magic and accessories to boost it.
    • Agito Tower, in which each challenge room requires you to defeat one hundred of a certain enemy, all of who are at Level 128. There are Save Points in between challenge rooms, but once you begin the ascent, there is no leaving the tower until you reach the goal of obtaining the game's ultimate accessory, unless you brought some teleport stones. That accessory is worth it though.
  • Mass Monster-Slaughter Sidequest: The last quest from an NPC requires you to defeat 99 of a flying dragon... that only appears once in a typical enemy formation.
  • The Maze: One of the Expert Trials in Chapter 7 takes place in a jungle covered in fog. There is no guiding arrow on the mini-map and it will only appear when you are near a zone you were just in. Finding your way to the end is by trial-and-error.
  • Men Don't Cry: In the normal ending, Class Zero realizes that their battle has been won, but that includes the unspoken truth that they are also going to die. Some start to cry, others quietly reveal that they are scared. Nine snaps that everyone knew it would end like this, but of course it doesn't help. Finally Cinque loses it and sobs loudly, bringing everyone to sit around her as they all collectively grieve over their impending fate. Their acceptance improves afterwards.
  • Messianic Archetype: What "Agito" is believed to be. It's not just Class Zero aspiring to become this, but all the cadets in Akademeia.
  • Military School: Akademeia is this, where cadets train in combat and magic. However, they only started getting deployed to battle once the war in Orience broke out.
  • Mission Briefing: When it’s time for the next storyline mission, Class Zero needs to report to Kurasame to get their orders before heading out. Some briefings feature cutscene explanations.
  • Monster Arena: Opens up in Akademeia not long into Chapter 2. The party leader will fight three Militesi Mooks at a time by themselves, until sixty have been defeated total, and then you will have the option to either continue to the next round or leave. The Mooks are one level above you (in addition to their level increasing from a harder difficulty), and starting another round increases their level. If you are defeated, you are simply returned to the entrance before the battles started. Since cadets follow a free time schedule before the next storyline mission, they have limited chances to go out to the World Map, making the Arena a good area for training, though the EXP and Phantoma rewards are minimal.
  • Multiple Endings:
    • "Another Failed Spiral" — the Non Standard Game Over, in which Class Zero accepts the Vermilion Bird Crystal's offer to become l'Cie and fight off the Rursan Reavers until Orience is destroyed, leading Arecia to restart the cycle all over again.
    • "The End" — the normal Bittersweet Ending, in which Class Zero declines the offer and instead take it upon themselves to defeat Cid even if at the expense of their lives, with only Machina and Rem surviving under mysterious circumstances, allowing them to lead Orience to a better future with the memories of their fallen comrades in their hearts.
    • "In Another Spiral" — the Happily Ever After secret ending, unlocked after finishing the second playthrough, in which Arecia, moved by Class Zero's actions which broke the cycle of Orience's destruction, allows them to live in an altered Orience where the Crystals no longer exist, giving them a second chance of life in a much happier setting.
    • "Rise From the Ashes" — the Type-0 HD-exclusive ending following "In Another Spiral", which doubles as a Sequel Hook, showing a dying Ace being resurrected as a samurai.
  • Mythology Gag:
  • Names to Run Away from Really Fast: l'Cie in Orience are generally bad news; being powerhouses stronger than the usual human military force, and thus pretty good at turning the tide of battle.
    • Happens directly to Class Zero when Nimbus suddenly appears to stop them.
  • Nerf: The enemies in the final mission. In the PSP version, their levels are based on the averaged level of your party, which could catch players off guard if they weren't expecting it. In the HD version, this is fixed by having the enemy level be ten levels less than the party's average.
    • Director Hajime Tabata also acknowledged in several interviews that he received feedback of players being unable to finish the original game because of its difficulty. For this reason, an easy mode was added to the HD version.
  • Never Trust a Trailer: The final trailer before the PSP release ends with Rem dying in Machina’s arms. In the game's context, the pair gets saved because of how crystal stasis works in this game, and when Arecia releases them, they both walk away just fine.
  • New Era Speech: Cid Aulstyne gives one to his armed forces, before they launch an invasion upon Rubrum.
  • Obfuscating Stupidity: Class Ninth is this to the member. They are seen both by themselves, and the general Akademeia student body as bungling fools who have no real place among other cadets. In actuality they are all secret agents working under Intel Division Section Four, using the "idiot" routine to throw off suspicion.
  • Ominous Floating Castle: Pandaemonium, the final dungeon, sure is one.
  • Ominous Latin Chanting
  • One-Time Dungeon: Fortresses and bases in general, as they cannot be normally accessed when exploring the world map. Exceptions go to those where replayable missions take place.
  • Only the Worthy May Pass: Only l'Cie can reach Pandaemonium. Cid was brought by Nimbus, Class Zero was brought by Celestia, and Machina and Rem meet there to duel against each other.
  • Open-Ended Boss Battle: In the following examples, you will not receive a Game Over if the party is all KO’ed, and the missions will still end as usual. However, if you are aiming for that S-rank and need to minimize the number of casualties, it is actually possible to not get your party slaughtered here.
    • Nimbus in Chapter 3. If all party members die, the mission automatically ends anyway because of the plot. However, it is possible to spend those three minutes avoiding his attacks, so as long as you stay in a corner during beam spams and run away from him if he suddenly teleports near you. The mission ends with the announcement of a ceasefire, so you just need to wait it out until then.
    • Shinryu Celestia in Chapter 5. If all party members die, a special Eidolon called Bahamut ZERO will be summoned to fight the battle for you. However, it is possible to defeat this boss with your party, provided you avoid her attacks well and exploit her Break Sight targets when they appear. The mission rewards are also different depending on whether your party or Bahamut ZERO won the battle for you.
    • Gilgamesh in Chapter 6. He's much easier to survive against than the other two, and losing simply alters the cutscene afterwards.
  • Opening the Sandbox: Chapter 7, when you're finally able to visit Militesi and Concordian territory for the first time and really explore the rest of Orience. It's also when the quest to obtain the Global Airship becomes available.
  • Our Zombies Are Different: The Dracobaltians.
  • Paper-Thin Disguise: The mysterious White Tiger l'Cie that keeps popping up in the second of the game is a Palette Swap of Machina wearing a mask. It's not difficult to notice, and from there it doesn't take long to figure out who it is under the mask. Rem-as-narrator actually seems to expect you to have figured it out by Chapter 8.
  • Party in My Pocket: Fortunately, you have free choice of who you want as the active character on the field. During a few compulsory storyline scenes, Ace briefly takes this role.
  • Patriotic Fervor: The opening movie begins with Cid rallying his troops in a Mien Kampf Liebenstraum-esque speech, and ends with Ace standing tall, driving a pole bearing the flag of Rubrum into the ground before he and his classmates go to war.
  • Peninsula of Power Leveling: The Code Crimson order for Chapter 2, Operation Breakthrough. Take out the Militesi in the forest and at the entrance to the stronghold, and you've got three areas where the enemies are endless. One spawns Militesi Couerls, one spawns MA Colossi, and the one between them spawns Imperial Troopers and Supersoldiers in quantities the arena at Akademeia can only dream of. Not only do all three of them fulfil the criteria for a normal Power Peninsula, but control Deuce and play Concerto until you run out of AG, and the one in the middle is the perfect place to grind for SPP.
  • Pink Girl, Blue Boy: Briefly seen with Machina and Rem’s capes before they were transferred to Class Zero. Machina was a member of Class Second and Rem was in Class Seventh.
  • Player Headquarters: Akademeia.
  • Plot Tunnel: The fourth, sixth, and eighth chapters of the game. Chapters 4 and 6 consist solely of one storyline mission before you can go back to Akademeia, interrupting the player's usual Free Time schedule. Chapter 8, which is the final chapter, is a largely linear sequence which is best completed to begin the game again on New Game Plus.
  • Point Build System: Characters gain AP when they level up, which is used to unlock new abilities when they become available to them.
  • Post-End Game Content: Plenty. It is highly encouraged to play the game a second and even third time to unlock all available content.
  • Power Fist: Eight wears gloves with knuckle-dusters to enhance the strength of his punches.
  • The Power of Friendship: Mentioned by name during a second playthrough task (only completable by getting five extra Classmates Zero during the first playthrough, and rewarding you with one hell of an accessory). The Class Fifth Moogle is also a firm believer in this trope.
  • Power Tattoo: The l'Cie brand, which manifests as a floating, glowing emblem rather than a physical mark.
  • Power-Up Magnet: Harvest Phantoma to gain any additional item drops that came with it.
  • Pre Ass Kicking One Liner: The members of Class Zero have regular battle quotes, but each of the twelve has a special one during the Final Battle.
  • Pre-existing Encounters: Lv.99 monsters are all over the world map for no reason except to teach the player not to try and do everything on the first playthrough.
  • The Prophecy: Concerning the trigger for Finis and the arrival of Agito, a savior who will appear at the time of Finis to bring peace to the world.
    • Prophecy Twist: "We have arrived." It's not Agito who arrives at the coming of Finis...

    Q to S 
  • Quality over Quantity: In the dominion's military campaigns, Class Zero is deployed as a small task force who can infiltrate enemy lines to take care of key objectives, like disabling weapons or defeating enemy leaders, to make it easier for the rest of the dominion army to infiltrate the area.
    • This is also why Arecia has chosen Class Zero to sacrifice their lives to open Etro's Gate. The other option was slaughtering many human lives (i.e. Finis and the invasion of the Rursan Reavers).
    • Somewhat averted with the vast size of the playable cast, and while everyone has wildly varrying weapons and abilities, their stats do not differ too wildly.
  • R-Rated Opening: In the first cut-scene, Izana and his faithful chocobo, Chichiri, are killed by enemy soldiers, and they lie in the street, covered in blood.
  • Rage Against the Mentor: Ace and Deuce have one, and later Nine and Cater as well, against Kurasame.
  • Rain of Blood: During Finis.
  • Random Event: A Cactuar may appear in a few select areas of the academy, and may leave a bonus item behind.
  • Ray Gun: Cater's magicite pistol pistol let's her charge shots by holding her fire.
  • "Ray of Hope" Ending: Machina and Rem just discovered all their classmates had died. As "Zero" ends, they look up to the sky (with a rainbow) as they narrate their resolve to honor the sacrifice their friends made for the world.
  • Recurring Boss: Gilgamesh, all in unorthodox places. His first appearance is on the Big Bridge in Chapter 6, and then during the final mission, he is the boss representing the Lorican portal. During Machina's solo mission as a l'Cie, Gilgamesh appears as the boss at the end, and finally, Gilgamesh can be challenged one-on-one for each character's ultimate weapon.
  • Red Eyes, Take Warning: The signature identification for Vermilion Bird l’Cie, while White Tiger and Azure Dragon l’Cie have green and blue eyes, respectively.
  • Red Sky, Take Warning: Tempus Finis.
  • Red Is Heroic:
    • The Dominion of Rubrum is represented by the color red and the symbol of the Vermillion Bird.
    • Class Zero's cape color is red, identifying them as the "legendary class" of Akademeia.
  • Reduced Mana Cost: The Power Spot accessory, which grants 0 MP Cost.
    • Also one of the benefits of upgrading magic spells in the Altocrystarium. When its MP Cost level is fully upgraded, the RF spells are only a mere 5 MP per cast!
  • Regenerating Health: In battle, characters can regenerate HP when they stand still. If their weapons are sheathed, HP regenerates even faster. Negated during Chapter 8, unfortunately.
  • Remilitarized Zone: Such is the case for missions taking place in Militesi territory.
  • Resurrective Immortality: In-Universe, Class Zero will not die if they are killed in battle, because Arecia can resurrect them. This immortality is removed for the final mission, due to Class Zero being needed to perform a Heroic Sacrifice, and the class acknowledges this.
  • Rule of Funny: Minor instance in the secret ending. How does Seven appear from nowhere to be between Kurasame and Sice when Sice tries to present Kurasame her love letter? Who cares, it's funnier this way.
  • Second Episode Introduction: Deuce, Trey, Cater, Cinque, Sice, Eight, and King don't appear until Chapter 2 (though some can be heard on the COMM), and even then, they don't exactly get equal, much less proper introductions like their classmates who appeared in Chapter 1.
  • The Seven Mysteries: Rem states that prior to Class Zero's entrance, they were considered to be one of them among fellow cadets. More of them are revealed in Final Fantasy Agito.
  • School Uniforms are the New Black: The playable cast are all cadets at a magic academy.
    • Nonuniform Uniform: Let's put it this way to save time; no two Classmates Zero wear their uniforms the same way.
  • Score Screen: Comes at the end of a mission, displaying the time completed, number of Phantoma collected, and number of deaths, which determine your overall mission rank and how much gil and what rewards you earn.
  • Shoot the Fuel Tank: Fuel tanks are mostly in places where the enemies are big mechs like Magitek Armor, in the hopes that if you destroy the tanks while the enemies are nearby, it’ll help deal huge damage. Please don’t be near the tanks yourself when they are hit, or your HP may be dangerously close to zero.
  • Short-Range Shotgun: Invoked with the SHG(shotgun) class of spells, being the only projectile-type spells that can't be improved by range - although, if RF(rifle)- or MIS(missile)-class spells have not received such improvements, they do not possess a noticeably longer range.
  • Shout-Out:
    • Rubrum includes towns named Innsmouth and Arkham. Milites has a base named Arwen.
    • In the HD release, Tetsuya Nomura is represented by King - a character with two guns that need reloading every dozen shots or so.
    • In regards to the secret ending: Naming the relatively normal life of the alternate universe "Another Spiral" brings to mind a similarly mundane "Another Day"
    • The secret ending's name also brings to mind the secret movie "Another side, Another Story", the very first KH secret movie.
  • Sigil Spam: Anything that's remotely Rubrumite will have some kind of gear motif on them, whether it's clothes that its people wear, summons, or architectures.
  • Silent Whisper: Andoria gives one to Machina at the end of her address to the class. What she said to him can be found in the Rubicus.
  • Sinister Scythe: Sice uses one to absorb malice from slain foes and beat other foes to death with it.
  • Slice of Life: Certain cutscenes revolve on the daily lives of Class Zero and other associated schoolmates between missions.
    • The secret ending shows a much happier day in Class Zero's lives in a world where they did not have to fight in the war. Emina remains teacher and is dating Izana, much to poor Nine's grief; Machina drags Ace out of the library to play; Sice accidentally presents to Seven a love letter meant for Kurasame, even as he walks in on them; Trey and King ditch band practice, much to Jack's chagrin; Cater and Eight accidentally knock each other out when the former leaps off a ledge; Deuce, Cinque and Queen talk about a Ship Tease between Ace and Mutsuki; and Rem wakes up from a bench, rises, and smiles to the sky.
  • Small Towns: Quite literally any town visited out on the World Map. At the most, towns only have a small shop, a l'Cie Stone, and an NPC quest to offer, so don't be expecting to spend much time in one.
    • Justified due to the consequence of what war has brought upon the world. Several of Rubrum's towns have been destroyed, with the townspeople needing to rebuild them. As for Militesi and Concordian towns, Class Zero is simply not allowed to visit any further than the entrance.
  • Sneaky Departure: Machina. Twice. The first is in Chapter 5 after the party returns to the Academy from the first storyline mission, only for them to find Machina missing. He doesn’t return until the beginning of Chapter 7. Then, he leaves again before the second storyline mission of said chapter, and then he becomes unplayable for the final chapter and mission.
  • Sniping Mission:
    • The opening segment of the Judecca mission in Chapter 5 has the player controlling a turret to fire away at dragons in the sky.
    • Trey has one moment in the alternate mission of Chapter 3 to take out an enemy sniper. You will always succeed since that is the end of the mission anyway.
  • Spell My Name With An S: Orience was previously spelled "Oriens" and "Oriense" before receiving an official spelling in Theatrhythm Final Fantasy.
  • Stable Time Loop: Turns out Arecia knew all along that Orience was trapped in one, as part of her and the Rursan Arbitor's experiment to see which of them gets to open the gate to the Invisible World — the latter through sacrificing billions of lives, Arecia through the "mighty souls", which come in the form of the sixteen students of Class Zero. However, within the last 600,104,971 iterations of this cycle, Class Zero has been doomed to fail Operation Apostle each time by becoming l'Cie and dying in battle, and Orience to destruction because of Cid's actions, and along the way four such pawns were abandoned, leaving only twelve to try and hold off Finis long enough for either deity to finish their own experiment, each being apparently an Anthropomorphic Personification of a given power: Ace represents trust, Deuce kindness, Trey knowledge, Cater courage, Cinque innocence, Sice persistence, Seven understanding, Eight calmness, Nine action, Jack ignorance, Queen intelligence, and King resolve. Come the 600,104,972nd cycle, Machina and Rem, two such "abandoned" pawns, representing fear and love respectively, helped the twelve defeat Cid — not that this keeps Machina and Rem from crystallizing and their classmates from dying, though. Fortunately, their actions, which changed Orience's destiny, convinced Arecia (with some help from Joker and Tiz, the two remaining "abandoned" pawns, representing pain and decrepitude respectively) to revive Machina and Rem and allow them to record their classmates' deeds 50 years later; and at best, she abandons the experiment altogether and changes history such that the crystals would cease to exist, giving Class Zero and Kurasame another chance at life as a Wacky Homeroom of sorts.
  • Stern Chase: Taken to grand proportions when Class Zero must escape the Imperial Capital in Chapter 4, on the wrongful accusation they assassinated the Concordian queen. The mission takes them from their hotel room all throughout the city, until it's revealed they reached safety in a forest in Lorican territory. And we're supposed to believe this took place all in one day?!
  • Story Breadcrumbs: The l’Cie Stones, which contain fragments of a l’Cie’s life during some time in the history of Orience, and are otherwise collected as proof you've visited all available in-game locations.
  • The Straight and Arrow Path: Trey uses a bow, which gives him a longer range than most of the firearms in the game.
  • Summon Magic: Eidolons return in this game, however summoning requires that the player character sacrifices his or her life to do so.

    T to Z 
  • Tactical Withdrawal: Done at the end of the Togoreth mission in Chapter 2 when Nimbus appears and Zhuyu comes after him. When a Primus l'Cie is present, everyone had best get far, far away as possible; when two Primus l'Cie are fighting each other, that might not be enough.
  • A Taste of Power:
    • The opening mission, which also serves as a tutorial for the battle system, has the party under constant Reraise. Then there's the first time an Eidolon is used in battle, which is Odin. The latter is lampshaded by Jack prior to entering that battle, as it is explained there is a Special Eidolon who can be summoned without costing the summoner's life.
    • Accepting the Vermillion Bird Crystal's offer to become l'Cie combines this trope with Controllable Helplessness. Your entire party becomes extremely overpowered very quickly and can easily destroy the oncoming waves of enemies. At first. However, the Rursan Arbiters only get exponentially stronger and stronger, until all of Class Zero is completely overwhelmed and killed, leading to the bad ending.
  • Theme Naming:
    • Twelve of the playable characters are named after playing cards and French dice terms. The low numbers are dice terms, possibly simply for sounding more like names. The other two characters that are playable have Latin and Japanese Meaningful Names. Meanwhile, Tiz and Joker represent Ten and Zero, though they also have real names like Machina and Rem.
    • The four countries in the world are named for the four Chinese God Beasts. Suzaku (Vermilion Bird) for the heroes and Byakko (White Tiger) for the villains being most prominent in the story thus far.
    • The cities of Concordia mostly have names from Hindu mythology.
    • The names of the Black Tortoise l’Cie who left behind l'Cie stones are named after characters from The Epic of Gilgamesh.
  • This Is a Drill: Machina dual wields "Bolt Rapiers" which are basically over-sized drill bits.
  • Throw-Away Country: Lorica has been utterly annihilated by an Ultima Bomb in the beginning of the game, leaving much of the war to be fought by three nations instead of four. Gilgamesh is the sole major character left representing his country.
  • Time Trial: One of the three criteria for grading missions; the faster you complete it, the higher the chances of getting rank A and therefore an overall rank S for the mission.
  • Tomes of Prophecy and Fate: The Akashic Records and the Nameless Tome mentioned in the final chapter are these. Excerpts found in the Rubicus' character bios further explain the purpose of events happening in Orience.
  • Too Awesome to Use: For once in the series, averted with Elixirs. The game doesn't hand them out like candy, but it does give them to you often enough that you're comfortable using one when you need it. In their place is the Phoenix Down, which you'll treasure like a priceless antique once you realize how rare they are.
  • Too Many Belts: Where a normal school uniform would have buttons to close up their shirts and coats, we have buckles here. Thank Nomura for this.
  • Trailers Always Spoil: The final pre-release trailer ends with a dying Rem in Machina's arms. It turns out they were l'Cie in the middle of a fierce duel, unaware of each other's identities. Rem is ultimately saved because the two end up in crystal stasis afterwards, and are freed by Arecia in the ending.
    • An English trailer for the HD version reveals outright that the Queen of Concordia gets assassinated and Class Zero is framed for it.
  • Traintop Battle: Class Zero gets one during their Imperial Capital escape mission in Chapter 4.
  • Unable to Cry: Rem in the cemetery following Kurasame's death, as she is unable to remember him.
  • Unexpected Gameplay Change: At various points in the game you have to play what is basically an RTS wargame, commanding camps dispatching troops to conquer enemy cities and providing them support fire. In a later chapter you have to fight dragons on an airship in a FPS sequence where you commandeer a deck cannon to blast them.
  • Unknown Item Identification: l'Cie Stones, little crystals left behind by past l’Cie, seem to be nothing more than collectibles, and there is always one to be found in every visitable location and region in the game. But speak to Atra, the Black Tortoise l’Cie in the town of Iscah, and he can reveal the messages from those crystals, which are the last thoughts of l’Cie before they entered crystal stasis.
  • Updated Re-release: Final Fantasy Type-0 HD, remastered for the Play Station 4 and Xbox One and translated into English.
  • Vicious Cycle: Though the characters are unaware of it, the events in Orience have been repeated over six hundred million cycles.
  • Verbal Tic: The Moogles begin and end almost every sentence with "Kupo"!
  • Victory Quote: "Mission complete!"
  • Video Game Time: Per the History section in the Rubicus, the storyline of the game spans eleven months, with the first mission taking place on February 3rd and the final mission on December 7th.
  • Villain Shoes: The mission featuring l'Cie Machina has him killing dominion soldiers, or you know, people he used to be on the same side with.
  • Virtual Paper Doll: Two additional costume sets for the whole cast—the summer uniform and the formal uniform. A third costume is added in the HD version, featuring shiny gold capes.
  • Walkie-Talkie Static: The only time it happens is when Kurasame is saying his final message to Class Zero, as he is about to sacrifice his life in helping summon Alexander. Class Zero has no idea what is going on and they are unaware that it is the last time they will ever hear from him, much less forget him afterwards.
  • War Is Hell: So very much. The game makes no attempt to hide the fact that people are dying on both sides, anyone you see in the Academy might not survive the next mission, and the government just sees them as expendable soldiers rather than people. It really sets the tone that the introductory cinematic shows front and center Academy students being gunned down by assault rifle fire.
  • Weapon of Mass Destruction: The Ultima Bomb, which annihilated the entire nation of Lorica at the start of the game.
  • Weapon Tombstone: Class Zero has all their weapons put in one next to their final resting place, along with a red flag made from their capes.
  • What Happened to the Mouse?:
    • Remember Nimbus, the White Tiger l'Cie that appears during the early chapters of the game? The developers didn't. That only a l'Cie can enter Pandaemonium implies he took Cid there, but he never shows up there so presumably he crystallized off-screen.
      • The Rubicus states that Nimbus ended his own life as an act of freedom after realizing that the world was ending and repeating again.
    • For that matter, Zhuyu also fades Out of Focus after the battle at Togoreth, and aside from a brief scene where he encounters Caetuna, he stops showing up entirely. He is last seen defending Akademeia from the Rursus during Tempus Finis, but the Rubicus states that he got shanked in the back by the masked man in charge of the Rursus.
    • All members of the Consortium of Eight disappear when Tempus Finis has arrived, leaving mostly cadets to attempt to understand the situation and keep everyone under control. Naghi states outright that the disappearance of many key figures has put the remaining survivors in a panic.
      • Fortunately, the Rubicus explains what happened to Chancellor Khalia during this time.
      • If the player chooses to become l'Cie, they can see the Commandant's corpse.
  • Won the War, Lost the Peace: Rubrum succeeds in conquering both Concordia and Milites to end the war, but that is not the end of their troubles...
  • Zip Mode: There's a service at the airship deck that can fly you instantly to a few world map locations for a small fee.

Walk on, wandering souls
For your respite we pray
Let our humble song clear your hearts of dismay
Rekindle the flame in your souls and set you free
So walk on, and become the light that guides the way...


Video Example(s):

Alternative Title(s): Final Fantasy Type Zero, Final Fantasy Agito XIII


Milites's Invasion of Rubrum

The invasion of the Militesi Empire on the Dominion of Rubrum leads to fighting between magitek-equipped soldiers and young mages.

How well does it match the trope?

4.78 (9 votes)

Example of:

Main / WarIsHell

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