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Bravely Default

Bravely Default, known in Japan as Bravely Default: Flying Fairy, is a 2012 role-playing video game developed by Silicon Studio and published by Square Enix for the Nintendo 3DS. It was originally released in 2012 and later rereleased as an expanded edition in 2013 subtitled For the Sequel in Japan. For the Sequel was later released in Europe, Australia, and North America in 2014 simply titled as Bravely Default and published by Nintendo in said regions. The gameplay uses a turn-based battle system and job system, in addition to incorporating options to combine job abilities and adjust battle speed and random encounter rates. A high-definition remaster developed by Cattle Call, titled Bravely Default Flying Fairy HD Remaster, was released as a launch title for Nintendo Switch 2 in 2025. PC and Xbox Series X|S versions launched on March 12, 2026.

Gameplay
Bravely Default is a role-playing video game which features a party of four characters navigating the fantasy world of Luxendarc. Navigation in towns, dungeons, and the world map environments are presented in an angled, third-person overhead view: the character remains still, the camera zooms out to a distant view. These environments are displayed on the top screen of the Nintendo 3DS system, while the bottom screen displays maps of environments, party stats and other information such as item menus. On the world map, a day–night cycle alters the types of enemies present, and after a certain point in the story, an airship can be used to speed up travel and access previously inaccessible areas. In towns, players can interact with non-playable characters (NPCs), purchase items or magic at specialized shops, buy or sell weapons and equipment at an armory, or rest at an inn to restore health points (HP) and magic points (MP). In all environments, the party can find chests containing items, weapons or equipment. During certain points, a Party Chat option appears, giving players the option of initiating conversations between the party members. During exploration, standard enemies appear through random encounters. Outside battle, the encounter rate can be adjusted from high to nothing. The game features multiple difficulty levels, which can be adjusted freely outside battle. Outside the main campaign, the game uses networking features powered by the 3DS's StreetPass functionality. A central element is the campaign to reconstruct the village of Norende, destroyed at the beginning of the game. The village is constructed on new ground after obstacles are removed and an area is prepared. The reconstruction incorporates social game elements: friends encountered by the player through StreetPass and online invites become the village's residents, and their efforts are used to create various buildings, including houses and shops. The amount of time a project takes to complete depends on the number of friends assigned to it, taking anywhere from days to weeks. Increasing the number of people speeds up the village's reconstruction. As the reconstruction progresses, the player is awarded with new items and equipment. Individual buildings will gain experience points, granting access to higher-tier rewards, and players have the option of adjusting the types of items rewarded. Special randomly generated optional bosses, known as Nemeses, will appear in the region. Defeating them yields special rewards. Battle system Battles come in two types: random encounters with standard enemies, and staged boss battles. The battle system revolves around turn-based combat: each side is allowed to perform an action or multiple actions, with each character having independent movements and commands. These actions include attacking with the equipped weapon, using magic, or using an item. The party also has the option to escape from most battles. Two new options to the battle system are the Brave and Default options. Brave Points (BP) dictate the number of actions a character or enemy can take within a turn, along with being needed for the execution of certain abilities. Party members can utilize BP down into negative figures, enabling up to four actions within a single turn. When the BP gauge is negative, they must wait for the BP counter to reach zero before they can act again. BP are naturally recovered once per turn. Alternately, any party member can Default, which reduces the damage taken by enemy strikes and accumulates BP. An additional power is "Bravely Second", an ability which freezes time for the enemy, allowing a party member to move four times in a single turn with no cost. Bravely Second requires Sleep Points, or SP, a currency which is either replenished while the Nintendo 3DS is in sleep mode or through buying regenerative SP Drinks through microtransactions. Battle speed during combat can be sped up or returned to normal at the player's discretion. Tied into the battle system is a Job system: beginning with the Freelancer, the party can gain additional Jobs by obtaining gems called "asterisks" from defeated human bosses. Twenty-four Jobs can be found in the game, ranging from the agile Valkyrie to White and Black Mages that respectively specialize in healing and fighting magic. Each Job has different strengths and weaknesses in battle. Outside battle, characters can be assigned any available Job. In addition to the skills of the equipped Job, the skills of a second Job can be learned, allowing for free customization of parties and the mixing of Job abilities in battle. After obtaining the Summoner Job, characters can use summoned monsters to launch attacks that deal high damage to all enemies. Friend characters can also be summoned from other players' games: the more a friend summon is used, the more effective their actions become. Descriptions of defeated enemies, along with story recaps and descriptions of locations, weapons, and Jobs are included in an item called D's Journal. Within certain conditions, characters can perform Special Moves, customizable powerful moves tied to Jobs: after a Special Move is performed, the entire party is granted buffs for a limited period. This period is represented with a specific tune that plays over normal battle music. Various elements can be added to Special Moves, such as granting elemental properties, launching status ailments at enemies, recovering HP and MP, and temporary status ailment immunity to the party. The customization of Special Moves is directly tied to the creation of specialist shops during the reconstruction of Norende. Experience points acquired at the end of a battle enable characters and their assigned Jobs to level up, unlocking new abilities and boosting character stats such as available HP and MP. Bonuses are gained if the party fulfilled certain conditions. Job abilities and levels can be borrowed from online friends, in a feature called Abilink. Any Job can be borrowed from available players regardless of their current level. ==Plot==
Plot
Luxendarc is thrown into chaos when its four elemental crystals are consumed by darkness. Agnès Oblige, vestal of the Wind Crystal, escapes. Meanwhile, a chasm opens below the town of Norende and destroys it. Its sole survivor, Tiz Arrior, investigates the chasm and meets Agnès and her companion, the fairy Airy. The group is attacked by forces of the Duchy of Eternia, who seek to prevent Agnès from awakening the crystals. After defeating the forces, Tiz travels with Agnès as her protector. Back in Caldisla, the group is joined by Ringabel, an amnesiac vagabond with a mysterious book, and Edea Lee, a soldier who defects from her army. Airy instructs the group on how to awaken the crystals, and the first three crystals are successfully awakened while having Eternia's forces on their trail. As they seek the final crystal, the group is forced to defeat Edea's father Braev. The Holy Pillar of Light appears; there, the group finds out Edea's close friend Dark Knight Alternis Dim looks identical to Ringabel. However, the group is surrounded by bright light and awakens back in Caldisla. After learning Airy's ritual brought them into a parallel world, the group notices Airy's wings now display the number 4. Unaware of another solution, the group awakens the four crystals and the Holy Pillar of Light, resulting in awakening in another parallel world. While working their way to Airy's pattern reaching 0, the group learns several truths about themselves and their adversaries; nearly all the Eternian forces were hired by Braev out of compassion as they were rejected by the Orthodoxy to cleanse it of its corruption. Ringabel is revealed to be a parallel Alternis Dim who got dragged into the group's original world, and slowly regains his memories after he witnesses his world's group being killed by Airy after turning into a monster, revealing her true intentions to link all the parallel worlds for her master, the demon Ouroboros, to conquer the Celestial Realm. Should Agnès destroy a crystal, Airy attacks them in a fit of rage before fleeing to the Dark Aurora and being defeated there, warning the group Ouroboros is still a threat. Should all crystals be awakened, Airy reveals her true intentions and gains her true form in the Dark Aurora. After defeating her, Ouroboros devours her. Tiz learns his life is kept by a being of the Celestial Realm. Ouroboros consumes worlds to regain strength, but the parallel versions of the party break the Ouroboros' link, allowing the party to destroy him. The party returns to their world as the links to the parallel worlds close. In the aftermath, Agnès and Edea return to their respective groups to improve the relationship between the reformed Orthodoxy and Eternia. Ringabel returns to his own world to reclaim his true identity. After Tiz releases the Celestial Realm's being within him, he falls into a coma. He later awakens in a life support tank as the mysterious Magnolia Arch rescues him. ==Development==
Development
According to producer Tomoya Asano, Bravely Default began development as a sequel to Final Fantasy: The 4 Heroes of Light (2009), and would have been part of the Final Fantasy franchise. After completing The 4 Heroes of Light, Asano considered what he wanted to do next. Despite having the option to developing something within Square Enix's core franchises, he voluntarily established a new intellectual property. During this initial phase, the original development team reached out to Silicon Studio, whose previous work was mostly related to development middleware. Silicon Studio developed a well-received demo for the project and were assigned to develop the game. Despite moving away from the Final Fantasy series, it retained a battle system and world setting in common with many Final Fantasy games. According to Asano, this was both a leftover of the project's original form and a conscious choice to give players from the Final Fantasy series a sense of comfortable familiarity. In later responses to fan questions, Asano confirmed that he designed the Final Fantasy-style story so players would have little trouble entering the world. The story-telling and gameplay was heavily influenced by western video games and television series. Asano described the result as a "Japanese RPG with American content thrown in". The main challenge for the team was making Bravely Default a traditional RPG without overloading it with nostalgic elements. Despite this, as the team were fans of both Final Fantasy and Dragon Quest, nostalgic features were added for genre veterans and to be appreciated by newcomers. Asano wanted to bring together what he considered the three core elements of RPGs—battles, growth, and connection—in Bravely Default. An important element was creating a casual experience that anyone could enjoy, even if they had never played an RPG. During development, the team decided to cater to the core Japanese RPG fanbase, as they did not believe the game viable for Western release at the time. At the early stages of development, Bravely Default was going to be an action role-playing game, a genre Silicon Studio had previously worked on with 3D Dot Game Heroes. After developing a prototype build and putting it before Asano, it was decided to make the battle system a traditional turn-based model. The interdependent "Brave" and "Default" mechanics underwent changes during the development process. Initially, Asano envisioned a system akin to the Tension stat used in the Dragon Quest series, but designer Kensuke Nakahara wanted something more exciting for players. He was also annoyed that the majority of bosses in both Dragon Quest and Final Fantasy got two or more actions per turn while player characters only got one each. After some consideration, Nakahara decided on a system where characters could bank points by not taking actions during a turn for later use, or create loan points to act multiple times in a current turn. The concept of "D's Journal", which would offer players deeper insights into the world and characters of Bravely Default, was inspired by a similar system from Higurashi When They Cry. During the late stages of the game's development, the team had to make several last-minute tweaks and changes to ensure the game delivered the best possible performance. Due to the game's chosen mechanics, balancing the game became a major part of later development. The core concept of Bravely Default was defined by Asano as "everyone can play", as he wanted to bring positive elements from the growing social game market into Bravely Default. The social gameplay was made up of three different elements: the ability to employ StreetPass friends to help reconstruct Norende, the ability to summon friends' characters into battle as a summon, and the "Abilink" option which allowed players to borrow each other's job levels. The initial versions of these functions were not as elaborate as they would become in the final product. Norende village was initially displayed on a single screen, but at a suggestion from Asano, it was enlarged so players needed to slide the display around. The summoning option was initially going to be a simple display of the summoned character, but it was decided to make the summoning sequence more elaborate. The summoning text initially shared fonts with other elements, but as Asano wanted it to have more impact, a more florid font was used. This styling was influenced by a sequence featuring Japanese idol group AKB48 in an unspecified television drama. The usage of StreetPass was incorporated to differentiate Bravely Default from other RPGs of the time, forming part of Asano's wish to create something new. A notable feature included in the game were augmented reality (AR) movies. The AR movies were developed using a software development kit provided by Nintendo and implemented into the game by Silicon Studio. A unique gimmick included in the game was using the platform's camera to project the player's image into an area of the arena during the final boss battle. The game's music was composed by Revo, the leader of Japanese musical group Sound Horizon. Asano contacted Revo concerning a collaboration, as he had listened to his 2004 album Chronicle 2nd. During his work, Revo was able to see the game's ROM, then discuss the game's vision and development goals with Asano. While the initially agreed track number was between 20 and 30, the number of tracks almost doubled during production as Revo saw situations that needed their own music. Revo aimed for a nostalgic musical style, referencing the music and atmosphere of Final Fantasy, Dragon Quest, and the SaGa series. During recording, tracks were given descriptive working titles, such as "Scene of Normal Battle" or "Song of Asterisk Holder Warfare". Multiple battle songs were created for the game, each having a faster tempo depending on the escalating battle situation. Revo's recording sessions were closely linked with the creation of the game's sound source, so the music would fit onto the 3DS' limited storage space without losing too much of its quality. Once the music was recorded, a sound environment was created so that it could be heard clearly through the 3DS system's speakers. While there were concerns about the 3DS cartridge's storage space limitations, these ultimately proved to be minimal. Scenario and character design The game's title represented the game's main theme of self-reliance: not blindly following the will of others, and following one's own will. "Bravely" symbolized courage, while "Default" symbolized denial. The subtitle was one of many proposed by the team, and was chosen by Asano after it helped give an official name to the character Airy: prior to this point, she had gone unnamed and was generally referred to as a "Navi character". The subtitle was also a coded reference to Airy's true agenda and the game's deliberate removal from the Final Fantasy series. The key words created for the initial draft scenario were "large hole", referring to the Great Chasm beneath Norende, and "parallel world", which referred to the many versions of Luxendarc encountered by players during their journey. The greater majority of the main scenario and side quest storylines were fully voiced, with the main cast having a huge amount of dialogue compared to other characters. The summons were themed after classical elements, modern machinery and multiple world mythologies. The game's script was written by Naotaka Hayashi, a staff writer at 5pb. whose most notable work at the time was visual novel Steins;Gate. After playing through Steins;Gate on the recommendation of another staff member, Asano decided that Hayashi would be able to create the appealing characters and surprising scenario needed for the story, and asked 5pb. if Hayashi could work on Bravely Default. Another reason Asano wanted Hayashi was due to the plot's heavy use of parallel worlds. Hayashi's work on the game involved creating the plot and character settings. While he wrote the majority of the game's dialogue, more detailed work was given to writers at Square Enix and Silicon Studio. One of the supplementary writers was Silicon Studio's Keiichi Ajiro, who wrote the contents of D's Journal. Ajiro also created the initial story outline with Asano. The initial story concept was kept deliberately simple, but its complexity increased during the writing process. During his work, Hayashi was given guidelines by Square Enix about the characters and story: for instance, Asano wanted the heroes and villains to be equally compelling, along with raising the game's targeted age group. Something that Hayashi needed to remember during the writing process was the need to limit the length of dialogue segments. While visual novels had a high leeway for dialogue quantity, Asano would make requests such as a sentence being within a 22-character limit, and to not overrun into multiple dialogue boxes. The main character designer and art director was Akihiko Yoshida, whose previous notable works include Final Fantasy Tactics and Tactics Ogre: Let Us Cling Together. In contrast to much of his previous artwork, Yoshida created the game's artwork using a stronger design and coloring style. His artwork for Agnès was designed to represent her solitude and knowledge of her fate while also displaying cuteness and motherliness. Tiz's design was designed not to convey a strong personality, as he in part represented the player. For the game's environmental artwork, Yoshida drew on European children's literature. The in-game environments such as towns and the overworld were created using specially drawn art mapped to a pseudo-3D layout. This style was meant to emulate classic picture books. Finalization of the art style took a long period, going through extensive trial and error. Designs for many of the secondary characters were handled by other artists: Atsushi Ōkubo, who had most notably worked on the Soul Eater manga series, designed Einheria and the Valkyrie job outfits. Erutus Profiteur and the Merchant job were designed by Hideki Ishikawa, whose work included character designs for Lord of Vermilion arcade game series. Kamiizumi and the Swordmaster job were designed by Dorin Makoto, who had most notably worked on the Sengoku Basara series. Red Mage Flore DeRossa and the Red Mage job were designed by Take, who worked on the Katanagatari light novel series. Qada and the Salve Maker job were designed by Midori Foo, an artist who had worked on multiple light novels and online games. ==Release==
Release
Bravely Default was first announced in September 2011 under its original Japanese title as part of Nintendo's 2012 lineup for the 3DS, alongside titles such as Monster Hunter 4 and Fire Emblem Awakening. The game's Windows and Xbox Series X/S versions were released on March 12, 2026. Localization Prior to any official announcement of its Western release, Bravely Default was cited by multiple journalists as a game that should be localized for Western markets. In October 2012, Asano stated that there were no plans to localize the game, but that fans should continue inquiring so that their wishes were made clear. A localization was officially announced in April 2013. Nintendo took charge of publishing duties overseas. The Western version was based on the For the Sequel expanded version. It released in Europe on December 6, 2013. An earlier false report in Nintendo's financial report indicated that its European release would be in 2014, but this was later corrected by Nintendo of Europe. In Australia, it released on December 7. In North America, it released on February 7, 2014. Both in North America and the UK, a collector's edition was created including the soundtrack, an artbook, and over thirty AR cards. The UK edition also included a figurine of Agnès. The game was also released in South Korea on April 16, although it was not localized into Korean, placing it in contrast with other Nintendo releases such as Shin Megami Tensei IV. The localization itself was handled by Bill Black and his company Binari Sonori, whose previous work included ''Demons' Score for Square Enix and World of Warcraft: The Burning Crusade for Blizzard Entertainment. Another key staff member was Timothy Law, a localization editor from Square Enix who supervised the translation and voice recording for the title. An element of the localization that provided a challenge was creating a sense of wordplay equivalent with that used in the original Japanese. An example of this was the Performer job and its owner, the latter of which needed to have her first name adjusted while taking into consideration European gender perceptions. Another example from the dialogue was the need to create jokes that would not work in Japanese, such as Agnès commenting on finding a "lucky charm". The subtitle "Flying Fairy''" was removed for the Western release as it might have given a false impression of family-friendly content due to different cultural perceptions from Japan. The English voice actors were chosen to sound as similar as possible to their Japanese counterparts, and adjustments were made to characters through the actors' performances: these included making Ringabel more flirtatious, and adjusting Edea's growl of rage between language versions. The game uses both the English and Japanese audio, along with subtitles in multiple languages. The Western localization of the game contains censorship related to some sexually suggestive material in the original game: the ages of the main characters were increased to no longer be underage by Western standards, with 15-year-olds being changed to be 18-year-olds, and two of the female playable characters' costumes were altered to make them less revealing. ==Reception==
Reception
The story was met with positive reviews. Famitsu was highly positive about the story, although the reviewers did not go into specifics. During the 18th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated Bravely Default for "Handheld Game of the Year" and "Role-Playing/Massively Multiplayer Game of the Year". It was ranked by both IGN and GameSpot as one of the best games on the system in 2013 and 2014 respectively. ==Sequels==
Sequels
The game's success, which went against Square Enix's presumptions due to the title's identity as a traditional role-playing game, prompted them to reconsider their game making strategy, which up to that point had been geared towards developing titles tailored for Western markets rather than focusing on the Japanese market. This game, which would become Octopath Traveler, was announced in January 2017 and initially released worldwide for the Nintendo Switch in July 2018. A third entry in the Bravely series, Bravely Default II, was announced at The Game Awards 2019 exclusively for the Nintendo Switch. Two years prior to the game's announcement on Christmas Day 2017, character designer Akihiko Yoshida posted an image on Twitter of Edea holding a pair of Joy-Con controllers. Additionally after Octopath Traveler sold over 1 million copies, the occasion was celebrated with another illustration on Twitter, with the pose assumed by the eight party members strongly resembling Airy from the first game. Upon being asked why the game was titled Bravely Default II despite being the third entry in the series, series producer Asano explained it was because he felt that Bravely Second, the actual second game in the series, had "parts that did not meet the expectations of fans." He initially felt it would be difficult to continue the Bravely series, but the success of the Japan-only mobile game ''Bravely Default: Fairy's Effect and Octopath Traveler inspired the development team to revisit the series and led to planning of another entry. Similar to how numbered sequels function in the Final Fantasy'' franchise, this new installment takes place in a new world separate from the previous games with a brand new cast of characters. The game was released worldwide on February 26, 2021. ==See also==
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