About
Final Fantasy XII: Revenant Wings for Nintendo DS is a real-time strategy adventure set in Ivalice, released by Square Enix in 2007. Co-developed with Think & Feel, it continues the story of Final Fantasy XII one year later, shifting the focus to Vaan and Penelo as they pursue the freedom and fortunes of sky pirates. Rather than adapting the PlayStation 2 game's battle system, Revenant Wings was designed around the DS touch screen, pairing the series' familiar world, creatures, and terminology with fast mission-based battles.
The story begins after Vaan and Penelo leave Rabanastre to chase a legendary cache said to be connected to the fabled floating continent of Lemurés. Their hunt carries them into the secluded homeland of the winged Aegyl, where they meet the curious young Llyud and become entangled in a struggle involving sky pirates, auracite, and the feared Judge of Wings. Balthier and Fran return during the adventure, while Queen Ashe and Basch also have roles in this post-Final Fantasy XII chapter. The tone follows Vaan and Penelo's growth as young adventurers while still drawing on Ivalice's history and the consequences of the earlier game's events.
Battles unfold in real time on compact overhead maps. Players select a leader and their forces with the stylus, then tap an enemy or destination to order an attack or movement; drawing around a group lets multiple units act together. The D-pad and dual-screen presentation help with navigation and camera management. This makes Final Fantasy XII: Revenant Wings Nintendo DS play less like a turn-based role-playing game and more like an approachable command game in which positioning, target choice, and a quick response to an unfolding fight matter.
Vaan, Penelo, and the other leaders do not fight alone. Their main forces are Espers, summoned creatures acquired through auracite and called to battle through summon gates. Different Espers fill melee, ranged, or flying roles, creating a clear counter system in which one unit type has an advantage over another. Elemental affinities add another tactical layer. Leaders bring their own combat specialties and can use Quickenings, while a simplified version of Final Fantasy XII's Gambit system lets the player set a preferred automatic action and revise it as conditions change.
The campaign is divided into story missions, with additional assignments available for those who want to revisit the world and develop their party. Between battles, the airship serves as the group's base for traveling to available locations, preparing leader-and-Esper decks, shopping, and improving equipment. Missions award experience and resources, and completed areas can be replayed. That structure keeps the focus on building a flexible roster for a specific objective rather than assembling one permanent party for a single long dungeon.
Revenant Wings uses sprite characters against three-dimensional battlefields, with pre-rendered sequences helping bring its aerial fantasy setting to the handheld. Its cast was redesigned for the DS while retaining recognizable figures and recurring summons from Final Fantasy XII. Japan received the game in April 2007, North America followed that November, and PAL territories received it in 2008. The Western version includes adjustments such as a tougher challenge and added content, but the central story remains the same. As a standalone Nintendo DS sequel, it offers a distinct route back to Ivalice: a single-player Final Fantasy game built around stylus-led real-time commands, summoned armies, and Vaan and Penelo's first major sky-pirate adventure.
Gallery
Details
- Developer
- Think and Feel
- Publisher
- Square Enix
- Genre
- JRPG
- Players
- 1
- Release Date
- November 20, 2007
- System
- NDS