Bravely Default

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Bravely Default, called Bravely Default: Flying Fairy in Japan, is a role-playing video game released in 2012. It was developed by Silicon Studio and published by Square Enix for the Nintendo 3DS. The game was first released in 2012 and later released again in 2013 with added content, named For the Sequel in Japan.

Bravely Default, called Bravely Default: Flying Fairy in Japan, is a role-playing video game released in 2012. It was developed by Silicon Studio and published by Square Enix for the Nintendo 3DS. The game was first released in 2012 and later released again in 2013 with added content, named For the Sequel in Japan. This version was released in Europe, Australia, and North America in 2014 as Bravely Default, published by Nintendo in those regions. The game uses a turn-based battle system and a job system, allowing players to combine job abilities and adjust battle speed and random encounter rates. A high-definition remaster, created by Cattle Call and titled Bravely Default Flying Fairy HD Remaster, was released in 2025 as a launch title for Nintendo Switch 2. Versions for PC and Xbox Series X|S were released on March 12, 2026.

Bravely Default takes place in the world of Luxendarc, which is balanced by four elemental crystals protected by the Crystal Orthodoxy, a religious group with global influence. The story follows four main characters: Tiz Arrior, the only survivor of a village destroyed by the crystals’ effects; Agnès Oblige, a guardian of the Wind Crystal who lost her position after the crystals were corrupted; Ringabel, a person who has forgotten his past and searches for clues in a mysterious journal; and Edea Lee, who left a large army to help rescue Agnès. Together, the group works to restore the crystals and face a greater threat.

The game began as a sequel to Final Fantasy: The 4 Heroes of Light but developed its own story and gameplay. Tomoya Asano, who produced The 4 Heroes of Light, returned to lead the project. Naotaka Hayashi, a writer from 5pb. known for his work on Steins;Gate, wrote the story. Artists like Akihiko Yoshida and Atsushi Ōkubo designed the characters. The game was influenced by Western games and TV shows, as well as elements from Dragon Quest and Higurashi When They Cry. The music, composed by Revo of Sound Horizon, was meant to feel like classic games such as Dragon Quest and SaGa.

Bravely Default was announced in September 2011 as part of Nintendo’s 2012 lineup for the Nintendo 3DS. Before its release, the team made changes based on player feedback. For the Sequel served as the basis for the international release, which used the title Bravely Default without a subtitle. Both in Japan and overseas, the game sold well and received praise for its mix of traditional and new gameplay, story, graphics, and music. Some critics noted that late-game stages were repetitive and that social gameplay elements were less engaging. The game inspired other media and sequels. A direct sequel, Bravely Second: End Layer, was released in 2015 in Japan and 2016 internationally for the Nintendo 3DS. Another sequel, Bravely Default II, set in a new world, was released worldwide in 2021 for the Nintendo Switch. As of March 2026, the Bravely series has sold over 3 million copies.

Gameplay

Bravely Default is a role-playing video game where a group of four characters explores the fantasy world of Luxendarc. Players move through towns, dungeons, and the world map using a top-down view: the characters stay still, and the camera zooms out to show a faraway perspective. These environments appear on the top screen of the Nintendo 3DS, while the bottom screen shows maps, character information, and menus for items. On the world map, a day-night cycle changes the types of enemies that appear. Later in the story, players can use an airship to travel faster and reach new areas. In towns, players can talk to non-playable characters (NPCs), buy items or magic from shops, trade weapons and equipment at an armory, or rest at an inn to recover health points (HP) and magic points (MP). In all areas, players can find chests containing items, weapons, or equipment. At certain times, a Party Chat option lets players have conversations between the characters. During exploration, enemies appear randomly. Players can adjust how often enemies appear, from very often to never. The game has different difficulty levels that can be changed anytime outside of battles.

Outside the main story, the game uses networking features from the 3DS's StreetPass system. A key part of the game is rebuilding the village of Norende, which was destroyed at the start. The village is built on new land after obstacles are cleared. Social game elements are included: friends connected through StreetPass or online invites become villagers and help build homes and shops. The time needed to complete projects depends on how many friends help, taking days or weeks. More helpers speed up the rebuilding. As the village grows, players earn new items and equipment. Buildings give experience points, unlocking better rewards, and players can choose what items are given. Special optional bosses called Nemeses appear in the area. Beating them gives special rewards.

Battles happen in two ways: random encounters with regular enemies and planned boss fights. Combat is turn-based: each side takes turns performing actions, with each character moving and acting independently. Actions include attacking with weapons, using magic, or using items. Players can usually escape from battles. Two new battle options are Brave and Default. Brave Points (BP) determine how many actions a character or enemy can take in a turn and are needed for certain abilities. Characters can use BP to take up to four actions in a single turn, but if BP drops below zero, they must wait until it returns to zero before acting again. BP naturally regenerates each turn. Alternatively, players can choose Default, which reduces damage from enemies and gains BP. A special ability called "Bravely Second" freezes enemies, letting a character move four times in one turn without cost. This ability requires Sleep Points (SP), which can be earned when the 3DS is in sleep mode or bought through microtransactions. Players can speed up or slow down battle speed as they choose.

The game includes a Job system: players start as Freelancers and earn new Jobs by collecting gems called "asterisks" from defeated human bosses. There are 24 Jobs, such as the fast Valkyrie or the White and Black Mages, who specialize in healing and fighting magic. Each Job has different strengths and weaknesses. Outside of battles, characters can switch between Jobs. Players can learn skills from two Jobs at once, allowing custom party setups and mixing abilities in battles. After getting the Summoner Job, characters can summon monsters to attack enemies. Friends from other players' games can also be summoned, and using them more makes their attacks stronger. Descriptions of enemies, story summaries, and details about locations, weapons, and Jobs are found in an item called D's Journal.

Under certain conditions, characters can perform Special Moves, powerful attacks tied to Jobs. After using a Special Move, the whole party gains temporary boosts. These boosts are shown with a unique musical tune during battles. Special Moves can be customized with effects like elemental damage, status effects, healing HP and MP, or giving the party temporary immunity to status effects. Customizing Special Moves is linked to building specialist shops during the reconstruction of Norende. Experience points earned after battles let characters and their Jobs level up, unlocking new abilities and improving stats like HP and MP. Bonuses are given if the party meets specific conditions. Players can borrow Job abilities and levels from online friends through a feature called Abilink. Any Job can be borrowed, regardless of the player's current level.

Plot

Luxendarc faces chaos when its four elemental crystals are taken over by darkness. Agnès Oblige, the guardian of the Wind Crystal, manages to escape. Meanwhile, a deep opening forms under the town of Norende, destroying it completely. The only person who survives, Tiz Arrior, explores the opening and meets Agnès and her companion, the fairy Airy. The group is attacked by soldiers from the Duchy of Eternia, who try to stop Agnès from reactivating the crystals. After defeating the soldiers, Tiz joins Agnès as her protector.

Back in Caldisla, the group is joined by Ringabel, a wandering person who has lost his memory and carries a mysterious book, and Edea Lee, a soldier who leaves her army. Airy teaches the group how to reactivate the crystals. The first three crystals are successfully reactivated while Eternia's forces chase them. As they search for the final crystal, the group must fight Edea's father, Braev.

At the Holy Pillar of Light, the group discovers that Edea's close friend, Dark Knight Alternis Dim, looks exactly like Ringabel. However, the group is surrounded by bright light and returns to Caldisla.

After learning that Airy's ritual transported them to a parallel world, the group notices Airy's wings now show the number 4. Unaware of another way to solve the problem, the group reactivates the four crystals and the Holy Pillar of Light, which sends them to another parallel world. As they work to change Airy's pattern to 0, the group learns important truths: most of the Eternian forces were hired by Braev out of kindness, as they were rejected by the Orthodoxy and wanted to clean it of corruption. Ringabel is revealed to be a version of Alternis Dim from another world who was pulled into the group's world. He slowly regains his memories after witnessing his world's group being killed by Airy, who turned into a monster and revealed her true goal: to connect all parallel worlds for her master, the demon Ouroboros, to conquer the Celestial Realm.

If Agnès destroys a crystal, Airy attacks the group in anger before fleeing to the Dark Aurora and being defeated there. She warns the group that Ouroboros remains a threat. If all crystals are reactivated, Airy reveals her true plan and takes her final form in the Dark Aurora. After defeating her, Ouroboros consumes her. Tiz learns that a being from the Celestial Realm keeps him alive. Ouroboros gains strength by consuming worlds, but the parallel versions of the group break Ouroboros's connection, allowing the group to destroy him. The group returns to their world as the links to the parallel worlds close.

In the aftermath, Agnès and Edea return to their groups to improve relations between the reformed Orthodoxy and Eternia. Ringabel returns to his own world to reclaim his true identity. After Tiz releases the being from the Celestial Realm within him, he falls into a coma. He later awakens in a life support tank after being rescued by the mysterious Magnolia Arch.

Development

According to producer Tomoya Asano, the game Bravely Default began as a sequel to Final Fantasy: The 4 Heroes of Light (2009) and was originally planned to be part of the Final Fantasy franchise. After completing The 4 Heroes of Light, Asano considered his next project. Even though he had the option to work on other major Square Enix franchises, he chose to create a new game series. During this early stage, the development team contacted Silicon Studio, a company known for creating tools used in game development. Silicon Studio made a well-received demo for the project and helped develop the game. Although the game was no longer part of the Final Fantasy series, it kept some battle system and world design elements similar to Final Fantasy games. Asano explained that this was both a leftover from the game’s original plan and a deliberate choice to help fans of Final Fantasy feel comfortable. Later, Asano confirmed that he designed the story to make it easier for players to understand. The storytelling and gameplay were influenced by Western video games and television shows. Asano described the result as a "Japanese RPG with American content added." The main challenge for the team was creating a traditional RPG without overloading it with nostalgic elements. However, since the team were fans of both Final Fantasy and Dragon Quest, they included some nostalgic features for experienced players and newcomers. Asano wanted to include three key RPG elements—battles, character growth, and connection—into Bravely Default. A major goal was to create a game that anyone could enjoy, even if they had never played an RPG before.

During development, the team focused on the core Japanese RPG fanbase because they believed the game might not be successful in Western markets at the time. Early in development, Bravely Default was planned as an action role-playing game, a genre Silicon Studio had worked on with 3D Dot Game Heroes. After creating a prototype and showing it to Asano, the team decided to use a traditional turn-based battle system. The "Brave" and "Default" mechanics changed during development. Initially, Asano wanted a system similar to the "Tension" stat in Dragon Quest, but designer Kensuke Nakahara wanted something more exciting. He was frustrated that bosses in Dragon Quest and Final Fantasy often had more actions per turn than players. Nakahara created a system where characters could save points by not acting during a turn or use borrowed points to act multiple times in a single turn. The "D’s Journal" feature, which gives players deeper insights into the game’s world and characters, was inspired by a similar system in Higurashi When They Cry. In the final stages of development, the team made several last-minute changes to improve the game’s performance. Because of the game’s mechanics, balancing the gameplay became a major focus during later development.

Asano described the core idea of Bravely Default as "everyone can play," aiming to include positive elements from the growing social game market. Social gameplay included three features: allowing players to use StreetPass friends to help rebuild the village of Norende, summoning friends’ characters into battle, and borrowing job levels from other players. These features were simpler in early versions but became more detailed in the final game. Norende village was initially shown on one screen, but Asano suggested expanding it so players had to move the screen around. The summoning feature was originally a simple display but became more elaborate. The summoning text used a more decorative font, inspired by a scene from a Japanese idol group in a television drama. StreetPass was added to make Bravely Default different from other RPGs and to create something new. A notable feature was augmented reality (AR) movies, developed using a tool provided by Nintendo and added by Silicon Studio. A unique feature allowed players to use the 3DS camera to project their image into the final boss battle arena.

The game’s music was composed by Revo, the leader of the Japanese group Sound Horizon. Asano reached out to Revo after listening to his 2004 album Chronicle 2nd. Revo reviewed the game’s ROM and discussed the game’s vision with Asano. The number of tracks increased from 20–30 to nearly double during production. Revo aimed for a nostalgic style, drawing inspiration from Final Fantasy, Dragon Quest, and the SaGa series. During recording, tracks had working titles like "Scene of Normal Battle" or "Song of Asterisk Holder Warfare." Battle songs had faster tempos depending on the intensity of the battle. Music was carefully created to fit the 3DS’ limited storage space while keeping quality. A sound environment was designed so players could hear the music clearly through the 3DS speakers. Concerns about storage space were minimal in the end.

The game’s title reflects its theme of self-reliance: choosing one’s own path rather than following others. "Bravely" means courage, and "Default" means denial. The subtitle was chosen by Asano after it helped name the character Airy, who was previously unnamed and called a "Navi character." The subtitle also hinted at Airy’s true purpose and the game’s decision to leave the Final Fantasy series. Early story ideas included "large hole," referring to the Great Chasm under Norende, and "parallel world," describing the many versions of Luxendarc players encounter. Most of the main story and side quests were fully voiced, with the main cast having a lot of dialogue. Summons were based on classical themes, modern technology, and world mythologies.

The game’s script was written by Naotaka Hayashi, a writer at 5pb. known for the visual novel Steins;Gate. After playing Steins;Gate, Asano believed Hayashi could create engaging characters and a surprising story. He asked 5pb. if Hayashi could work on Bravely Default. Asano also chose Hayashi because the story involved parallel worlds, a topic Hayashi had experience with. Hayashi’s work included creating the game’s plot.

Release

Bravely Default was first announced in September 2011 with its original Japanese name as part of Nintendo's 2012 lineup for the 3DS, along with games like Monster Hunter 4 and Fire Emblem Awakening. Between February and September 2012, five demos were released through Nintendo eShop. The first demo introduced Agnès and showed how players control characters. The second demo, released in March, featured Tiz and allowed players to explore towns. The third demo, in June, demonstrated the battle system and introduced Edea. The fourth demo, in August, focused on Ringabel and showed how players customize jobs and characters. The fifth and final demo, released in September, included features from all previous demos, such as Friend Summons, and social elements like Abilink and Norende reconstruction. After the fifth demo was released, the earlier demos were no longer available. Each demo was created as a standalone experience from different parts of the game and helped the development team improve gameplay. Every demo also included an AR movie featuring one of the main characters.

Bravely Default was released on October 11, 2012, by Square Enix. A collector's edition was also sold through Square Enix's online store. This edition included an AR poster, a first print of the game's soundtrack, an artbook, and a themed 3DS case. Additional downloadable content, such as new character costumes, was later released through promotional codes and post-release updates. An updated version of the game, titled Bravely Default: For the Sequel, was announced in August 2013 and released on December 5, 2013. This version included over 100 changes, such as more save slots, new difficulty levels, auto-saving options, new scenes, gameplay features like "Bravely Second," and subtitles in multiple languages. These changes were based on feedback from players after the original game's release. According to the development team, For the Sequel was a test version for a planned sequel, which was already being developed after the success of Bravely Default.

Bravely Default: Flying Fairy HD Remaster was announced for the Nintendo Switch 2 during a Nintendo Direct presentation on April 2, 2025. It was released on June 5, 2025, as a launch title for the console. This version added new minigames, improved online features, a new user interface, and other quality-of-life updates. The game was also released for Windows and Xbox Series X/S on March 12, 2026.

Before the game was officially released in Western markets, several journalists suggested it should be localized for English-speaking audiences. In October 2012, Asano said there were no plans for a Western release at that time but encouraged fans to continue asking for it. A localization was officially announced in April 2013, with Nintendo handling publishing duties overseas. The Western version was based on the For the Sequel edition. It was released in Europe on December 6, 2013, and in Australia on December 7. In North America, it was released on February 7, 2014. Collector's editions were also made available in North America and the UK, 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, but it was not translated into Korean, unlike other Nintendo games such as Shin Megami Tensei IV.

The localization was handled by Bill Black and his company Binari Sonori, who previously worked on games like Demons' Score for Square Enix and World of Warcraft: The Burning Crusade for Blizzard Entertainment. Timothy Law, a localization editor from Square Enix, supervised the translation and voice recording. One challenge was creating wordplay in English that matched the original Japanese version. For example, the name of the Performer job and its owner had to be adjusted to fit European gender expectations. Some jokes from the original Japanese dialogue were also changed to work in English, such as a line where Agnès mentions finding a "lucky charm." The subtitle "Flying Fairy" was removed from the Western version to avoid misleading impressions about the game's content. English voice actors were chosen to sound similar to their Japanese counterparts, and some character traits were adjusted through their performances, such as making Ringabel more flirtatious and changing Edea's angry growl between language versions. The game includes both English and Japanese audio, along with subtitles in multiple languages. Some content was censored in the Western version, such as increasing the ages of main characters to meet Western standards and altering two female playable characters' costumes to be less revealing.

Reception

The story received mostly positive reviews. Famitsu praised the story but did not provide specific details. Edge Magazine described the narrative as "rich and detailed," noting the creative use of genre traditions and the inclusion of darker themes, though the writing quality affected the overall experience. Andrew Fitch of Electronic Gaming Monthly found the story and characters enjoyable, calling some aspects "stellar." Ben Moore of GameTrailers mentioned that while the story had interesting twists, it avoided taking risks and was slowed by early hints about major plot points. Jeff Marchiafava of Game Informer said the story and characters were filled with common ideas, and the dialogue was overly complex, though improvements were seen later. Simon Parkin of Eurogamer noted the story was less unusual than other aspects but appreciated its self-aware humor and subtle changes to genre traditions. John Robertson of GameSpot was negative, stating the game started poorly and did not improve. David Evans of IGN praised the characters but said the story’s pacing had issues. Danielle Riendeau of Polygon found the characters appealing but called the story a mix of genre traditions rather than a unique approach. Chandra Nair of Official Nintendo Magazine called the story and character development impressive, while Bradly Halestorm of Hardcore Gamer said the story was solid and the main characters were enjoyable. Alex Fuller of RPGamer found the main characters fun to interact with and enjoyed the story despite its simple beginning.

The gameplay was generally praised. Edge Magazine liked the Brave and Default mechanics, which seemed simple but were complex, though they noted the game’s length was too long. Andrew Fitch enjoyed the gameplay but found the social features less successful. Ben Moore praised the battle system and the Job system, though unlocking its full value required grinding. He also liked the ability to adjust battle speed and encounter rates, and found the social features engaging. Jeff Marchiafava said the battle and Job systems worked well throughout the game and enjoyed the social features. Chandra Nair noted the gameplay offered depth and strategy, though too many options made battles take longer. David Evans and John Robertson praised the battle system, with Robertson calling it innovative. Danielle Riendeau found the battle system exciting but said grinding for experience later in the game hurt the experience. Simon Parkin called the Brave and Default mechanics the game’s "central – and brilliant – idea." Alex Fuller disliked the microtransactions but liked the battle mechanics and user-friendly features. Bradly Halestorm agreed with other reviewers about the battle system and praised the game’s content quality. Many reviewers compared the gameplay to earlier Final Fantasy games. Some Western reviewers criticized the repetitive late-game sections.

The graphics and presentation had mixed opinions. Famitsu praised the game’s graphics. Edge liked the art style and monster designs, noting that hardware limitations from earlier games were not present. Jeff Marchiafava called the graphics "beautiful" and praised the soundtrack, though the English voice acting was inconsistent. Alex Fuller found the visuals less impressive but liked the music. Bradly Halestorm said the graphics were not the best for the 3DS but appreciated their unique look and 3D effects, calling the soundtrack "hypnotizing." Chandra Nair praised the audio despite limited musical variety and called the visuals "gorgeous." David Evans liked the simple yet striking character art and stylized backgrounds. Danielle Riendeau said the game’s aesthetic kept her interested when the story did not. Simon Parkin described the background art as "like nothing else." John Robertson called the art style "striking and engaging."

In its first week, Bravely Default reached the top of gaming charts with 141,529 units sold, a strong debut for a new game. It had an 85% sell-through rate, higher than its predecessor, The 4 Heroes of Light. By late January 2013, sales in Japan reached 300,000 copies. For the Sequel debuted at #8 in gaming charts, selling 35,617 units. By 2014, it sold 59,300 units, ranking it the 160th best-selling game that year. In North America, Bravely Default sold 200,000 copies and reached #10 in NPD Group’s sales charts. By July 2014, the game had sold one million copies worldwide: 400,000 in Japan and 600,000 overseas.

Famitsu gave the game its "Rookie Award" at the 2012 Awards. It also won the 2012 Dengeki Online Consumer Award, beating Persona 4 Golden and Rune Factory 4. At the Japan Game Awards, it received the Future Game Award in 2012 and the Excellence Award in 2013. It later won GameSpot’s 3DS Game of the Year in 2014. At the 2014 NAVGTR awards, it was nominated for "Game" and "Original Role-Playing" categories. During the 18th Annual D.I.C.E. Awards, it was nominated for "Handheld Game of the Year" and "Role-Playing/Massively Multiplayer Game of the Year." Both IGN and GameSpot ranked it among the best games on the system in 2013 and 2014, respectively.

Sequels

The game's success surprised Square Enix because it was a traditional role-playing game, which went against their expectations. This success made them rethink their strategy for making games, which had previously focused on Western markets instead of the Japanese market. The developers did not expect the game to be released overseas, and they were surprised by the strong positive feedback from fans. A manga titled Bravely Default: Flying Fairy began being published online by Famitsu. Two compilation volumes were released in 2015 and 2016. Two supplementary books, titled Bravely Default: The Pocketbook of R, were released in December 2013. In addition, two drama CDs with extra stories were released in 2013 and 2014. Music from the game was included as downloadable content in Theatrhythm Final Fantasy.

A browser game called Bravely Default: Praying Brage started an open beta on November 11, 2012. Developed by NHN Hangame, Praying Brage takes place 200 years after the original game and features new characters tied to four forces based on Luxendarc's elemental crystals. Another spin-off, Bravely Archive: D's Report, was released for mobile devices on January 22, 2015. Like Praying Brage, it was set in the future and followed an alternate story from Bravely Default, including characters from Praying Brage. By August 2015, D's Report had been downloaded more than four million times. A sequel was confirmed in development as early as 2013. The next game, Bravely Second: End Layer, was officially announced in December 2013. It was released in Japan in 2015 and overseas in 2016. In an interview with Dengeki magazine, Asano said he would like to release a new Bravely game every year. After the second game was released, Asano worked with Square Enix producer Masashi Takahashi and the studio Acquire to create a new traditional role-playing game inspired by the success of the Bravely series. This game, which became Octopath Traveler, was announced in January 2017 and released worldwide for the Nintendo Switch in July 2018.

A third game in the Bravely series, Bravely Default II, was announced at The Game Awards 2019, exclusively for the Nintendo Switch. Two years before its announcement on Christmas Day 2017, character designer Akihiko Yoshida posted an image on Twitter showing Edea holding Joy-Con controllers. After Octopath Traveler sold over 1 million copies, an illustration was shared on Twitter, with the eight characters posing similarly to Airy from the first game. When asked why the game was called Bravely Default II despite being the third entry, series producer Asano explained that he felt the actual second game, Bravely Second, had parts that did not meet fan expectations. He initially thought it would be hard to continue the Bravely series, but the success of the Japan-only mobile game Bravely Default: Fairy's Effect and Octopath Traveler encouraged the team to plan another entry. Like numbered sequels in the Final Fantasy series, this new game takes place in a new world with a fresh cast of characters. It was released worldwide on February 26, 2021.

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