Bravely Default

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Bravely Default, known in Japan as Bravely Default: Flying Fairy, 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 later released in 2013 as an expanded version titled For the Sequel in Japan.

Bravely Default, known in Japan as Bravely Default: Flying Fairy, 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 later released in 2013 as an expanded version titled For the Sequel in Japan. This version was released in Europe, Australia, and North America in 2014 under the title Bravely Default, published by Nintendo in those regions. The game uses a turn-based battle system and a job system, which allows players to combine 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.

The game is set in the world of Luxendarc, a land 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’ blight; Agnès Oblige, a former guardian of the Wind Crystal who was removed from her duties after the crystals were corrupted; Ringabel, a person with no memory who seeks to uncover secrets in a mysterious journal; and Edea Lee, a soldier who left her army to help save Agnès. Together, they work to restore the crystals and fight a greater evil.

Bravely Default began as a sequel to Final Fantasy: The 4 Heroes of Light. It kept some elements from the Final Fantasy series but had its own story and gameplay. Tomoya Asano, the producer of The 4 Heroes of Light, returned to lead the project. The story was written by Naotaka Hayashi, who previously worked on Steins;Gate. Character designs were created by multiple artists, including Akihiko Yoshida and Atsushi Ōkubo. The game was influenced by Western video games and television shows, as well as elements from the Dragon Quest series and Higurashi When They Cry. The music, composed by Revo of Sound Horizon, was inspired by classic games like 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 created multiple demos and used player feedback to improve the game. The version titled For the Sequel became the basis for the overseas release, which used the title Bravely Default without a subtitle. The game sold well and received praise for its mix of traditional and new gameplay mechanics, its story, graphics, and music. Some criticism focused on repetitive late-game challenges and aspects of its social gameplay. The game inspired additional media and sequels. A direct sequel, Bravely Second: End Layer, was released in 2015 in Japan and 2016 overseas. Another sequel, Bravely Default II, was released in 2021 worldwide on 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 an angled, third-person overhead view. In this view, characters stay still, and the camera zooms out to show a distant perspective. The top screen of the Nintendo 3DS displays the environments, while the bottom screen shows maps, party stats, and other information like item menus. On the world map, a day–night cycle changes the types of enemies players face. Later in the story, an airship becomes available to help 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). Chests containing items, weapons, or equipment can be found in all environments. During specific moments, a Party Chat option lets players choose to have conversations between the characters. Random encounters with standard enemies happen during exploration, and players can change how often these encounters occur. The game has multiple difficulty levels that can be adjusted at any time outside of battles.

Outside the main story, the game uses networking features powered by the 3DS’s StreetPass system. A major goal is to rebuild the village of Norende, which was destroyed at the start of the game. To rebuild the village, players must clear obstacles and prepare land. Friends connected through StreetPass or online invites become villagers and help build homes, shops, and other structures. The time needed to complete projects depends on how many friends are working on them, taking days or weeks. More friends working on a project speed up the rebuilding process. As the village grows, players earn new items and equipment. Buildings also earn experience points, which unlock better rewards, and players can choose the types of items given. Special optional bosses called Nemeses appear in the area, and defeating them gives unique rewards.

Battles occur in two ways: random encounters with regular enemies and planned boss fights. Combat is turn-based, meaning each side takes turns performing actions. Players can attack with weapons, use magic, or use items. The party can usually escape from battles. Two special 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 even if it goes below zero, allowing up to four actions in a single turn. If BP is negative, the character must wait until it reaches zero before acting again. BP naturally regenerates once per turn. Alternatively, any party member can choose Default, which reduces damage from enemy attacks and gains BP. A special ability called "Bravely Second" freezes enemy movement, letting a party member take four actions in one turn without cost. This ability requires Sleep Points (SP), which can be earned when the 3DS is in sleep mode or purchased through microtransactions. Players can choose to speed up or slow down battle speed during combat.

The game includes a Job system. Players start as Freelancers and gain new Jobs by collecting "asterisks" from defeated human bosses. There are 24 Jobs, such as the fast-moving Valkyrie or the healing and fighting magic-focused White and Black Mages. Each Job has unique strengths and weaknesses in battle. Outside of battles, characters can switch between any available Jobs. Players can also learn skills from a second Job, allowing flexible customization of party abilities. After obtaining the Summoner Job, characters can summon monsters to attack all enemies. Friends from other players’ games can also be summoned, and their effectiveness increases with use. Descriptions of defeated enemies, story summaries, and details about locations, weapons, and Jobs are found in an item called D’s Journal.

Under certain conditions, characters can use Special Moves, which are powerful, customizable attacks tied to Jobs. After performing a Special Move, the entire party gains temporary boosts. These boosts are marked by a specific musical tune that plays over normal battle music. Special Moves can be enhanced with effects like elemental damage, status effects on enemies, healing HP and MP, or 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 assigned Jobs level up, unlocking new abilities and improving stats like HP and MP. Bonuses are given if the party meets specific conditions. A feature called Abilink allows players to borrow Job abilities and levels from online friends, regardless of the friend’s current level. Any Job can be borrowed from other players.

Plot

Luxendarc faces chaos when its four elemental crystals are taken over by darkness. Agnès Oblige, the guardian of the Wind Crystal, escapes. At the same time, a deep crack opens beneath the town of Norende, destroying it. The only survivor, Tiz Arrior, investigates the crack 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 awakening the crystals. After defeating the soldiers, Tiz joins Agnès as her protector. Later, in Caldisla, the group meets Ringabel, a forgetful wanderer with a strange book, and Edea Lee, a soldier who leaves her army. Airy teaches the group how to awaken the crystals. The first three crystals are successfully awakened while Eternia’s forces chase them. As they search for the final crystal, the group must fight Edea’s father, Braev. The Holy Pillar of Light appears, where the group learns that Edea’s 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 brought them to a different world, the group notices Airy’s wings now show the number 4. Not knowing another way, the group awakens all four crystals and the Holy Pillar of Light, which sends them to another parallel world. As they work to reach a point where Airy’s pattern becomes 0, the group learns important facts about themselves and their enemies. Most Eternian soldiers were hired by Braev because they were rejected by the Orthodoxy and wanted to help clean it up. Ringabel is found to be a version of Alternis Dim from another world who was pulled into their world. He slowly remembers things after seeing his group from his world killed by Airy, who turned into a monster. This shows Airy’s real plan: to connect all parallel worlds for her master, the demon Ouroboros, to take over the Celestial Realm.

If Agnès breaks a crystal, Airy attacks in anger, flees to the Dark Aurora, is defeated, and warns the group about Ouroboros. If all crystals are awakened, Airy shows her real plan and takes her final form in the Dark Aurora. After they defeat Airy, Ouroboros eats her. Tiz finds out a being from the Celestial Realm is keeping him alive. Ouroboros eats other worlds to get stronger, but the other versions of the group break his connection, letting them defeat him. The group returns to their world as the connections to other worlds close. Later, Agnès and Edea go back to their groups to help fix relations between the new Orthodoxy and Eternia. Ringabel goes back to his world to find his real identity. After Tiz lets the being from the Celestial Realm go, he falls into a coma. Later, he wakes up in a life support tank after being saved by Magnolia Arch.

Development

According to producer Tomoya Asano, Bravely Default started as a follow-up to Final Fantasy: The 4 Heroes of Light (2009) and was meant to be part of the Final Fantasy series. After finishing The 4 Heroes of Light, Asano thought about his next project. Even though he had the chance to work on other Square Enix games, he chose to create a new story and world. At first, the team reached out to Silicon Studio, a company known for tools used in game development. Silicon Studio made a demo for the project and helped develop the game. Even though the game was no longer part of the Final Fantasy series, it kept some familiar battle systems and settings from Final Fantasy games. Asano said this was both a leftover from the original plan and a choice to make the game feel familiar to fans. Later, Asano explained that the story was designed to help players easily enter the game’s world. The story and gameplay were influenced by Western video games and TV shows. Asano described the game as a "Japanese RPG with American ideas added." The biggest challenge was making Bravely Default a traditional RPG without adding too many familiar elements. Even though the team liked Final Fantasy and Dragon Quest, they added some nostalgic features for fans and newcomers. Asano wanted to include three key parts of RPGs—battles, character growth, and connection—into Bravely Default. A main goal was to make the game easy for anyone to enjoy, even if they had never played an RPG before.

During development, the team focused on Japanese RPG fans because they thought the game might not work well in Western markets at first. Early on, Bravely Default was planned as an action RPG, a genre Silicon Studio had worked on before with 3D Dot Game Heroes. After making 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. At first, 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 games like Dragon Quest and Final Fantasy often had more actions per turn than players. Nakahara created a system where players could save points by not acting in a turn or use them to act multiple times. The "D's Journal" feature, which gives players more information about the game’s world and characters, was inspired by a similar system in Higurashi When They Cry. Near the end of development, the team made last-minute changes to improve the game’s performance. Balancing the game became a major task because of its unique mechanics.

Asano described Bravely Default’s main idea as "everyone can play," aiming to include ideas from social games. Social features included using StreetPass friends to help rebuild Norende village, summoning friends’ characters into battle, and borrowing job levels through "Abilink." These features were simpler at first but became more detailed in the final game. Norende village was initially shown on one screen, but Asano suggested making it larger so players had to move the screen. Summoning characters started as a simple display but became more elaborate. The summoning text used a more decorative font, inspired by a scene from a TV show featuring the Japanese idol group AKB48. StreetPass was added to make Bravely Default different from other RPGs. A special feature was augmented reality (AR) movies, created using Nintendo’s software and added by Silicon Studio. During the final boss battle, players could use the 3DS camera to project their image into the arena.

The game’s music was composed by Revo, the leader of the Japanese group Sound Horizon. Asano asked Revo to work on the game after listening to his 2004 album, Chronicle 2nd. Revo studied the game’s ROM and discussed its vision with Asano. The number of tracks doubled during production as Revo found more situations that needed music. Revo aimed for a nostalgic style, inspired by Final Fantasy, Dragon Quest, and the SaGa series. Songs were given working titles like "Scene of Normal Battle" or "Song of Asterisk Holder Warfare." Battle songs had faster tempos based on the intensity of the fight. Music was made to fit the 3DS’ limited storage space while keeping quality. A sound environment was created so the music could be heard clearly through the 3DS speakers. Concerns about storage space were not a big problem in the end.

The game’s title, Bravely Default, reflects its theme of self-reliance—choosing one’s own path instead of following others. "Bravely" means courage, and "Default" means refusal. The subtitle was chosen by Asano after it helped name the character Airy, who was unnamed before. The subtitle also hinted at Airy’s hidden goals and the game’s separation from the Final Fantasy series. Early story ideas included "large hole," referring to the Great Chasm under Norende, and "parallel world," describing the different versions of Luxendarc players encounter. Most of the main story and side quests were fully voiced, with the main cast having lots of dialogue. Summon characters were inspired by classical themes, modern machines, and world myths.

The game’s script was written by Naotaka Hayashi, a writer at 5pb. known for the visual novel Steins;Gate. Asano chose Hayashi after playing Steins;Gate and believing he could create strong characters and a surprising story. Hayashi was also chosen because the plot used parallel worlds, a theme in his work. Hayashi helped create the game’s plot.

Release

In September 2011, Bravely Default was first announced under its original Japanese title as part of Nintendo's 2012 lineup for the 3DS. It was released alongside other games, such as 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, focused on Tiz and allowed players to explore towns. The third demo, released in June, demonstrated the battle system and introduced Edea. The fourth demo, released in August, featured Ringabel and showed how players can customize characters and their jobs. The fifth and final demo, released in September, combined features from all previous demos and included elements like Friend Summons and social interactions. After the fifth demo was released, the other demos were no longer available. The demos were created at the same time as the main game and were separate experiences taken from different parts of the game. They also helped the development team improve gameplay based on player feedback. Each demo included an augmented reality movie featuring one of the main characters.

Bravely Default was released on October 11, 2012, and published by Square Enix. In addition to the standard edition, Square Enix created a collector's edition sold only through their online store. This edition included an AR poster, a first-print copy of the game's soundtrack, an artbook, and a themed 3DS protective case. Additional character costumes were made available as downloadable content through promotional codes and post-release updates. An updated version of the game, titled Bravely Default: For the Sequel, was announced in August 2013 in Weekly Shōnen Jump for a December 5 release. This version included over 100 improvements, such as extra save slots, new difficulty levels, auto-saving options, new scenes, gameplay features like the "Bravely Second" ability, and subtitles in multiple languages. Many changes were based on feedback from players after the original game's release. According to the development team, For the Sequel was meant to serve as a test version for a sequel already being planned 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 included new minigames, improved online features, a new user interface, and other quality-of-life updates. The game's versions for Windows and Xbox Series X/S were released on March 12, 2026.

Before any official announcement about its release in Western markets, Bravely Default was mentioned by several journalists as a game that should be localized for Western audiences. In October 2012, Asano said there were no plans to localize the game 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 expanded edition. It was released in Europe on December 6, 2013. A false report in Nintendo's financial statement initially said the European release would be in 2014, but this was corrected later. In Australia, the game was released on December 7, and in North America on February 7, 2014. Collector's editions were created 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 localized 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 had 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 similar to the original Japanese version. For example, the name of the Performer job and its owner had to be adjusted to fit European gender perceptions. Some jokes in the dialogue were changed to work better in English, such as Agnès commenting on finding a "lucky charm." The subtitle "Flying Fairy" was removed for the Western release to avoid giving the wrong impression about the game's content. English voice actors were chosen to sound similar to their Japanese counterparts, and character performances were adjusted, 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. The Western version also made changes to some content, such as increasing the ages of main characters to meet Western standards and altering two female characters' costumes to be less revealing.

Reception

The story received positive reviews from many sources. Famitsu gave the story high praise, though they did not provide specific details. Edge Magazine described the narrative as "rich and detailed," appreciating the creative twists on common story elements and the darker themes, even though some found the writing quality to be a weakness. Andrew Fitch of Electronic Gaming Monthly enjoyed the story and characters, calling some aspects "stellar," while Ben Moore of GameTrailers noted that the story avoided taking risks despite having interesting twists, and felt the story was slowed down by too much early hinting at major events. Jeff Marchiafava of Game Informer said the story and characters were filled with overused ideas, and called the dialogue "too wordy," though later parts improved. Simon Parkin of Eurogamer found the story less unique than other aspects, but praised its self-aware humor and subtle changes to typical story patterns. John Robertson of GameSpot was mostly negative, saying the story started poorly and never improved. David Evans of IGN praised the characters but said the story’s pacing had problems. Danielle Riendeau of Polygon found the characters appealing but called the story a mix of common story ideas rather than something new. Chandra Nair of Official Nintendo Magazine called the story and character development "extremely impressive," while Bradly Halestorm of Hardcore Gamer found the story solid and the main characters enjoyable. Alex Fuller of RPGamer enjoyed the main characters, especially their conversations, and liked the story despite its simple beginning.

The gameplay was generally praised. Edge Magazine liked the Brave and Default mechanics, which seemed simple but had depth, though they called the game’s length "too long." Andrew Fitch also enjoyed the gameplay, though he found the social elements less successful. Ben Moore praised the battle system and the Job system, though he said players needed to grind to use it fully. He also liked the ability to adjust battle speed and the social features. Jeff Marchiafava said the battle and Job systems worked well throughout the game, and enjoyed the social systems. Chandra Nair praised the variety and strategy the gameplay offered, though she said the many choices made battles take longer. David Evans and John Robertson both praised the battle system, with Robertson calling it innovative. Danielle Riendeau enjoyed the depth of the battle system 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, though some Western reviewers criticized the repetitive parts of the game in later stages.

Opinions about the graphics and presentation were mixed. Famitsu praised the game’s graphics, while Edge liked the art style and monster designs, noting that the game avoided the hardware limits that affected The 4 Heroes of Light. Jeff Marchiafava called the graphics "beautiful" and praised the soundtrack, though he said the English voice acting was uneven. Alex Fuller found the visuals less impressive but liked the music. Bradly Halestorm thought the graphics were not the best on the 3DS but praised their artistic style 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 designs and the stylized backgrounds. Danielle Riendeau said the game’s visual style kept her interested even when the story did not. Simon Parkin called the background art "like nothing else." John Robertson described the art style as "striking and engaging."

In its first week, Bravely Default topped sales 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 reached 300,000 copies in Japan. For the Sequel debuted at #8 in sales charts, selling 35,617 units. By 2014, it had sold 59,300 units, making it the 160th best-selling game that year. In North America, Bravely Default sold 200,000 copies and reached #10 in NPD Group’s charts. By July 2014, the game had sold 1 million copies worldwide, with 400,000 in Japan and 600,000 overseas.

Famitsu gave the game its "Rookie Award" at its 2012 event. 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 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." IGN and GameSpot both 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 led them to change their strategy. Before this, their focus had been on making games for Western markets instead of Japan. The developers were not expecting the game to be released overseas and were surprised by the 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, called Bravely Default: The Pocketbook of R, were released in December 2013. Additionally, 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, it takes place 200 years after the original game and introduces new characters connected 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. It is set far in the future, follows an alternate story from Bravely Default, and includes characters from Praying Brage. By August 2015, D's Report had been downloaded more than four million times. A sequel was planned 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 hoped to release a new Bravely game every year. After Bravely Second was released, Asano worked with Square Enix producer Masashi Takahashi and 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 shared an image on Twitter showing Edea holding Joy-Con controllers. After Octopath Traveler sold over 1 million copies, another image was posted 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 in the series, series producer Asano explained that he felt Bravely Second, the actual second game, 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 set of characters. It was released worldwide on February 26, 2021.

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