Theatrhythm Final Bar Line[a] is a 2023 rhythm game developed by indieszero and published by Square Enix for the Nintendo Switch and PlayStation 4.
Its gameplay is mechanically similar to prior entries in the series, involving players' timing inputs to various pieces of themed music.
The extensive and diverse track library was a highlight, and the beatmaps, which balanced accessibility for beginners and challenge for hardcore players, were particularly praised.
[6] The experiences in BMS or EMS are similar to those in Guitar Hero or other classic rhythm games, with notes scrolling from left to right or top to bottom along four fixed linear tracks.
[8] These bar notes shift up and down, requiring players to manipulate a joystick to follow these movements and simultaneously hold down a button.
[9][7] In BMS and FMS, the backgrounds display Chibi-style characters and enemies, while EMS features a video clip from the corresponding Final Fantasy title.
On the other hand, if the song is cleared, the party members earn experience points to level up, and players may receive various items that can aid in battles, as well as a collection card featuring characters, enemies, or scenes.
"[16][15] The developers noticed the engagement from players with the 2014 Nintendo 3DS predecessor, Theatrhythm Final Fantasy: Curtain Call, especially in its versus mode.
The developers referenced both the 3DS and the arcade title to adapt: incorporating simultaneous pressing or two-direction triggers from All-Star Carnival while ensuring the accessibility for Curtain Call players.
For Final Bar Line, the developers drew inspiration from Theatrhythm Dragon Quest and Melody of Memory, where notes drop directly from top to bottom.
[22] While positioned as a sequel to Curtain Call, Final Bar Line is also designed to appeal to hardcore players of the arcade title.
To ensure enjoyment for both novices and enthusiasts of rhythm games, the difficulty of the musical scores was designed to span a wide range.
[23] Beatmaps for Basic or Expert difficulty levels are designed with "easy to play" in mind, with strategies such as holds instead of presses, minimizing simultaneous actions, and ensuring ample spacing between notes.
[24] While for the technical charts of Ultimate and Supreme difficulty levels, designers approach the task with the concept of "carving out the score from the music".
For instance, placing an up or down arrow note when the melody ascends or descends—even simply pressing is challenging enough—or incorporating double taps or flips during the climax or conclusion of a piece.
The developer commissioned Amano to design a logo featuring a Moogle violinist performing and surrounded by characters playing various instruments, along with a backdrop of a five-line staff with musical notes.
[34] Regarding the absence of the Square Enix series Dragon Quest and Kingdom Hearts, the developer stated that the two have their games to focus on.
They were accompanied by guests, including Final Fantasy composers Nobuo Uematsu, Yoko Shimomura, and Masayoshi Soken, as well as producer Yoshinori Kitase, to chat about the music in the series.
[30][14][6] While GameSpot described the gameplay system as "approachable yet deceptively challenging",[7] Destructoid praised it for doing "a fantastic job of translating songs from the ears to the fingers".
[12][46] Nintendo Life praised the game's accessibility setting, including adjustable note speed, background animation dimming, and an alternative color scheme for colorblind players.
[6] The reception of the new EMS format was mixed: VG247 praised the new gameplay, stating it was ideal for enjoying background video clips; GameSpot, while agreeing with this, wished the game had retained the unique scattered note design of its predecessors.
[49][43] Nintendo Life and Game Bonfire further stated that quests pay homage to the corresponding titles, evoking empathy in players.
For example, the task in Crisis Core's "The Price of Freedom" requires players to defeat 30 SOLDIER enemies, similar to what Zack does in the finale of the original game.
[30][46][43] IGN believed that the strategic arrangement of party members could determine the success in both quest completion and multiple battles.
[12] Game Rant explained that, although character skills may initially appear useless, they eventually helped players defeat bosses before the song finished.
[7][11][9] While Nintendo Life noted it's "not an essential" but "fun",[6] Destructoid commented that "once you have a healer or two in your party, there's no real reason to think about that system ever again".
[14] Reviewers praised Final Bar Line for its extensive track library,[4][6] especially noting its significant addition to the previous titles.
[14][30][9] Destructoid remarked that, in comparison to Curtain Call's 221 songs and Melody of Memory's143 tracks, Final Bar Line has an "absurd amount of content".
[4][45][6][12] GameSpot additionally praised the game for its inclusion of a song by The Star Onions, the band of Final Fantasy composer Naoshi Mizuta,[4] while The Gamer noted that there are five different versions of "Battle on the Big Bridge".
[46][14][9] The Nintendo Switch version of Theatrhythm Final Bar Line was the sixth bestselling retail game during its first week of release in Japan, with 11,565 physical copies sold.