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==Development== [[File:Akitoshi Kawazu and Hiroshi Minagawa.jpg|thumb|[[Akitoshi Kawazu]] (left) and [[Hiroshi Minagawa]] at the ''Final Fantasy XII'' London HMV Launch Party in 2007]] Development for ''Final Fantasy XII'' began in December 2000 and was headed by ''[[Final Fantasy Tactics]]'' director [[Yasumi Matsuno]] and ''[[Final Fantasy IX]]'' director [[Hiroyuki Ito]].<ref>{{cite book | year=2006 | editor=Studio BentStuff | title=Final Fantasy XII Scenario Ultimania | chapter=「FFXII」開発スタッフインタビュー6 | publisher=Square Enix | language=ja | isbn=4-7575-1696-7}}</ref><ref>{{cite web | author=Ricciardi, John | date=March 15, 2006 | title=Final Fantasy XII Launches in Japan | url=http://www.1up.com/do/newsStory?cId=3148802 | publisher=[[1UP.com]] | access-date=July 24, 2007 | archive-url=https://web.archive.org/web/20121107223559/http://www.1up.com/news/final-fantasy-xii-launches-japan | archive-date=November 7, 2012 | url-status=live}}</ref><ref>{{cite web |author=Kawamura, Naruhiro |date=January 22, 2001 |url=http://www.mainichi.co.jp/life/hobby/game/news/news/2001/01/0122-2.html |title=FF11、PCでも発売、FF12の制作を開始 |publisher=[[Mainichi]] |archive-url=https://web.archive.org/web/20010413131522/http://www.mainichi.co.jp/life/hobby/game/news/news/2001/01/0122-2.html |archive-date=April 13, 2001}}</ref> Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns.<ref>{{cite web | author=Niizumi, Hirohiko | date=August 1, 2005 | title=FFXII producer steps down | publisher=[[GameSpot]] | url=http://www.gamespot.com/news/ffxii-producer-steps-down-6130121 | archive-url=https://web.archive.org/web/20121108192205/http://www.gamespot.com/news/ffxii-producer-steps-down-6130121 | archive-date=November 8, 2012 | access-date=March 10, 2007}}</ref> The team was restructured as a consequence: the new directorial duo consisted of Ito and [[Hiroshi Minagawa]], while [[Akitoshi Kawazu]] of ''[[SaGa (series)|SaGa]]'' series fame became the game's executive producer.<ref name="staffchanges">{{cite web|author=Gantayat, Anoop |date=August 1, 2005 |title=Changes to Final Fantasy XII Staff |publisher=IGN |url=http://www.ign.com/articles/2005/08/01/changes-to-final-fantasy-xii-staff |access-date=September 1, 2006 |url-status=live |archive-url=https://web.archive.org/web/20121106203108/http://www.ign.com/articles/2005/08/01/changes-to-final-fantasy-xii-staff |archive-date=November 6, 2012}}</ref>{{sfn|Instruction manual|2006|pp=40}} Series creator [[Hironobu Sakaguchi]] was disappointed by Matsuno's departure and declined to play the game beyond its introduction.<ref name="sakaguchi">{{cite magazine| author=EGM staff |title=Final Fantasy XII | magazine=Electronic Gaming Monthly |issue=216 |date=June 2007 | page=53 | publisher=Ziff Davis Publishing Holdings Inc.}}</ref> The desire to move away from [[random encounter]]s was present since the beginning of development.<ref name="itointerview">Interview with Hiroyuki Ito {{cite video | date=2006 | title=Final Fantasy XII Collector's Edition Bonus DVD | medium=DVD | publisher=Square Enix | location=Tokyo}}</ref> This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change.<ref name="itointerview"/> Battle system designer Hiroshi Tomomatsu said that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game.<ref name="tomomatsu">Interview with Hiroshi Tomomatsu {{cite video | date=2006 | title=Final Fantasy XII Collector's Edition Bonus DVD | medium=DVD | publisher=Square Enix | location=Tokyo}}</ref> Ito drew inspiration for gambits from [[play from scrimmage|plays]] in [[American football]] where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing "licenses" to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges.<ref name="itointerview"/> At the early stages of development, Minagawa revealed that numerous ideas and features were planned for the game, but were dropped from the final stages due to certain constraints and hardware limitations. Some of these included the ability for a second player to join in the gameplay, enabling a two-player mode. Another idea that was given a considerable amount of thought was the ability to recruit non-player characters to join in the mob hunts. Due to the technical limitations of the console and multiple number of characters joining the fray, the development phase took longer than expected, causing delays.<ref>{{cite web | author=Nickel, Thomas | year=2006 | title=Interview with Hiroshi Minagawa | publisher=g-wie-gorilla.de | url=http://www.g-wie-gorilla.de/content/view/170/18/ | archive-url=https://web.archive.org/web/20071005071137/http://www.g-wie-gorilla.de/content/view/170/18/ | archive-date=October 5, 2007 | access-date=June 17, 2007}}</ref> Design inspiration came from a mix of medieval [[Mediterranean Sea|Mediterranean]] countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region.<ref>{{cite web|author=Niizumi, Hirohiko |date=November 19, 2003 |title=Final Fantasy XII gets star treatment in Tokyo |publisher=[[GameSpot]] |url=http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6083932 |access-date=November 2, 2006 |url-status=live |archive-url=https://web.archive.org/web/20060515095052/http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6083932 |archive-date=May 15, 2006}}</ref> The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited [[Turkey]], which influenced the game's Mediterranean-style setting.<ref name="Q&A">{{cite web|author=IGN Staff |date=November 20, 2003 |title=Final Fantasy XII Q&A (page 2 of 4) |publisher=IGN |url=http://ps2.ign.com/articles/441/441293p2.html |access-date=September 2, 2006 |url-status=live |archive-url=https://web.archive.org/web/20050928195328/http://ps2.ign.com/articles/441/441293p2.html |archive-date=September 28, 2005}}</ref> The developers also used styles and deco from other sources including areas in [[India]] and [[New York City]].<ref name="Q&A"/><ref name="ffshrine">{{cite web | date=November 19, 2003 | title=Final Fantasy XII Interview | publisher=Final Fantasy Shrine | url=http://www.ffshrine.org/ffxii/ff12_interview.php | access-date=November 2, 2006}}</ref> Of note is the use of [[Sanskrit]] in the city of Bhujerba. Phrases such as "svagatam" (welcome) and titles like "parijanah" (guide) are lifted directly from Sanskrit. Minaba mentions that the team tried to bring out [[Arab culture|Arabic culture]] in the design of the game.<ref name="AkiInterview">{{cite web | author=Sugawara, Aki | date=November 20, 2003 | title=Feature: A Final Fantasy XII Interview (page 2) | publisher=[[GamePro]] | url=http://www.gamepro.com/article/features/31808/a-final-fantasy-xii-interview-page-2/ | access-date=December 14, 2006 | archive-url=https://web.archive.org/web/20091003031245/http://www.gamepro.com/article/features/31808/a-final-fantasy-xii-interview-page-2/ | archive-date=October 3, 2009}}</ref> War is a prominent theme of the game and the developers stated that the cutscene battles are influenced by [[Ancient Rome]].<ref name="ffshrine"/> When asked to comment on the fan observation of ''[[Star Wars]]'' similarities, Minaba replied that although he was a fan of the series, it was not necessarily an influence to the game's designs.<ref name="Q&A"/> It has also been noted that the similarities originate from ''[[The Hidden Fortress]]'', the 1958 [[Akira Kurosawa]] film that inspired ''Star Wars''.<ref>{{Cite web | url=https://www.gamereactor.eu/reviews/560713/Final+Fantasy+XII+The+Zodiac+Age/ | title=Final Fantasy XII: The Zodiac Age - Review | date=July 10, 2017 | access-date=August 26, 2017 | archive-url=https://web.archive.org/web/20170826112201/https://www.gamereactor.eu/reviews/560713/Final+Fantasy+XII+The+Zodiac+Age/ | archive-date=August 26, 2017 | url-status=live}}</ref><ref>{{Cite web|url = http://www.express.co.uk/entertainment/gaming/832031/Final-Fantasy-12-The-Zodiac-Age-review-PS4|title = Final Fantasy 12 the Zodiac Age review - A chance to revisit a much-overlooked classic|date = July 23, 2017|access-date = August 26, 2017|archive-url = https://web.archive.org/web/20170826074046/http://www.express.co.uk/entertainment/gaming/832031/Final-Fantasy-12-The-Zodiac-Age-review-PS4|archive-date = August 26, 2017|url-status = live}}</ref> The developers initially planned to return to the "big-headed" character designs of previous ''Final Fantasy'' games, but settled on similar proportions as characters in ''[[Vagrant Story]]'', the team's previous game, as development progressed.<ref name="FrenchInterview">{{cite web|date=February 28, 2007 |title=Sortie française de ''Final Fantasy XII'': le Compte rendu |publisher=ffring.com |url=http://www.ffring.com/articles/divers-sortie-francaise-de-Final-Fantasy-XII.html |language=fr |access-date=April 17, 2007 |url-status=live |archive-url=https://web.archive.org/web/20070502090537/http://www.ffring.com/articles/divers-sortie-francaise-de-Final-Fantasy-XII.html |archive-date=May 2, 2007}}</ref> Basch was the first character designed and the developers considered him the "hero" of the story at the time. Vaan and Penelo were added last and became the heroes in the final version of the plot.<ref name="FrenchInterview"/> The developers were motivated by the commercial failure of ''Vagrant Story'', which featured a "strong man in his prime" as the protagonist, and switched the focus to a younger protagonist as a result.<ref name="FrenchInterview"/><ref>{{cite web|first1=Jeremy|last1=Parish|access-date=2021-04-17|title=The making of Final Fantasy 12|url=https://www.polygon.com/features/2017/7/5/15916862/the-making-of-final-fantasy-12|date=5 July 2017|website=Polygon|archive-date=April 17, 2021|archive-url=https://web.archive.org/web/20210417201057/https://www.polygon.com/features/2017/7/5/15916862/the-making-of-final-fantasy-12|url-status=live}}</ref> Vaan's early designs were described as effeminate, but with the casting of [[Kouhei Takeda]] as his voice and motion capture actor, Vaan became less feminine and more "active, upbeat, bright and positive".<ref name="Q&A1">{{cite web|author=IGN Staff |date=November 20, 2003 |title=Final Fantasy XII Q&A (page 1 of 4) |publisher=IGN |url=http://ps2.ign.com/articles/441/441293p1.html |access-date=September 2, 2006 |url-status=live |archive-url=https://web.archive.org/web/20060822080549/http://ps2.ign.com/articles/441/441293p1.html |archive-date=August 22, 2006}}</ref> Comments were made about the similarity between character designer [[Akihiko Yoshida]]'s creations and those of [[Tetsuya Nomura]], another Square Enix character designer. Yoshida felt this comparison was sparked by the choice of color used by both artists, which was based on maintaining consistent color between the characters and the environments.<ref name="Q&A1"/> Non-human characters and races play a prominent role in the game,<ref name="AkiInterview"/> which was influenced by an interest in history among the developers.<ref name="Q&A"/> Miwa Shoda wrote a storyline for the game premised on the basis of the cutscenes and world setting that had already been finished when she joined the team. Scenario writer [[Daisuke Watanabe]] in turn fleshed out Shoda's plot into a script.<ref>{{cite tweet |author= Miwa, Shoda |user= shodamiwa |number= 347778814383894528 |date= June 20, 2013 |title=「FFXII」のチーム |access-date= July 8, 2013}}</ref> During the English localization process, [[Alexander O. Smith]], who had previously worked on ''[[Vagrant Story]]'' and ''[[Final Fantasy X]]'', acted as producer and translator.<ref>{{cite web|author=Loor, Jeffrey |date=November 1, 2006 |title=The latest installment.. |publisher=Ars Technica |url=https://arstechnica.com/gaming/reviews/2006/11/ff12.ars |access-date=March 6, 2007 |url-status=live |archive-url=https://web.archive.org/web/20090411091041/http://arstechnica.com/gaming/reviews/2006/11/ff12.ars |archive-date=April 11, 2009}}</ref> While still preserving the meaning behind the Japanese script, Smith made the decision to use different [[list of dialects of the English language|dialects of English]] to reproduce the [[Japanese dialects|regional differences]] in pronunciation found in the Japanese version.<ref name="British">{{cite web|author=Shoemaker, Brad |date=May 11, 2006 |title=E3 06: Final Fantasy XII English Version Update |publisher=[[GameSpot]] |url=http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6150657 |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20061027110148/http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6150657 |archive-date=October 27, 2006}}</ref><ref name="smithinterview">Interview with Alexander O. Smith {{cite video | date=2006 | title=Final Fantasy XII Collector's Edition Bonus DVD | medium=DVD | publisher=Square Enix | location=Tokyo}}</ref> He also tried to distance the game from the "flat reads" found in other dubbed work by casting voice actors who had experience in theatre work.<ref name="smithinterview"/> In terms of general changes, the localization team introduced [[widescreen]] 16:9 ratio support and reinserted scenes that were left out of the original Japanese version for political reasons and to preserve an "All Ages" [[Computer Entertainment Rating Organization|CERO]] rating.<ref>{{cite web|author=Alfonso, Andrew |date=September 23, 2006 |title=TGS 2006: Final Fantasy XII Dev Team Interview |publisher=IGN |url=http://ps2.ign.com/articles/734/734868p1.html |access-date=November 4, 2006 |url-status=live |archive-url=https://web.archive.org/web/20061102112826/http://ps2.ign.com/articles/734/734868p1.html |archive-date=November 2, 2006}}</ref><ref>{{cite web|url=http://www.1up.com/news/gdc-2007-square-enix-approach-localization |title=GDC 2007: The Square-Enix Approach to Localization |access-date=March 2, 2011 |author=Parish, Jeremy |date=March 11, 2007 |publisher=[[1up.com]] |archive-url=https://web.archive.org/web/20160716185336/http://www.1up.com/news/gdc-2007-square-enix-approach-localization |archive-date=July 16, 2016 |url-status=dead}}</ref> A [[game demo|playable demo]] of the game was shipped with the North American release of ''[[Dragon Quest VIII]]'' in November 2005.<ref name="DQ">{{cite web|author=Gantayat, Anoop |date=December 18, 2005 |title=Hands On: Final Fantasy XII |publisher=IGN |url=http://ps2.ign.com/articles/677/677339p1.html |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20061229202026/http://ps2.ign.com/articles/677/677339p1.html |archive-date=December 29, 2006}}</ref> To commemorate the release of ''Final Fantasy XII'', playable demos of the English version were available at DigitalLife's Gaming Pavilion in [[New York City]] on October 11, 2006, a day dubbed "''Final Fantasy XII'' Gamer's Day".<ref>{{cite web|author=Cordeira, Jim |date=September 13, 2006 |title=Final Fantasy XII kicks off at DigitalLife |publisher=Gaming Age |url=http://www.gaming-age.com/news/2006/9/13-21 |access-date=September 13, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20070822061525/http://www.gaming-age.com/news/2006/9/13-21 |archive-date=August 22, 2007}}</ref> Additionally, Square Enix gave fans the chance to [[cosplay]] as characters from ''XII''. Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the ''Final Fantasy XII'' Gamer's Day event.<ref name="cosplay">{{cite web | date=September 14, 2006 | title=Final Fantasy XII Cosplay Contest 2006 | publisher=[[Square Enix]] | url=http://www.square-enix.com/na/news/2006/ff12-contest/ | archive-url=https://web.archive.org/web/20070315231526/http://www.square-enix.com/na/news/2006/ff12-contest/ | archive-date=March 15, 2007 | access-date=September 14, 2006}}</ref> ''Final Fantasy XII'' once held the [[Guinness World Record]] for longest development period in a [[video game]] production, with a total of five years, spanning from 2001 until its release in 2006.<ref>{{cite web | author=Parsons, Doug | date=December 22, 2008 | title=Record Breaking Final Fantasy Series | url=http://gamers.guinnessworldrecords.com/news/300708_ffiv.aspx | archive-url=https://web.archive.org/web/20090602083919/http://gamers.guinnessworldrecords.com/news/300708_ffiv.aspx | archive-date=June 2, 2009 | publisher=[[Guinness World Records]] | access-date=June 30, 2008}}</ref> At a ''Final Fantasy XII'' "postmortem" at [[Massachusetts Institute of Technology|MIT]] in March 2009, Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development of the game.<ref>{{cite web |author=Zero |title=Rabanastre rendered in Unreal 3 |date=March 31, 2009 |url=http://www.messageboardchampion.com/?p=407 |archive-url=https://web.archive.org/web/20110714074641/http://www.messageboardchampion.com/2009/03/31/rabanastre-rendered-in-unreal-3/ |archive-date=July 14, 2011 |publisher=Message Board Champion |access-date=March 18, 2011|url-status=dead}}</ref> It was also listed as 8th on the Guinness top 50 games of all time in 2009.<ref>{{cite web|last=Gibson |first=Ellie |title=Guinness lists top 50 games of all time |url=http://www.eurogamer.net/articles/guinness-lists-top-50-games-of-all-time |work=Eurogamer |access-date=March 7, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130225134641/http://www.eurogamer.net/articles/guinness-lists-top-50-games-of-all-time |archive-date=February 25, 2013 |date=February 27, 2009}}</ref> ===Music=== {{main|Music of Final Fantasy XII}} [[Hitoshi Sakimoto]] composed and arranged most of the game's soundtrack, with [[Hayato Matsuo]] and [[Masaharu Iwata]] creating seven and two tracks respectively. [[Nobuo Uematsu]], following his departure from Square Enix in 2004, only contributed the ending song, "[[Kiss Me Good-Bye (Angela Aki song)|Kiss Me Good-Bye]]".<ref name="nobuoleaves">{{cite web | author=Niizumi, Hirohiko | date=November 1, 2004 | title=Nobuo Uematsu leaving Square Enix | publisher=[[GameSpot]] | url=http://www.gamespot.com/news/2004/11/01/news_6111914.html | archive-url=https://web.archive.org/web/20041104022428/http://www.gamespot.com/news/2004/11/01/news_6111914.html | archive-date=November 4, 2004 | access-date=March 10, 2007}}</ref> Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way.<ref name="sakimoto">Interview with Hitoshi Sakimoto {{cite video | date=2006 | title=Final Fantasy XII Collector's Edition Bonus DVD | medium=DVD | publisher=Square Enix | location=Tokyo}}</ref><ref name="ignsaki">{{cite web |author=IGN Music |date=October 24, 2006 |title=Twelve Days of Final Fantasy XII: Hitoshi Sakimoto Interview Part I |publisher=IGN |url=http://music.ign.com/articles/741/741502p1.html |access-date=March 10, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20070212203627/http://music.ign.com/articles/741/741502p1.html |archive-date=February 12, 2007}}</ref> "Kiss Me Good-Bye" was performed in both English and Japanese by [[Angela Aki]].<ref name="Aki">{{cite web|author=Gantayat, Anoop |date=July 30, 2005 |title=Square Enix 2005: FFXII Songstress Revealed |publisher=IGN |url=http://ps2.ign.com/articles/637/637986p1.html |access-date=September 1, 2006 |url-status=live |archive-url=https://web.archive.org/web/20060824015935/http://ps2.ign.com/articles/637/637986p1.html |archive-date=August 24, 2006}}</ref> Aki's style of playing the keyboard while singing reminded Uematsu of his childhood idol, [[Elton John]], which was one of the reasons he chose her.<ref name="elton">{{cite web|author=Gantayat, Anoop |date=March 16, 2006 |title=FFXII Jacks Shibuya |publisher=IGN |url=http://ps2.ign.com/articles/696/696511p1.html |access-date=September 1, 2006 |url-status=live |archive-url=https://web.archive.org/web/20060824191403/http://ps2.ign.com/articles/696/696511p1.html |archive-date=August 24, 2006}}</ref> The English version of the song was featured in both the Japanese and North American versions of the game. In addition to the theme song, violinist [[Taro Hakase]] co-composed, arranged, and performed the game's ending credits theme, ''Symphonic Poem "Hope"'', along with Yuji Toriyama.<ref name="taro">{{cite web|author=Niizumi, Hirohiko |date=December 1, 2005 |title=Japanese Final Fantasy XII gets premium price |publisher=[[GameSpot]] |url=http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6140662 |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20070107094631/http://www.gamespot.com/ps2/rpg/finalfantasy12/news.html?sid=6140662 |archive-date=January 7, 2007}}</ref> Two promotional soundtracks were released before the original soundtrack, ''Symphonic Poem "Hope"'' and ''The Best of the Final Fantasy XII Soundtrack'', on March 1 and 15, 2006, respectively. The former contains all the music used in the game's trailer performed by Taro Hakase, including ''Symphonic Poem "Hope"''.<ref>{{cite web|author=Gann, Patrick |title=Symphonic Poem "Hope" |date=May 1, 2006 |publisher=RPGFan |url=http://www.rpgfan.com/soundtracks/ff12-hope/index.html |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20070312153201/http://www.rpgfan.com/soundtracks/ff12-hope/index.html |archive-date=March 12, 2007}}</ref> The original soundtrack itself was released two months later in Japan on May 31.<ref name="ost">{{cite web|author=Schweitzer, Ben |date=June 17, 2006 |title=Final Fantasy XII OST |publisher=RPGFan |url=http://www.rpgfan.com/soundtracks/ff12/index.html |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20070307114637/http://www.rpgfan.com/soundtracks/ff12/index.html |archive-date=March 7, 2007}}</ref> It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final version of the game.<ref name="ostIGN">{{cite web |author=Sullivan, Meghan |date=August 2, 2006 |title=Hitoshi Sakimoto - Final Fantasy XII Original Soundtrack: Limited Edition |publisher=IGN |url=http://music.ign.com/articles/722/722920p1.html |access-date=March 10, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20070205230215/http://music.ign.com/articles/722/722920p1.html |archive-date=February 5, 2007}}</ref> The CD single for "Kiss Me Good-Bye" was released on the March 15, 2006.<ref name="kiss">{{cite web|author=Gann, Patrick |date=May 1, 2006 |title=Angela Aki - Kiss Me Good-Bye |publisher=RPGFan |url=http://www.rpgfan.com/soundtracks/ff12-kiss/index.html |access-date=March 10, 2007 |url-status=live |archive-url=https://web.archive.org/web/20070515045924/http://www.rpgfan.com/soundtracks/ff12-kiss/index.html |archive-date=May 15, 2007}}</ref> A limited edition was also released, featuring a DVD containing the music video for "Kiss Me Good-Bye".<ref name="kiss"/> [[Tofu Records]] has released an abridged version of the original soundtrack, which contains 31 songs, including "Kiss Me Good-Bye".<ref name="tofu">{{cite web |author=Carle, Chris |date=October 20, 2006 |title=Twelve Days of Final Fantasy XII: Tofu Records Visit |publisher=IGN |url=http://music.ign.com/articles/740/740816p1.html |access-date=March 10, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20070205230238/http://music.ign.com/articles/740/740816p1.html |archive-date=February 5, 2007}}</ref>
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