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Final Fantasy VI - Review |
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By: Stewart Bishop
Review Breakdown |
Battle System |
8 |
Gameplay |
9 |
Music |
10 |
Originality |
8 |
Plot |
9 |
Replay Value |
8 |
Sound |
8 |
Visuals |
8 |
Difficulty |
Easy |
Time to Complete |
30-50 hours
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Overall |
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Criteria
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Until the PSX re-release, we knew this as FF III |
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Heralded by a legion of fans as the greatest RPG of all time, Final Fantasy VI has a tremendous effect on the RPG community.
While it did not spark as much public interest as a game as Final Fantasy VII, Final Fantasy VI is considered the barrier
between old school and new school RPG fans; those who abide by Final Fantasy VI and it’s genuine classic feel; and those who
cringe and stand by Final Fantasy VII, Final Fantasy VIII and Square’s lineup of modernized RPGs. But what makes Final Fantasy
VI a game that is loved and similarly hated by the swarm of RPG players? It is the classical feel you get as you play it.
Whenever debate is sparked among RPG fans challenging the quality of Final Fantasy VII or the cruel linearity of Final Fantasy
VIII, Final Fantasy VI is almost always the unit of comparison, and rightfully so. Though it is not ranked among my top 5
RPGs, it is undoubtedly the greatest classical RPG of all time. Join me as we go into a detailed analysis of one the most
worshipped titles in RPG history.
Graphically speaking, Final Fantasy VI botches slightly. While they were good for its time, the effects in battle as well as
the setting and overworld maps are blotched, distorted and plagued with pixelation. I have a general problem with dark browns
and colors of the sort, but to contradict this, I also believe that they were appropriate for the main theme of the game,
which is a very touching, emotional feel. Bright colors would ruin this effect, and Squaresoft must be commended for taking
this into account. The monster sprites in battle, however, are inexcusable. It would have been very easy to make more
proportionally correct monsters or at least change them so that they did not look so ridiculous in comparison with the
characters. For example, the last thing I want to see are small sprites fighting a gigantic karate fighter hovering in
mid-air that just so happens to be five times the size of my characters. The magic effects were decent, but nothing
breathtaking, same with the Espers. Not exactly Square’s finest. Graphics don’t make the game, but it IS Square and you must
admit that Square could have and should have paid more attention to them. It certainly didn't push the limits of the SNES
(Chrono Trigger's graphics come to mind).
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"Oh, my hero...."
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The music for Final Fantasy VI is superb. After Final Fantasy VI, I had always expected quality music from Square and to
this day, I have not been disappointed. We must all thank Final Fantasy VI for revolutionizing Square in such form that to
continuously beat out their previous titles, they were forced to at least keep on par by releasing the end-all musical scores
in the RPG world. Moody and refined, Final Fantasy VI’s music tends to all be very emotional, usually in a saddened form, but
the sheer quality of it should not be overlooked. In my own personal opinion, I enjoy Chrono Cross, Chrono Trigger and
Grandia's music to Final Fantasy VI, but I consider all four of these titles to be practically untouchable in the musical
department.
Final Fantasy VI’s control...is terrible. You ask me, "How can you possibly badmouth a mostly menu-based system?" I have my
answer: Directions. The most annoying part about moving around in Final Fantasy VI is that you can only move in four
directions. The diagonals serve no purpose in the game at all, except maybe to ease Sabin’s Blitz attacks. Even in The Legend
of Zelda: A Link to the Past, you could move in more than 4 directions, so why did Square decide to neglect this? It is beyond
me, and because of it I am so inclined to incur penalty. Fortunately, they learned from their mistakes with their next
releases.
Ah the joys of Final Fantasy VI; to this day it is the last Final Fantasy in the series that actually makes each character
original in their own fashion. Every character, from Terra to Locke to Setzer has their own special abilities that can
ONLY be used by them. This prevents character clones that can all be practically the same character, like in Final Fantasy
VII. I do indeed enjoy the diversity of skills, but did they have to disperse them to so many characters? I never used some
characters just because of the ineffectiveness of their own personal skills. Too bad for these characters. Personal skills
MAKE the character and without them, they were just a waste of HP. A very good method of doing it, but too bad the selection
of characters will always be based on what skills are necessary to defeat the enemies in the area. The feel of a classic
battle system is soothing and easily understood.
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Summoning Maduin |
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While not the most original in the pool of modern RPGs, it was excellent
for its time; the Espers were always a sight to behold. Speaking of Espers, my feelings about them are a sort of mixed bag.
While I like the fact that you can obtain all magic for all characters, I believe this later nullifies Terra as a useful
character. As a genuine magic user, I believe that many spells should have remained unique to Terra. Later on in the game,
you never need to use spells, making Espers somewhat useless in the end, both as summons and magic sources. I would have
preferred the Espers to be more important to the game, much like the GFs in Final Fantasy VIII.
Final Fantasy VI's storyline is mediocre. It just did not have the compelling grip that other RPGs have had on me, Grandia
in particular. The route to get to the end, though, is a pleasure. Each of the characters is presented with their own problems
that are all solved by the time you reach the end. The only gripe I have is that there are TOO many characters. As such, each
character is given their five minutes of fame and then nothing else. The character development is swift and sudden, rising to
a climactic point in the story and dying down just as quickly. All in all, I enjoyed the story very much. It was not
groundbreaking, and I didn’t whimper when it was over (like I did with Grandia), but it was still very good.
It’s hard to consider actual REPLAY value. Though those who worship it in their little cult-like groups would play it over
and over again, I would not. In fact, I was growing a bit tired of it after completing all the side-quests and actually beat
it just because I felt so inclined too, not because I wanted to. When I was finished, I felt like I had defeated it; overcome
it, instead of being happy that I had only finished it. The side-quests however are very good. Optional characters, optional
quests, they are plentiful. Unfortunately, they can all be done at reasonably low levels, so there is no point in raising
your levels incredibly high, except for personal pleasure. In Final Fantasy VII and VIII, high levels were a must to defeat
the WEAPONs, or at least very good Materia and Junctioning setups. Play it over and over if you must, but I will not. I
enjoyed it many times before, but I don’t intend to water-down my original thoughts on it by starting new games every two
weeks.
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Chung, Chung, Chung! Magitek Armor! |
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For those who have not played an RPG before, give it a whirl, it may or may not change your view on RPGs. For all of you who
have ever enjoyed just a smidgen of an RPG before, play this, you will love it. And all of you hardcore RPG fans...Well, if
you’re a hardcore RPG fan, you’ve already played this, so you already know what it’s like! While not spectacular in terms of
originality, it makes up for pure classic playability. To this day it rivals multi-million dollar RPG productions such as
Final Fantasy VII and Final Fantasy VIII. Kudos to Squaresoft; I grew up with this game and it will always rest proudly among
my collection of RPG titles.
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