Final Fantasy VI

Final Fantasy VI

released on Apr 02, 1994

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Final Fantasy VI

released on Apr 02, 1994

FINAL FANTASY VI is the sixth main installment in the FINAL FANTASY series, developed and published by Squaresoft. It was the final title in the series to feature two-dimensional graphics, and the first story that did not revolve around crystals.

The game gives players up to fourteen playable characters, the largest cast in the series, and features the Active Time Battle pseudo-turn based menu command system. A party can consist of up to four characters, though some events require the player to assemble three different parties of up to four and switch between them.

Each character has a unique command ability, such as Terra's Trance, Locke's Steal, Edgar's Tools or Sabin's Blitz, and can also learn Magic spells from earning AP from battles with magicite equipped. Each character's rare Desperation Attack will randomly activate after using the Attack command when at critical health.

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A lot of people consider this their favorite Final Fantasy game or JRPG, and I can definitely see why. There is just so much charm in this game. Great characters, a grand story about purpose and hope, legendary music, beautiful pixel environments, and so much more make this the unforgiving journey that many JRPG fans cherish. So many moments show pure raw emotion in them that is rare in video games, and those moments truly show the amount of heart and soul that the developers at Square put into the game.

Unfortunately, there were a few minor problems that plagued the game for me, which took away some of its greatness. I found a few dungeons straight up annoying or uninspiring. The combat is serviceable, but not really anything to shout about. But worst of all, like many PSX and pre-PSX JRPGs, the encounter rate is horrendous. I kind of feel cheap for blaming the encounter rate, but it really dragged the game down in so many moments and hearing that battle theme play every five steps really caused some frustration.

Overall, FFVI is very close to greatness for me, and damn, some of the beautiful moments from beginning
to end really make this a candidate for replaying.

This is really tying to be my favorite Final Fantasy game. GOD, it's so hard to choose between this and VII (and I still have yet to play IX!).

Battle system could use some work, and this was a grindy-ass game - but I forgive it all due to the emotional story, in-depth characterization and kick-ass/masterfully composed music it had!
Plus, even if it was grindy, it was still super fun to battle enemies! This also had some customization to your characters, which I always love - though not as much as the Materia system in VII.

All, in all - one of my favorite games as well!

A magical journey I'd recommend to everyone

The best Final Fantasy game ever created, bar none. Peels back each and every character wonderfully, showing the masks and harships that they all bare, all with an emotional showcase of their backstory. As a good writer need to take note of, a good backstory needs a good front story and this game contains the most emotional front stories ever told in a video game. Has my favorite antagonist in all of fiction. Truly a masterpiece, through and through.

Completing the evolution in storytelling that began in their own right with FFIV (and continued outside FF with Dragon Quest V and Phantasy Star IV), Final Fantasy VI managed to outdo the previous effort in terms of emotional firepower, thanks to a grand, extensive concentrate of tragic substories revolving around death and loss. It's basically a tale of two games, two sides of the same coin - the playful first half and the mournful second half. The former indulging in wacky, aimless minigames, and the superior latter comprised of emergent, lengthy scenes telling equally brutal substories as the player tries to navigate and reclaim the wasteland before them. One half greatly benefits the other in their peculiar contrast. In a way, this split functions as a metaphor for the destruction of old JRPG values and their subsequent replacement; out with the grandiose exuberance, in with the somber, contemplative mood. Locke and Celes are perhaps the cast's biggest 'victims' subplot-wise, but the rest potentially set new standards in poignancy.

Echoing all those ambitions is the versatile combat system. Often dismissed as imbalanced or broken, it actually led to some of the most liberating battles yet, carrying busted but entertaining synergies and combinations that only add to its fun factor. In addition, character-specific skill progression grants extra gameplay identity to its large roster beyond moveset or stats, while the Esper system - essentially a rework of FFV's job class mastery, can at least impact character stat growth, therefore opening up even more build opportunities.

A turning point for JRPGs, Final Fantasy VI was the dividing line between the old grindy era and the story/character focus that defined its future.