Shigesato Itoi's masterpiece Earthbound is a unique role-playing game developed by Nintendo in 1994. It's a kind of J-RPG and a limited but open world game. It debuted in Japan as Mother 2, but debuted in the West as Earthbound. instead of starting from the game, start directly from this game. If you want to go into detail, you can look at the first game, but even if you play this game without playing the first game, you will not feel missing. The game has also inspired games such as Undertale. The SNES version of the game was released first, since you may have trouble finding the tape of the game today. You can play the game by purchasing SNES Games Included. Sorry, it's not better than other ports, it just differs in access methods.

The game has a sweet story in general. I say generally because towards the end of the game, the story shifts from being sweet to fear. The story of the game starts with a meteor falling next to Ness's house. He explains the existence of a force trying to take over the Earth. According to this, he has to defeat the creature with strong psychic metaphysical abilities named Giygas. This creature has such strong psychic powers that it can make all living and non-living beings on Earth aggressive. They team up with him and set out to defeat it.

The game is designed with inspiration from Stephen King's novels, American culture sitcoms, The Beatles music. Thanks to the inspirations coming from these independent sources, the game has a unique and eclectic style. I think the main reason why the game is a masterpiece is by presenting Tez and AntiTez to the player at the same time. The game is creating an unprecedented revolution in the world. The game shows this in a variety of ways. For example, in your dialogues with NPCs, sometimes it breaks the 3rd wall and ceases to be a game. It does this by learning game mechanics from NPCs. In this way, the satire and comedy element always stays alive. But the most important element is definitely with the atmosphere. While it is a lively sweet-looking game at the beginning, the atmosphere changes completely towards the end of the game and the game becomes more reactionary and scary. In this way, you can feel two completely separate experiences. one of its achievements is its humorous and emotional narration. The game explores many emotional memories through its extraordinary story and characters, while also making players laugh with hilarious dialogues and in-game jokes. This balance makes EarthBound more than just a J-RPG game. There is a deeper story and psychological side in such a sweet-looking game. The end of the game leaves an open end, and if you played the first game, you will have a better command of the general picture, but the end of the game is left open with small details, so the main idea of the game changes according to each player. Assuming that he is observant, a successful storytelling and style has been used.

The game draws you in as soon as it starts. By asking the name of your friend and your favorite food and adding it to the game, the game interacts with the player. Another feature of the game that distinguishes it from other J-RPGs is that it takes place in a modern world. There are places of entertainment. It's like a short demo of the world that has changed or changed in 1994. Of course, not only that, there are extremely diverse regions. There are various places from the desert to the underground, from the underground to the swamp. These environments with NPCs and dialogues reflect the vitality of the game world, but also in the game. It offers a variety of side missions and puzzles, albeit a little. In general, the design of the open world is great. It is a surprise to find gift boxes in various parts of the map and see what will come out. It is even a surprise that there is a gift box. I think the only missing part of the game is the combat system because I think the enemy's health or PP We can't see its value. Instead of enemy attacks or an animation showing your attack, various effects are used. However, with the extremely diverse and wonderfully designed enemy types, this is not that noticeable. There are really unimaginable enemy types. Sometimes the ant can be a hippie or even a nameplate. The well-thought-out combat mechanic, on the other hand, your health does not end directly, but by decreasing. In this way, the game gives you time to replenish your health. Another well-thought-out mechanic is the stealth mechanic, I think. If you catch it from behind, you have a chance to make a surprise attack, the same for the enemy.Of course, it is well thought that it will have an effect on you with the PP used by the enemies. You may be exposed to various effects such as Diamonezed or Poisoned by the enemy. Of course, the same thing applies to you. It's also very well thought that you can use various weapons with IQ. Thanks to these, both variety, difficulty, and tactics and strategy have been added to the gameplay. In general, it has ceased to be an overly easy game by adding difficulty, and it has caught a really tasty and appropriate challenge. As you get stronger, the enemies escape from you. It is well thought out, so you don't have to fight the same battles over and over. Filling PP with Butterfly comes across in a wonderfully random and surprising way, so you don't have to turn and fill PP. Although they try to solve it with a teleport system that I find ridiculous, it's useless. The music and art design of the game is really fascinating. The music of the game reflects many different moods and atmospheres. While the music of a region can reflect the mood and character of that region, the music of a war increases the excitement and tension. Likewise, the music of emotional moments helps the players to establish an emotional connection and draws the player in even more. The overall design of the game is based on absurdity. It does this perfectly, too. For a moment, you find yourself hunting zombies with Zombie paper or fighting a cult called happiness. or you can find it while crossing the lake by riding a dinosaur.

In short, Earthbound is pure entertainment, based on absurdity, with elements of satirical comedy in places, presenting music and art design in harmony, offering a long gameplay time that captures what it offers to different places at once.

Doom II is a first-person shooter developed by id Software and released in 1994. It is the second game in the Doom series. The game has been released on a lot of platforms, but my favorite port is MS-Dos, the one for PC. It offers a more vivid gameplay in terms of colors and graphics. Because compared to other ports, a variety of color palettes were used in the gameplay. Then it was supported with the additional package Master Levels for Doom II. The additional package offers you 21 new levels and the sections are designed really well, but they didn't go further in terms of weapon variety, they have the same weapons, and they did a bad job in the music part.

Doom II takes players to Earth after an infernal invasion that began in the colonies of Mars. The player controls a soldier known as Doomguy and takes on missions to save Earth and humanity by fighting hordes of hell.

One of the revolutionary features of Doom 2 is its "non-linear" level structure, which is an innovation in the game's level design and towards the end of the game. In the original Doom, the player had to complete each level consecutively. However, in Doom 2, some levels have alternative exits and the player can explore these exits and take a different path. For example, at "Dead Simple" Level 7, the player can continue the game using the normal exit or jump to a higher level using an alternative exit. This non-linear level structure makes the game progression more flexible and allows players to explore and experience different experiences. gives the opportunity.

In the moddability part, which is my favorite feature, they kept it alive with the WAD file by staying true to the first game. In this way, the players can create their own levels by changing the original content of the game, add new enemies and weapons, make story modifications or completely change the game mechanics.

The game offers fast-paced gameplay just like the original Doom. The player battles hellish creatures filled with a variety of weapons and power-ups as they explore a series of complex levels. The game features new weapons and enemies, as well as familiar ones from the original game. Armed with a variety of weapons, players explore various levels as they try to take down the enemies. You need to move quickly and aim accurately to advance through maze-like levels filled with enemies. The gameplay of Doom 2 is an example that sets the standards for many contemporary games with an FPS angle. The game also features new weapons and enemies compared to the original Doom. New weapons include iconic weapons such as the Super Shotgun and the Double Barrel Shotgun, while the enemies include formidable and memorable enemies such as Cyberdemon, Hell Knights and Arch-vile. The game offers a tasteful challenge, although it will sometimes piss you off with its difficulty. It manages not to get bored with the chapters that are long. It has various enemies that are wonderfully designed. The gameplay is even more diversified with each enemy's own special weapons and attack style. The graphics of Doom 2 were quite impressive by the standards of the period. Sprite-based graphics, created using a 2.5-dimensional engine, reinforce the atmosphere and tension of the game. It really reflects the unique chaoitic hell atmosphere. You almost experience an adrenaline rush in this atmosphere with the music. The menacing sound effects of the enemies and the explosions of the guns bring the player into the action more. Heavy metal music composed by Bobby Prince adds energy and excitement to the game.

Doom II supports multiplayer deathmatch games over local network or modem. Players can compete with each other online or with other players on the same network. This mod is an important feature that increases the popularity of Doom II and ensures long-term playability. Moreover, when the mod community and multiplayer feature come together, a completely different experience can emerge.

Real pure side-scrolling non-linear action game. It's a really advanced game compared to the year it was released. You can experience 5 different Power Rangers characters as well. You experience each character's own weapon, and on top of that, the way each weapon is used is different. Level designs are beyond the era of designs. Background, platform It has captured authenticity with its designs. The drawings of enemy types are great. Every enemy's designs are different.Each enemy can react to you and attack you with different feedback different mechanic. Boss battles are magnificent. With sound effects, it officially feel of hitting them. It satisfies you with its music. It creates a harmony with 16-bit music. .Without forgetting the platformer part, although it may force you in the Platform part (especially Black Ranger),but still it manages to entertain you. It also does extra work in the collectibles part and gives you information about power rangers. İn the middle sequences you can play mini games also you can play that mini games from the menu. In 2023 It's still my favorite Power Rangers game for me

You can play as 5 different power rangers in this beat'em up action platformer style game. The game was released on SNES, Sega Genesis, Game Gear and GBA.If you ask me you must play on SNES. It has a lively design. I like that each character has fighting animations that reflect their unique personalities. Each character has a special weapon. It is bad that these weapons do not offer variety in gameplay and mechanically. nice places, very easy in places, in normal difficulty. Especially the war at the end is great, the game gives you another experience. When you look at the game in general, it doesn't take you an hour to finish it too easily. The game is too short. I think the theme music is sometimes quoted from the original movie. so few and the enemy designs are exactly the same. In short, a cookie game that can entertain you for a short time with an average experience.When you are going to long trip you can play on your GBA.(Kyōryū sentai zyuranger is still the best.)

Super Metroid is an action-adventure game developed by Nintendo in 1994 and published for the SNES. The game is the third game in the Metroid series and continues with the story of the first two games. Super Metroid is a Metroidvania style game. Super Metroid is a 2D platformer. By controlling Samus Aran, players explore a planet and fight the enemies they encounter. The game offers a very large world, especially compared to early 2D platform games. The atmosphere of the game is also quite remarkable, and the mysterious and menacing nature of the planet offers players an exciting experience.

The story of the game is a continuation of the second game. In this game we play as an alien hunter named Samus Aran. In the second game, he delivers the Metroid cub he received to scientists and they detain him for scientific studies that will benefit humanity. Later, Samus' returns to this research station with a signal. These dead bodies (a big step for Nintendo) will be met by the corpses surrounded by the fallen aliens. While trying to save the baby, Ridley and the Space Pirate are hindered by the Mother Brain, the leader of an evil group, and kidnap the baby. Then Samus tries to bring the baby back and defeat the Mother Brain. He sets off to the planet Zebes and thus begins the story of the game.

The game was first announced in Nintendo Power magazine. In the magazine, they introduced the pixels of monsters, the mechanics of the game. The game is the biggest game Nintendo has ever made with 24 Megabits. Super Metroid is a game that takes full advantage of the hardware features of the SNES. It is a Sony game specially designed for the soundtrack. It uses the SPC700 sound processor. As a result, Super Metroid uses the technical features of the SNES quite effectively and has become one of the most memorable games of the SNES console with the game's rich graphics, impressive sound effects and smooth gameplay. The first open map with rooms and lines world game.

The game draws you in from the very first. Beautiful cutscenes and voiceovers await you. Then you head towards Planet Zebes. It creates a wonderful atmosphere with silence and that eerie music. The design of the planet is magnificent. The design of the planet is so wonderful that I felt it was organically self-made. Miscellaneous It has sections. From the fire section to the water section, from the factory section to the underwater section, it is a game that reflects the ambiance really well. Also, each region has its own music. The gameplay is beyond the era with the zones you load on your outfit and the map's own legions. The game is based on acquiring a weapon, returning and using the weapon you obtained just like a key to switch to new zones. Although this perfectly reflects the feeling of exploration, it is boring to pass the same rooms over and over and kill the same enemies over and over again. ..You have difficulty in discovering the hidden compartments that they made it easier with the mechanic you will obtain in the future (fortunately, these hidden compartments became optional in the future games.). Therefore, I recommend you to proceed by looking at the guides. The save system is great frequently and in the right places. You can get bonuses such as bar missles.

It's great that the game rewards you with missles when you have low health. If you have more health, it is awesome. In some rooms, you don't have any problems with bullet economy or health by contracting at the points where monsters spawn. Although the drawings of the enemies are great, they look like an organic way of life. It has a variety of mechanics up to wall jump and my favorite is genius to use them as a platform by freezing the enemies. It can be difficult to set the time when doing Wall Jump or Super Jump, you have to figure out how to use it yourself. It allows you to use the gadgets you get in various ways, especially if you experience this on the boss. It's great. Boss Fighs make the game even better with some of the bosses being second forms that are made great. The drawings of the bosses are very good to fight them. Spo is the strawberry on the cake in the twist Spo. Although the game doesn't tell you, there are Beam Combinations in the Game that are unknown to most of the Players. Don't forget to look at these combinations you made by combining them from the inventory. It will bring your awesome game experience to a whole new level. In short, Super Metroid is the best game of the series for me.

There are brand new mechanical platforms with many various and enemy types with in each Act. Extremely diverse. It offers a variety of gameplay with underwater sections. The time limit is bad. My favorite section is the carnival section. The boss battles are fun. The bonus sections are ridiculous and bad. The music can start to fade after a while.It's more and more beautiful than second game.

The game is an award-winning game, but I didn't find it to be award-winning. The game is a platformer with a 2D linear flow. Since our character in the game is a knight, he uses the key in his hand as a weapon, just like a fencing sword. It consists of 13 chapters and it is a game with 5 bosses and 8 levels. It still feels like it is short. When you finish, you don't wish it was longer, nor do you leave the game halfway through. The game was only released for Sega Saturn. Although it looks good, it's a terrible situation because Although the SGI color palettes used in the game are very beautiful, the marketing of the console is ahead of the game because it is based on showing the power of Sega Saturn. The game cannot go beyond being a technology demo.

The story of the game, Sir Tongara de Pepperouchau III (short for "Pepper"), is to save Chelsea, the Fairy Clockwork Princess, who wakes up the toys in the house every midnight from a toy knight.
Pepper, a friendly rival named Ginger, is both in love with Chelsea, but one day Preneses disappears and evil takes over the toys. Pepper sets out to save Chelsea to save them and make her love real.

Sega initially thought of the game as a game with dark-themed magic and swords, but gave up on this and designed a fantasy world with live toys, and Pixar released Toy Story about a year later. The game was released exclusively for Sega Saturn. It used how well Sega Saturn uses 3D SGI technology and color diversity. However, the graphics resolutions are lower than Donkey Kong Country and Killer Instinct, which came out in the same year and use the same technology.

The game doesn't have much to offer you. It's a plain platformer. There is nothing I can say about the game. When you play the game, you will say that you played a part with the same design in another game. It takes time to get used to the walking control, the character slides in places, but you get used to it in a short time. It can be frustrating due to its slowness. It's nice that the size of the enemies come and go sensitively from the background. We see different enemy models and enemy types in each section. There are small, extremely easy puzzles in the game. Although it seems like a game, there is gambling in the game and the doll's head is cut off. (They painted the doll blue later because it was scary.) You start with full life at the beginning of each episode. There are enough collectibles. There are collectibles like coins and life shields and you can use these collectibles as bets in every gamble. .There are sections with extra hidden bonuses in the game. I didn't need to listen to their music later, but it has a soundtrack that fits the game perfectly. The sound effects are also in place. The background drawings outside the Attic section are very nice, it feels peaceful to stop and look at the background. Boss fights It's very nice, especially fighting the last boss is a lot of fun.

Due to the name of the game, I expected a mechanical gameplay related to time, but it is only mentioned in the name of the character, but it still does not promise such gameplay. The train section and the kitchen section are fun. I like the enemy models outside the Attic section, they have various models from tea to helicopter. Occasional cinematics It was a nice detail. It can be boring to wait for the character to switch to another section in the map, but it is still well thought out that they feed the loading screen like this. It was also didactic that the last boss was the television, which is the enemy of the children. Finally, this game is finished and played even for the music played at the end of the game.

It's been almost 14 years since I played the game, but the game still manages to feel indie-modern, of course, it depends on the console you play. The game has been released on more platforms than I can't count. I bought the experience in Snes because thanks to the Snes sound system, this music, which was created by blending classical music with electro music, sounds more pleasant to the ear, as in Genesis. It doesn't sound like the sound of Genesis. Although the sound of the gun effect sounds like the sound of wood in Genesis, the character responds with a unique dialogue when you get life. They added extra background in the episode and you get a better experience thanks to the improved resolution of Snes, but if you want the original genesise and its unique style like the 90s cartoon look, I recommend you to play Genesis. Not to mention the lack of animation makes the game, which has an already chaotic structure that you can't see, from a chaotic to a chaotic one, not to mention the lack of animation. The latest HD Remake has been made and in this version, there are extra levels, extra chapters within the level, and extra bosses.

We play a character named Jim, who has superpowers that he gets when a suit falls on a worm living in the world. Character Princess "Whatever his name is" (Yes "Whatever his name is"), his twin Queen Bug spawner I don't know what (Longer official name) and Rescuing his assistants from Psy-Crow, Evil the cat,Bob the Killer Goldfish etc.

Playmates Toys took a different approach to continue its success by transferring cartoons and movies to games, and this time they wanted to transfer a series from a game to a cartoon for the first time. As a result, Earthworm Jim was born. The game was a game with a cynical crazy atmosphere overlooking the cartoon industry. The game is 2D but it is a platform game based on avoiding obstacles by hitting the enemies and avoiding obstacles with a space gun that does not have a linear level design like mario and where we can use our head as a whip, as well as a diverse game where we can do Bungee Jumping and escort an alien dog. In addition, lynching the game and the character just because of the political views of its creator is an outdated attitude.

Although it perfectly reflects its unique, random chaotic humorous style, it has a style that does not appeal to everyone. I did not like the drawings of the platfrom designs in the level. It is not clear where the platfrom is where it is thorn. It is not clear where the platfrom is. Moreover, each section also varies with different enemy models, on top of that, these models have really extraordinary drawings. The enemies have their own attack mechanics, but the game presents it to you by experiencing it without showing it, and as a result, it adds an unnecessary extra difficulty to the game. They could have solved it by adding a Tutorial. you can get lost in the levels or you can't know what to do and watch the walkthrough. It is not clear where you will hit with the gun and whip, which makes it difficult to hit the enemy in the track system and this is the biggest deficiency in my opinion. After each episode, we enter the asteroid race with Psy-Crow. Being able to benefit from the bonuses in Crow, just like you, is a very fine and nice detail. Although it is fun at first, it can be annoying because it is too much later on. Waiting for the gun to be filled can be annoying from time to time, and the bullet is not enough because it is not clear where the bullet goes. It's a real Groovy! It offers mobile gameplay with climbing mechanics swinging your head like a Helicopter.

Leaving the suite and entering the suite again in the sections allowed by the game is a small but nice detail. In the underwater section, submarine control can be very difficult and annoying. It works completely with the logic of translation and it is difficult to get used to it because it does not provide acceleration. Although escorting a dog that has become more difficult looks good, it's bad in practice. (Hint, if you whip it in the air, it can double jump.) The bosses in the beginning are very fun. In the last episode, I don't understand why, you fight another boss before the final boss. While waiting for the final more epic fight Your dreams can be crushed. The biggest problem is that they can be collected and the lack of bonuses makes you play just to pass the level, and when the few collectable lives and the difficulty of the game combine, it makes you mad. As a result, Earthworm Jim presents you with beautiful mechanics more than once and with an average platform, it is surreally fun but hard time lets you pass.

It's only been 4 years since I played this game. Yes 4 because it's my second playthrough, maybe my fifth. aside from its creation, I enjoyed playing GBA more. I recommend the GBA version because of this outdated graphic design today. Although the dark colors are less noticeable because of the GBA's LCD screen, it's a bit different and nicer in places with boss fights and extra sound effects. On top of that, it solves the problem of saving with its ubiquitous recording system and adds mini-games such as fishing and dancing, which you can have a lot of fun playing with two people.

The story of the game is to get back the tons of bananas K. Rool stole from you with Donkey and Diddy. You will be your companion in this adventure that you will make in factories, tree houses, rainforest caves with the help of various animals such as a rhino named Rambi and a frog named Winky. You will listen to his speeches, which are not necessary but adorned with comedic elements. While playing, you can visit Funky Kong, which I said "Why is it? It's super unnecessary".

The game was heavily inspired by Super Mario Bros. 3 and with it the SNES milestone. The game made a revolution using the first rendered 3D models. The Rare team developed an awesome compression technique called ACM. The Barrels and enemies in the game were first modeled in 3D and detailed in SGI Stations. The 2D render was demaked and added to the game. Although Rare wanted to go further and add a weather lightning rain day and night cycle, it was shelved due to the lack of SNES. This was not the idea that was shelved. Various paths on the world map and a collectible that would escape the player in the game but that we could catch. Rare Later, he did this with Jinjos in Banjo-Kazooie. Moreover, they coded and added a special music audience to program every note of each instrument in the sound part. In this way, the ambient sounds that make the game lively were composed by percussion instruments and atmospheric and wonderful music that immerses the player. their music was also highly appreciated, and especially the first level soundtrack, "Jungle Hijinx", is among the most iconic songs in the history of game soundtracks.

A unique game with its timeless graphics, its own music, art style and color palette in each section. While it has a great background outdoors, an insufficient background design was preferred outdoors. Each level is varied in this game. reflex catches the originality by bringing the platform element to the fore in one section. The collectibles in the levels not only remain collectable, but also provide you with life, making the game much easier. It makes the game experience more different with drivable animals. The thing is to escape and if you can catch it, you can get on again. The bonus sections where we play as animals are fun, but the secret rooms are not that interesting. And thanks to Diddy in the game, the player does not feel alone. Donkey is stronger, but slower and has a big hitbox, Diddy, on the contrary, has a fast low hitbox, but a weak character. Diddy sometimes bounces back from enemies that Donkey can drop. For this reason, I prefer to play with Donkey. Even though I don't live long in GBA, when playing with both of them on SNES, you can lose your second character instantly due to the jump mechanic. Sometimes the hitbox of the platforms is not very clear because the platforms are switched from 3D to 2D. SNES Due to the limited field of view, the enemies that come at you suddenly can be your end. If these enemies are various, I think they are easy to use as models. Gnawty, Zinger, Critters have different mechanics according to their colors, but they can be more diversified by using a different design texture instead of just color. The enemy placement, which he did not take much notice of before, was in the right place in this game. Boss battles are not very good except for the last boss. These bosses, which are slightly different from each other in SNES and GBA, repeat themselves.

The ambiance and music at the water levels are very good. Although the map design at the level looks as complicated as the labyrinth, you can find the right way quite easily. The enemy models are great, but you need Enguarde a lot because you have to move forward without touching them (Don't forget to look behind the invisible walls for clues.). Cancerous difficulty as always. The levels with various mechanics are really great, for example the Elevator with Fuel mechanics, the Light sensitive Rock Crocks. Milestones following you behind you could have been better, but it was disappointing that it just followed slowly and left after a place. The sliding ropes are probably the most challenging for you It caused resentment that I can't see any while waiting for an enemy that reacts according to the player's movement (He will jump against his jump).

Game that overshadowed by Final Fantasy 7.This Game is the first game made by Yoshinori Kitase and Hiroyuki Ito other than Hironabu Sakaguchi. Although the game is known as the 6th game of the series in Japan, it is the 3rd game in the West. The game is an open world J-RPG. The game is o It offers a nice experience with the widest character list ever. With the side missions, this experience gets even better. The game was first released on SNES and now it has been released on dozens of consoles and still continues to come out. I think the last pixel remaster has been made, new interface Although I didn't like it much, it added great and beautiful things to the gameplay. Moreover, it looks much more visually beautiful to the game with the graphic improvement. (They also removed the h*tler salute at the end of the game).

I think the story of the game is magnificent that has not been told in that depth until then. Moreover, the way the story is presented to you is of good quality, the game becomes even more beautiful. The story of the war of the 3 gods who fell from heaven to earth begins with work. These gods control their will by using their armies to transform humans and animals into creatures they call esper. When the war never ends, they declare a truce and imprison themselves in three statues, and living espers and magic leave their place to technology as a legend. The Emperor Gesthal, on the other hand, combines this magic with technology and makes a weapon he calls Magitek. You play a Magitek armored extraterrestrial entity named Terra. He greets you with a terrific drawing in the first scene of the game. When you, under Kefka's control, interact with Esper in the cave you go to collect Esper and get out of control, you join the resistance organization and the main game starts. The game consists of two acts. You have to see for yourself before I tell you.

The game's battle system is similar to the previous games in the series, but Final Fantasy VI works with each character's unique skill set instead of the job system. Each character has a different role. In the later stages of the game, Magicitie can teach each character the magic they want, and this is towards the end of the game towards uniformity. Each character in the game has a different ability as well as almost every character has its own mechanics. For example, Sabin's Blitz system You can even shoot RKOs by making combos with the enemies. With various great mechanics, such as you can copy the enemies against them with Gau, the game goes beyond turn-based warfare. With the active combat system, it manages not to bore the player.

The story in the game presents the back stories of the characters and the expression of the back stories while playing. It tells the motivation of each character, their back stories and traumas. In this way, you can empathize with the characters. Although this is great, you can ask yourself who the main character of the game is, and the game makers are the main characters. He says that you have to determine the character yourself. If you can catch the intermediate sentences in the game, the game draws you in even more. You can understand why the characters behave the way they do in a scene. For example, the story presentation of the play in the opera section is great. Having a philosophical enemy like Kefka adds an extra plus to this. he manages to become a unique character with his nihilistic chaotic thoughts.

There are 14 playable characters in the game (2 of which are optional side missions). The characters have a strategic tactical gameplay to the game with their unique skills, however, the game adds more tactics and strategy to the game by asking you to group the characters in some sections. The character is able to keep the character at high levels. It is a great thing that the environment has an effect in some battles. (For example, while fighting in the Train section, your group is affected by the gravity magic Demi). You get bonuses with Relics, this adds variety to the gameplay, although it does not affect the gameplay much. Although it looks like a drawing, you will see that it has more diverse drawing styles. Even though the background is awesome, there is not much for diversity on the World map. You can travel with Chocobo and Zepplin. You can see Mapi in a 3D Flat format. It has a while. Although it is sometimes difficult to find the cave entrances in the map, they fixed it in Pixel Remaster. In-game save points are sparse, but with sleeping bags this is not very noticeable. The pixalete drawings of the enemies are very nice. Although your characters have animation during the war, it is a pity that the enemies do not have animation, which is probably It could be because there are too many different enemies. The music in the game is a piece of art. Each character has their own theme music that fits the character. Nobuo Uematsu has done a really great job.