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System Shock 2
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Final Fantasy VI
Final Fantasy VI

Apr 06

Persona 3 Reload
Persona 3 Reload

Feb 26

Xenogears
Xenogears

Feb 01

The Legend of Zelda: Link's Awakening DX
The Legend of Zelda: Link's Awakening DX

Jan 21

Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition
Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition

Jan 12

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This review contains spoilers

Final Fantasy VI recently turned thirty years old, and in many ways it hasn’t aged a day. As a fan of the series I’ve played it several times before, but this recent playthrough was the first time I’ve ever fully completed it. In the past I’ve been a critic of its characteristics that are the very same that give it the diehard fanbase that it, frankly, deserves. I’d be lying if this recent playthrough eliminated those critiques, but at this point I’ve sort of come to terms with this friction.

Final Fantasy VI still uses the ATB system pioneered in Final Fantasy IV with little to no changes. The major changes come in the form of magicite; A riff on Final Fantasy V’s job system, except even more flexible. Each magicite, when equipped to a character, allows them to learn a small selection of spells, and certain magicite will also augment the character’s stats upon level up. This mechanic, coupled with FFVI’s massive ensemble cast, leads to a certain kind of “make your own fun” approach to character building that I don’t love. Each character has a side ability that’s wholly unique to them, but many of them feel like little more than ribbon abilities rather than anything incredibly substantial or exciting. Cecil from Final Fantasy IV is a paladin. Which means he has great HP, good offense, defense, low level white magic, and the ability to take hits for party members at critical HP. Between magicite, and certain equipment, it is possible to make a 1:1 analogue to Cecil in Final Fantasy VI, but it feels like a bit of a waste of time when you could just as easily pump a character with Ragnarok magicite and equipment to let them cast Ultima at 1 MP. Rinse repeat for the remainder of the characters. I’m aware that aspect of the game is what endears a lot of people to this game. But personally I just have a hard time reconciling with that fact. Future titles, like Final Fantasy VII, were a little better about distinguishing its cast with its flexible materia system. Or Final Fantasy X, which hides its character homogeny behind postgame challenges.

The cast of Final Fantasy VI is thankfully a very memorable one. Which is a real feat considering there’s over a dozen of them to choose from. Debate rages on to this day about who is the “main character”, with focus being given to a few key members it’s sort of hard to truly gauge (it’s Terra). Barring a few exceptions, every single character gets at least one big moment throughout the story. Some of these being missable, like Shadow’s dreams that explain his bloody past. Or Edgar and Sabin’s decision on who should rule their kingdom. On one hand, I can’t imagine playing the game without having seen these scenes. For many characters these optional scenes are like an oasis for bespoke character interaction, and if they weren’t there said character would be little more than set dressing. But on the other hand I do, to some extent, respect the game’s commitment to letting the player “make their own fun”, even when it comes to the story. For the more sidelined characters, what’s there is good. I think it also helps that the game’s villain is no slouch. Kefka is introduced fairly early into the adventure, and frequently interacts with the characters. There’s a sort of bumbling humor to Kefka. His odd, jester-like appearance, and figures of speech help to disarm the player. This is his greatest trick, however. Because time and time again we are shown just how capable Kefka really is. We laugh when Kefka demands his boots be shined after walking through a desert. And then are caught off guard when he sets fire to Figaro Castle mere moments later. He’s comedically chased through the Imperial War Camp, and then proceeds to poison an entire kingdom’s water supply. Perhaps it isn’t fair to say that the players underestimate him, but the characters in the game certainly do. And nobody underestimates Kefka more than Emperor Gestahl. To first time players Gestahl may appear to be the Man Behind the Curtain, the true villain once Kefka has been dispatched in the final hours of the game. Final Fantasy VI wonderfully subverts this expectation, however, and makes the Emperor little more than a bit role in his own story. By underestimating just how twisted and nihilistic Kefka is, he allows himself to be betrayed when victory is within his grasp. Kefka steals the power of magic for himself, and plunges the world into ruin. The heroes have failed, and now they need to pick up the pieces and try again.

It’s the game’s second half, the “World of Ruin”, where I feel the “make your own fun” philosophy begins to get in the way of meaningful character development. Barring its beginning section, it’s a truly non-linear experience, where Celes and a few other characters must scour the destroyed world for the remainder of their friends to take the fight to the maniacal Kefka. Since the remaining friends can be obtained in any order, the game can’t truly know what cast of characters you’ll be using at any given time from that point in the game onward. Occasionally, a character will have a bespoke line of dialogue or two when reuniting with an old friend. But for the most part, these reunions are given “generic” dialogue that’s meant to be said by anyone in particular. Leaving it up to the player to fill in the blanks, or “make their own fun” I suppose. I feel a little bad complaining about this, to be honest. Since demanding the game be more linear in this second half to accommodate for more bespoke character interaction would snuff the flame out of Final Fantasy VI’s most famous characteristic, it’s non-linearity. But also asking for both non-linearity and significantly more character interactions would balloon the script to an unfathomable degree. The World of Ruin was already supposedly created under a misguided idea that the staff was ahead of schedule, only to have to scramble near the finish line to get everything done. It’s a miracle the game is as feature complete as it is. The result is something pretty unique in the RPG space, even to this day. If I had the choice to change it in development, I don’t feel like it’d be my place to make the call. I would, however, tone the encounter rate down significantly. I know this is a petty complaint but goddamn I can’t believe how aggressive it is.

Xenogears is a game that’s reputation precedes itself. Intimidating, yet fascinating. A game truly greater than the sum of its parts (a characteristic I find most great games share in common). The term “flawed masterpiece” was practically tailor made for the likes of Xenogears. Because while it’s a tour-de-force in storytelling, its shortcomings are numerous, and I’m not just talking about the obvious suspect, either.

Xenogears, being a Squaresoft PS1 JRPG, was born in what could be considered the genre’s golden age, within the walls of the genre’s greatest champion. The pedigree brings about a lot of expectations, which I think it mostly fulfills. But you can tell that this game is the work of less experienced game designers than the ones upper management at Square tasked for the Final Fantasy series. I don’t want to come across as too harsh, because the gameplay of Xenogears is a cut above your typical JRPG battle system, especially for the time, but it’s rough around the edges, without a doubt. The fighting game-esque “deathblow” mechanic isn’t ever properly explained to the player, and while it’s possible to futz around in the dark and stumble into learning these powerful moves, it doesn’t go far enough in readying players for the challenges ahead. I spent a decent amount of the early game just spamming the deathblows I had learned by accident; Something which rewarded me in the short term, but would’ve screwed me over hard if I hadn’t had the idea to consult a guide before the going got really tough. It’d be one thing if I understood what I was doing to be a short term solution, but I didn’t. Which is the part I find should’ve been the game’s responsibility to teach me about. Something I think the game did tremendously well though, was portraying the scale and power of the Gears. On foot combat I found to be the more interesting of the two sides of the battle system, but there’s something to be said regarding the sheer number inflation that occurs when piloting a gear. Wailing on these massive creatures and doing thousands of damage while barely being able to crack four digits on foot feels tremendous. Gears are devastating, which the game constantly portrays to the player.

Visually, Xenogears is almost this perfect marriage of two-dimensional characters in three-dimensional environments. It’s a look that surely wowed players back in the day, and has come back around to being incredibly appealing in a whole new way. This look was supposedly a compromise, after it proved difficult to get a fully 3D game the scale of Xenogears off the ground. As far as compromises go, this was a fair one. I feel as though any push further towards 2D would’ve sacrificed too much of the gravitas that accompanies the Gears. Still, there’s a lot about the “feel” of Xenogears that slowly got on my nerves as I played. Text speed is much too slow, which made me apprehensive to talk to many NPCs the further and further I proceeded through the game. God forbid I had to replay a lengthy cutscene due to a boss wipe. If I ever play this game again, I’ll most certainly employ the “fast text” cheat 100% of the time. I’d probably shave at least an hour off my playtime if I did. Many other aspects about Xenogears feel sluggish. The less said about the platforming, the better, so this is all I’ll say about it. No, I think the bigger culprit to my frustrations playing Xenogears have to be the random encounters. Complaining about random encounters might just be the biggest canned criticism of the JRPG genre, so let me attempt to get in front of the eyerolls and say I don’t hate the concept in the slightest. I’m far from some radical that thinks all RPGs should do away with them. They’re a mechanic that can be done well, or done poorly, like anything else put in a game. That said, I’m sympathetic to those who dislike random encounters, and certainly wouldn’t give them Xenogears to try and change their mind. Xenogears has one of the most egregious random encounter systems I’ve ever experienced. If you ask me, the key to preventing frustrations with random encounters requires at least one of two things: infrequency, or speediness. AKA, if you’re gonna have a high random encounter rate, you need to get the player in and out of the battle quickly. Battles shouldn’t require too much character management, and should be done under a minute, to choose an arbitrary time. Inversely, if you want the player to think and strategize throughout these fights, then they shouldn’t be occurring every seven steps or so, to choose an arbitrary number. Xenogears is the worst of both worlds in this regard. Random encounters take a decent amount of time whenever they occur, and they occur often. I think a decent litmus test for knowing if a JRPGs random encounter system is poor, is if the player fears navigating a dungeon outside of the bare minimum, which is a feeling I definitely had playing through Xenogears. The biggest joke of all though, is that the game has a bit of a delay between deciding a random encounter will happen, and actually putting the player through said encounter. This results in having to fight battles as they’re leaving a room, or opening a chest. I don’t think I’ve ever played a game that’s done that before, it was very strange, and very frustrating.

This whole time I’ve avoided talking about the narrative, and that’s because I sorta feel out of my depth discussing it. While playing the game, I would frequently tune into Resonant Arc’s discussions on the story (seen here: https://www.youtube.com/playlist?list=PLJCH8faf6GaxQ_7bA7cD0lROu3yMRmwh5).
Which kept me grounded and able to keep up with many of the complex ideas the game throws at the player. It’s a fantastic story, held back by things mostly out of its control. Like the translation, which feels stilted for much of the playthrough. It’s hard to put too much blame on Richard Honeywood, the translator, after knowing the behind the scenes story, but regardless, the conditions surrounding Xenogears localization resulted in the translation suffering. The big elephant in the room, however, is the infamous “Disc Two”, a turn in the structure of the game which sees much of the story progress via abstract narration of events rather than the more typical structure of disc one where we play through the events as they happen. While this surely shocked players back in 1998, these days its reputation precedes itself; I knew what I was getting into beforehand, so I wasn’t completely blindsided by this shift. I wouldn’t go so far as to defend this change as a good thing, mind you, but with how much of the story is covered by this second disc, it’s clear that if the “true” vision of Xenogears was to ever be realized, we’d be dealing with an incredibly bloated game that would’ve taken years to finish. I think I agree with Tetsuya Takahashi when I say that it was better to finish the story then and there. At the very least, it sticks the landing. The truncated narrative of disc two also means that the amount of monotonous futuristic hallway dungeons is kept to a minimum. Although a few still managed to sneak their way onto it.

To borrow a phrase, Xenogears is: “...the type of game that relieves my fears”. A collaboration between a team in way over their heads. A project that should’ve completely buckled under its own weight and resulted in a mess few could find enjoyment in. Instead, it’s proof that vision can shine through even the roughest of circumstances. I hope that one day I can make something that’s even a quarter as profound as something like Xenogears. Which I would recommend to anyone into JRPGs who hasn’t played it, despite the game’s numerous flaws (many of which could be remedied with some simple number tweaks, or a tasteful remaster, perhaps). It requires a lot of patience, but it rewards that patience in spades.