Friday, March 28, 2014

Final Fantasy VI

Final Fantasy VI is heralded as one of the greatest JRPGs of not only the Super Nintendo era, but of all-time. Beloved for its approach to storytelling, memorable characters, excellent presentation and deep and exploitable battle system, Final Fantasy VI is legendary among gamers, young and old. It says something about a game when a debate rages on whether this title or its immediate sequel, Final Fantasy VII, is the superior game. Even now, 20 years after its original Japanese release, Final Fantasy VI is still an absolute classic that may have actually become better with age.


            Many people point to Final Fantasy VII as the first truly cinematic Final Fantasy game and while there is a case to be made there, I’d give the honor to Final Fantasy VI. Everything in FFVI is presented with such a dramatic flair that it almost feels like a movie at points. From the opening title scroll to the ending credits, the game knows how to present itself. At certain points, it feels like a play, at others, a movie and when it wants to feel like a video game, it’ll feel like a video game. It runs the gambit and it rarely oversteps its boundaries or overstays its welcome. Final Fantasy VI is the rare game that pushes everything to the limit but knows when to show some restraint.

            Final Fantasy VI is a decidedly typical RPG. Coming off of the ambitious job system of Final Fantasy V, it’s fairly clear that Square had wanted to have more of a focus on the game’s narrative rather than its battle system. That isn’t to say that the battle system is terrible, it’s just fairly shallow and run of the mill compared to the in-depth and layered job system of Final Fantasy V. Every single party member falls into a unchangeable job class but can be further customized with gear and magic stones called “Espers”.


            These Espers are Final Fantasy VI’s main form of customization. Depending on the Esper that a party member has equipped, they will learn certain spells and also see exponential increases in select stats. It is a step back from FFV’s job system but it is also decidedly less grind-heavy and more beginner friendly. It strikes a fair balance and while some may bemoan the relative lack of customization, it does its job admirably. There are a little over two dozen Espers to collect, some of which require a bit of exploration so players looking for a little extra to do in their RPG will get a lot of mileage out of the Esper system.

            Final Fantasy VI continues to use the iconic ATB system introduced in Final Fantasy IV. I’ve never been a huge fan of this particular battle system but I don’t think it’s altogether abhorrent. It’s very generous towards the enemies, especially those that use status effects, but the developers had the foresight to make certain characters have abilities that benefitted from the constantly flowing battle system. Techniques, like Cyan’s Bushido or Umaro’s basic attack, are clever ways to have the battle system work in your favor. I’ve always thought that the ATB system was a tired way to liven the typical RPG battle system but Final Fantasy VI pulls some strings to make it work a bit better than it had in the past.

 

            One of the game’s bigger faults is with the pacing. Final Fantasy VI is not lacking in boss fights and even though I was generally at a high enough level to beat them on my first encounter, there were some where I completely hit a wall. It’s a problem that I’ve encountered with nearly all RPGs but Final Fantasy VI’s penchant for throwing bosses in places where they don’t necessarily belong is frustrating and hampers the pacing at several key parts. In addition, the game’s high random encounter rate can make getting from Point A to Point B a far more difficult task than need be.

            The game’s dungeons are a mixed bag. About half of them are a straight shot to the end, littered with random battles and treasure chests but the other half of the dungeons interjects puzzle elements into the mix. It’s a neat way to shake things up and while the puzzles are never very complex or daunting, it was an honest attempt on Square’s part that mostly paid off. If we ever get another 2D Final Fantasy title, I’d love to see this concept expanded upon because it had some potential. Well, that and we’ll probably never see another Golden Sun.


            Perhaps the most beloved thing about Final Fantasy VI, outside of its main villain, is the incredible soundtrack. Uematsu’s soundtrack runs the emotional gauntlet. Joyous, melancholy, depressing, inspiring; all this and more is present in one of Uematsu’s greatest works. This game’s soundtrack is testament to not only Uematsu’s talent, but the power of the Super Nintendo sound chip. It is stunning that this game’s soundtrack can be as fresh and exhilarating as it was 20 years ago. In a series (and on a system) that is no stranger to fantastic soundtracks; Final Fantasy VI still has a distinct and memorable sound that is as outstanding as it is iconic.

            Final Fantasy VI’s graphical style isn’t quite as timeless as the soundtrack but the colorful sprites, detailed animations and plentiful amounts of Mode 7 give this game a definite flair that helps it to standout from its Super Nintendo contemporaries. The game has a tendency to repeat certain sprite-sets (mostly cave, grass and town sprites) but considering the game’s age and scope, it would be asking quite a bit for it to make every single area completely different.



            Besides, the stand-out qualities of the art-style come from the enemies and the sprite animations. The enemies, in particular, look astounding. "Detailed" doesn’t even begin to describe some of the later bosses and many of the standard enemies look especially imposing when compared to your chibi-style party. Speaking of, the chibi overworld sprites that are used for your party members are surprisingly versatile as far as conveying emotion goes. A little goes a long way as all of the sprites manage to accurately portray the emotions being felt by the characters. It says a lot when a Super Nintendo game doesn’t need to spell out every single character’s inner thoughts in order to elicit an emotional reaction.

            The game’s approach to storytelling isn’t anything incredibly groundbreaking (much of the groundwork was laid by FFIV) but it is so refined and excellently done that it deserves the highest commendation. The way that the soundtrack, graphics and even the gameplay all come together to tell the story is something that had never been done so excellently before. When the game wants to punctuate an event, it knows exactly how to do so. No character’s death or existential crisis lasts for too long and the game knows how lighten the mood without drastically or uncomfortably shifting the tone.


            Final Fantasy VI’s story unfolds in such a way that it’s unclear as to whether there is a main character or not. This was a deliberate decision and it is one that works almost flawlessly. Three characters get more focus than others but almost every single party member (sans two who are “secret” anyway) have their own miniature arc that has a natural progression. Pinpointing the main character of Final Fantasy VI almost defeats the purpose of the story. It is not the story of Terra or Locke; it is the story of everyone involved from Terra to Kefka.

            The game’s actual story is one of the finest JRPG stories of the 1990s. A story of friendship, loss, nihilists and rebels, it tackles several themes and never sticks the landing. Does it dare to tread taboo or forbidden territory? No, it doesn’t but the themes it tackles are handled in such a manner that you almost forget how cliché the game can come across. Final Fantasy VI runs into the whole “Power of Friendship” trap that many other JRPGs fall into but it is done in such a way to avoid ruining the entire experience. The eventual victory of our heroes comes about as a result of perseverance and skill, not because they believed in “the heart of the cards” or “in each other” or whatever excuse is popular nowadays.


            The game’s original Super Nintendo script, done by veteran Square scribe Ted Woosely, is serviceable but is by no means perfect. Gender confusion, censorship issues and poorly translated lines are common but they are generally regulated to townspeople dialogue. The important parts of the game play out like they’re supposed to without a single major translation gaffe. When a mistake does pop up during a sidequest or other event, it is fairly jarring and can take you out of the experience but it’s rare enough that I never really had a problem with it.


            Final Fantasy VI is an astoundingly well put-together RPG. It still falls into some genre trappings like a weird translation or an obscenely high encounter rate but what Final Fantasy VI does well, it does extremely well. The soundtrack and story are some of the best on the Super Nintendo and the game’s presentation was ahead of its time and proof that the old Super Nintendo still had some life in it even as 5th generation consoles were starting to rear their janky polygonal heads. The way the game combines its major components to create an audiovisual banquet is something that must be experienced first-hand. Say what you will about Square’s current standing; nothing they do will undermine the seminal classic that is Final Fantasy VI

Final Score: 8.5

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