final fantasy vi (super famicom/super nintendo/playstation; squaresoft)
a review by tim rogers
10162004

 


Squaresoft's Final Fantasy IV was a flying-colorfully successful attempt to bring a fantasy comic-book story to life in a videogame. Final Fantasy V stumbled into the realm of mere videogame (though I like to think it's a damn good one) in that it lacked artistic direction of the imitation variety; it was released just three months after Enix's Dragon Quest V, and more than two years after Dragon Quest IV. Dragon Quest V was an attempt by its team to both one-up their own previous effort and show up the growing young upstarts at Square. Dragon Quest V, as a first for its series, rather than try to make a story befitting the character designs of its madly popular comic-artist character-designer Akira Toriyama or its acclaimed, classically trained composer Koichi Sugiyama, simply sought to endear itself to the hearts of its players. It was not big; it was not stupid; it was not silly. It was, rather, a story about the debt of gratitude one owes one's parents, told slowly and sweetly, and wrapped up cleanly. Square, whose Final Fantasy IV is one of the masterpieces of the first age of narrative videogames because it is bold and dumb, and garish, gay, even, yet full of fear, slinked off into their cave in the hills of Tokyo, and set about making their next game neither a comic book nor a novel nor a home drama. Oh no, they were going to make an opera.

The term "opera" conjures more false images than, arguably, any other word used to describe a storytelling form. When I personally think of the word "novel," I think of a paperback in my hand. I think of squeezing it with my fingertips. When I think of "movie," I think of my hand in a bucket of dry popcorn. "Videogame" makes me think of a Super Nintendo controller -- an Ascii pad, no less. "Comic book" makes me think of the sight of Jojo's enemy Dio screaming "URRRRRREY!" in Jojo's Bizarre Adventure. "Epic" makes me think of the headache I had when I first finished reading "The Odyssey." "Opera" makes me think of a fat lady in a suit of armor and a Viking helmet, bleating some high song while glass shatters and other random, vague, bladed chaos crashes down around her.

Is this what an opera is really about, though? "Vague, bladed chaos"? Most of them are love stories, and many of those love stories are tragedies, from what I remember of seeing three opera rehearsals a week for four years at Indiana University, home of the largest opera stage in the world (by three inches). A study of the operas called "great" will yield that the greatness of an opera lies in the libretto. Prokofiev's farce "For Love of Two Oranges" is considered a masterpiece because of its score's careful attention to the musical motifs of its contemporaries, not because of its obscenely idiotic story. Mozart's "Cosi fan tutti" is near moronic in its frustrating little back-and-forth love story, which offers virtually no resolution; yet, according to music theory, it is perfect. Its score evolves, and grows, and climaxes, cross-references itself, and finally resolves. It can be said, then, that operas, in general, are more "Empire Strikes Back" than "A New Hope." They end with views of space stations and dark feelings of catharsis, not with a medal ceremony and roaring, happy wookiees.

It's the contemporary operas, the ones composed after careful study of the old, "classiic" operas, that you have to be careful with. Never does a successful modern man study an established art form with the desire to imitate and not come away, perhaps accidentally, innovating one thing or another. George Gershwin's "Porgy and Bess" is a good example. It's a "folk opera," for one thing, a term the composer applied generously, without anyone asking him to do so. For another thing, it's in English, it takes place in America, and the hero is a black man. Not just a black man -- a crippled black man, and one who sings about such things as "I got plenty o' nuttin', and nuttin' is plenty fo' me." He's most happy when he "Got my gal, got my Lawd, got my song." Yet it's still an opera. The story involves two deaths, one accidental and one homicidal, and the girl is tragically whisked away by a cocaine dealer. At the end, the hero, on his two legs that cannot stand, is set on a cart and pointed toward the horizon by the supporting townspeople: he's going to New York to win back his cocaine-y girl. The curtain slides down slowly as the music crescendos and the people wave goodbye. The irony, here, of course, is that though the story takes place in a little southern town called "Catfish Row," it opened on Broadway, in New York City, in 1952. So the question of "What happens to Porgy when he goes to New York to find Bess?" is easily answerable with a smirk and "He makes a hit on Broadway." People in the 1950s who either enjoyed opera or pretended to enjoy opera found this kind of cleverism mighty cute. It's scarce, these days, that a piece of storytelling, whether it's a novel or even a videogame, can get away with riffing or even just studying another form without being clever about it.

See also: Rock-opera. Space-opera. Soap-opera.

If Final Fantasy VI is an opera, where is its clever climax? The fact that "it's a videogame" is not enough to qualify it as a clever take on opera. That it contains an opera within its story is not "clever" either. That it is also gargantuanly long compared to any other story called "opera" doesn't quite do it, either. It is with something resembling regret that I inform you the most clever thing Final Fantasy VI has going for it is that it is Japanese, and very much so. Most likely, the opera outline was selected by its Japanese writers because they wanted to make a masterpiece. They were confused about Dragon Quest V, which had broken the RPG story-telling mold in too brutal a way for them to fathom. It had done this by using the medium of interactive entertainment to reach for simple, real human emotion, rather than by standing up cardboard cut-outs of soldiers and wizards and letting them fall in love to synthesized rock ballads. Dragon Quest V reached to the edge of the realm of the videogame. Final Fantasy VI reached outside, and into another realm. (At the same time, Mother 2, a superior game to both of these, reached outside, and then looked back in, and observed for five years before getting started.) What Square held in its now-half-iron fist when it pulled its hands back into the game-making bubble was the body and soul of aspiring movie director Yoshinori Kitase. Kitase was charged with the task of making a Final Fantasy game that lived, breathed, cried, laughed, danced, and sang. Kitase, drawing upon inspirations as shallow as "Star Wars" novels and deep as Charles Dickens (most of Final Fantasy VI's storyline events can be traced back to A Tale of Two Cities in one way or another), set about making a fantasy-role-playing-game in the opera mold, perhaps because he had, just two sweaty nights prior to being asked to present his first portfolio of ideas to Hironobu Sakaguchi, been dragged out to see "Vanessa" -- or perhaps "Carmen" -- at the Shibuya Bunkamura with his wife.

The problem is that an opera is about two hours long, and that's nearly not enough length or girth to justify a 6,900-yen price tag to the Japanese gamers of 1994. (Ten years later, companies can get away with that kind of price as long as they feature a solid twenty minutes, at least, of voice-acting from a popular idol singer.) So it was here that half of Kitase's opera was doomed awry from the start, and the other half was doomed to rock.

The rocking part of the opera is that, as an opera that would have to run for at least fifty hours in length, it would require one ungodly long score. The length requirement of the score is what forced Final Fantasy series composer and aspiring rock musician Nobuo Uematsu to demand some instructions aside from "battle music," "boss battle music," and "boss' boss battle music." In order to keep the music flowing, and flowing well, Kitase worked closely with Uematsu to assure that each theme sounded like the character it was supposed to represent, that each town muzak fit the mood of the plot's current position, and that each overture was fuller of the corresponding moment than its own theoretical gimmicks. This resulted in Nobuo Uematsu's latent talent for composing music that lingers in the heart's being tapped in a way it has not, to this date, been tapped again. At the end of its production, Final Fantasy VI was a twenty-four megabyte cartridge. A great percentage of that is music.

The soundtrack is the first thing most Final Fantasy VI fans talk about, when they talk about the game. Though I believe there are a few soundtracks (three, specifically) that outdo it in the fields of musical composition, gameplay enhancement, and sheer genius-factor, I will not deny its place. The range of tracks in Final Fantasy VI is not as varied as in Mother 2, yet is staggering nonetheless. The opening overture that accompanies the (English, even in the Japanese version) credits still manages to call to mind the march of the magic armor suits toward the mining city of Narshe. The music once the soldiers reach Narshe is accentuated by finger-snaps and jazzy piano and this metal breathing of brass. Terra's theme would be perfect with a fat lady singing a melody right through the middle. Locke's rousing theme calls to mind the vague bladed chaos behind the fat lady. Shadow's theme, jew's harp and all, could use a good folk-operatic song. The operetta itself (the one that figures prominently into the game's first half) is competent, and exhibits a nice waltz, and an even nicer pompish dance when you fight the boss. Almost any of the pieces from this game can be picked out, played creatively on piano, and not sound like something a classical music snob would dismiss as "What is that, videogame music or something?" That, probably, is the highest compliment I, or anyone, can give the soundtrack, as music.

As something more than music, well -- it's something that a legion of fourteen-year-olds heard and swore instantly that it was the greatest music ever made. They wrote letters to videogame magazines, moaning about their love for that music. Many, if not all, of these people remember every note of that music today. Whether you owned the soundtrack or not (I, personally, never bought it until I was twenty-two, and it was used), if you played the game more than once through (even just one and a half times), you fell under its spell. That doesn't have to mean you love the music; all it means is that you will not ever forget it. Few videogames can claim this of their soundtracks, not even Chrono Cross, whose music, though superior to Final Fantasy VI's in terms of composition and production value, will never be as boldly loved.

If the music has a fault, it would be its quality. In the days of Baroque opera, the only quality issue stemmed from the talents of individual performers. In the days of the 16-bit RPG, that Super Famicom sound chip really had a way of making everything sound too washed-clean-out. Most gamers who love the soundtrack don't care about its quality; they have learned to love the way the Super Famicom sound chip interpreted a symphony orchestra and poured it through a metal funnel. However, try showing the opera scene, with its chalky fake computerized voices, to anyone not enamored of synthesizers, and they might ask you what the hell it is. Meanwhile, Ys' "Beat of Terror" has, on many occasions, played in the car stereos of weekend death-metal freaks who didn't even know it was a track from a 1989 PC-Engine CD game. When I burn a mix CD, I'd never think of putting "Dancing Mad" on there. It's too long. Mother 2's "Eight Melodies," however, was on the CD I burned when I went to Korea two weeks ago. That is to say that Final Fantasy VI's music will never be anything outside Final Fantasy music. As what it is, it is spectacular. If you love Final Fantasy, and if you cherish the moments you spend while playing it, you will love to relive those moments by listening to the music. Otherwise, forget it. Not a single track has that three-minute radio-hit quality about it (Final Fantasy VII's "One-winged Angel," yes, the in-game version, not the arranged one, is the only pre-Faye-Wong Final Fantasy track I can think of that does have that quality, and alas, it is seven minutes), and whether you like it or not, fans, if it's videogame music and it doesn't have that quality, I don't want to listen to it in my car. (Not that I have a car, these days.) Or, uh, on the train.

Operas are scarcely about action or fighting in the way a Final Fantasy game is about defeating bosses, so it's hard to place Final Fantasy VI's battle themes anywhere outside the realm of other Final Fantasy games. I, for one, even as a fourteen-year-old who never left his bedroom, would have simply preferred they carry over Final Fantasy IV's "Fight 2" instead of the vaguely rock-operatic . . . thing that plays when you fight a boss in Final Fantasy VI. To me, "Fight 2" is as archetypally "Final Fantasy" as the victory fanfare, the harp prelude, or the Final Fantasy theme itself. Or Chocobos, or Cid.

A study of Uematsu's rock-band side-project The Black Mages can provoke a curious sideways explanation. In that band's live shows, Uematsu plays a keyboard sparingly, while two guitarists rock the meat of the songs. The rhythm guitarist plays the chords usually taken care of by a synthesized string section; the solo guitarist rocks the otherwise-tinny-brass melody. On The Black Mages album, however, it's Uematsu's organ all the way. In all seriousness, it sounds more like a soundtrack to a hockey game than a battle to save the planet. Uematsu has said that he always wanted to play guitar in a rock band, yet it is too late in his life to learn. Listening to Final Fantasy VI's twisty little battle theme in the right context makes me reconsider my opinion on the guy -- he's a natural-born two-string bassist. I mean, if you had to pick one musical motif he's most famous for, what would it be, really? Let me speak to you in guitar tablature:

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--O-O-O-O-O-O-2-2-O-O-O-O-O-O-2-2-

It's that bassline. Though it goes ridiculous directions after that simple introduction, it's always that beginning that hooks us into the fight. So it is that we can play all 255 battles of Final Fantasy VI required to lift the curse on the Paladin Shield and not feel any part of the music outside those 4080 starting bass notes. If I were Squaresoft, I'd hold a contest, asking bands in Tokyo's underground rock scene to present a Final Fantasy battle theme. The rules would be that it has to start with that sixteen-note bass intro and have no words. That would have probably produced a great battle theme for VI. It could still produce a great theme in the future, if such themes were still necessary.

However, that's getting to the gameplay aspect. We'll cover that in a moment. For now, I think I was talking about what's right and what's wrong about Final Fantasy VI as an "opera":

If the game truly aspires to be an opera, then it's doing so too happily. I personally think the key to making a clever modern opera lies in either the conservative use of enough electric guitars or lyrics that indicate the singers don't really want to be singing. In Final Fantasy VI, the singers aren't even singing at all. The dialogue itself is functional, if occasionally peppered with a joke or a "Star Wars" reference. The Japanese text is rather flat, actually; it reads like an essay on linguistics. Ted Woolsey's superb English version, Final Fantasy III, reminds us pleasantly that, while translations cannot, as a rule, be superior to the source material, localizations most certainly can. Woolsey's words work well. They're as direct as possible with regard to the source, and each character speaks with a minimal dialect. In the swarm-translated Chrono Cross, we meet four characters in one hour who sound like they're either from different continents or different galaxies. In Final Fantasy III, everyone sounds like they grew up in a different part of Boston.

I have already expressed that operas are about the music, and Final Fantasy VI has superb music that does not stand on its own. Opera's music should stand on its own, even without words. How many of you have heard the "Torreador's March" from Carmen in a gasoline commercial without having ever seen the opera? I suppose you could say it's a flaw of Final Fantasy VI as an opera that its music is married to the situations its music accentuates. It holds its story in too high regard. And what's more, its story has little focus, and no focal hero, and not a single character who sings. Except one. If you can call it singing.

The first character we meet is Tina Branford, a girl with the capitalized power of Magic. We know from the organ-fugued prologue that Magic is a power that died out following the War of the Magi, 1,000 years ago. At that time, humans coexisted with beings called "Espers," who were the sole carriers of Magic. The humans were unwise and abusive, and forced the Espers to do evil things, and eventually the Espers disappeared. Now, the Gastoria Empire seems to have unearthed the power of Magic, and is looking to conquer the world with it. We join up with Biggs, Wedge, and Tina on their way to the town of Narshe, where an Esper has just been discovered, encased in ice. Biggs and Wedge argue a bit about Tina, saying she's not safe to be around because she possesses crazy magic powers. It's agreed in the end that Tina is harmless -- she's been charmed by the General, Kefka, to do the Empire's bidding. She's grown up as a murder weapon of the Empire, we know from the story's opening scenes. Of course, by the time the story properly begins, we've witnessed her murdering a few townspeople, interfacing with the frozen Esper, and wake up when her partners are dead and she has no idea who she is. The ignorant locals are stomping around town looking to retrieve her; the local resistance movement (not quite dramatized to Les Miserables proportions), thinking both in her best interests and potential use in the future, sees her into a hiding place in the hills. When she gets lost all alone, already being hunted by the Empire and the local militia, the resistance sends the lovable thief -- no, "treasure-hunter" -- Locke Cole (named, yes, after revolutionary philospher John Locke) to retrieve her, resulting in a thrilling clash in the mines beneath the town. When Locke learns Tina has amnesia, he remembers something from his past, and decides then and there to help her until she gets her memory back. (We'll learn about his past, later, should we choose to do so, when the game enters its second act.) He takes her to Figaro (there's an opera reference, right there) Castle in the desert, where the king is reportedly a resistance sympathizer. He's also a hopeless romantic, like many other supporting characters in opera, though he doesn't sing a hopeless romantic song, so what's his use? Aw, he's a nice guy, and we learn, during a sleepless, troubled night in his castle, by way of a talkative maid, that he has a brother who fled the kingdom when their father died. We meet up with this brother when we have to cross a mountain. His brother, Mash, has been wandering around up there, seeking the man who killed his kung-fu master. This man happens to get in our way when we're trying to cross the mountain. We're crossing the mountain because we need to get away from Kefka. Kefka is that evil Imperial general who was using Tina -- well, he comes to Figaro, looking for her. King Edgar doesn't give her up, cueing a thrilling escape sequence and Gastoria's declaration of all-out war on Figaro. Along the road to the resistance base, Edgar and Locke whisper about Tina's freaky magic abilities. Tina gets self-conscious.

She's even more self-conscious when finally at the resistance base with her three new friends. The resistance leader, Banon, takes her aside and tells her like it is -- he wants her to help them fight back against the Empire. The Empire is up to something evil. Tina, weighed with responsibility, whether she chooses to help the resistance or not (the choice is up to the player, though it doesn't many difference aside from a few dialogue boxes and a free item), is ushered away from the resistance camp when a messenger comes from South Figaro, warning of the Empire's attack. Locke heads toward Figaro to slow the Empire's movements. Mash, Edgar, Banon, and Tina escape toward Narshe via raft. After an attack by a vicious, talkative octopus, Mash is separated from the rest of the heroes, and the screen fades to black.

As an opera, this is where Final Fantasy VI would end and Final Fantasy VII would begin. It does not end here, however. It has established too many characters, and the player is perhaps, by this point, too engaged in the game to possibly stop playing. The music, the sound, the graphics -- near-photo-real backgrounds were new technology in 1994 -- and the leisurely pace of wandering the game's towns combined to make the player want to keep playing. The designers themselves are having too much fun, as well. Experienced with exuberant methods for telling stories that keep people pressing buttons (see my explanation of the shipwreck in Final Fantasy IV), the team had most likely planned the three-way split probably from before pencil hit paper in the planning room. Sakaguchi probably passed the idea off to Kitase, making it sound only slightly like an order. Kitase probably found the idea riveting. He assured that each of the three story forks was well-rounded and a little operetta in and of itself. Tina's fork is the least robust; since most of the rest of the game is about her, she's pushed to the side, here. Locke, whose relationship development with the secondary heroine Celes will be secondary in storyline importance (and by "secondary" I mean "secondary to the Void" that is the rest of the lovable story mess), has to meet Celes before he can develop with her. So his fork involves meeting Celes. He meets Celes -- whose last name is Chere -- in the basement of a wide house with a basement after ferrying cider and soldiers' orders from citizen to citizen in various disguises. When he finds Celes, she's being beaten by Imperial soldiers, and called a traitor. From what is apparent, Celes has magic powers not unlike Tina's; yet she has been using hers willingly until recently, when she turned traitor. Locke frees her, instantly loving something about her ambivalence. Should we play the game all the way through, there's a sweet no-resolution in which Celes and Locke presumably fall in love, after Locke has abandoned the hope of using the Phoenix's power to revive his lost, amnesiac past lover. Locke's decision to love Celes, we'll find, if we play the proper side-quests, is the core of the game's development as a piece of drama. Yet it, too, is expendable. The game's story is littered with expendable dramas that would mean nothing as mere parts. This is what most people love so much about it.

The most rollicking, thrilling set-piece, by far, is Mash's fork of the three-way split. And by "most rollicking," I mean in the whole game, not just of the three in the split. Mash awakens near a cabin in the woods and instantly begins walking toward a bizarre odyssey. In the cabin, he meets an old man who needs his clock repaired, literally, and who also abandoned his child years ago for some undisclosed reason. (We learn, much later, it's because his wife had died in childbirth and he'd mistook the child for a demon.) Outside the cabin stands a ninja named Shadow. A run-in with Shadow in a bar, earlier, had imbued us with the knowledge that "he'd slit his momma's throat for a nickel." Shadow tells Mash that if he's going somewhere and has some money, he'll come along, though he might run off at any minute. Good sports will bring Shadow along. Unlucky sorts will see Shadow depart with a few cool words at the end of a standard random battle. Lucky players will, much later, see one of four odd dream sequences if Shadow is in the party when staying at an inn. Scholars in the game's storyline will be compelled to write long message board posts about why Shadow is the hero of the game. (I won't do this, here. I can do it on the forums if you ask me nicely enough.) True enough, when the fate of the world hangs in the balance, Shadow, hired for an odd mission that involves cooperation between the resistance and the Empire toward the end of the game's first half, will do something very unselfish regarding Kefka.

Still, when we first meet him, he's a bastard. Mash is a happy-go-lucky kind of traveling warrior, so he's unfazed by Shadow's attitude. Soon, the odd pair (if Shadow hasn't randomly run off by now) chance upon an Imperial campground. There, Generals Kefka and Leo are quarreling about whether or not to poison the people of Doma Castle. We then learn, in a jump sequence, that Doma is the noble, samurai nation of Cayenne, faithful retainer and family man. When Leo departs for the Imperial capital of Vector on business, Kefka goes ahead with the poisoning. Mash and Shadow try to stop him. Cayenne's family ends up dead. He storms into the campground, slaughtering. Mash and Shadow help him. When all is killed and reinforcements are on the way, our Japanese opera has turned into a story of a karateka, a ninja, and a samurai ducking into a forest and boarding a railroad car that happens to be possessed by a ghost and bound for the afterlife. Following an optional interlude by the World's Greatest Swordsman, Siegfried, our heroes finally convince the train (through martial arts directed at the engine car) to let them go. Cayenne catches a final glimpse of his wife and child as the train departs, and he decides he should help Mash until he has seen through his purpose to protect the world from the evils of the Empire. Then they jump down a waterfall, karate-kicking demon fish, and eventually befriend Gau, the very young boy the kooky old man in the cabin abandoned years ago. Gau is crazy, and speaks only in clips of words and growls. Were this a stage show, he'd make his introduction by way of an interpretive dance. It's not, though. We meet him when we fight a battle on the Veldt plain, and even then, we have to throw him a stick of "Dried Meat" (item description -- "Eat when hungry") in order to befriend him. Eventually, Mash, Cayenne and Gau find a diving mask and swim through an underwater trench to the port of Nikeah, where they board a boat for Narshe; the boat departs over the sea one night, while Gau sleeps stupidly and Mash and Cayenne talk about tragedies of the royal kind. It's a moment of jarring silence, brimming with the feeling that filled the end of "The Empire Strikes Back" -- that "opera-resolution feeling." The whole event in Nikeah that involves our boarding the boat is utterly expendable; the scene of atmosphere it finally provides, alone, is what holds the vague, bladed, chaotic first half of the game rigidly together.

I always play Tina's story first and Mash's story last. I'm probably not alone in this. I like to take my time on Mash's adventure. It's so long that by the time it's over I've forgotten all the worries of the rest of the world. Mash arrives in Narshe days after Locke, Tina, and Edgar. When the story resumes properly, it's with Mash coming in late, and everyone wondering where he'd been. For a brief moment outside his own little odyssey, he's the focal point of the story. Then it's back to business -- the Empire is coming to get that frozen Esper. The game's second (and last) real-time-strategy battle begins with the heroes assembled in the hills, and ends with Kefka slinking off, defeated. Tina then touches the Esper, transforms into a pink-haired demon, and flies screaming off into the western sky. When we hurry to find her, we find she's holed up in a rainy city full of liars, and that the only way we can help her is to, for the meantime, go south, to Vector, and stop Gastoria's research on Espers. We are then awarded with Magicite crystals -- the remains of a dead Esper, and the true key to its power -- which will let any of our characters learn magic spells, and sent back to the nearest town -- aristocratic, art-loving Jidoor -- to ponder how to get to Vector.

Of course, the only way to get where we're going is by airship, and there's only one airship in the world, and the only airship in the world belongs to a traveling gambler named Setzer (odd, in that there is not a casino in the world -- to where, exactly, does he travel?), who is deeply in love with Maria, the world's most famous opera singer; he plans to steal her away at the height of the opera, we learn from the Impresario, who received a letter just as we started snooping around in the richest house in town out of the habit the game has birthed in us to storm into people's houses and investigate their clocks in hopes of finding elixirs we'll never want to use because they're so useful. And oh my lord, says the Impresario -- Celes looks just like Maria. A plan is born in Locke's head. Little do we know there's an opera-hating octopus with a grudge in town, and he recognizes Mash . . .

At around this point, the story has captivated the player, because it offers him very little choice. There is no reason to ask "what happens if I lose that battle in the hills?" or even "What if I don't want Celes to sing in the opera?" This is the epitome of the "console RPG," and the videogame most people are thinking of when they utter the words "16-bit RPG." It's not Fallout here. We're not shooting civilians and running around giggling about it. We're doing what the game lets us do because it lets us do it. Positively, Final Fantasy VI, in using videogames as a storytelling medium, knits a yarn that the player wants to hear. It is, even at the most boring parts of its first act, never something the player doesn't want to keep playing. Future RPGs would copy Yoshitaka Amano's art style or Nobuo Uematsu's music or the tried-and-true Active-Time Battle system, yet forget that a dramatic, epic, layered-operatic story starring -- let's call them "richly-sketched" -- deep characters is of prime importance. Before what would in later years come to be known as "The Opera House Scene" has even begun, Final Fantasy VI has turned you on, or else you ain't got no switches.

[next: WHERE IT GOES FROM THERE]


 

Developer/Publisher
Squaresoft

Released on
October 8th, 1994

[review: final fantasy i] [feature: FF Dog I]

[review: final fantasy ii]

[feature: FF Dog II]

[review: final fantasy iv]

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