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

 


[go back: to the operatic page one]

WHERE IT GOES FROM THERE

The Opera House Scene ushered in an era of Japanese console RPGs in which "dungeons" are replaced by battle-inclusive set-pieces that rely on cinematic plots told through scripted events. This era ended, unfortunately, with the advent of Pokemon and the collection-oriented RPG. At the time of this writing, the console RPG is a plaything of children who like collecting trading cards. I rather liked the direction the cinematic-event RPG was headed. Chrono Trigger, in which every dungeon is orchestrated to Opera-House levels of melodrama, should have inspired as many developers as it did gamers. Final Fantasy VII sees the form of scripted events in a Japanese RPG at its shining peak. From then, even Final Fantasy games became obsessed with collection and customization.

What I find most appealing about Final Fantasy VI is that, though it is not entirely customizable, per se, it does allow me to play it in my own way. The sheer volume of cast -- fourteen playable characters, including two hidden ones (the enigmatic mimic Gogo, and the yeti Umaro) -- is undermined by the gameplay element that dictates only four characters can be used at once. This is cleverly forcing us to pick favorites. I, personally, never use Gau. My best friend in college, Keith, however, was addicted to Gau. I don't like Gau because he has no "attack" function. Rather, you pick the name of a monster from a list of monsters. You earn the list by fighting on the Veldt plain, where you found Gau. You choose the "jump" command, and Gau runs off to train with the monsters. Then you fight another battle, without Gau in your party. Gau comes back at the end of the battle, and he's learned the techniques of the monsters you were fighting when he "jump"ed and the monsters you were fighting when he returned. I found this tedious. I always used to leave him on the Veldt and fly away in the airship. Some people did not do this. (Little did any of us know this would become the standard for RPGs of the late 1990s. The collecting-monsters part, not the leaving-the-freak-boy-and-running part.)

The Gau element is borrowed, mostly, from Dragon Quest V. In that game, after a certain point, you gain the ability to charm monsters. They might offer to join your party after any given battle. However, this is all very random, and sometimes kind of jarring. You might go two hundred battles without a join-up offer, only to have one suddenly fly out at you in the middle of a dungeon, when you don't care to deal with it. In Final Fantasy VI, the differing gameplay mechanics are confined to a geographical region -- or a building, in the case of the fight-for-items mini-quest of the Coliseum -- where you can experience them at your leisure, and you can experience them fast, and hard.

Just, know that "hard" doesn't mean "difficult." Every Japanese guy I talk to about RPGs will smack their lips, suck down some cigarette, and intone that Final Fantasy VI was where Final Fantasy entered the dark side. If they're a Dragon Quest fan, they'll say this is because the game's battles are too easy -- for once, you can fight every battle in the game, never knowing that you even can put party members in the back row. (Final Fantasy IV would gleefully punish you for having a wizard in the front row.)

The game was also most outspoken about its Yoshitaka Amano artwork -- both the Super Famicom box and the instruction manual were covered in depictions of limp-wristed albino men dripping in jewelled garments -- for one thing. Japanese gamers of 1994 were yet a curiously homophobic bunch, still growing used to the fact that some people liked this sexy-fairy-tale art style.

VI's soundtrack was issued in so many incarnations (and piano arrangements) that the word "sell-out" wasn't too far off the mark.

Though only 100,000 copies of the game cartridge sold (to proud, inspired customers) in America, it was a mega-hit in Japan, and the breaking point between Final Fantasy and Dragon Quest. Before VI, Dragon Quest players had been known to indulge in and enjoy Final Fantasy games and vice versa; something about the big, bold, brassy, glittery Final Fantasy VI, however, turned its most devoted fans into people who wouldn't have their games any other way. This same something turned up the noses of those who favored the father-son archetypes and agreeable Akira Toriyama art stereotypes of Dragon Quest V. VI was, all at once, where comparisons between the two franchises both ended and began anew.

Yet one thing is apparent to me, as I write this. As a critic and as a game-player, I am aware of all the things I love about both franchises. I can tell you, frankly, that Final Fantasy VI is a genius videogame. So is Dragon Quest V. Yet the flaw that pops out most boldly to me when it comes to both of these games is difficulty. Final Fantasy VI is easy. To put it bluntly, it's very easy. You might be able to finish it without losing a fight. The same goes for Dragon Quest V. The reason for the dumbed-down difficulty is both simple to explain and hard to justify.

Final Fantasy VI's producers were concerned, first and foremost, with making a masterpiece. As Metal Gear Solid producer Hideo Kojima would have us know, if you seek to make a masterpiece game, it can't be too hard. The player has to first experience it from beginning to end in order to deem it a masterpiece. And if the player isn't going to deem it a masterpiece, who will? The critics? What good is that? A critic, when he plays a game, either plays a game as a player or doesn't really play it at all. And for a game to be played, it must be playable. "Difficult" infringes on "playable." Therefore, Final Fantasy VI, which the producers intended very much to be experienced (the twenty-minute ending orchestra was, clearly, meant to be heard) from beginning to end, is not difficult to finish. Money is gorgeously abundant, and you'll never be left wanting for medicine, armor, or weapons. There are moments of bewilderment while fighting bosses, though the game itself offers hints at these times. In this way, Final Fantasy VI comes to feel somewhat like an opera viewed with binoculars from a roller-coaster car.

Again this brings us to the element of "choice." In Final Fantasy VI, you choose the names of your characters. Then you choose which four characters you want to use. Then you use them to act out storyline sequences. It's like playing with action figures, only with a tighter story, a set of rules, and more button-pressing. Your choice to name a character "Billy" might stem from what the character looks like, or the fact that his description calls him a "treasure-hunter and trail-worn traveler"; your choice to use Billy to fight at the top position during the final battle might stem from the fact that Billy is named "Billy." When it comes time to teach your characters some magic spells, Billy might get the first pick of Magicites.

Whoever learns which spells first doesn't matter, you may find. In Final Fantasy VI, every character can be trained to be pretty much the same thing. V, with its job-class system that focused on teaching each of the four characters every skill and then reverting them to the blank-slate class, was as much of a challenge as it was a celebration of ambivalence; VI dwells in ambiguity. Each character is essentially the same, except for their special ability. Edgar, a machine-fancier, can use "tools" such as a drill or a chainsaw. Mash can use martial arts techniques inputted through fighting-game motions. Cayenne can use sword techniques; Shadow can throw bladed weapons; Relm can attack with sketches of enemies. Yet everyone can equip the Ragnarok Magicite, learn the "Ultima" spell, and kill the final boss in six hits.

Is this a "problem"? Not exactly. It doesn't make the game "bad" so much as it makes it easier. As the game is very much something like a good Charles Dickens serial novel, repeated cliffhangers and all, it is designed to keep the player pushing buttons until some reasonable, brassy resolution occurs. The developers, though sure their game would be a masterpiece as long as it contained all the right elements (their placement was not important), were not so bold as to assume it was charming enough to involve millions of loving players even though the gameplay might bore to high heaven. So these "customizable" elements are slid into the game, all interchangeable in their placement. We teach Billy the strongest spells because he's Billy, and we like Billy more than we like the wild-boy, Retard. The wide cast of characters lets us pick who we like and who we don't like. It lets us form adventuring parties of as many as four or as few as one character.

When we only take one player out into the adventuring field, all of the others stay behind, either in some kind of temporary base camp or, later in the game, aboard our big, beautiful airship. In the base camp, they wander around and offer you vague hints about which direction to head. On the airship, they most likely while away the time playing poker. Either way, they're left behind. When left behind, they gain no levels. They gain nothing at all. They're out of sight, though not at all out of mind.

This is mostly interesting, and I will use this detail to conclude that Final Fantasy VI, a true sign of both the greatest year videogames have yet seen (1994), is great because it represents, for a first time, a graphically and aurally superior sequel-sequel that is, when it all comes down to the bit, not as good as its pre-predecessor. The problem with Final Fantasy VI, as a game, as a story, as an opera, and as something we love, is that is encourages exclusion at all possible turns.

Fourteen playable characters, we have. We use four at once. In the last dungeon, we use up to twelve of them, in three parties (a sincerely clever final dungeon, that is), though chances are one of our parties is going to have Mog at the lead; Mog, with his Moogle Charm relic, has the pleasure of never entering a random battle. This means that Mog's party is the dummy party. The other two parties have maybe two strong characters each; that's one strong character more than is required to take down any of the final monsters. Mog's party, even, when it fights one of the mandatory bosses, is going to come through with most every member intact. As you have a bottomless inventory menu and more money than you could possibly spend, it's no problem bringing the dead Moogle back to life, should he die in battle.

I mentioned elixirs before. Elixirs are medicinal items which heal all of a characters hit points and magic points, so long as that character is alive. It's a magnificent item, though only in words. It's the semantics of the little item-window description, perhaps, that makes any player so reluctant to ever use them. You'll know you can't buy them anywhere, and so you'll hoard them until the game is over. Besides -- you don't ever really need one. All you need to do is heal using magic, and then restore your magic points using a magic-draining spell. Most all enemies have magic points, anyway.

So yes -- Final Fantasy VI, as a game, is enjoyed by players in unique ways visible in which characters he doesn't choose for his adventuring party; a player's level of involvement with the game, as a game (rather than as a story), is measurable by how many elixirs he has in his inventory, a number directly related to the number of clocks he's felt perversely compelled to search at various inns scattered across the land. These little observances hint at something dark bubbling beneath its youth-rousing fantasy surface. This darkness is something beyond even the darkness of the story's second half. Many of the kids who beat it more than three times, I'm told, went so far as to immediately transform into Goths upon the rolling of the final credit on their third run-through. This is because the game houses a great darkness within it. Did the designers know it was there? I detect that they did not. They went on building their game with its shallow completionist side-quests and faux-customizable system, inspired tangentially by opera, all the while not suspecting that the form they had chosen made it impossible for their game to not come out missing something.

**

It should be noted, right here, that there is no way to score a "perfect" quest of Final Fantasy VI. You can't collect every item. Halfway through the game, in an operatic clash where, in a real opera, Final Fantasy VIII would have become Final Fantasy IX, the world is ruined. When the world is ruined, you face all kinds of choices. The player awakens as Celes on an island, one year after the events of the first half of the story. For a year, Cid, the old scientist who helped the Empire rise to power and now sees the errors of his ways, had been tending to her. Now he falls ill. As Celes, we help Cid, by fishing for his survival. We feed him fish until he either dies or lives. Either way, Celes finds a raft and sails to land in a dramatic sequence where the sky is stained purple-orange. (If you let Cid die, Celes attempts suicide, only to be washed back up on the same shore, where she finds the raft.) She then meets up with Mash, who's holding up a burning house in a village that has just been attacked by the mystic "Light of Judgment" spewing out of the cruel final boss's tower. Soon, you meet up with Edgar, and then Setzer, and eventually earn the airship. These four characters, should they be your four favorites, are now free to attack the final dungeon and kill the final boss. You can do this with two parties of one character each, and one party of two. It's possible, though very difficult.

I've honestly never done it.

It's just too easy to go around and get everything else, anyway. The rest of the game involves you picking up your teammates in any order you see fit, each pick-up involving a short quest (the longest and most dramatic of which is Locke's) and then attacking the dungeon when you can be bothered to.

There are gameplay choices, however. In a house in Narshe, a man offers you a Magicite he found. It's "Ragnarok," and it teaches "Ultima," the strongest spell in the game (in 1994, neither of these spells were "Online" yet, it seems). He offers to either give you the Magicite, or melt it and make it into a sword. The sword will be the strongest in the world, he assures you. Either way, when you make your choice, the man dies. If you choose the Magicite, you can teach everyone "Ultima." The only other way to teach "Ultima" involves the "Paladin Shield," which you earn by wearing the crippling "Cursed Shield" for 255 battles in a row. If you take the sword -- it's not at all the strongest in the game. The strongest is "Illumina," which you earn if you bet the Ragnarok at the Dragon's Neck Coliseum. Beat the boss, and win the sword, which randomly casts "Holy" on enemies during battle. Together with the "Offering" relic, which lets you attack four times with one weapon, and the "Genji Glove," which lets you use two weapons, you can use this sword to attack the final boss twelve times in one round, and probably kill him in that one turn. It's some voodoo stuff.

Yet it's worth pointing out that you can't get both swords, or even one sword and the Magicite. As far as a completionist is concerned, then, the game is impossible to fully beat.

There are other challenges to occupy the time of the obsessed player. The Coliseum, in which we can't control our fighter, is a great time-waster. Save your game outside and then enter and reenter continuously, fighting. If you lose, reset the game -- if you're playing on a cartridge this is especially easy -- and try again. Win some bizarre things, like Rename Cards, which let you rename characters, or armor to use exclusively when in the normally-debilitating "Kappa" state. The "Merit Award" is a favorite item of mine -- it lets anyone who wears it equip any weapons or armor.

All of the game's side diversions take place in its second half, the one about winning your party members back. There's a little quest about killing these Eight Dragons, and unlocking the final Esper power. The dragons themselves aren't so hard, and one of them -- the Dirt Dragon, who's taking up troubling space on the opera stage, looks like a stupid old Tyrannosaurus Rex. That's a dinosaur, not a dragon. There's another side-quest confined in a magic tower. In this tower, you can use no attacks -- only magic spells. Each tier of the tower sees you fighting enemies with stronger magic powers than the tier beneath. Yet you can just use the Moogle Charm to avoid battles all the way up. Or you can cast "Berserk" on your party members, reducing them to attacking fiends who will crush every opponent. As for the boss -- cast "Berserk" on him, too, and he can't hurt you with his devastating magic anymore. Like any old wizard, his magic attacks are lacking.

So it is that for every challenge in Final Fantasy VI there is a glowing, simple, easy way out. Any boss in the game, save the final one, for example, can be eliminated in two moves if hit with the "Vanish" invisibility spell and then the "Death" or "X-Zone" spell. There's an experience loop, for God's sake, a tiny ways into the game, apparent to anyone with a turbo controller and an understanding of the menu cursor-memory options. When I think back on the game -- as I do often -- I can't help realizing how simple it all was, how there was never a moment when I felt stuck or stumped.

The point of all this is for me to reach this conclusion right here: the game aspect is flawed in that its designers were so eager to tell you a story they handed you the proverbial key to the city without conducting a thorough background check. What is perhaps more important than this is that none of this probably ever mattered to the person who first played the game in 1994. Back then, we didn't even complain about random battles the way people do now. Enemies popping up out of provably nowhere and challenging us to duels every few steps was how we liked things, back then. Besides, without battles, how else would we try out Edgar's new chainsaw, or Tina's new Fire spell? How else are we going to earn that Economizer relic, which reduces our magic spells to one point each, aside from fighting countless near-impossible Brachiosaurs in the Dinosaur Forest? The fighting of battles is one of two things (the other being town/dungeon-exploration) that makes this a game rather than a pixilated movie (or a sound-novel).

Playing this game again, in 2004, for the purpose of writing this, has left me with a few new insights, and it is with those that I will wrap up this review. The first thing is that I rather like the diversity of selections for menu colors. I always liked my background of the marble variety, stained imperial purple. There are literally tens of thousands of other menu-color possibilities, and this is important because it tells me a little bit more about how much Yoshinori Kitase wanted me to enjoy his story. The rest of my insight deals entirely with dark things.

One of the quickest subjects to come to mind when a game-player hears the words "16-bit RPG" is what I like to call "the darkness." There's a period in all of these games -- sometimes that period is intentional, as in Final Fantasy VI or, most masterfully, Mother 2 -- where the world is plunged into horrible peril worse than all other perils, and the heroes must act quickly. In Secret of Mana, there is a time when the skies over the world darken and all of the townspeople cower in their houses. That time passes soon, when the enemy is driven back into their final dungeon. The sky remains dark when we fly into the final dungeon -- a floating fortress, as it were.

In Final Fantasy VI, the dark part of the story comprises the entire second half of the game. That second half is as long or as short as you want it to be. This is most curious. The heroine, Tina, is one of the optional characters to pick up. She has lost her will to fight, and is caring for kids at an orphanage somewhere. The first time you go to see her, she won't bother with you. It takes coaxing to pull her away. In a true opera, Tina wouldn't come back. It would be up to Celes, Edgar, Mash, and Setzer, a somewhat random mishmash of characters, to save the world at last. It would offer no grand finale outside its crashing music as the four heroes died saving the world. You can win it this way, if you want, though I don't think anyone dies either way.

The darkest parts of Final Fantasy VI, however, exist just outside the finale segments. They're small quirks of the design, hiccups of creativity on the part of a team that was concerned with composing a masterpiece under the belief that if each patch in the quilt is made of the finest silk, the color and arrangement don't matter. In Final Fantasy VI we get characters like Lone Wolf the thief and Siegfried the swordsman, who, rather like Flyingman in Shigesato Itoi's Mother, show up from time-to-time to provide something that could be called comic relief if we had some notion what on earth they were driving at. Flyingman, in Mother, at least, dies a noble death. What happens to Siegfried? He attacks us from time-to-time in the Coliseum? Yet, who is he? What about Chupon, right-hand-man of the jealous octopus Ultros? Why don't we ever learn any more about him? Most criminally, what's the deal with Cid? Even if we save him from death, we leave him on the island. If we go back to the island in an airship with Locke, Celes, or even a full party in tow, all he does is give us the same old "Try your best!" advice. Why can't we take him with us? Though I have already said that the game is much like an opera and operas don't resolve, usually, this is taking it one step too far; in operas, I can't call out to the cast and tell them to raise the dead girl and ask her what her favorite color was in life so as to allow me to more accurately mourn her if it was orange. (Well, I can do such a thing; I might get escorted out by police, however.) In Final Fantasy VI I can bring characters like Tina and Celes back to talk to Cid, the man who made them, long after the world has ended and begun again with him trapped on a solitary rock; long after the story has forgotten him, I am free to remember, and walk back, and see him, and knock on the television screen as he walks around freely, saying, "Get on my airship, old man, and we'll take you home."

If Shigesato Itoi had planned this game, I'd believe it if he told me this was intentional. As it was written by Yoshinori Kitase, a proverbial kid just getting his feet wet, I'd chalk it up to loophole. Kitase's Final Fantasy VII would be much tighter in terms of its big risks, yet even dumber in terms of the side-effects of its big risks.

I first picked up a guitar in 1994. Naturally, one of the first things I learned was how to tune it. I kept getting tripped-up in the tuning method. See, I couldn't fathom why the third string was so different. The fifth string, for example, is identical in pitch to the sixth string when played on the fifth fret. The fourth string sounds like the fifth string in the fifth fret. The second string is the third string in the fifth fret. The first string is the second string in the fifth fret. Yet the third string -- it's the fourth string in the fourth fret. My little instruction manual told me that this tuning quirk was the "most important aspect of the guitar as a musical instrument." Even as an aspiring mathematician, I didn't understand it at the time, and so never was able to tune a guitar. Just three years ago, I finally grasped it (while listening to The White Stripes, incidentally), and can now tune a guitar. The only problem is I can't explain exactly why this is the "most important element" of the guitar without using all kinds of stupid technical terms. Instead, I'll just talk about videogames: Shigesato Itoi's Mother 2 is great because all of its uneasy imperfections were planned. Square's Final Fantasy VI is great because all of its uneasy imperfections were not planned. This makes them different games, yet equally great, though one is clearly better than the other. In Final Fantasy VI, when Cayenne stands at the edge of the platform in the Phantom Forest, after the train ferrying his family to the afterlife has departed, there's this awkward silence. The rectangular train platform has no exit. Shadow stands in the middle of the platform, poised, with his dog. Cayenne stands at the end of the platform, head bowed. Mash is under our control. We can walk left or right. Talk to Cayenne, and he says nothing. He doesn't move. A word balloon doesn't even pop up. Talk to Shadow, and he says "Leave him alone," of Cayenne. Mash says nothing. We run back and forth for a few moments, in utter musical silence, unable even to open our own menu, until the screen fades to black. How many players, at this moment, tried to open their menu, only to find that you couldn't do it? I, for one, did. What did I want to see? What did the director not want me to see? This strikes me, today, as rather profound. I wonder if Kitase understood how profound that technique was? I think he didn't (and neither do I, honestly). That moment is very much like the tuning quirk of Final Fantasy VI, very much the most important part of the game as both a piece of narrative and as a videogame, for reasons I probably can't ever explain.

What continues to strike me today about Final Fantasy VI is the audacity of the game's one major choice. Shadow, the ninja who would "slit his momma's throat for a nickel," tries to stop the end of the world at a crucial moment before the end of the first half of the game. Kefka is attempting to move these three statues of goddesses which precariously hold the earth's balance. Shadow rushes to stop him while your team waits at the edge of the Floating Continent in the sky, ready to jump to the airship. You're playing this level on a time-limit. You have three minutes before the end of the world. If you don't get lost even once (not too difficult), you'll arrive at the exit with two minutes to spare. The options at the exit are "Jump to the airship" and "Wait for Shadow." Choose "Wait for Shadow," and your character stands back. The timer clicks down. If you move from that one spot, Shadow won't come back. If you stay on that spot, then, as the timer clicks down to three seconds, Shadow bursts in, says he couldn't stop the chain reaction, and jumps away with you. Either way, your airship is torn asunder and everyone is scattered.

Earlier in the game, when you first earn the character Mog, there's a standoff situation. Lone Wolf has captured Mog, after you caught him in the thievery act in a shack in Narshe. Lone Wolf is holding Mog hostage on the cliff near the frozen Esper. Step forward, and Lone Wolf tells you that if you take one more step, the Moogle will get iced. Your character steps back automatically. Step forward again, and Lone Wolf gives you the same "One more step and the Moogle gets it" routine. What is the way out of this predicament?

Well, oddly enough, the way to do it is open your menu screen, press left on the control pad, and then press down, cycling the cursor through your four party members' portraits. Move the cursor twice, and -- this is the only time the game pulls you out of a menu -- the screen fades back up, with Mog kicking up a fury and shaking himself free of Lone Wolf.

I wonder where this idea came from? It's the only situation like this in all of the RPGs I've ever played -- scrolling through your party members in a menu solving an onscreen situation. It's odd, and quirky, and conceptual. There's nothing else like it in Final Fantasy. The only thing that comes close is Shadow's tendency to run away, during the first half of the game, after the most random of random battles, without warning.

The dreams you see with Shadow in your party at inns are bizarre, and hint at his connection with the evil Kefka, and with the innocent little mage girl, Relm. Should you stop to witness all these, Shadow's ambivalence at the end of act one should feel something like Sydney Carton's in A Tale of Two Cities:

"It is a far, far better thing I do than I have ever done.

It is a far, far better place I go to than I have ever known."

Yet it is entirely our choice to interpret it this way. Plays and novels, as storytelling forms, allow us to bring our own morals and thinking tools to the analysis table, and come up only with as much extrapolation as were are willing to stick onto the side of their narrative structures. Videogames actually change depending on how much we are involved with them. For example, if we particularly love Final Fantasy VI, we may be spurred to fight endless random battles at a time when Shadow is in our party, necessitating a stay at an inn to heal. We may, if we're lucky, see one of those dreams, spurring us to try to see their continuations. Whether we see these dreams or we don't, we may or may not be inspired to stand there at the edge of the Floating Continent, whose enemies are, if I recall correctly, the hardest in the game, waiting for Shadow to come back. If the timer's clicking becomes too much on our nerves, we jump. Whether we wait for Shadow or not, the world is going to be ruined and the last half of the game is going to be played out in a land of misery. The rub is that if we wait for Shadow, he is alive to give a soliloquy at the very end of the game, when his theme music borrows a synthesized symphony orchestra and powerful leitmotifs, and becomes the Final Fantasy theme itself, and we feel a sinking feeling of catharsis. If we don't wait for him, he dies. If we saw his dreams, and he dies, we think of him as some vague hero. If we saw his dreams, and then we see his very last Dickensian soliloquy, we feel proud at ourselves for having solved the mystery. We then instantly know that we'll want to start the game over again every time we beat it, effectively dooming us to play this game regularly for the rest of our lives, even when we're in college and we have beautiful girlfriends we should pay more attention to.

This is, at its best and at its not-best, the most intriguing attempt at "interactive fiction" I've seen in an operatic setting. Why does Shadow choose to stay and die in the tower while all his comrades flee? Why does he invoke the name of his partner from his innocent thieving days at the last moment? It requires the extrapolation of diehards to reach anything resembling a conclusion. It takes just a sketch with an artist's pencil to suggest literary value. Fourteen-year-olds eat this stuff up. Adult men wish for more.

It's been a long time since a Final Fantasy game aspired to any kind of high art. This was the first and last recorded attempt. Final Fantasy VII would make a bold attempt at a science-fiction-movie story to die for. Final Fantasy VIII would harbor dreams of growing up to be a comic book about teenagers. Final Fantasy IX would take spiritually flawed, clumsy sweeps at the pure aspirations of the series' roots, and only Final Fantasy X would be able to save what was left of the former nobility. Dark times lay ahead for the franchise after Final Fantasy VI (though the darkness in the next sequel was only in tone, not in quality), predictable not even to the sixteen-year-olds whose two-year-old cartridges had built up a layer of dust so thick the game froze and glitched if Relm sketched the right enemy, resulting in an after-battle discovery of 255 of every item in the inventory.

Final Fantasy VI ends with a dirty, ruined world facing the light of hope, much like the folk-opera hero Porgy on his cart facing the sunrise of a new morning, heading boldly out to get that ungrateful woman who left him for a cocaine-dealer. By the time it's over, the wind is blowing in the heroine's hair as the music drums up to a crescendo and the credits stop rolling and the montage stops montaging. Is it even an opera anymore? It has passed through the continent of opera, crossed the ocean of rock, and come out clear on the other side as something classifiable only as "Final Fantasy VI." It is not as tight and focused as its closest relative, Final Fantasy IV, though there's really no use comparing the two. They are both what they are, and they are essential videogames worth remaking far more than their elder cousins (VI, with a three-dimensional take on Yoshitaka Amano's character designs and/or a soundtrack by the NHK Symphony Orchestra, would be an especially gorgeous situation). While Final Fantasy is about reinvention, when you're playing VI, you ignore what it's reinventing and just roll with what it's inventing. When it ends, it's the end, though the choice is yours to even witness the last half, anyway.

Shadow, should he somehow wind up at the opera with you, sleeps through the first act, and leaves during the first intermission. He comes back ten game-hours later. Then he either dies failing to save the world, lives failing to save the world, or does nothing we ever care about in the first place. There's some cleverness in there somewhere.

--tim rogers will speak much more about this game in his review of final fantasy vii, of all places

[next: NOW WITNESS PROJECT FFDOG: BOOK FOUR]

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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]

[feature: FF Dog III]

[feature: FF Dog IV]

[feature: FF Dog Gaiden]

[feature: notes from FFDog #1: naming]