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hatok

Final Fantasy VI

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It really was an amazing game. One of my favorites of all time

 

Yeah... so many great scenes and memorable moments. They had a huge cast, but they were all well developed (Well... besides Gogo, Umaro and Mog...)

And it was fun to play, without relying on massive amounts of grinding and such.

It's pretty much RPG gold, only better.

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Lots of people agree with you there, at least the old school fans. Or the people who've actually heard of the game. I love VII with all my heartstrings, but VI holds a special place in them as well. FFVI needs more love. SPREAD THE WORD.

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Yeah... so many great scenes and memorable moments. They had a huge cast, but they were all well developed (Well... besides Gogo, Umaro and Mog...)

And it was fun to play, without relying on massive amounts of grinding and such.

It's pretty much RPG gold, only better.

 

it was, but it seems to be over shadowed by f7 because i guess more people have played that and the characters are more recognizable. I was like that too then my friend told to play ffVI and I was amazed how awesome this game was Edited by mnamikaze101

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Lots of people agree with you there, at least the old school fans. Or the people who've actually heard of the game. I love VII with all my heartstrings, but VI holds a special place in them as well. FFVI needs more love. SPREAD THE WORD.

 

I'm still waiting for that 3DS remake, Square

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I have yet to play it, but I've heard lots of good things about it. I'd really like to play it some time, I might just download it from PSN for my PSP when I get the chance, not sure when that'll be.

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Definately love it. Out of all the FFs, it felt like it had the most compact and streamlined story. You weren't railroaded on it, but everything felt like it added in some degree or another. Things which might have appeared to have just been "levels" still left an impact, such as the Ghost Train and the Opera House. I absolutely admired the gameplay: I liked how there was a set job system (I like when characters have designated jobs. If you can do any class you want, you don't need more than four characters in the game), but you could still customize them by determining which Espers you would assign to them and how that would affect their level ups. Most important of all, you could teach everyone Cure, and that was an absolute Godsend. The Esper system was fluid, easy to manage, and affected how each player could enjoy the game without bogging things down into micromanaging.

 

Most importantly, though, is the cast. With perhaps the exceptions of Gogo and Mog, everyone in the party felt like they had a point and a character arc. A lot of Final Fantasies just have people to fill in the numbers (looking at you, VIII and X), but with VI, there was a reason for them to go on this adventure and experience things. I adore Terra's arc especially, as she tries to figure out what to do with her newfound willpower after spending a lifetime as the Empire's weapon, and trying to come to grips with confused emotions and the world around her (and she does not just sit around and wimper like a lamb. Dissidia...). The romance between Locke and Celes was great, as it developed fluidly and naturally as the two find in one another something that completes a missing part of themselves: Celes finds someone who can see her as a person and not just as her reputation as a general, and Locke finds someone strong enough to ease his guilt and overcompensation when it comes to protecting women.

 

And, of course, there's Kefka. What makes Kefka such a fascinating and compelling villain is that there's nothing redeemable about him. In a series of games in which the villains have complicated plans, grand archs, and great schemes, Kefka just wants to kill things. He is an embodiment of destruction, whose sole purpose on Earth is to provide ruination and despair. What's more, unlike a lot of villains who sit about backstage, Kefka is active in the plot at all times: if he's not poisioning the water supply at Doma, he's leading an attack on Narshe. His constant integration in the plot makes his violence resonate more to the characters and the player: if this evil is happening more and more, than surely this is a threat worth stopping. Moreover, it's not like he's stomping on peoples' toes: he's wiping out whole castles and making a lot of people miserable. The only one who possibly ruins more people's lives on-screen in Final Fantasy is Sin, and at least Kefka has a personality. Speaking of personality, it's undeniable that Kefka is unique as far as the villains go. While most are stoic and composed, Kefka is animate and mad. He constantly steals the scenes he's in with either a shriek or a joke, but all the while we are reminded that he is indeed a threat, and to be taken very, very seriously (in this regard, Kefka, like Terra, gets the short end of the stick from Dissidia). There's also the fact that, unlike a lot of villains who are already supremely powerful at the begining of the game, Kefka's power grows over the course of the plot, and the viewer watches it grow. What these means is that Kefka's actions have positive consequences (for him, anyways), and that he's not going to just go away. In fact, the idea that he's becoming more and more powerful increases the feeling of necessity for the player to defeat him, because he's not going to just go away unless Terra and her crew put a stop to him. The danger and threat becomes greater, rather than stagnates, and the game benefits from it.

 

...So, yeah. Like it a lot.

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Definately love it. Out of all the FFs, it felt like it had the most compact and streamlined story. You weren't railroaded on it, but everything felt like it added in some degree or another. Things which might have appeared to have just been "levels" still left an impact, such as the Ghost Train and the Opera House. I absolutely admired the gameplay: I liked how there was a set job system (I like when characters have designated jobs. If you can do any class you want, you don't need more than four characters in the game), but you could still customize them by determining which Espers you would assign to them and how that would affect their level ups. Most important of all, you could teach everyone Cure, and that was an absolute Godsend. The Esper system was fluid, easy to manage, and affected how each player could enjoy the game without bogging things down into micromanaging.

 

Most importantly, though, is the cast. With perhaps the exceptions of Gogo and Mog, everyone in the party felt like they had a point and a character arc. A lot of Final Fantasies just have people to fill in the numbers (looking at you, VIII and X), but with VI, there was a reason for them to go on this adventure and experience things. I adore Terra's arc especially, as she tries to figure out what to do with her newfound willpower after spending a lifetime as the Empire's weapon, and trying to come to grips with confused emotions and the world around her (and she does not just sit around and wimper like a lamb. Dissidia...). The romance between Locke and Celes was great, as it developed fluidly and naturally as the two find in one another something that completes a missing part of themselves: Celes finds someone who can see her as a person and not just as her reputation as a general, and Locke finds someone strong enough to ease his guilt and overcompensation when it comes to protecting women.

 

And, of course, there's Kefka. What makes Kefka such a fascinating and compelling villain is that there's nothing redeemable about him. In a series of games in which the villains have complicated plans, grand archs, and great schemes, Kefka just wants to kill things. He is an embodiment of destruction, whose sole purpose on Earth is to provide ruination and despair. What's more, unlike a lot of villains who sit about backstage, Kefka is active in the plot at all times: if he's not poisioning the water supply at Doma, he's leading an attack on Narshe. His constant integration in the plot makes his violence resonate more to the characters and the player: if this evil is happening more and more, than surely this is a threat worth stopping. Moreover, it's not like he's stomping on peoples' toes: he's wiping out whole castles and making a lot of people miserable. The only one who possibly ruins more people's lives on-screen in Final Fantasy is Sin, and at least Kefka has a personality. Speaking of personality, it's undeniable that Kefka is unique as far as the villains go. While most are stoic and composed, Kefka is animate and mad. He constantly steals the scenes he's in with either a shriek or a joke, but all the while we are reminded that he is indeed a threat, and to be taken very, very seriously (in this regard, Kefka, like Terra, gets the short end of the stick from Dissidia). There's also the fact that, unlike a lot of villains who are already supremely powerful at the begining of the game, Kefka's power grows over the course of the plot, and the viewer watches it grow. What these means is that Kefka's actions have positive consequences (for him, anyways), and that he's not going to just go away. In fact, the idea that he's becoming more and more powerful increases the feeling of necessity for the player to defeat him, because he's not going to just go away unless Terra and her crew put a stop to him. The danger and threat becomes greater, rather than stagnates, and the game benefits from it.

 

...So, yeah. Like it a lot.

 

You son of a submariner. You know I only get 20 likes a day, right?

Most importantly, though, is the cast. With perhaps the exceptions of Gogo and Mog, everyone in the party felt like they had a point and a character arc.

 

Umaro had a great character arc.

 

(and she does not just sit around and wimper like a lamb. Dissidia...)

 

I think we can agree that Dissidia butchered any likable character it could get in its claws.

(Yet, in my opinion, worked wonders on characters like Vaan, and obviously the NES characters...)

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