FFVI Wrap Up


So, I don't know what else to say about this game. I enjoyed it, the music was good, and it "suffered" from the same "issue" as the other 8/16 bit Final Fantasy games. Please, take both of those ideas with a very large grain of salt. I don't claim to be an expert in game design. Especially not in Japan, in the early 90's. I can absolutely see why these choices were made. And, I can even see why it made sense then (with limited memory on carts, giving you a reason to keep playing that game you paid a lot of money for feels better). But that doesn't mean that I have to think it holds up.

Final Bosses

The final bosses in these games all seem to be ... disproportionately powerful compared to the dungeon they're in. While this seems to be a thing in JRPG's in general, this is even more notable in the Final Fantasy games I've played thus far.

Final points

All of this might sound like I'm being negative on FFVI, and on the 16/32 bit era in general, and I'm really not. I love these games. They were Final Fantasy to me. They are why I started this crazy project. But I love them enough to see their warts, and keep loving them. I'm watching the series evolve. And that's what I wanted to see. Which systems they decide to keep, which they decide to re-work, and which they decide just don't work at all as the games progress.

Goodbye for now, sprite based Final Fantasy games. I love ya. I'll be back for the Four Job Fiesta, I'm sure.


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