Can I Fight the Final Boss Again in Ff6 Advance
Final Fantasy Vi | |
---|---|
Developer(s) | Square |
Publisher(s) | Square
|
Director(s) |
|
Producer(s) | Hironobu Sakaguchi |
Designer(s) | Hiroyuki Ito |
Creative person(due south) |
|
Writer(s) |
|
Composer(s) | Nobuo Uematsu |
Series | Final Fantasy |
Platform(southward) | Super NES
|
Release | April 2, 1994
|
Genre(southward) | Office-playing |
Fashion(s) | Unmarried-player |
Final Fantasy Half dozen ,[a] also known as Final Fantasy Iii from its initial North American release, is a 1994 role-playing video game developed and published by Square for the Super Nintendo Entertainment System. It is the sixth main entry in the Final Fantasy serial, and the beginning to be directed by someone other than series creator Hironobu Sakaguchi; the function was instead filled by Yoshinori Kitase and Hiroyuki Ito. Long-time collaborator Yoshitaka Amano returned as grapheme designer and concept artist, while composer Nobuo Uematsu returned to compose the game's score, which has been released on several soundtrack albums.
Set in a world with technology resembling the Second Industrial Revolution, the game's story follows an expanding cast that includes xiv permanent playable characters. The narrative deals with the themes of a rebellion confronting an immoral military dictatorship, pursuit of a magical arms race, use of chemical weapons in warfare, depictions of vehement and apocalyptic confrontations, several personal redemption arcs, teenage pregnancy, and the renewal of hope and life itself.
Concluding Fantasy VI received widespread critical acclamation, particularly for its graphics, soundtrack, story, characters, setting, and mature themes, and won numerous awards. It is widely considered to be one of the greatest video games of all time, and is often cited every bit a watershed championship for the office-playing genre. The game was a commercial success, with the Super NES and PlayStation versions selling over 3.48 one thousand thousand copies worldwide by 2003, as well as over 750,000 copies as part of the Japanese Final Fantasy Drove and the Northward American Terminal Fantasy Anthology.
It was ported by Tose with minor differences to the PlayStation in 1999, and the Game Boy Advance in 2006. The Super NES version was rereleased for the Wii'southward Virtual Console in 2011, and past Nintendo equally part of the company'southward Super NES Classic Edition in 2017.[i] The game was known as Final Fantasy III when it was commencement released in North America, as the original Last Fantasy II, Final Fantasy III, and Final Fantasy Five had not been released outside Japan at the time (leaving 4 equally the second title released outside Japan and Six as the third). Still, later localizations typically use the original title.
Gameplay [edit]
Like previous Final Fantasy installments, Final Fantasy VI consists of four basic modes of gameplay: an overworld map, town and dungeon field maps, a boxing screen, and a bill of fare screen. The overworld map is a scaled-downward version of the game'south fictional world, which the histrion uses to direct characters to diverse locations. As with most games in the serial, the iii primary means of travel beyond the overworld are by foot, chocobo, and airship. With a few plot-driven exceptions, enemies are randomly encountered on field maps and on the overworld when traveling by human foot. The menu screen is where the player makes such decisions every bit which characters will be in the traveling party, which equipment they wield, the magic they learn, and the configuration of the gameplay. It is also used to runway feel points and levels.[2]
The game's plot develops as the player progresses through towns and dungeons. Town citizens will offer helpful information and some residents ain item or equipment shops. Later in the game, visiting sure towns will actuate side-quests. Dungeons announced as a multifariousness of areas, including caves, forests, and buildings. These dungeons often take treasure chests containing rare items that are not available in well-nigh stores. Dungeons may feature puzzles and mazes, with some dungeons requiring the player to split up the characters into multiple parties which must work together to advance through the dungeon.[ii]
Combat [edit]
Combat in Final Fantasy VI is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. A maximum of 4 characters may exist used in battles, which are based on the series' traditional Active Time Boxing (ATB) system showtime featured in Final Fantasy Iv. Under this organization, each character has an action bar that replenishes itself at a rate dependent on their speed statistic. When a character's action bar is filled, the role player may assign an action. In addition to standard battle techniques, each character possesses a unique special ability. For example, Locke possesses the ability to steal items from enemies, while Celes' Runic ability allows her to absorb nigh magical attacks cast until her adjacent turn.[iii]
Another element is the Desperation Set on, a powerful attack substitution that occasionally appears when a character's health is low. Similar features appear in afterwards Last Fantasy titles under a diversity of dissimilar names, including Limit Breaks, Trances, and Overdrives.[iv] Characters are rewarded for victorious battles with experience points and money, called gil (Gold Piece (GP) in the original North American localization). When characters attain a certain number of feel points, they gain a level, which increases their statistics. An additional player may play during battle scenarios, with control of individual characters assigned from the configuration menu.[three]
Customization [edit]
Characters in Concluding Fantasy VI tin can be equipped with a multifariousness of weapons, armor and, particular to this entry, powerful accessories known every bit "Relics". Weapons and armor increment gainsay adequacy mostly past increasing statistics and adding benign effects to attacks. By comparison, Relics take a variety of uses and furnishings, are almost entirely interchangeable amidst party members, and are extended in composure to alter basic battle commands and exceed normal limitations of the game's systems.
Although in Final Fantasy VI merely two playable characters start the game with the power to utilize magic, magic may afterwards be taught to almost all other playable characters through the game'south introduction of magicite and the Espers that magicite shards incorporate. "Espers" are the game's incarnation of the series' trope of "summons", powerful monstrous beings, many of which are recurring throughout the series, such as Ifrit, Shiva, Bahamut and Odin. Besides those returning from previous entries, Final Fantasy VI features approximately two dozen of them in total, with more than added to afterwards versions of the game.
The setting and plot of the game revolve heavily around Espers and their remains when deceased, which are referred to as "magicite". Each piece of magicite has a specific gear up of magic spells that a character can learn when they are equipped with information technology in the menu. If used frequently enough, these abilities become permanently attainable, even if the magicite is removed. Additionally, some pieces of magicite grant a statistical bonus to a character when they proceeds a level. Finally, when a graphic symbol equips a piece of magicite, they may summon the corresponding Esper during battle.[5]
Plot [edit]
Setting [edit]
Instead of the strictly medieval fantasy settings featured in previous Final Fantasy titles, Last Fantasy VI is gear up in a earth that also has prominent steampunk influences. The construction of lodge is similar to that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game,[6] and a level of technology comparable to that of the Second Industrial Revolution. During the get-go half of the game, the planet is referred to as the Globe of Residue, and is divided into three lush continents. The northern continent is punctuated past a series of mount ranges, the southern continent has been mostly subjugated by the cruel Gestahl Empire, and the eastern continent is domicile to the Veldt, a massive wilderness inhabited by monsters from all over the world. An apocalyptic event mid-game transforms the planet into the World of Ruin; its withering landmasses are fractured into numerous islands surrounding a larger continent.
The game alludes to a disharmonize known as the "War of the Magi," which occurred one chiliad years prior to the kickoff of the game. In this disharmonize, three quarreling entities known every bit the "Warring Triad" used innocent humans as soldiers by transforming them into enslaved magical beings chosen Espers. The Triad realized their wrongdoings; they freed the espers and sealed their own powers inside 3 stone statues.[vii] Equally a precaution, the espers sealed off both the statues and themselves from the realm of humans. The concept of magic gradually faded to myth as flesh built a gild extolling scientific discipline and technology.[8] At the game'due south opening, the Empire has taken advantage of the weakening barrier between the human and esper domains, capturing several espers in the process. Using these espers as a power source, the Empire has created "Magitek", a craft that combines magic with machinery (including mechanical infantry) and infuses humans with magical powers.[9] The Empire is opposed past the Returners, a rebel organization seeking to gratis the subjugated lands.
Characters [edit]
Final Fantasy VI features fourteen permanent playable characters, the nigh of any game in the master series, likewise as several secondary characters who are only briefly controlled by the actor. The starting character, Terra Branford, is a reserved half-human, half-esper girl who spent about of her life as a slave to the Empire, thanks to a mind-controlling device, and is unfamiliar with love.[10] Other chief characters include Locke Cole, a treasure hunter and rebel sympathizer with a powerful impulse to protect women; Celes Chere, a onetime general of the Empire, who joined the Returners subsequently being jailed for questioning imperial practices; Edgar Roni Figaro, a consummate womanizer and the king of Figaro, who claims allegiance to the Empire while secretly supplying aid to the Returners;[11] Sabin Rene Figaro, Edgar's contained brother, who fled the imperial court to hone his martial arts skills; Cyan Garamonde, a loyal knight to the kingdom of Doma who lost his family and friends when Kefka poisoned the kingdom's water supply; Setzer Gabbiani, a habitual gambler, thrill seeker, and owner of the world's only known airship; Shadow, a ninja mercenary who offers his services to both the Empire and the Returners; Relm Arrowny, a young just tough artistic girl with magical powers; Strago Magus, Relm'south elderly grandfather and a Blue Mage; Gau, a feral kid surviving since infancy on the Veldt; Mog, a expressway-toting Moogle from the mines of Narshe; Umaro, a savage but loyal sasquatch also from Narshe, talked into joining the Returners through Mog's persuasion; and Gogo, a mysterious, fully shrouded main of the art of mimicry.
Most of the main characters in the game concord a significant grudge against the Empire and, in particular, Kefka Palazzo, who serves every bit one of the game'southward main antagonists along with Emperor Gestahl. The clownish Kefka became the get-go experimental image of a line of magically empowered soldiers called Magitek Knights, rendering him insane; his actions throughout the game reflect his demented nature.[12] The supporting character Ultros serves equally a recurring villain and comic relief. A handful of characters have reappeared in after games. Final Fantasy SGI, a short tech demo produced for the Silicon Graphics Onyx workstation, featured polygon-based 3D renderings of Locke, Terra, and Shadow.[13]
Story [edit]
In the town of Narshe, Terra participates in an Royal mission to seize a powerful Esper encased in ice. Upon locating information technology, a magical reaction occurs between Terra and the Esper; as a effect, the soldiers accompanying Terra are killed and Terra is knocked unconscious. Upon awakening, Terra is informed that the Empire had been using a device chosen a "slave crown" to control her actions. With the crown now removed, Terra cannot remember anything more than her name and her rare ability to employ magic unaided.[14] Terra is so introduced to an organization known equally the "Returners", who she agrees to help in their revolution against the Empire.[xv] The Returners learn that Imperial soldiers, led by Kefka, are planning another attempt to seize the frozen Esper. After repelling Kefka's assault, Terra experiences another magical reaction with the frozen Esper; she transforms into a animate being resembling an Esper and flies to another continent.[16] Upon locating Terra, the party is confronted by an Esper named Ramuh, who informs the group that Terra may require the assistance of another Esper imprisoned in the Imperial capital metropolis of Vector.[17]
At Vector, the party attempts to rescue several Espers; however, the Espers are already dying from Magitek experiments and choose instead to offer their lives to the party by transforming into magicite.[18] The grouping returns to Terra and observes a reaction betwixt her and the magicite "Maduin". The reaction calms Terra and restores her retention; she reveals that she is the half-man, half-Esper child of Maduin and a human adult female.[xix] With this revelation, the Returners ask Terra to convince the Espers to bring together their cause. To practice this, she travels to the sealed gate betwixt the human being and Esper worlds.[twenty] However, unbeknownst to the party, the Empire too uses Terra to gain access to the Esper world.[21] [22] At that place, Emperor Gestahl and Kefka recollect the statues of the Warring Triad, raising a landmass called the Floating Continent. The group confronts Emperor Gestahl and Kefka at the Floating Continent, whereupon Kefka, whose mental state has progressively declined over the course of the story, usurps and murders Gestahl. Kefka then tampers with the alignment of the statues, which upsets the rest of magic and destroys most of the surface of the world.
1 yr later, Celes awakens on a deserted island. She learns that Kefka is using the Warring Triad to rule the world in a tyrannical god-similar fashion, destroying whole villages who oppose him and causing all life to slowly wither abroad.[23] Later on Celes escapes the island, she searches for her lost comrades, who are found scattered throughout the ruined globe. They come to terms with their situation and resolve to confront Kefka and end his reign, with Terra additionally accepting her half-Esper heritage and finding a new purpose in life in fighting for a meliorate future. The group infiltrates Kefka's tower and destroys the Warring Triad before confronting Kefka himself, who has descended into nihilism as a result of his madness and plans to destroy all of beingness every bit a means of cocky-validation. However, the group successfully destroys Kefka in battle, at which signal magic and Espers disappear from the world; despite this, Terra is able to survive by hanging onto the human one-half of her existence.[24] The grouping escapes from Kefka'south tower as it collapses and flies abroad while watching as the world rejuvenates itself.
Development [edit]
Creation [edit]
Terminal Fantasy 6 entered development after the release of its predecessor Final Fantasy V in December 1992.[25] The evolution of the game took just one year to complete.[26] Serial creator and director Hironobu Sakaguchi could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the visitor in 1991.[25] [27] [28] For that reason, he became the producer and split director responsibilities for Final Fantasy 6 up betwixt Yoshinori Kitase and Hiroyuki Ito: Kitase was in accuse of event production and the scenario, while Ito handled all battle aspects.[25] [29] Sakaguchi supervised Kitase's cutscene management and ensured that the project would coalesce as a whole. The idea behind the story of Final Fantasy Half dozen was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid procedure".[25] Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director Tetsuya Nomura; and Edgar and Sabin past field graphic designer Kaori Tanaka.[25] [29] Then information technology was Kitase's job to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative.[25] [thirty] The scenario of Last Fantasy VI was written by a group of iv or five people, amid them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, also equally all of Kefka's appearances.[27] [31] [32]
Regular series character designer Yoshitaka Amano's concept art became the ground for the models in the full movement videos produced for the game's PlayStation re-release.[33] Tetsuya Takahashi, one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. Past doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game.[29] [34] The sprite art for the characters' in-game appearance was drawn past Kazuko Shibuya.[35] While in the earlier installments, the sprites were less detailed on the map than in battle, Concluding Fantasy Half-dozen 'southward had an as high resolution regardless of the screen. This enabled the utilise of animations depicting a variety of movements and facial expressions.[36] Though it was not the kickoff game to utilize the Super NES' Style 7 graphics, Final Fantasy Vi fabricated more extensive utilise of them than its predecessors. For instance, unlike both Final Fantasy IV and Terminal Fantasy 5, the world map is rendered in Fashion vii, which lends a somewhat iii-dimensional perspective to an otherwise two-dimensional game.[37]
Localization [edit]
The original North American localization and release of Concluding Fantasy Half-dozen past Square for the Super NES featured several changes from the original Japanese version. The well-nigh obvious of these is the change of the game's title from Last Fantasy VI to Final Fantasy III; because only two games of the serial had been localized in Due north America at the fourth dimension, Final Fantasy Six was distributed as Final Fantasy 3 to maintain naming continuity. Dissimilar Terminal Fantasy IV (which was offset released in North America as Final Fantasy II), there are no major changes to gameplay,[38] though several changes of contents and editorial adjustments exist in the English script. In a January 1995 interview with Super Play magazine, translator Ted Woolsey explained that "at that place'south a sure level of playfulness and ... sexuality in Japanese games that just doesn't exist hither [in the USA], basically because of Nintendo of America'due south rules and guidelines".[39] Consequently, objectionable graphics (east.thousand. nudity) were censored and building signs in towns were inverse (such as Bar being changed to Café), as well as religious allusions (e.g. the spell Holy was renamed Pearl).[40]
Also, some direct allusions to death, killing actions, and violent expressions, likewise equally offensive words have been replaced by softer expressions. For example, after Edgar, Locke and Terra flee on chocobos from Figaro Castle, Kefka orders two Magitek Armored soldiers to hunt them by shouting "Go! KILL THEM!", in the Japanese version. It was translated as "Go! Get them!" Also, when Imperial Troopers fire Figaro Castle, and Edgar claims Terra is non hidden inside the castle, Kefka replies "then you tin fire to expiry" in the Japanese version, which was replaced in the English version by "So welcome to my barbecue!". Similarly, as Magitek soldiers watch Edgar and his guests escape on Chocobos, Kefka swears in Japanese, which was translated past Ted Woolsey every bit "Son of a submariner!".[forty] The localization besides featured changes to several names, such equally "Tina" beingness inverse to "Terra". Finally, dialogue text files had to be shortened due to the limited information storage space bachelor on the game cartridge'due south read-only memory.[39] As a outcome, additional changes were rendered to dialogue in order to compress it into the bachelor space.[39]
The PlayStation re-release featured only minor changes to the English localization. The title of the game was reverted to Final Fantasy 6 from Final Fantasy Iii, to unify the numbering scheme of the serial in North America and Japan with the earlier release of Final Fantasy VII. A few detail and graphic symbol names were adjusted, as in the expansion of "Fenix Down" to "Phoenix Downward". Dissimilar the PlayStation re-release of Final Fantasy 4 included in the later Final Fantasy Chronicles compilation, the script was left substantially unchanged.[33] The Game Boy Advance re-release featured a new translation past a different translator, Tom Slattery.[41] This translation preserved about of the graphic symbol names, location names, and terminology from the Woolsey translation, but inverse item and spell names to match the conventions used in more recent titles in the serial.[42] The revised script preserved certain quirky lines from the original while changing or editing others, and it cleared up certain points of confusion in the original translation.[43] The Wii Virtual Console release used the Final Fantasy III proper name of the Super NES game.
Music [edit]
The soundtrack for Concluding Fantasy Six was composed by long-fourth dimension series contributor Nobuo Uematsu. The score consists of themes for each major character and location, as well equally music for standard battles, fights with dominate enemies and for special cutscenes. The extensive use of leitmotif is one of the defining points of the audio tracks. The "Aria di Mezzo Carattere" is one of the latter tracks, played during a cutscene involving an opera performance. This track features an unintelligible synthesized "vocalization" that harmonizes with the melody, as technical limitations for the SPC700 audio format chip prevented the use of an actual vocal track (although some developers eventually figured out how to overcome the limitation a few years afterwards). The orchestral album Concluding Fantasy Six 1000 Finale features an arranged version of the aria, using Italian lyrics performed by Svetla Krasteva with an orchestral accessory. This version is also found in the ending full motility video of the game'south Sony PlayStation re-release, with the same lyrics but a different musical arrangement. In addition, the album Orchestral Game Concert iv includes an extended version of the opera arranged and conducted by Kōsuke Onozaki and performed by the Tokyo Symphony Orchestra, featuring Wakako Aokimi, Tetsuya Ōno, and Hiroshi Kuroda on vocals.[44] It was too performed at the "More Friends" concert[45] at the Gibson Amphitheatre in 2005 using a new English language translation of the lyrics, an album of which is now available.[46] "Dancing Mad", accompanying the game's final battle with Kefka, is 17 minutes long and contains an organ cadenza, with variations on Kefka'southward theme. The "Ending Theme" combines every playable character theme into one composition lasting over 21 minutes.[47]
The original score was released on three Compact Discs in Japan every bit Concluding Fantasy VI: Original Sound Version.[47] A version of this album was later released in Due north America as Final Fantasy III: Kefka's Domain, this version of the album is the same every bit its Japanese counterpart, except for different packaging and small differences in the translation of some track names between the album and newer releases.[48] Additionally, Final Fantasy Half-dozen: Grand Finale features xi tracks from the game, bundled by Shirō Sagisu and Tsuneyoshi Saito and performed past the Ensemble Archi Della Scala and Orchestra Sinfonica di Milano (Milan Symphony Orchestra).[49] Pianoforte Collections: Concluding Fantasy VI, a 2nd arranged album, features thirteen tracks from the game, performed for piano by Reiko Nomura.[50] More recently, "Dancing Mad", the final boss theme from Final Fantasy VI, has been performed at Play! A Video Game Symphony in Stockholm, Sweden on June ii, 2007, by the group Machinae Supremacy.[51]
Nobuo Uematsu's former rock band, The Black Mages, released a progressive metal version of Dancing Mad on their eponymous first album in 2003. Their 3rd album, subtitled Darkness and Starlight, is and so named subsequently its premiere track: a rock opera version of the entire opera from FFVI, including the Aria di Mezzo Carattere performed by Etsuyo Ota.
In 2012, a Kickstarter campaign for OverClocked ReMix was funded at $153,633 for the creation of a multiple CD album of remixes of the music from Final Fantasy VI. Andrew Aversa directed the cosmos of the anthology, Residue and Ruin, which contains 74 tracks from 74 artists, each with its ain unique style. The anthology is free and available at the OverClocked ReMix website.[52] Video Games Alive composer Jillian Aversa, Andrew Aversa's wife, created a music video tribute to Aria di Mezzo Carattere, together with cellist Tina Guo, expanding on the arrangement from Balance and Ruin.[53]
Re-releases [edit]
PlayStation [edit]
Final Fantasy Half-dozen was ported to the PlayStation by Tose and re-released in Japan and North America in 1999. In Nihon, it was available in both a standalone release and as part of Final Fantasy Collection, while in N America it was available only as part of Final Fantasy Anthology. In Europe it was sold merely every bit a standalone release. Fifty thousand limited-edition copies were also released in Japan and included a Final Fantasy-themed alert clock.[54]
Final Fantasy VI 's PlayStation port is very similar to the original Japanese Super Famicom release. With the exception of the addition of two full move video opening and ending sequences and new screen-transition effects used for the start and terminate of battles, the graphics, music and sound are left unchanged from the original version. The just notable changes to gameplay (in improver to loading times non present in the cartridge versions) involve the correction of a few software bugs from the original and the addition of a new "memo save" characteristic, allowing players to chop-chop relieve their progress to the PlayStation'southward RAM.[55] The re-release included other special features, such as a bestiary and an artwork gallery.[56] On December 18, 2012, the port was re-released equally role of the Final Fantasy 25th Anniversary Ultimate Box package in Japan.[57]
Last Fantasy VI was re-released as a PSone Classic in Japan on April 20, 2011, and in PAL territories on June 2, 2011.[58] It was released in N America on Dec vi, 2011.[59]
Nintendo consoles [edit]
Afterwards the PlayStation, Tose then ported the game to the Game Male child Accelerate, on which information technology was released every bit Final Fantasy Half dozen Accelerate. Information technology was released in Japan by Square Enix on Nov 30, 2006, with Nintendo handling publishing in Due north America on February 5, 2007, and in Europe on July 6.[60] It was the last game to be released on the Game Boy Advance in Asia, as well as the terminal 1 to exist published by Nintendo on the arrangement. Information technology includes boosted gameplay features, slightly improved visuals, and a new translation that follows Japanese naming conventions for the spells and monsters. It does not, even so, have the full-motion videos from the PlayStation version of the game. Iv new espers appear in Advance: Leviathan, Gilgamesh, Cactuar, and Diabolos. Two new areas include the Dragons' Den dungeon, which includes the Kaiser Dragon, a monster coded, but non included, in the original, and a "Soul Shrine", a place where the player can fight monsters continuously. Three new spells also announced, and several bugs from the original are fixed. In improver, similarly to the other handheld Final Fantasy re-releases, a bestiary and a music thespian are included. Fifty-fifty in the Japanese version, the music player is in English and uses the American names, e.g. Strago over Stragus.[61] The package features new artwork by serial veteran and original character and epitome designer Yoshitaka Amano.[62]
The original Super Famicom version was released for the Wii Virtual Console in Japan on March xv, 2011,[63] in PAL territories (Europe and Australia) on March 18, 2011, and in North America on June xxx, 2011.[64] The game was released in the Westward with its original N American title of Last Fantasy III.[65] The Super Famicom version was afterwards released on the Wii U Virtual Panel in Japan. On December 22, 2015, Square Enix released the Game Boy Advance version on the Wii U Virtual Panel in Nihon.
Nintendo re-released Final Fantasy VI worldwide in September 2017 as part of the company'due south Super NES/Super Famicom Classic Edition.[1]
Mobile platforms and PC [edit]
Ports of Final Fantasy Half-dozen for Android and iOS mobile operating systems were announced in 2013.[66] The mobile-optimized versions of the game were released on Android on Jan xv, 2014,[67] and iOS on February 6, 2014[68] with mobile-adjusted controls and salvage features, merely redrawn, slightly blurry graphics.[69]
A Windows PC port, itself a port of the Android version, was released for Windows PC via Steam on December xvi, 2015.[lxx] Another port from the "Pixel Remaster" line was released on a Steam on February 23, 2022. The "Pixel Remaster" serial features new 16-scrap sprites, new soundtracks, and a return to the game's originally released content. No added content from any of the ported versions appears in whatsoever of the "Pixel Remasters".
Reception [edit]
Contemporary [edit]
Terminal Fantasy VI received critical acclaim and was commercially successful in Nippon upon release. In mid-1994, Square's publicity section reported that the game had sold 2.55 1000000 copies in Japan,[38] where it became the best-selling video game of 1994.[98] In the United States, where information technology went on auction in the terminal quarter of 1994, it was the peak-selling Super NES game in October[99] and became the year'south eighth best-selling Super NES cartridge.[100] Despite this, it was not a commercial success in that region, according to Sakaguchi.[101] Equally of March 31, 2003, the game had shipped 3.48 million copies worldwide, with two.62 1000000 of those copies being shipped in Japan and 860,000 abroad.[102] Concluding Fantasy Collection sold over 400,000 copies in 1999, making it the 31st-best-selling release of that year in Japan.[103] Terminal Fantasy Anthology has sold approximately 364,000 copies in North America.[104] Final Fantasy VI Accelerate sold over 223,000 copies in Japan by the finish of 2006, one calendar month afterwards release.[105]
GamePro rated information technology 4.5 out of 5 in graphics and a perfect five.0 in sound, control, and fun gene, stating that "characters, plotlines, and multiple-choice scenarios all combine to form one fantastic game!"[85] The 4 reviewers of Electronic Gaming Monthly each granted it a unanimous score of 9 out of 10 (36 out of twoscore) and their "Game of the Month" award, commenting that it had fix the new standard for excellence in RPGs. They particularly praised the graphics, music, and the strong emotional involvement of the story.[38] It won several awards from Electronic Gaming Monthly in their 1994 video game awards, including Best Role-Playing Game, Best Japanese Office-Playing Game, and Best Music for a Cartridge-Based Game.[95] Additionally, they ranked the game ninth in their 1997 listing of the 100 greatest console games of all time.[106] Famitsu scored it 37 out of 40, making it one of their ii highest-rated games of 1994 (along with Ridge Racer).[lxxx] For their part, Nintendo Power declared the game "the RPG hit of the decade", noting its improved sound and graphics over its predecessors, and the game's broadened thematic scope.[107] Moreover, they suggested that "with so much story and variation of play ... fans may become lost in the earth for months at a time".[108] Nintendo Ability likewise opined that the game plot was "not peculiarly inventive" and the "story is often sappy–not written for an American audition".[109] [110]
In 1997, Nintendo Power ranked it as the eighth greatest Nintendo game, saying it "had everything you could want—heroes, world-shattering events, magic, mindless evil—plus Interceptor the wonder dog!"[111] The same year, GamePro said information technology "still remains one of the about fun, innovative, and challenging RPGs to date."[112] In 1996, Next Generation said the scene in which Terra cares for a hamlet of orphaned children "can maybe be safely named every bit the series' finest hour ... no other game series has tackled such big issues, or reached such a level of emotional depth and complexity."[113]
Retrospective [edit]
Final Fantasy Collection received 54 out of 60 points from Weekly Famitsu, scored by a panel of six reviewers.[54] IGN described the graphics of the PlayStation re-release as "cute and stunning", reflecting that, at the time of its release, "Last Fantasy III... represented everything an RPG should be", inspiring statistic growth systems that would later influence titles like Wild Arms and Suikoden. Moreover, they praised its gameplay and storyline, claiming that these aspects took "all ... preceding RPG concepts and either came upward with something completely new or refined them enough to make them its own", creating an atmosphere in which "[players] won't find it difficult to go by the simplistic graphics or seemingly out-dated gameplay conventions and become involved".[114] RPGamer gave a perfect rating to both the original game and its PlayStation re-release, citing its gameplay as "self-explanatory plenty that nigh any thespian could pick up the game and customize their characters' equipment", while praising its music as "a 16-fleck masterpiece".[115] [116]
The game'southward release for the Game Boy Accelerate as well garnered praise. the Game Boy Advance re-release was named eighth best Game Boy Advance game of all fourth dimension in IGN's characteristic reflecting on the Game Boy Advance's long lifespan.[117] Terminal Fantasy Six is often regarded equally one of the best titles in the series and i of the best role-playing video games always created according to multiple websites.[118] [119] Readers of the Japanese magazine Famitsu voted it as the 25th best game of all time.[120] [121] [122] In an updated version of the "Pinnacle 100" list in 2007, IGN ranked Terminal Fantasy Six as the ninth top game of all time, above all other Final Fantasy games in the serial. They connected to cite the game'south character development, and especially noted Kefka as "ane of the most memorable bad guys in RPG history."[123] [124] [125] [126] [127] Nintendo Power listed the catastrophe to Final Fantasy VI as one of the best finales, citing the narrative and cast diverseness.[128]
Legacy [edit]
Following Terminal Fantasy VI, Foursquare began testing for its next entry Concluding Fantasy 7 on the N64, but technical issues, escalating cartridge costs and the higher storage capacity of CD technology persuaded Square to motion Concluding Fantasy VII and all their subsequent titles onto the PlayStation.[129] [130] During early testing on 3D development software, the team rendered a boxing involving Last Fantasy VI characters Terra, Locke and Shadow.[130] [131] The decision to move to PlayStation soured the relations between Square and Nintendo.[130] Due to this, Final Fantasy VI was the last series championship to release on a Nintendo platform until Terminal Fantasy Crystal Chronicles came out on the Nintendo GameCube in 2003.[132] It was also the last mainline Final Fantasy game to come up to a Nintendo platform until 2019 when Concluding Fantasy VII, VIII, IX, X/X-2, and XII all came to the Nintendo Switch. Terminal Fantasy Half-dozen was included in the Super NES Archetype Edition and is listed as Terminal Fantasy Three for the North American and European release on September 29, 2017.[133]
In 2010, Square Enix producer Shinji Hashimoto stated that the evolution of a remake of Final Fantasy VI for the Nintendo DS was "undecided" due to "technical issues".[134] Afterward, however, Square discussed remaking Six as well as V for the Nintendo 3DS.[135] In 2015, Tetsuya Nomura, then directing Final Fantasy Vii Remake, expressed interest in remaking Concluding Fantasy V and Six.[136]
Concluding Fantasy VI has made multiple appearances in the Terminal Fantasy Trading Card Game. [137]
See also [edit]
- Listing of Square Enix video game franchises
Farther reading [edit]
- Final Fantasy Ultimania Archive. Vol. 1. Milwaukie: Nighttime Horse Comics. 2018. ISBN978-15-0670-644-3.
Notes [edit]
- ^ Japanese: ファイナルファンタジーVI, Hepburn: Fainaru Fantajī Shikkusu
References [edit]
- ^ a b "Super NES Archetype Edition". Nintendo of America, Inc. September 29, 2017. Archived from the original on September 28, 2017. Retrieved January 25, 2021.
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- ^ Square Co (October eleven, 1994). Terminal Fantasy Iii (Super NES). Square Soft.
(NPC in Jidoor) You like art? No? Philistines!
- ^ Square Co (Oct xi, 1994). Final Fantasy 3 (Super NES). Foursquare Soft.
Left statue: The birth of magic... three goddesses were banished hither. In time they began quarreling, which led to all-out war. Those unlucky humans who got in the way were transformed to Espers, and used as living war machines. / Right Statue: The goddesses finally realized that they were being laughed at by those who had banished them here. In a rare moment of mutual clarity, they agreed to seal themselves away from the globe. With their concluding ounce of energy they gave the Espers dorsum their ain free will, and and so transformed themselves... ...into stone. Their merely request was that the Espers keep them sealed away from all eternity. / Middle Statue: The Espers created these statues as a symbol of their vow to let the goddesses sleep in peace. The Espers have sworn to proceed the goddesses' power from being abused.
- ^ Foursquare Co (October 11, 1994). Final Fantasy 3 (Super NES). Square Soft.
(Game opening) Long agone, the War of the Magi reduced the world to a scorched wasteland, and magic simply ceased to exist. 1000 years take passed... Fe, gunpowder and steam engines take been rediscovered, and high engineering reigns...
- ^ Square Co (October 11, 1994). Final Fantasy III (Super NES). Square Soft.
(Soldier) Open upwardly! Give us back the girl and the Empire's Magitek Armor!
- ^ Square Co (October 11, 1994). Final Fantasy III (Super NES). Square Soft.
Wedge: Not to worry. The Slave Crown on her head robs her of all conscious thought. She'll follow our orders.
- ^ Locke: On the surface, Edgar pretends to support the Empire. The truth is, he's collaborating with the Returners, an system opposed to the Empire. I am his contact with that group... The sometime man you met in Narshe is one of us. Square Co (Oct xi, 1994). Terminal Fantasy III (Super NES). Foursquare Soft.
- ^ Foursquare Co (Oct 11, 1994). Terminal Fantasy III (Super NES). Foursquare Soft.
(NPC in Vector) That guy Kefka? He was Cid's commencement experimental Magitek Knight. But the process wasn't perfected yet. Something in Kefka's mind snapped that 24-hour interval...!
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- ^ Terra: You... saved me? / Locke: Salve your thanks for the Moogles! / Terra: Uhh... I tin't think anything... past or present... / Locke: You have amnesia!? Square Co (Oct eleven, 1994). Last Fantasy III (Super NES). Square Soft.
- ^ Banon: Have you made a decision? Will you lot become our last ray of hope? ... / Terra: I'll do it! Foursquare Co (October 11, 1994). Final Fantasy III (Super NES). Foursquare Soft.
- ^ Locke: ...Where'due south Terra? / Celes: She inverse into a...something, and...took off. She looked like... She looked like...an Esper... Square Co (October 11, 1994). Final Fantasy III (Super NES). Square Soft.
- ^ (Unidentified character) Terra looks like she's in pain. / Ramuh: Her very being strikes fear into her own middle. / (Unidentified character) How can we help her? / Ramuh: When she accepts this aspect of herself, I think she'll be all right. / (Unidentified character) We have to help her! / Ramuh: Then free those of my kind imprisoned in Gestahl'due south Magitek Research Facility. I of them can surely help her. Square Co (October 11, 1994). Final Fantasy 3 (Super NES). Square Soft.
- ^ (An Esper) Our friends are all gone... We haven't much time left... Nosotros have no selection but to entrust yous with our essences... / Esper: You want to help me... Simply... I haven't long to live. Just as Ifrit did before me, I'll give to you my ability... Square Co (October 11, 1994). Final Fantasy Iii (Super NES). Square Soft.
- ^ Terra: Father...? I remember it all... I was raised in the Espers' earth. ... / Terra: I'k the production of an Esper and a human... That's where I got my powers... At present I understand... I finally feel I tin can brainstorm to control this power of mine... Square Co (October xi, 1994). Final Fantasy III (Super NES). Foursquare Soft.
- ^ Arvis: I see... Your plan would combine Narshe's money with Figaro'south machinery to storm the Empire... not plenty manpower, though... / Banon: We have to open the sealed gate... Terra!? / Terra: To the Esper World...? / Arvis: We'll never beat the Empire without them. / Banon: When the gate has been opened, the Espers can attack from the due east. We'll storm in at the same time, from the north. No way around it. We MUST become the Espers to understand. We accept to establish a bond of trust betwixt humans and Espers. Only one person tin do this... Terra... / Terra: Half human, half Esper... My being is proof that such a bond CAN exist... I'll do it. I'm the only i who can! Square Co (October 11, 1994). Terminal Fantasy 3 (Super NES). Foursquare Soft.
- ^ Kefka: 1000'ha, ha, ha! Emperor'southward orders! I'thousand to bring the Magicite remains of these Espers to his excellency! Behold! A Magicite mother lode!! Square Co (October 11, 1994). Concluding Fantasy Iii (Super NES). Square Soft.
- ^ Setzer: We've been had!! The Emperor is a liar! ... / Edgar: I got to know the gal who brought usa tea. After a while, she simply blurted out the whole crooked plan. Square Co (Oct xi, 1994). Final Fantasy III (Super NES). Foursquare Soft.
- ^ Cid: Celes... at last...! You're finally awake... / Celes: I... feel similar I've been sleeping forever... / Cid: For ane year, really... ... / Cid: We're on a tiny, deserted isle. Afterwards the world crumbled, I awoke to find us here together with... a few strangers. / Cid: Since that day, the world's continued its slide into ruin. Animals and plants are dying... The few others who washed up here with us passed away of colorlessness and despair. Square Co (October xi, 1994). Final Fantasy III (Super NES). Foursquare Soft.
- ^ Celes: Terra! What's wrong? The Magicite... Magic is disappearing from this world... / Edgar: The Espers... They no longer be... / Celes: You mean Terra, too? / Terra: Come with me. I can lead you lot out with my last ounce of force. Square Co (October 11, 1994). Final Fantasy III (Super NES). Square Soft.
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External links [edit]
- Square Enix's Official Final Fantasy VI Advance website (in Japanese)
- Nintendo'due south Official Final Fantasy 3 (Virtual Console version) website (in English language)
- "Nintendo's Official Final Fantasy Half dozen Advance website". Archived from the original on Feb 6, 2007. (in English)
- Final Fantasy VI at MobyGames
Source: https://en.wikipedia.org/wiki/Final_Fantasy_VI
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