Final Fantasy VI artwork

Final Fantasy VI Review

1994SquareGame

Fourteen protagonists, an opera scene, and a villain who wins halfway through and breaks the world.

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Difficulty to makeGreat
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StoryExceptional
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The structural gamble is the reason it endures. Most role playing games of the era build toward a final confrontation. This one lets the clown win at the halfway mark, shatters the world into a broken map, scatters your party and then makes reassembling them entirely optional, so the second half is a game about choosing to bother. Every character has a mechanically distinct verb, from Sabin's fighting game inputs to Gau's rages to Setzer's slot machine, and the magicite system lets any of them learn spells without collapsing them into the same build.

Kefka is the rare video game villain with an actual philosophy, nihilism played as comedy until it is not funny. The pixel art and Uematsu's score, particularly Dancing Mad and the opera sequence, are the high water mark of what the hardware could carry. The costs are real: espers make late game builds homogeneous, several characters get almost no writing, and the translation of the original release was rough. It remains the most ambitious thing Square ever attempted.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Final Fantasy VI at a glance

Official site
Platforms
SNES, PlayStation, PC, Switch
Developer
Square
Hours played
38
Year
1994

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