Final Fantasy VI Review
1994SquareGame
Fourteen protagonists, an opera scene, and a villain who wins halfway through and breaks the world.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Exceptional | |
| Gameplay | Great | |
| Overall | Exceptional |
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.
Final Fantasy VI at a glance
Official site- Platforms
- SNES, PlayStation, PC, Switch
- Developer
- Square
- Hours played
- 38
- Year
- 1994
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