Final Fantasy VI Advance Review
Locke up your daughters.
Version tested: GameBoy Advance
Think of a videogame you still love today, five or ten years after you first fell for it. Tell me what makes it special and you'll probably speak of how, at the time, the graphics transported your younger mind to new, exotic, unimagined places; of how its music perfectly soundtracked your leisure time leaving an indelible melodic stain on your mind; of how its perfectly balanced gameplay broke the separation between man and machine as your character and your thoughts acted as one; of muscle memory that will only be lost at the grave.
But, you know, you'll be lying. What makes that game still special today isn't the graphics, or the soundtrack or the gameplay so much as the memories of your life at the time you first played it. Old, beloved videogames, like old, beloved songs or films, unlock the sights, smells and emotions of where you were and what you were doing when you first encountered them. Super Mario World is grazed knees, orange squash and long, hot school holidays; Gunstar Heroes is the two-player Christmas morning when you and your brother got along; Tetris is the underside of a duvet saturated in yellow Gameboy light with the sound turned down to avoid detection.
This subtle but unshakeable historical subjectivity often holds videogame critics' opinions ransom when looking at re-releases of classic titles first loved in younger days. Nostalgia makes it difficult to separate a game's inherent qualities from the quality of the memories of playing it in happier, simpler times. With that in mind this correspondent decided to play Final Fantasy 6 - a game revered by both the Final Fantasy series and RPG aficionados perhaps more than any other - to fresh completion in the hope of discovering if the experience was the epiphany his fifteen-year-old mind routinely assures him it was. The warm mist of wistfulness is quickly burned up once you're forced to spend thirty hours alone with an old flame and so any sceptics should rest assured that is as sober and contemporary an evaluation as Eurogamer could prepare.
What is immediately apparent is just how surprising Final Fantasy 6 is - even today. Despite sharing many conceptual similarities - the towns, dungeons, exploration and menus - in many ways it is deeply atypical to the Final Fantasy series. The game features a large ensemble cast instead of a single protagonist and your control switches between these characters consistently throughout the game, giving the effect that you're taking part in an expansive play. You are given freedom to name many of the game's characters and, interestingly, all of these controllable personalities have completely distinct and unique ways of behaving in battles - all factors scarce seen in the following titles in either the series or the genre.
The story, the most solid bedrock upon which the game is founded, is remarkably consistent, engaging, understandable and funny to a western mind. It suffers none of the impenetrable anime excesses of many other games in the genre. Characters have believable motivations, flaws and quirks, and are all richly developed. The metaphysics are kept to a minimum as this is (at least initially) a more earthly tale of politics, empire building, greed and lust for power. Set on an unnamed world, the game presents a steam-powered society that mirrors mid-nineteenth century technology, class structure and arts. The emperor Gestahl - supported by his generals, the delightfully psychopathic and unforgettable jester Kefka Palazzo, the good and upright Leo Cristophe and later defector Celes Chere - is seeking to combine magic with machinery and so infuse his soldiers with magical powers. You assemble a ragbag assortment of princes and paupers as they form a resistance movement against the Empire and seek to undermine their plans.

All of the paraphernalia of the Final Fantasy universe is present and correct: Moogles, Chocobos, Cid, airships, summons - but these elements never feel as if they've been crowbarred into this universe.
The plot is communicated by an excellent translation - a fresh blend of Ted Woolsey's original Super Nintendo work and some more orthodox new translation from the Japanese allowed for by the larger GBA cart size compared to the SNES version. While fairly conventional in its pitting of good and evil against each other, the narrative is raised to unexpected heights by the brilliantly imaginative set-pieces that spur it along - most of which cleverly combine storytelling and gameplay. The result is a near Monkey Island-esque domino run of (often interactive) cut-scenes and witty dialogue exchanges which delight throughout in a way that few games have really managed since. When battling through dungeons seems to be dragging the game's pace down (and, in this respect the game is far easier on the ADD kids than most grinds) you're always pulled along by the promise of the next narrative set-piece.
For example, in the game's most famous scene, one member of your party is required to pose as an operatic diva in order to catch a kidnapper. As the rest of your squad watches from the theatre's upper circle, you control her in the dressing room, learning your lines and stage directions, before stepping out to attempt to follow what the directions the script demanded. The whole scene is set to a beautiful aria (Aria di Mezzo Carattere) composed by series stalwart Nobuo Uematsu and, once the kidnapper turns up and your team have rushed the stage to intervene the scene, you realise the game has successfully tight-rope walked a line between beauty and farce that few games ever manage.
The game holds the serious and the sweet in delicate tension throughout. At one point late in the game, the sole character under your control finds herself in the lone company of an elderly, ill gentleman stranded on a small desert island. You have to fish on a nearby beach in order to subsist and keep his health up but, depending on how you fare at nursing, your patient eventually passes away. With nobody to live for, your character becomes so depressed that she (under your control) scales the cliffs at the north end of the Island and throws herself, slow-motion, onto the rocks below in a lonely, hopeless suicide attempt.
Conversely, at another point a party members' granddaughter, forbidden from joining the team by her concerned relative, successfully follows your group into some dangerous caves. She's a ten-year-old wunderkind painter and, following an amusing exchange where she butts into the middle of a battle to try and paint the hapless monster you're attacking, she joins your party. One womanising character inquires as to her age before sighing and, in an aside to camera, bemoans the fact she probably won't be around in six years time to enjoy...Likewise, one of the more prudish characters in your team finds himself in a bar attracting the attention of one of the venue's dancers. She clearly delights in making him squirm with her inappropriate advances, culminating in her asking if he likes her assets, 'Humpty and Dumpty'. Many of these risqué jokes would never make it into a mainstream, teen-rated game these days (and indeed, many of them were cut from the original western SNES release at Square's behest) but they add a character and believability to the story that's so often missed.

Ted Woolsey was charged with translating Final Fantasy VI from the Japanese in 30 days, working alone. His reworking of pop cultural references and jokes saw the game widely regarded as the first RPG to enjoy a serious localisation.
Battles, while more orthodox than the plot, are still inventive. Monsters are encountered either randomly or during specific cut-scenes and defeating them reaps the usual experience points to level up characters and improve their abilities. Characters all behave differently according to their back-story - for example the Ninja has a 'throw' move while the Monk has various Street Fighter-esque special moves which must be inputted with quarter and half turns on the D-pad. This flexible system means there's a lot more diversity to characters than in the vast majority of other RPGs and it's surprising that so few subsequent games have picked up on the benefits of such a system. You can equip characters with their own bespoke weapons (for example the gambler uses darts and cards as his offensive weapons) and up to two relics each. These special items bestow unusual bonus effects on the character. Later in the game it's possible to equip characters with magicite magical shards which grant the character their own summon spell while simultaneously funnelling experience points towards gaining certain spells. This allows players to customise their team and balances the more defined and inflexible abilities that come with each character.
Aside from the aforementioned translation tweak to the game, this GBA conversion adds four new Espers to the game (Leviathan, Gilgamesh, Cactuar and Final Fantasy VIII's Diablos), three new spells as well as a new dungeon and the Soul Shrine area levelling area. There's a quick save option, multiple save slots, a cursor memory function and lots of those elements that were missing from the DS version of Final fantasy 3 which hurt that game so much. Some of the censorship that appeared in the western Super Nintendo release has been carried over to this port, for example Celes is no longer chained and beaten during her interrogation in South Figaro and various instances of sprite nudity have been reworked but, generally, this is a brilliant conversion of the original Japanese release.
For those who first fell for Final Fantasy VI many years ago, the experience will not disappoint in the way that many revisited interactive memories can do. In 1994 the fresh gameplay ideas Final Fantasy 6 brought to the RPG genre, coupled with the highly enjoyable story, brilliant ensemble cast and stirring score would have made the game an easy, trailblazing Eurogamer 10. It's either a remarkable testament to the original development team's vision and skill, or a damning indictment of a genre that this is so very nearly the case thirteen years on.
9 / 10
Final Fantasy VI is due for a summer release in Europe and will be published by Nintendo.
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Comments (53) Latest comment 3 years ago
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Unfortunately you'll also have the ridiculous loading pauses that plague the PSone version to deal with. It's a terrible conversion, although it doesn't really spoil such a great game.
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(it says Final Fanatsy in the last paragraph, you might want to change that).
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_tagfortwobeerglassesandcheers_
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This is the only GBA Final Fantasy title that I won't be buying. It was never that great a game in the first place and the story and characterisation is just as awful as most of the other FF games.
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That said, FFVI is still very high up on my favourite FF list. I bought FFIV, but for some reason I just can't get into the game with as much enthusiasm as I did with the others. Not played I-III either, nor V.
And I think I rate Chrono Trigger higher than FFVI.
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Just hope there aren't a shitload of random battles in it.
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I played the SNES version of this initially, bought the PS1 version, but couldn't stomach the loading times, even if the CGI cutscenes were a bonus - so never got round to finishing it. The GBA version is one that I'm playing through to the end again, even if at some points it does seem to be slightly slower than the SNES version. This GBA version is good though.
Oh, and there are SHIT-LOADS of random battles in this game - hell you're even encouraged (without giving any spoilers away) to get into as many battles as you can at one point for a particular item and a particular reward that isn't apparent at first. BUT, it's a joy - as you get to really play around with all the characters and their traits with each battle, and seeing as there's dynamic, almost revolving set of characters you play, battles don't get 'samey'.
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Have you been playing Magical Starsign lately?
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Random battles can be turned off in the second half of the game once you coerce Mog to join your team (and equip the appropriate relic).
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That's what I thought.
"summer" is the only date we have for this.
I guess not then.
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It really is as good as I remember, too. Perhaps even better, as I'm finding myself using abilities that I did use when I played through it all those years ago. (such as Gau's rage attacks) and I'm enjoying the game in a different way than I did all those years ago. (Trance, Blitz, Trance, Blitz..) I've completely forgotten certain parts of the story, too, which is nice.
And as for FFVII being popular, the reason is because it introduced so many new players to RPG's. It was the first time any of Europe got a Final Fantasy, and the PlayStation opened up a whole new group of gamers that were enamoured with Final Fantasy much like SNES owners were years before. I don't think it's anything to do with the characters looking slightly anime.
People need to give FFVII a break, seriously. I completely understand why it's so popular, and it's nothing to do with anime characters and teen angst. Read the first two paragraphs of this review, and it all makes sense.
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So glad that sentence didn't go were I was thinking.
Also: this game is not overrated enough.
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Try reading the article, muppet.
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It's not a perfect port. For example there's a bit of slowdown during the sequences which used the mode-7 effects on the Snes original, and also the music (obviously) doesn't sound as good on the gba as it did on the snes.
Still worth buying though.
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Europe only feature: 6 months of anticipation
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"Final Fantasy VI Advance: The censored director’s cut edition"
http://ww w.siliconera.com/index.php/2007...
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Can't it be amended? At least *SPOILER* tags for others that are interested but don't want their enjoyment spoiled when they finally get the game?
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"Final Fantasy VI Advance: The censored director’s cut edition"
http://ww w.siliconera.com/index.php/2007...
As pointed out several times by people in the comments, the script is in fact more faithful to the Japanese original than Woolsey's job.
Personally I think it's far superior to the SNES translation.
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The thing I liked most about it was the huge & likeable cast, and the fact that (unlike later entries in the series) it didn't really have one single main character, so many get a share of the limelight.
I also have IV and V to play at some point, as well as Okami, FFXII & Zelda: WW & TP. Too many games and not enough time.
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Yes you can. GBA and DS games have no region lock at all so the only barrier would be the cart's language - if you had a Japanese only game. It'll still work on any GBA/DS/DS Lite though. So yes, you can safely import this (I recommend Play-Asia) and play it without having any problems.
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Oh and as has been mentioned, lovely review except for the spoilers. You gits.
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If it's really that bad I'd really like to see a spoiler warning the the beginning.
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Their use here in making a point about the quality, diversity and rare character of the story (in both the series and the genre) far outweighs the inconsequential amount of spoiling they might do to what is, after all, an interactive experience.
Also: Aeris dies!
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/wallows in own shitness
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I think I'll wait for this game, on the off-chance that some glitches present in the US version have been fixed for over here, as in IV.
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Fact.