Wow, we’ve sure had a lot
of Oblivion here lately. It’s a big change of pace for me, both because I’m updating
regularly and because the game is only 9 years old. That’s way too current for
me. Next thing you know I’ll actually be covering current news and things that
are relevant to reader’s interests! I can only imagine how horrible such a
future would be. What’s next, having loving and supportive fans with whom I
share a healthy and non-abusive relationship? Gross.
“We love you
Genericide!”
“Ugh, go away weirdos,
your positive reinforcement is unsettling! I bet you don’t even enjoy bad fan
fiction!”
So this week we’re going
to take a break from the 9 year old game to talk about one over 20 years old, Final Fantasy 6. Final Fantasy is one
of the most well-known franchises in video games, and defined an entire
sub-genre, the JRPG (Japanese Role-Playing Game). Final Fantasy 6 was the last
of the main series to use 2D sprites instead of 3D models. It was also the last
to appear on a Nintendo console, showing up in America as Final Fantasy 3. (Due
to lesser sales, many early games weren’t released outside Japan until later).
Final Fantasy 6 is also
considered by many to be the best in the series, and consequently one of the
greatest RPGs, if not greatest games, of all time. Knowing this, I started
playing the game several years ago. However, I borrowed that copy of the game
from someone who was not very keen on taking care of his game discs. The
sinister thing is that the game played fine for months. Then one day, about 30
hours into the game, it abruptly stopped working. It simply decided that it
wasn’t going to run ever again.
Nah that’s totally
fixable, lemme just wipe it with the bottom of my shirt...
So years passed, I went
through most of college, and then rebought the game about a year ago. I finally
finished it last week, so with all that build-up, does the game live up to the
hype? Is it one of the greatest games of all time? Well...not quite. Final
Fantasy 6 is a game that has some problems, as well as a fair number of things
that, though not problems per se, could’ve been better executed. I wouldn’t
call it the best game I’ve played, or even the best Final Fantasy game. Over
several different posts I’m going to tackle what I didn’t like about the game,
from the combat mechanics to the story.
But that’s not all. I’m also going to talk about what I did enjoy.
Because make no mistake: Final Fantasy is a fantastic game. It’s not just beloved for nostalgia, it genuinely
does a lot of things right in multiple areas. I highly enjoyed the experience
and could recommend it to anyone who enjoys turn-based RPGs. So enough pre-amble,
let’s get into Final Fantasy 6, starting with how the game plays.
Old-School Brawling, For Better or Worse
A picture of FF6
battles, for reference. Apologies for the small size, my google fu is weak.
Final Fantasy 6 uses the
classic system used for much of the series known as Action Time Battles (ATB).
The difference between this and traditional turn-based combat is that when a
character acts is based on a timer. Instead of you and your enemies taking
turns to smack each other back and forth, each combatant has bars that fill up
over time and let them act when full. The main way this changes things is
forcing the player to make quick decisions, and punishing them for not doing
so. Is this a good thing? Well...
I’m often torn on the
issue. Adding this real-time element to the game definitely adds tension at
times, when your party is on the way to being annihilated and you’re scrambling
to either patch your friends up or rush down your enemies before it’s too late.
But not all tension is good tension, and this system often invokes the wrong
kind. Namely, it discourages thinking too much about your decisions, or
crafting particularly elaborate strategies. Sure you could meditate on the
perfect battle strategy. You could optimize your characters for intricate
combinations of attacks that work together in exact synergy to conquer any
situation.
But you know what’s easier
than that, especially in a time-sensitive environment like this? Finding the biggest
numbers.
Oooh! Oooh! That one!
That’s the highest one. I found it. Did I win the video games?
Deal the most damage,
heal the most damage. Apart from several exceptions (mostly end-game magic),
spells that don’t damage or heal are useless. Most characters have unique
skills separate from magic, but the best way to use them is to just to find
what hits the hardest. This has always been an issue I’ve had with combat in
old Final Fantasy games. They don’t seem good at encouraging strategy beyond a
few basics. Namely: What moves do the most damage, when should I heal, when
should I cure status ailments and what element should I use? That may sound
like a lot, but they’re all very straightforward. Spell weaknesses are hard to
determine without wasting time testing everything, at which point it’s just
spam the biggest number. Status ailments like poison can change up gameplay but
they’re rare and typically trivial to fix. In fact, the game is pretty easy in
general, which brings me to my next point...
The Fun of Unbalanced Gameplay
Final Fantasy 6 is not a
well-balanced game. This is mainly because it is so easy to break. Characters
unique abilities vary wildly in effectiveness, with some being ridiculously
strong. Magic is relatively unassuming in the early game but horrifically
overpowered by the end of it. Degenerate strategies run rampant. This can
really hurt the game. It makes lots of choices in progression, such as what
abilities or even entire characters to use, objectively better or worse than
others. It cripples many interesting options and strategies. Sure you can put
in extra effort into beating the game with weaker choices, but this is
inherently unsatisfying in terms of problem solving. The combat is busted.
It can also be a ton of
fun.
The game starts with
you rampaging through a town in giant magical mech suits. Balanced? No.
Empowering? Oho yes.
By the end of the game,
every single one of the dozen party members I took to the final dungeon was
completely over-prepared. We blazed through that place atop a pain train of burning
corpses. What should’ve been a climactic showdown was turned into a farce, a
sham, a hilarious victory lap. To be fair, I spent a short time training before
the last leg of my journey. But also being fair, my weakest characters could
disintegrate horrific monstrosities by coughing at them.
There are definitely
problems with this. Any semblance of strategy was shattered. I had my mages
spam the strongest magic and the others spam regular attacks. For the epic,
multi-stage final boss, I did the exact same thing but with one party member
healing each turn. Fights other than bosses became annoying filler popping up
every several steps. Even without grinding, this happens well before you run
out of content. It’s pretty disappointing to reach the later parts of a game
about making tactical decisions and find tactics even less required than they
were before.
This is Ultima. Get
used to seeing this spell effect, because you will be spamming it all the way
through the last dungeon.
All that being said, I
have to admit: Being overpowered is very, very gratifying. Destroying all
difficulty in the game makes it more boring, sure. But the goal is no longer
challenging your brain, but letting you kick back and enjoy being better than
everyone else. There are also plenty of different
ways to become overpowered. Near the end of Final Fantasy 6, extremely
strong equipment, spells and abilities are handed out like candy on Halloween.
So the game isn’t just one strategy that’s superior to others, there are all
sorts of broken tactics to employ. It’s like building a custom death machine
and watching it grind monsters into a pulp.
One last note before we
move on: Most enemies in old Final Fantasy games suck. Final Fantasy 6 is no
exception. The vast majority just amount to different numbers and sprites being
assigned to monsters that are tactically identical. Very few enemies force you
to change your strategy in this game, and those that do typically just change
it to “hit that enemy first”. There’s a huge amount of different monsters and
many of them look quite strange, but this actually just makes things worse. You
can never tell anything about an enemy from its appearance, and you’ll probably
kill it before finding out more.
Some fantasy monsters
are just timeless. Dragons. Orcs. Bulbous-purple-muscle-tumor-demon-with-tricycle-limbs-and-a-tailpipe-sticking-out-its-ass.
Y’know, the classics.
So to sum up, Final
Fantasy 6 has broken combat. This makes it enjoyable in a straightforward kind
of way, but robs it of a lot of tactical depth it could’ve aimed for. I’d say
it’s the game’s biggest failing for me. But there’s one last element to the
combat of FF6 that I have to mercilessly nipick criticize before we wrap
up.
Character Customization
If you read my rambling
diatribe on Oblivion’s leveling system, you’ll recall that I took
the game to task for having stats that didn’t add to the game. It’s something
that wouldn’t bother most people, but I’m a grumpy stick-in-the-mud on the
subject. Final Fantasy 6, like much of the series, suffers from problems with clarity
of stats. For example, FF6 has a stat called “Vigor”. Vigor is the same as
Strength in every other friggin RPG in existence. In fact, it was even called
Strength in later remakes of the game, so they eventually realized how
pointless it was calling it something else.
Vigor increases the
damage of physical attacks, but it’s unclear by how much. Physical damage is
calculated by a combination of Level, Vigor and Bat Pwr (in remakes referred to
as Attack). Bat Pwr is damage based on the weapon you have equipped. If you
have to choose between upgrading Vigor and Bat Pwr, there’s no way to tell
which is better. I looked it up on the internet, and only found people on forums
speculating that it’s probably better to upgrade Bat Pwr until you reach a
certain amount of Vigor unless you want to use certain characters special moves
instead of regular attacks and AUGH! Look, I understand this was a standard
back then, but this kind of stuff drives me insane.
If you want someone to make informed decisions they should understand what the
consequences are!
Well, you do know one
thing: Make the numbers go higher to get better. ENDLESS TACTICAL
POSSIBILITIES!
But fine, many people won’t
have an issue with this as long as they know they’re getting some benefit to raising the stat. Here’s
an even juicier tidbit about the Vigor stat: You can raise it up to 255, but
any points beyond 128 will have absolutely no effect. They don’t tell you this,
so it’s hard to find out without looking up.
WHY?!
Why would you do that?! What’s the point?
Here’s another fun stat:
Stamina. In Final Fantasy 6, Stamina does a few things.
1. Increase your
resistance to instant-death attacks.
2. Increase the amount
you heal each turn from the spell Regen.
3. Increase the damage
you take from damage-over-time effects like poison.
It’s a stat that offers a
rarely used edge benefit in exchange for actually making your character WORSE
elsewhere. In other words, it’s an objectively bad stat to level up.
In a game with only 6
stats you can level up.
So the question to ask
is: How do you increase these stats and customize your character? There are the
standard weapons and armor to equip that increase attack and defense,
occasionally adding unique effects. Nothing much is new there. FF6 also
introduced relics, which are pieces of equipment with wide, sweeping effects
not tied to simple stat boosting. For example, relics might give you a chance
to counter-attack when hit, halve the cost of magic spells, or increase
movement speed outside of combat.
I better break up this
wall of text with something interesting to keep readers from getting bored.
MORE MENUS!
I quite liked this. I’m a
fan of equipment that creates big changes, as it promotes swapping them out to
suit different situations. That’s exactly what I did...but only a few times in
the entire game. You see as cool as relics are in theory, there are some that
are simply better than others. Can you guess which ones? It’s the ones that
just increase damage. This is the same problem I mentioned earlier, where
higher numbers are the quickest path to victory. Oh well, baby steps.
Apart from equipment,
characters also increase their stats by leveling up. Characters have certain
base stats that are better or worse than others, but there is one way you can
influence them yourself: espers.
Espers are like Summons
in other Final Fantasy games. You equip one to each character and then that
character can summon a big ol’ monster to deal one massive blow to your
enemies. But that’s not the only thing they do. Espers also have stats attached
to them that increase every time a character levels up. Each esper also teaches
spells to characters who equip them, at varying rates. Once a character learns
a spell from an esper, they know it permanently. You know what would help break
up this explanation? MORE SCREENSHOTS OF MENUS!
...alright fine, have
a picture of one of them attacking instead.
As a system, espers
are...eeeeh, okay. It sounds great at first, like they’re condensing all these
cool features into one package. But these systems are usually separate for a
reason. Espers are sort of like stapling a toaster and a filing cabinet to your
Swiss army knife. It doesn’t make the individual parts more useful, it just
makes them a hassle to use. The most efficient thing to do is pick whether you
want a character to be a spell caster or not, then equip them with an esper
that raises Magic or Vigor respectively. Raising HP or MP changes them by a
negligible amount, only one esper in the game raises Speed, and Stamina is
worthless. So there’s stats sorted out for the entire game.
As for spells, the espers
that give the right stats aren’t always the ones with new spells. So the most
efficient way to do things is to equip espers that teach the spells you want
and then when your character is one battle from leveling up, switch back to the
esper that increases stats. The only real “choice” here is whether you’re too
lazy to manually swap them out all the time and exploit this. If you are, fear
not. As I mentioned earlier, this game is easy. All you really need is to give
your casters the spells with the highest numbers and give the fighters at least
one healing spell so you can make use of their MP outside of combat. The
ability to give everyone spells is yet another way this game is totally broken
in favor of the player. That’s all the depth there is to espers.
You can also summon them
in battle. They’re pretty expensive to use though, and the constant swapping
makes the ones you have access to vary. I think I summoned like three in my
entire playthrough. It’s superfluous.
So that’s the combat
system in Final Fantasy 6. Some basic but serviceable combat that gives you the
fun of broken character builds. It also gives you mediocre tactical depth,
broken or confusing stats, and a deceptively shallow method of customizing your
characters. But if you remember the beginning of this article, I said this game
was fantastic. If the combat wasn’t what won me over, what was? Look forward to
a little more positivity in the following couple posts. Next time, I’ll talk
about the game’s writing.
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