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As a result, Final Fantasy VI became the last 16-bit game in the series. However, the Final Fantasy VII SNES team was temporarily dissolved when help was needed for the production of Chrono Trigger. In fact, we started developing Final Fantasy VII for the SNES after we finished Final Fantasy VI. Yoshinori Kitase: I didn’t imagine that this would be the last 16-bit game in the series. Game Informer: When you began making the game, did you know that it would be the last 2D Final Fantasy? If so, did that add any extra pressure to exit the 16-bit era in style? So in celebration of today's big milestone, we're revisiting that glimpse at what shaped Final Fantasy VI into one of the most revered RPGs ever made. The game was celebrating its 20th anniversary then, but Kitase's behind-the-scenes insights from that interview are still relevant today. In 2014, we spoke to Kitase about the development of this classic title for a feature in Game Informer issue 259.
#Final fantasy 6 advance guide series#
Yoshinori Kitase, now a producer for the Final Fantasy series a whole, was one of the two directors on Final Fantasy VI (alongside Hiroyuki Ito). The groups were smaller, and the content was more personal in some ways. That achievement is even more impressive when you consider that, in 1994, games weren’t made by the massive teams we see today. Though it wasn’t the last of the 16-bit RPGs, Final Fantasy VI is arguably the best of them – and a must-play for any role-playing aficionado. More importantly, it also moved toward a more cinematic presentation with moments like the iconic opera house scene – a sequence that, all these years later, the industry still remembers with clarity and fondness. It featured “desperation attacks,” a prototype version of the now-standard limit breaks. Though it differs in some ways, this formula is a part of the basic structure that open-world games would employ years later.įinal Fantasy VI also laid some important groundwork for the future of the series.
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This pioneering approach meant that the narrative was largely player-driven in the second half, focusing on smaller character-centric episodes instead of a following a prescribed path with clear objectives. The second half is more freeform, allowing players to wander across the shattered landscape, rejoining old friends and gaining the strength to strike back. This arc culminates in an apocalypse players fail to stop the plans of the villain Kefka, and the world falls into ruin. The first is a traditional, linear adventure about an evil empire and the rebels who fight against it. One of the most distinguishing features is the way the game is split into two halves. Gameplay surprises – like piloting airships in Mode 7 or entering fighting-game-style commands to execute special attacks – set a high bar for fun and variety. All you need to understand is how unique Final Fantasy VI is among its peers it features a huge ensemble cast, complex themes, and a story that subverts the “plucky heroes save the world” structure. However, you don’t necessarily need to play it to appreciate its impact. Though Final Fantasy VI (initially called Final Fantasy III in North America) is an important part of gaming history, its venerable age means that some of today’s gamers haven’t played it for themselves. Final Fantasy VI was the last entry of the era, and April 2 marks the 25-year anniversary of its original Japanese launch date. No matter how much the combat evolves or how gorgeous the graphics get, a portion of its audience will always have a soft spot for the franchise’s 16-bit glory days. Final Fantasy is one of the longest-running series in the industry, and it has changed considerably over the course of its life.