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SOJ Final Fantasy VI · The History
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The History of Final Fantasy VI

Fourteen heroes, and no chosen one.

The last 2D mainline Final Fantasy, Final Fantasy VI (Super Famicom, April 2, 1994) is set in a world of steam and Magitek where an empire is strip-mining magic itself. North America received it on October 11, 1994 as Final Fantasy III. It sold 2.55 million copies in Japan, the best-selling game of 1994 there, and 3.48 million worldwide by 2003, even though Sakaguchi himself said it was not a commercial success in the United States.

THE MAKING

One year, about thirty people, two new directors

VI was the first mainline entry directed by someone other than Sakaguchi. Promoted to Executive Vice President in 1991, he produced, and split direction between Yoshinori Kitase, who ran events and scenario, and Hiroyuki Ito, who ran all battle systems. Development took about one year with a team of roughly thirty, large for the time.

The premise was that every character is the protagonist. In what Kitase called a hybrid process, the whole team contributed characters and their episodes: Terra and Locke from Sakaguchi, Celes and Gau from Kitase, Shadow and Setzer from graphic director Tetsuya Nomura, Edgar and Sabin from field graphic designer Kaori Tanaka. Kitase provided the story's signature beats himself: the opera scene, Celes' cliff scene, and every appearance of Kefka. The team split the game in half, Balance and Ruin, because, in their words, they were tired of the common scenario of the hero narrowly saving the world. In VI, the villain wins at the midpoint, and the second half is played in the wreckage.

THE DESIGN

An ensemble machine

The cast is the system: fourteen permanent playable characters, the most in the main series, each with a unique command, from Locke's Steal to Sabin's martial arts inputs. Magic is taught through magicite, the remains of Espers, so almost any hero can learn almost any spell while staying distinct. Its low-health Desperation Attacks are the direct ancestors of the Limit Breaks of VII.

The presentation pushed the cartridge: the world map renders in Mode 7, character sprites keep the same resolution in and out of battle so faces can act, and Nomura drew the final boss, the Statue of the Gods, by scanning his hand sketches straight into sprite form. Uematsu's score runs on leitmotif, one theme per character, and ends with a 17-minute final battle suite, Dancing Mad, and a 21-minute Ending Theme that weaves every hero's theme together.

THE EDITIONS

Sold in America as Final Fantasy III
Original · 1994
Super Famicom, April 2, 1994. The Japanese box carries Yoshitaka Amano's painting of Terra in Magitek armor above the city, the image on this Library's gallery tile.
America · 1994
Final Fantasy III, October 11, 1994, in Ted Woolsey's localization. Nintendo of America rules softened the script and art: Holy became Pearl, bars became cafés, Tina became Terra, and Kefka's profanity became the immortal Son of a submariner!
PlayStation · 1999
Ported by Tose; North America received it inside Final Fantasy Anthology, with the title restored to VI outside the Virtual Console line. The script stayed essentially Woolsey's.
Advance and After · 2006 to 2022
Final Fantasy VI Advance (2006) brought a new Tom Slattery translation, four new Espers, and the Dragons' Den. The SNES Classic Edition (2017) sold it as Final Fantasy III again; the Pixel Remaster (2022) finally gave the opera scene real singers, in seven languages.

THE RECEPTION

The standard, with one famous shrug
Famitsu · 37 / 40
Scores of 9, 8, 10, 10: among the magazine's highest marks of 1994. Its readers later voted the game the 25th best ever made.
EGM · Four 9s
All four reviewers scored it 9 of 10, and the magazine's 1994 awards named it Best Role-Playing Game, Best Japanese Role-Playing Game, and Best Music for a Cartridge-Based Game.
GamePro · 5.0 in Sound
Perfect 5.0 scores for sound, control, and fun factor, 4.5 for graphics: characters, plotlines, and multiple-choice scenarios all combine to form one fantastic game.
IGN · #9 All Time, 2007
IGN's updated top 100 placed VI ninth, above every other Final Fantasy, and named Kefka one of the most memorable villains in RPG history.

The contemporary dissent came from an unlikely address. Nintendo Power praised the broadened scope and improved sound and graphics, then called the plot not particularly inventive and the story often sappy, not written for an American audience. The same magazine ranked it the eighth greatest Nintendo game three years later. The argument and the canonization arrived together, and never really separated.

THE LEGACY

The end of the pixel era, by design and by accident

Square's next step explains VI's place. Testing for VII began on Nintendo 64 hardware, with Terra, Locke, and Shadow rendered in 3D for a famous SGI demo, before cartridge costs and CD capacity moved the series to PlayStation and ended Square's Nintendo era; VI was the last mainline Final Fantasy on a Nintendo platform until Crystal Chronicles in 2003.

Thirty years on, the anniversary interviews returned to the same word: culmination. Nomura called VI the culmination of the pixel art era, and its structure, a first half of gathering heroes and a second half of finding them again, player-driven, is now routinely cited as a pioneering draft of the open world RPG. Of the three Super Famicom Final Fantasy games, it is the one the others are measured against.

THE GAME ON THE SHELF

Final Fantasy VI · Super Famicom
Final Fantasy VI Japanese box art
Japanese Super Famicom box art · 1994
Fourteen heroes, a world that ends halfway, and the last 2D mainline Final Fantasy.
The GalleryWhy the opera scene?
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THE FIRST WORD

New pages and new pieces, first.