Double Agent
There's no justice like angry mob justice - June 28, 2000 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. Sow the wind, reap the whirlwind. Don't say we didn't warn you.

Before we get into the inevitable firestorm today's column will bring, let me talk a bit about where I'm coming from vis-a-vis FFVI.

I started college in fall of 1994. (Hang on, this is going somewhere, promise.) Because I had an academic scholarship I didn't want to screw up, I didn't bring a TV or my SNES with me, thinking this would help me study more. It didn't, because that semester was my lowest GPA ever and I just ended up mooching of my roommate's TV and his Sega CD. But the punchline is that I was denied FFVI when it came out, and didn't get a chance to play it until the semester ended.

So I missed the joy of opening up FFVI right off the presses, and instead played it 3 months after everyone else had beaten it. I also had to rush through the game in a week in order to finish it before I went back to Austin. Therefore, no time to explore at leisure. I did get just about every character but Shadow my first time through, and fought most of the dragons, but it was like being force fed steak - really good, but too much of a good thing. I appreciated the high points of the game, and enjoyed it at the time, but it didn't rock my world.

In comparison, I had my SNES at college when Chrono Trigger came out and was able to take that game in small, easily digested bite-sized chunks. Same as with FFIV and Secret of Mana, playing the game was something I got to do when I managed to get a free hour, and was thus something I looked forward to a lot. Whereas in FFVI even the Opera scene tended to lose some flavor when played at the tail end of a 6 hour gaming binge.

I'm not saying this somehow excuses my perceptions - if anything, I feel I'm more objective because of it. I didn't get caught up in the hype, or in the community of people going through the game at mostly the same time. Certainly there was nothing like the GIA back then, that I knew of. So I didn't enjoy FFVI as much as I might have, which is my loss, but it also lets me see what's really there, unencumbered by nostalgic memories of the time. As to how accurate you find my perceptions... well, let's take a look.

Onward.

FF6 has a lot of characters, if you were wondering
To start with, I'm going to point out that I'm far too classy to flame you. A lesser man would at least have poured the oil by now, but not I.

First, I'd like to point out an important thing about why you dislike FF6: your argument is valid. I actually agree with you entirely. I just think you need to look at it from another angle. Let me explain:

FF6, as we are all no doubt aware, had a lot of characters. A lot. Not since FF4 had we seen so many characters, and even then they weren't all involved for the entire story. Having to fit a large number of characters into a game 20-30 hours long is nigh impossible to pull off gracefully, and FF6's well-designed characters became its downfall (in a way) as it was spread too thin and the characters were left undeveloped.

However, there are three things that make this forgiveable. First of all, the characters did not fall into that spotlight problem you mention until the World of Ruin. They were used to great effect until you found yourself searching for each, one by one. A smooth, twisting plot with character interactions was finished with a sequence of one-dimensional monologues and trite soliloquies. It was as if they changed writers.

Secondly, you always need to forgive a game translated on a cartridge. Things disappear, and entire emotions and moods are removed to make room for basic plot details.

Lastly, Square gave US gamers too much credit with a lot of the characters in FF6. A lot of details were implied in FF6 (such as who Relm's father is, something many US gamers complain should have been stated outright (morons)). Also, why do you think Cayenne was the sole survivor of the incident at Doma? He was a very focused, spiritual individual, and was probably fasting from water. Knowing Nintendo in those days, this may have been censorship. I recommend you replay FF6, and stop after the World of Balance. And just ignore Gau. Gau is pointless.

- Zen

I actually don't have a lot to argue with here. There's no doubt that I felt things were running smoothly prior to the World of Ruin - as Zen says, each character was introduced in a way that fit in with the story, did their piece, and things moved on. Several of the game's most interesting features, like the tactical moogle battles and the 3 way story split also happened in the first half of the game. I don't know that the details you mention were necessarily cut (although Cyan did have a machine phobia subplot that didn't make it over here completely intact, I think) but I can except the basic argument that it was only in the World of Ruin that things fell apart. 

Moment by moment
Chris,

It's all about the MOMENTS, dude. FF6 had so many great moments it made your head spin. Moments like the opera scene, or the coin toss, or Doma getting poisoned, or the death of General Leo, or a million other things that you just connected with and watched in amazement. While other FF's had their moments (Tellah vs. Golbez in FF4, Death of Aries in FF7), none had so many cool ones as FF6. Then there was a bunch of really cool side quests (Shadows Dreams, etc.), as well as the best damn game soundtrack ever made. The battle system was slightly changed, yet still very familiar, making it very cool, and the graphics, at the time, were top notch. It just had all the ingredients blended perfectly for an incredible game.

-Mikey B.

A game consisting mostly of brilliant unique moments might work for some people, and come to think on it, that's not a bad description of FF6. But it doesn't work for me - without a concrete subtext in which to place characters and events, even the best moments lose their power.

Going back to Zen's letter, it's worth pointing out that many of the games best moments are placed in such a backdrop - the Opera scene, Terra and Locke's escape from Narshe, the raid on Vector. For me, it's the individual moments of character exposition in the second part of the game that fail, for the most part. Only a relative few, like Cyan's dream in Doma, really stand out, and that may be because of the reliance on existing backstory as much as anything.

As I've said before, I don't find most MIDI music that interesting, which includes FFVI's soundtrack. But I'm perfectly willing to admit I'm the freak on this issue.

A voice in the wilderness
Just to counter all the flames you're about to get, can I just say that I feel a deep amount of gratitude for that statement? As it happens, I deeply loved the World of Balance in FFIII/VI, but after finishing the game, FFII/IV was still my favorite RPG... it wasn't till CT that I played another RPG that touched me quite as powerfully. And if anyone tells me that the World of Ruin was good for character development, I'll scream - Kefka said it best - they do all sound like chapters from some trashy self-help book. Anyway, very cool to hear a major public figure in the RPG world like you actually challenge the orthodoxy on this ;-).

---Vierran of House Guaranty 

Hmm. We seem to be tracking some sort of a pattern here. Gonna have to find a pro-Ruin letter next.

At any rate, let me just take a moment out to note that despite getting an enormous amount of letters (a record number, in fact) there were very few flames, which surprised me and a few other GIA staffers greatly. In fact, even though the majority of letters I received were strongly in VI's favor, many were moderate, admitting the game's faults while praising its virtues and making well reasoned arguments as to why the whole package deserved recognition. I don't know if the column's just attracting smart people these days or what, but you guys really impressed me with this topic. Good job.

On the other hand, if you're a cynical bastard you're probably already thinking that I did, in fact, get repeatedly flamed to my component atoms. Thus the above paragraph is a blatant attempt to suck up to the readers and get them on my good side once more. But I wouldn't be that underhanded and manipulative, would I? Of course not.

The three-fold path
Chris,

In my mind what makes FFVI such a well loved game has three basic sources

1) Nostalgia, I like many others fall prey to this fact in defending FFVI, for many, this was their first rpg "and God looked down and saw that it was GOOD" end of story. And thus the story proceeds that nothing can live up to that feeling of first love (for lack of a better comparison). All to often this ties in to reason number 2

2) The belief the FFVI was the end of an era, that this game represented all that was good and right in Final Fantasy (forget that it had industry defining graphics) from here on out, square would become a graphics whore (we'll excuse Chrono Trigger though, it was still SNES) and sell it's soul to Silicon Graphics which represents all the evil in modern gaming. (Personally, I do not believe this but I felt it was worth mentioning)

3) It was a good game, most of the reasons for this being the very reasons that made you dislike it so much, i.e. "the insistence on each character getting their moment in the spotlight and the lack of a strong central arc" (you said it best and truthfully, who am I to try and change wording to fit my purposes :). Those things are why I love this game and consider it my personal favorite (though I will slightly contest the lack of a central story arc). FFVI didn't force you to follow the story of a single character, it gave you a group, and for those of us who can't relate to the stoic main characters of Cloud and Squall, this was a good thing. I'll admit that the argument can be made that people would identify with the other various characters in VII and VIII but I don't find it a compelling one (I know I'm not following through on this but I'm running out of space). For many, the unique skills and moment of glory given to each FFVI character is what kept them invovled. As to the lack of story arc, I personally feel this comment is only warranted for the world of ruin as it is there that the stroy arc is no longer a driving force but if as mentioned before you identify with a character you must find that character and upon that finding, their reason for fighting become your own and you went on and beat the bloody tar out of Kefka for love or honor, revenge or the future of the world, you didn't care you fought anyway.

I personally subscribe to reason #3 (though I'll confess to #1 at times)

Laughing at myself for writing this much,
Brasidas

Addendum: I may be perceived as odd in saying this, but I really don't believe that there was any sort of radical jump from the style of the SNES rpg's to those of the PSX. Square simply took a logical progression of FFVI's style and turned it into FFVII. Many people who enjoyed VI loved the "story scenes" which square then evolved into some of the FMV sequences in VII and later VIII, it made sense to me, I like the new way of doing things as much as I did the old.

I think all of the above are equally valid reasons for the praise FFVI receives. As one of the relatively few people who played FFIV at its release, I've always felt that people are as liable to become attached to a game because it's their first, clearest memory of the genre. Since many more people played FF6 than 4 in the US, it's 6 that gets the lion's share of the praise, regardless of the actual technical merits of the two. But while I've gotten several letters in support of this theory, I've also gotten several against it, so it can't be the whole story.

The revisionist history angle is also quite strong. Even if you believe that FF6 was always seen as the last refuge for great 16 bit RPGs (although I agree there was a remarkable rise in opinion about the game once FFVII came out) it's interesting to see how the selling points of the game have changed over time. Not so long ago, FFVI was praised for being one of the first "adult" RPGs, since it dealt with topics such as teenage pregnancy and suicide, tangentially in the US edition, and somewhat more bluntly in the original Japanese. Some historians still make note of this fact, but very few people mentioned it in their letters today, which I find understandable. After all, nothing in VI appears particularly extreme after you've seen FFT, Xenogears, or Parasite Eve. Instead, most people actually prefer VI to later Final Fantasies because it was "simpler" - there are no half-crazed faulty clones, no brooding teenagers with social disorders, just some relatively straightforward heroes out to save the world from a certifiable wacko.

I suppose I am lucky that I found both Cloud and Squall to be compelling protagonists in their respective stories - I can't imagine how I'd feel about the games if I hadn't. And I can definitely see how you might have embraced the idea of a flexible party if you had hated Cloud or Squall. But at the same time I still say the character vignettes in the World of Ruin were insufficient motivation to continue caring about the story's players. My favorite party members (Celes, Locke, Sabin, Terra) were poorly served by their chapters in the WoR, I felt, since few of their motivations seemed to carry over from one world into the next. (Locke seemed to care deeply for Celes, protective of Terra, and was strongly against the Empire, but after the divide his primary motivation is saving Rachel, who barely registers early in the game.) As I said, I can accept the idea that individual plot nuggets might be desirable for some, but it doesn't work for me personally.

As for your continuation theory, there's no doubt that FFVII is a continuation of the series in many ways. To put it in OO terminology, VII is a completely legitimate instantiation of the Final Fantasy class. But at the same time, most people feel that FFVII was something of an experimental prototype, and as such didn't completely fulfill their expectations. The bleeding edge of software is rarely as good as the final product. I don't have any problems with FMV replacing in-game cutscenes either, but I think a lot of people had trouble adjusting to the changeover between the two. And in their defense, I also found it pretty jarring at first to switch from the relatively low polycount of the in-game renders to the cinematic quality videos.

Time for some comic relief
A friend of mine came over the other day and he was playing Vagrant Story. He started at the beginning and watched the intro. As he drooled over Callo Merlose, he made a damn good point. She looks almost exactly like my girlfriend. Seriously. So, all you guys out there who drooled over her in the game, keep in mind that I'm dating her. *manical snicker*

-ModLab

P.S. Pretty much the only difference between Callo and my G/F is that my G/F has more prominent cheek-bones, and bigger breasts (seriously).

I gotta admit she sounds cute, if true, and I am a bit jealous. On the other hand, I bet she doesn't dress like Callo.

But if she does, tell me, how often does she get arrested for soliciting?

Remember two things
Okay, two thoughts:

Re: PS2 Anti-Aliasing

Okay, Volition claims to have the problem solved, really easily. Now, I know when to say I'm wrong, but listing the feature as something else entirely, requiring Sony Tech Support to identify the feature, and developers forum documents to understand it at all - this strikes me as being as underhanded and mysterious as Nintendo's RSP processor on their N64. Its there guys - but we really would rather not talk about it!

Re: Reviews

I'm not even going to begin to argue Nich's Legend of Dragoon score ( I think its what FF7 should have been, for example), but the whole controversy brings up a real issue: RPGs are becoming more like books than ever before. Opinions are becoming more distinct, and (overall) more varied.

The RPG either clicked with you or it didn't - just the same as Robert Jordan's Wheel of Time series strikes me as the best Fantasy ever written, while some of my best friends will roll their eyes in disgust. Opinion is a heck of a lot more sophisticated when you have a dozen games in a genre instead of two.

If anything else, it makes the media more lively.

Richard "KZ" Knight

Being a smug, egotistical bastard is one of the fun parts of this job, so if the AA fix on the PS2 is legit, it gives me great pleasure to say "I told you so!" I'd very much like this to be the case, not just so PS2 games will look better but so that the PS2 and Dolphin will be on roughly equal footing and a strong competitive market will develop.

Likewise I also think it's great that we're developing into a more argumentative community, because it shows how healthy the genre's gotten. Not so many years ago, I'd have bought LoD and found something to like about it, regardless of how crummy it was, because that's all that would have been available. Now there's so much available that you can buy it or not, depending on your tastes, and have a wide array of opinions, not just the GIA, to tell you what it's like.

Moogle on a purple box
Being a fanatical subscriber to Nintendo Power since the days of a red TofC and Nester comics, I almost passed over the Final Fantasy III review/game guide in issue 66 (yep, still have it) in favor of the massive revelation of Donkey Kong Country. It wasn't until my second or third perusal of that magazine that I came upon this new game with a huge cast of characters and some nifty screenshots. I passed it over still, until the next month finished the feature and I decided to put it on the old Christmas list.

Christmas morning, and as I unwrapped the nondescript purple box and stared at the (as yet unidentified) moogle staring at me over his sword between some fancy lettering, I felt that I hadn't ever played a game like this before. And indeed I hadn't. I had no concept of what an "RPG" was or what story beyond "save the princess" mattered to a game.

I placed the game into the well-worn SNES slot, and turned on the power, only to find to my annoyance that it started up with a very plain black and white copyright screen. This feeling vanished immediately as the haunting synth-organ played background to the lightning and fire true intro to the game. This was the coolest thing I had every seen a game do, and it didn't let me down. Beautiful graphics and music captivated my attention as the story of a millenia old magi war was detailed to me in set up to the story that was to unfold.

Gameplay started. It was intuitive. I didn't really think about the battle concept as something special, just a different kind of play. The first bit of story was fast and frantic, while cryptically keeping the player from determining what was really going on. As soon as Locke appeared, boasting his status as "treasure hunter", I was hooked and never looked back. Not when I was continually defeated by Ultros, not when I couldn't get past the floating island, not ever: I completely connected with the characters and their plights on a far deeper level than any game ever before.

This very well may be a case of "first RPG, best RPG", but I can truly say that this game opened my eyes to whole new world of gameplay, one that I have enjoyed intensely ever since. It was a truly magical experience. I'm only saddened by the fact that that I missed so many games before it.

MeekayD

The Nintendo Power subscription has since expired.

Not a whole lot to say about this, except I thought it captured the nostalgia angle beautifully. I might not be nostalgic about FFVI myself, but I'm nostalgic about other games and I think it's a completely legitimate reason for liking a game. Hell, the reason I started visiting sites like the UnOfficial SquareSoft Page long ago, and the reason I'm contributing to that site's descendant now is because of nostalgia, out of the hope lightning will strike twice and I'll get that pure gaming rush once more. Graphics, FMV, music, even character and plot are ultimately insignificant compared to the pure joy of a great game, and it's the ability of games to produce that joy more than any critical, objective argument that makes me believe games are a genuine art form.

Anyway... I too remember Nintendo Power, although I stopped getting it long before FF3. Hell, I remember Howard and Nester comics, the FFI strategy guide, the first issue of NP with Mario 2 on the cover, and the Nintendo Fun Club Newsletter, issue #6, with a preview of Zelda II more than a year before that game would be released. Damn, I guess you just can't escape nostalgia.

It's a problem with deep roots
You suck how the hell did you get this job if you don't like Final Fantasy VI.

-lewsteran

After a bit of consideration, I too became puzzled as to how I was able to get this job despite my inflammatory stance on one of the classics. So I forwarded this letter to my superiors and was answered with two short, simple sentences:

"Because you didn't like Final Fantasy VI. We're anti-establishment around here."

Go figure.

This guy has a disemboweling fixation. I find beheadings much more effective.
Chris,

Well, a while ago, I would have already disemboweled you and set you on fire for not absolutely loving FFVI. Well, maybe that would be a little harsh. Anyway, I'm not getting mad, because I've met enough people who don't like it for perfectly legitimate reasons, to stop caring. Hehe. It's not as if they're going to change my mind, ya know?

People love FFVI for all sorts of different reasons. I have a few, myself. The first of those reasons is the music. Now, don't you dare say anything bad about the music, or I will have to disembowel you :). Seriously, though, the music is just enchanting to me. I haven't played it for two years, and I still find myself humming "Aria de Mezza Caraterre" all the time. Also, I loved how each character had a defined theme. Shadow had the guitar and piccolo, Locke had that bouncy adventurous song, and Cyan's theme was just magnificent, if not a bit repetitive at times.

Of course, then there are the characters. I won't lie and say that all the characters had depth and development. Heck, Gogo and Umaro were paper-thin. I just loved them. Amano's character designs, the anime style sprites... they were wonderful. I find myself also really identifying with the character of Cyan. He stands on the deck of the train station, watching the ghost locomotive carry his loved ones to the other side, and all he could do was watch. He was helpless when they died, and he was helpless then. Strangely enough, I know how this feels. My grandmother, with whom I was extremely close, died two years ago, of cancer. She was very weak, and we all knew she would die, but she was marvelous. The last time I saw her, she had come to see me in a play. She was pale, thin, and her hair was falling out, but she was smiling. She was smiling so warmly....

Anyway, she was dying, and all I could do was sit and watch her slowly drift away. Maybe it sounds silly, but that's one of the biggest reasons for my love of FFVI. Anyway, though, it all just boild down to opinions in the end, ya know?

-Edward Bauer, otherwise known as Lord Thaddeus Bristol III

Once more, I'm left without a leg to stand on. Here the reason for appreciating the game isn't nostalgia, but it's still highly subjective, and that's ok. Maybe you played the game with a long lost friend in grade school, or maybe it was the first game you ever bought for yourself with money saved from mowing lawns and raking leaves. Maybe certain scenes just resonated with you for personal reasons, and that's one of the best reasons of all to like a game.

I still tend to argue that art can be evaluated objectively; there are certain characteristics that make a work more interesting from a historical point of view, or superior from a technical standpoint. Thus I still argue that FFVI may not be the greatest RPG ever. But art's effect on people is entirely subjective, and because of that there's really no point to getting emotionally involved in an argument like this. Whatever I or anyone else says, it's not gonna change your opinion, so just let it be. 

Closing Comments:

Well, that was fun. Great submissions, folks, sorry I wasn't able to get to them all, but keep writing.

For tomorrow, I'd like to get your feedback on our latest experiment here at the GIA: the Wiretap column. I personally think Ed really nailed the subject, and hit on every vital piece of information about the Dolphin launch short of breaking into Nintendo headquarters and stealing a development system. Overall response also seems quite good, with words of praise coming in from the darndest of places. But it don't mean a thing if it ain't got that swing, so let us know how accurate you found the piece, if the reasoning seemed dead on to you or if there are glaring holes we're just too dumb to see. Catch you later.

-Chris Jones, managed to fight off the mob with only minimal damage to the lawn

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