| 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 |  |  |  |