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The game has one of the largest and most diverse cast of characters, all of whom would play great in such a wondrous presentation. No other sprawling adventure could be better complemented with pseudo-3D dungeons and towns, life-like lighting, and magic spell particle effects than FFVI. Picture this DQIII HD-2D setting as Figaro Castle in the desert from Final Fantasy VI. The HD-2D engine showcases harmonious juxtaposition with a masterful balance of classic and modern gaming graphics. The combo of quaint and cutting-edge art design topped with quasi-3D environs to explore somehow captures the 2D style of the past while adding depth for fascinating accessibility. Then it makes them shine with realistic lighting effects and breathes life into them with fluid animation. Having experienced it firsthand in Octopath Traveler, this high-def treatment keeps the tangible 16-bit square pixels and casts a spell of warm familiarity with them. Thanks to that enlightenment, I wish to relive the magnificence of FFVI with the gorgeous modernization of sprite-based graphics in Square Enix’s HD-2D engine. That’s when it finally clicked, and I discovered that FFVI was an epic work of art and the RPG genre was a vast world of immersive gaming plus storytelling. It was after a friend walked me through the first part of the game, showing me what it was all about, that the confusion debuff was removed. Town environments lacked platforming and instead were filled with many NPCs to talk with, which didn’t compute in my arcade game frame of mind. With its plodding dialogue, numerous menus, and lack of real-time action, I was befuddled.
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The game holds a unique place in my fond memories because when I first played, my high hopes were dashed as I didn’t understand it. Final Fantasy VI was originally released as Final Fantasy III for the Super NES in America.īack when the title was Final Fantasy III on the Super NES in America, it was the first RPG that I ever encountered.
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