Final Fantasy VI Pixel Remaster

This took way, way too long. I started playing through Final Fantasy VI Pixel Remaster shortly after finishing Final Fantasy V Pixel Remaster, and I hit a point where I sort of burned out and put it down. Picked it up again last year, put it down again and picked it up again a few months later. Finished at the end of August.

I already had some notes, but I didn’t feel right about finishing off a review unless I’d finished the game. Sometimes it’s okay to do so, but I don’t feel that it’s a good idea to cover something unless you’ve gone through it all.

So I finished the game, wrote a lengthy and rambling rough draft, and very slowly chipped away at it to turn it into something readable. But it was slow progress, with a lot of gaps between looking at what I’d written.

During this break I’ve had I sat down and finally dug away, and got to a point where I felt I was done. Decided to publish it the following day as it was a lot of hours sunk in and I wanted to rest. Then I sat on it, thought about it and realised there was a little more I wanted to add.

Then I spent most of the last thirteen, fourteen hours doing more editing. It was, overall, a slog, and I’m glad it’s done.

Most of my interview and review work now appears on Culture Eater.
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I hope you enjoy.

Of the first six games of the Final Fantasy series, Final Fantasy VI is the third. And the sixth. Pixel Remaster series goooooo! And now (or rather, almost three years ago) VI got its remaster treatment as part of the Pixel Remaster Final Fantasy Higgledy-Piggledy and so on and so forth.

The plot is thus: Malfeasance! The heinous power of the greed of man rises and engulfs all. The encroaching reach of an empire unchecked strikes at those that would dare resist. In this growing damnation, the rediscovery of power better left forgotten becomes a portent for what is yet to come. However, a chance meeting between a mysterious mech pilot and a wealth reliever leads to a journey that might just turn things around.

Final Fantasy VI is something of a culmination for the Final Fantasy series up to that point, but it’s more than just another step. Its tone is noticeably darker than most of the prior mainline games, though it still has room for silly moments, and gradually-increasing optimism. The narrative, character development and aesthetic design are more detailed and complex. There’s greater breadth and depth in the music. Characters are now two characters tall.

The general loop remains somewhere near the same as what came before. Usually world map > “safe area” > dungeon. It worked before and it works now, but, partly from design of the world, it’s less apparent. The world map, whilst still guiding, is more expansive and less rigid in appearance; towns are fleshed out, and dungeons are better cemented as part of the environment.

In line with its tone, VI has a sombre and at times bleak atmosphere, though with some beautiful scenery. Being a remaster, the Pixel Remaster version still looks that way, but in places the colour palette feels more saturated. Saturation in a dark game can work, but VI‘s comparatively dulled colouring fed into its atmosphere. In the PR version it feels more in conflict as, when it’s obvious, it can come off as excessive. That said, there are places where the saturation works quite well, helping to get across a beneficial lavishness and intensity. There are also places where this version takes advantage of an expanded colour spectrum to its benefit.

Once more towns are towns. They’re more structured than in prior games, and there’s some detail variance making use of one aesthetic. They’re often their own places, but it’s clear that they belong to the same world. The impact of the main antagonistic forces is usually felt too, either by their presence or from NPC dialogue, among other factors. Essentially the towns feel like places where people live rather than just places.

Dungeons are quite linear, but they’re also varied, and that’s nice. Some have tricky bits, but generally they’re all pretty straightforward. There’s enough challenge on offer throughout them, but seldom anything frustrating, and they’re not too time-consuming. Where they stand out is how they fit in the world. A forest isn’t just a forest, but a dewy, cool forest. Mountains have winding clifftop paths connecting to internal spaces, and feel massive from how much of them you don’t see. Urban dungeons feel like extensions of the areas they’re in. You get the idea. There’s a lot of detail and care in how they look and fit, which helps them belong to the setting.

When talking about Final Fantasy VI it’s easy to talk about the protagonists as the game goes a long way to push them… to a point. You’ve a party of varied, broken people, and the game dedicates time to explore each one. They’re expressive, they’ve personality and they’ve development. However, most aren’t fighting for the spotlight. Square was ambitious in including as many playable characters as they did, and it’s nice that they have individual personality. It’s nice that they see resolution in their personal stories too. It’s easy to buy into the main cast’s various turmoils as they’re carefully considered, well-developed characters. It would’ve been better had most not fallen by the wayside once their stories resolved.

Battles are battles are battles. You fight to survive and the enemy must fall by dint of your strikes. Combat feels… not slow, but usually at the right pace. Sometimes they feel like they could be faster, but generally they move at an appropriate speed. In general a lot of the fighting is straightforward, but occasionally you have one that requires some thinking. Perhaps not enough to give it depth, but just enough to prevent total monotony.

Each character has their own ability; One character can throw items; another, absorb spells. One character can dance, and another can use various tools. Generally the abilities are useful throughout, with some easier to use in the PR version due to tweaks in how they work. However, a number of them will fall off in use as you work on improving your characters.

At a certain point in the game you get access to espers, which are your summons and how you learn magic. Each esper has a set of spells and different rates of learning for said spells. Each character can equip one at a time. The limit does increase the grind, but at the same time it helps reinforce thinking about how to develop who you’ll use.

Some espers also provide stat boosts upon level up. Based on initial stats, VI hints at which way to build which characters, but there’s nothing stopping you from building them how you want. It pairs well with strategising for magic use, but it’s easy enough to make your characters able to do almost anything. However, you cannot undo changes. You can’t unlearn spells and you can’t undo stat boosts from espers. You can also “waste” levels by not making use of stat boosts.

Now to be fair, you can get through the game with the initial stats for each character. HP and MP will go up every level regardless, and there are enough ways to handle combat. It’s also fine to make mistakes as in the long run you’ll either work with them or course correct. However, taking advantage of effective stat boosts goes a long way, and doing so runs the risk of funneling into a min/maxing mindset when that might not be what you want to do.

The music’s much the same as it was in the previous re-releases: some of the tracks are better than on prior releases, some are roughly on par and some are worse. Generally the more natural-sounding instrumentation does work in some places, but not everywhere, and the reverb tends to separate the music from the setting.

The song for Narshe – the first area you have control in – straddles the line. It retains its jazzy feel and whilst the reverb is a little much, but it feels fitting when in the cave segments of the area. Most notably, sticking to the sparseness of the original whilst making use of fitting orchestral-based sounds emphasizes the tense atmosphere well. It’s a great translation, and the additional section added flows on without affecting the overall feel all that much. That said, the added saxophone takes a lot away by being abrasively present. I’m not sure what the sound it’s replacing was originally emulating, but it didn’t have the same kind of harshness and instead added to the overall dreariness.

The soundtrack overall feels flatter than it should, and a little too smoothed out and smeared. The introductory track with its sudden horror worked in the original version of VI due to how the sounds worked. The synthetic organ it featured cut through everything to strike precisely when needed, and didn’t linger. Now it shares more space with a voice than it did originally, smothering the piece’s inherent drama.

These are two pieces in a varied selection of music, but there are plenty of others with issues. As said before, some tracks are better, but I think it is safe to argue that the approach for most of the PR versions of these tracks and those for the five prior PR games is not in alignment with the approach for the original releases. Naturally, sticking too close to the original pieces won’t necessarily work in all instances. However, I can’t confidently say that the approach to updating the soundtrack led to an overall improvement for the games.

That all said, it could be a lot worse. The updated music still fits for the most part, and it does make for a decent listening experience. Also, there’s a menu option to use the original tracks if you’d prefer hearing them, which is a nice inclusion.

As a brief digression, the updated version of VI‘s chocobo theme contains a reference to Yellow Magic Orchestra’s “Technopolis”. The only reason I picked up on it was I’d heard the song for the first time a few weeks prior to my starting writing about the game. When I realised it made me wonder what references I’ve been unaware of due to not unfamiliarity with the referenced material. The “Technopolis” reference is neat, but awkward. However, with enough distance from the referenced material, it becomes just another thing in the game that can come off as awkward. Other references might just slide by without sticking out in any way.

I think it’s worth considering the nostalgia angle Square Enix went with for part of advertising series. It’s something that they seemed willing to apply to the games as they saw fit; the music being a prime example and VI‘s opera scenario being another.

The redone opera scenario is, arguably, against nostalgia. Clear (and admittedly fitting) vocals add a clarity to the scene whilst taking away the imagination the original version’s vocal abstraction allowed. Button prompts to progress some of it replacing direct control makes it more “cinematic” and “modern”. The changes probably speak to an idea of remembering how it was, but part of the opera scenario’s appeal was the abstraction and interactivity. Even though the outcome is binary, originally there still was a sense of agency. It worked because it felt like you were taking part and were more able to “hear” the words. Whilst the button prompts are fine and the scenario becomes more universally dramatic, there’s a detachment from the experience and it now feels more like spectating.

Further to that, I don’t understand is why Square Enix were willing to change the opera scenario, but not add characterisation in VI‘s second half as by that point most characters may as well not be there once their stories conclude. I imagine that, due to how the second half operates, time and space limitations made universal dialogue a necessity for the original version. Accounting for who is and is not present in a given scenario would have taken a while. Fair enough. Maybe Square Enix thought about adding and decided not to for whatever reason. Admittedly the opera scenario already has a firm base to work from. It’s an important scene too, for what they were doing as a developer, for the game’s plot, and for the fanbase.

Considering the benefit of additional space, however, not adding characterisation where it was needed seems like a missed opportunity. It especially seems so when a scenario was given changes that it didn’t need. Both are against nostalgia, but one offers an improvement to the game, whereas the other arguably doesn’t.

Across the six PR games there were some things that needed reconsideration, such as the large amount of empty space in battle scenes, odd character positioning and, both in and out of battles, text size. The map features are nice for finding treasure in the various areas, though they make it too easy to disengage. It also would’ve been nice to see auto-battling rethought in terms of how it operates, though doing so would run the risk of increasing tedium.

However, the eventual addition of adjustable modifiers for things such as EXP and encounter rate was a worthwhile change. They go against the design of the games, but giving the player more flexibility in how challenging these particular ones are for them is a good thing.

It’s nice that Square Enix were willing to update the first six mainline Final Fantasy games. Some are easier to recommend over others, but the effort remains appreciable. That said, the main reason why I recommend the Pixel Remaster versions is that they’re the easiest ones to access. They’re good enough remasters and they do come with some appreciable improvements. They also don’t promise anything than a core experience, but if there were more versions available (3D versions of III and IV aside), I don’t know how strong a recommendation I’d be offering.

But ultimately, if people like them, then does it matter how recommendable they are?

Final Fantasy VI feels different to the prior mainline FF games. At the same time, it’s resolutely familiar. You can see the foundations and building blocks, and how the development team used them to further their art. It’s the culmination of a lot of hard work and it paid off. It’s a game that means a lot to Square and the people drawn in by it. Whilst it has flaws, much like the prior mainline games, VI‘s strengths outweigh them. The game offers an expressive and affective an experience, and you still get that with the PR version.

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A Figure Named Sunset

This sculpture was made by Villeroy and Boch and sits in Centennial Parklands.
I wanted to get a photo that got some sort of drama across, and I think I succeeded with this one. Should’ve taken it at sunset, but this was during the day and so I didn’t. Perhaps another time.

I hope you enjoy.

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Flowers of the Mind

A photo of part of Ri Hyun Kim‘s Daydream, as seen at last year’s Sculpture by the Sea.

A rather moody photo, perhaps stark, with detail clear and lost.

This is my submission into Leanne Cole‘s “Monochrome Madness” for this week.
This one is themed, with the theme being “The best from your year“. I don’t know why I didn’t share this one sooner, as it’s by far one of the better photos I took in 2024.

This challenge is open to all, and I recommend joining in. If want to, check out more information about it here, and include the tag “monochrome-madness” when you share your photo. If you’d prefer not to join in, then at the least check out Leanne’s photography, and what other people submit.

I hope you enjoy.

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A Time at a Beach

At some point earlier today I was at a beach, and it was nice. It had been a while since I was last at one getting smashed by waves, and this one did little to change that, but that was fine. I’m pretty sure I wasn’t feeling much like getting knocked about, but I still wanted some strong waves. Didn’t quite get those, and instead had something that was a bit lower in energy. Not exactly calm – there were plenty of waves and they were pleasing enough – but not exactly violent, or rather outwardly so.

I was standing there and I tried to bodysurf some of the waves and it didn’t quite work out, but the sound of those waves hitting the beach was pleasant, and a lot of people were out and it was all nice. Could see the water being displaced as energy moved through them, but maybe it wasn’t enough. I had a good time, but I found myself thinking about going to the beach after redundancy in 2015.

For a few weeks, maybe a month or a little more than, Ewe and I were going to the beach quite a lot. I’d also resumed studying but was only doing a summer course, and taking it relatively easy. We’d get up and leave our places some time between five and five-thirty, walk to the bus stop, head to Bondi Beach whilst it was still quiet and, so long as the surf was strong and it mostly was, get smashed by waves, bodysurf, all those things for a good forty-five minutes to an hour.

It was usually cold in the morning, but also relatively quiet and so we’d have a lot of the flag space to ourselves. Waves would crash against us if we didn’t go under or try to catch them, and when a good wave came and one of us got it, we’d go a good distance back to the shoreline.

The sound of waves breaking filled the open space, but occasionally there’d be a sense of a quiet that came from a stillness. The loudness of the waves crashing had a certain peace to it, and so did this. It was all relieving in a sense, and it was a great time to be going and experiencing it, because we’d be tired and going there, and floating around was a great way to shake off the tiredness for a few hours.

So we’d head to the change rooms when we were done, and once we got changed we’d head off to a café near the beach. There was one time we were on our way and we heard someone say something along the lines of “Not in the car” and we looked over. There was a car near us and the rear passenger window closest to us was open, and this guy was sticking his head out and he looked like a koala, and he started vomiting but it was dribbling down the side of the car rather than launching out and away.

We’d get to the café and I’d order bruschetta for breakfast, and I’d pronounce it the way it’s meant to be pronounced and they’d always say it back the incorrect way, and Ewe would laugh about it, and sometimes say it incorrectly to antagonise me, but the food was always good.

Usually we’d hop on a bus home after and if Ewe had work that day he’d hop off in the city, and sometimes I’d come along and walk home from there. Sometimes we’d go by UNSW instead as I’d have class that day.

There was this one time when we hopped on to go by UNSW, and I don’t think we noticed it at first, but there was this person having a conversation with someone on the phone, and they repeatedly “Robbie”. The way they’d say the name was spaced out, and seemingly exasperated or worried – it was hard to tell – and they said it a lot. As in, after we noticed, almost for the entirety of the time they were on the bus, and it was too much. It just kept going, and since then It’s been a bit of a joke for Ewe and I, and it’s been easier to deal with as the distance has increased.

The beach today was warm and it was pleasant, but Bondi Beach early morning had cold sand, but it made it all the more better for jumping into the waves. Today was fine, but it made me think about those days at the end of 2015 and the start of 2016, where things were a different kind of intense, and perhaps much more enjoyable because of it.

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The End of 2024

Last year I wrote that I was going to be dropping a number of things. Instead I took on more. Was doing so a good idea? Probably not.

The biggest thing was getting a new job by far, and that has dominated a lot of this year, and perhaps that’s the way it should be. I’ve also done a bit of traveling to places familiar, and I think I’ve shot more gigs than I normally do. Done more hiking and grown more plants. However, I’ve done less work on music and far less writing than I would have liked, and I’m a bit backlogged in terms of publishing. Not great.

It has been a tough year, but a good year. Still dealing with stuff from the previous job, dealing with health stuff too, but gradually I’m getting into a better position in life, and that’s nice. But I need to work out how to get back on track with everything else, and how to balance it all.

Photography, whilst busier than prior years… I’ve soured quite a lot on it, but I’m giving it another however long and I’ll see how it goes. But I’m done with the ego and the one-way networking. I’m done with the carrot dangling, and I’m not feeling it much anymore. Hardly touched the camera since getting it back from servicing, haven’t missed using it, and that’s fine. Do have it with me at the moment though.

I’m currently sitting in a motel outside of Sydney. Cicadas and birds are making their sounds, and in this small and likely old room everything is easy. My partner is getting ready for us to head out. Nothing fancy; just something easy to eat. We’re going to also watch the sunset, go to sleep early and get up early for a picnic under the stars. Nice easy things. Tomorrow is a new year, but it’s also just another day, but it’ll be nice to do something pleasant, and hopefully the rest of it is filled with more pleasant stuff than stressful.

2025? Bring it on.

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Open Wings on a Pole

A photo of a pelican mid-flap.

I hope you enjoy.

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Corella’s Landing

Here’s a photo I took yesterday.

The framing isn’t the best, but I did alright. Very much like the shape of the wings from the left to the right.

I hope you enjoy.

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Infinity on the Rocks

Same artwork as seen here(Lucy Curd’s Infinity), but from a different vantage point.

I don’t know why I took this photo, but I think it works.
Perspective-wise it cuts into the sky in a way that I think is interesting, and the inner reflection helps with that .

I hope you enjoy.

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Five-Hundred Word Challenge 1440: Sweat to Storm

So there’s this heat pressing on down and of course it is unpleasant. All those things. All this heat is trapped, and it’s gonna get trapped under the house and sit there for days. Meanwhile I’m gonna be sweating out a whole body or something, and I don’t want to do that. It’s a very unpleasant thing to experience.

So what am I to do?

Well, very little, or something. I’m just gonna turn into sweat. Let my body be consumed and then, once that is done, I will simply evaporate.

Actually, I’m changing my mind as now the sound of rain comes through, and I can hear it, and it’s scattered. There is more rain falling than there is sounding, but I can hear it and it’s a relief. Among the cracking of the sky and the rumbling of the above, the various strikes ans splays of water as it falls upon the roof are audible, and it’s picking up, and it’s a massive relief.

The rain is thickening, and the sky cracks close by. It seems like it will soon be felt. It looks to shake the area, and maybe it will, and maybe it won’t, but all of a sudden the rain has receded, almost giving space for the sound of lighting just heard. The rain tries to pick up, but it is dying off, and then it picks up once more.

The rain laboriously heaves and drags, and it seems to want to be forceful, but the most it is mustering is little. It heaves and drags and pulses, and now it finds a moment to come hard and heavy, though it still seems gentle. It seems as though the energy within it has left and the most it can maintain is a little bit of what it could be rather than a full thing.

The thunder keeps on rumbling and trees sway as silhouettes, and there’s a peace. The thunder is felt, but it does not shake much, and this is a calm moment. Suddenly a brief build followed by a pause that seems to go on forever, and a dulled, yet firm follow up. The rain continues as was, then suddenly an overwhelming rupturing of the space somewhere nearby.

The rain soon picks back up and showers violence down. Winds press against and attempt to drag trees, and the space grows thick with sheets of water. All else is drowned out and it continues on for what seems like an eternity. The process feels mercurial, though of course it isn’t, but it brings with it the cool. However, eventually it all changes and shifts, and the weather relents, and the heat begins rising once more.

It is hot outside and it is hot inside, but some birds are chirping and they sound lively. It is bright outside, and the sky is a mix of harsh white and pallid blue, but the wind is visible, and it shifts in strength, and soon rain may return.

The time it took to write five-hundred words: 08:56:68

I think I’ve said this before, but I do like storms. Not all the time, and I’m keenly aware of the detrimental impact they may have in some areas, but I still do like them. I like them more than my writing speed on this one.

Written at home.

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One Thousand Word Challenge 210: So Anyway, Writing

So what I rambled out the past two days actually came from trying to write a longer thing and it didn’t quite work. At first I was tempted to publish it as it was, but the issue was that it was two separate things that carried the same kind of mood and weight, but didn’t gel. Therefore, the separate things.

Sometimes writing is like that. Sometimes you sit for hours, waiting for the right thing to come along, the right moment, the right suggestion that moves the air that slight amount, and then you find the thing and you go from there. Sometimes you just shoot it out and you power through, and you find the bits and pieces in the middle of it all that connect the whole thing and you’re set. It’s wonderful like that, I think.

But what a lot of writing can be is a lot of sitting down and a lot of time passing, and sometimes not even realising until it’s far too late that things have changed. The day has passed and there’s only seven sentences, but you are certain you wrote a lot more than that.

These sentences are stretching into weeks, at this point.

But, you know, you try to get everything across. You try to capture what it is in some moment and then you move on… sometimes. Sometimes you build further and sometimes that works. Variance and all that stuff. But it doesn’t always work, of course, but you keep on trying.

I keep on trying to write more and I keep hitting the wall, and perhaps I have exhausted all there is in me that I have, and maybe I didn’t have much of anything to say at all, really. Maybe I do but don’t know how to say it. I don’t know.

I find that, often when I try to write, my mind wanders. I want to write these long pieces, but instead of being able to do so what happens is my mind goes to the coastline. It goes to the cliffs and plateaus, to the escarpments and the sound of waves roaring as they shatter into a vast amount of pieces, and some of those get collected before they evaporate, only to roar and shatter once more.

I go to a day not too bright, with a light breeze carrying up the salt and some of the molecules of spray, and carrying them over, and I look out and try to see what it says about me. I look for a deepness that isn’t there, because it’s easy to imply that the ocean resonates with my inner turmoil – applicability is a malleable foe – but what really is the case is I’m looking to just put in no work for an explanation.

Of course that resonance still remains important, but you know.

So I think of the vastness of the ocean, and I think of what it would take to explore it, and how energy passes through it and it is a noisy space, and I think of the insignificance of the self in the grand scheme of it all, and I try to write about that but even that is a strange phenomenon at times. But it’s easier to write about than most anything else I try to cover, and, to be honest, I’m not sure why. It’s a passion, sure, but it’s not my specialty… even though it pertains to my degree.

So anyway, writing. Writing about life, writing about society, writing about going to the ocean and looking over the distance and going “Hey fuck it’s like me, how true to life”.

But there is a power in the ocean and there is a marvel in the Australian coastline, which is more than just one thing, but it has a certain rocky oldness to it, and it seems dry and sparse at times, even if it is continually bombarded with moisture. The rocks leak their contents back into the ocean as the ocean takes it all away and maybe brings it back at some point.

The breeze carries a refreshing feel even if the sun beats down on the hardened surfaces with scattered pockmarks of sand, some of which stretch farther into lines and creases among the scrub.

The vegetation itself holds fast and stabilises much of the sand, and eventually that builds into humps and hummocks, and gradually habitat changes as more sand is captured from the winds, protecting that which is behind where the sand builds. It’s more prominent along long stretches of beach that aren’t maintained for mass urban swarming, and all that scrub and bush and vegetation seems waxy and verdant, yet gangly and dry all at the same time.

Sumps form over years and form into rock pools, and within those habitats grow and flourish.

The coastline is as vibrant with life as so many other areas out there, but when you’re there and when you’re thinking about it, or rather when I’m there and thinking about it, the life is not what I necessarily consider. Sometimes I’m lost within myself, looking for the right words to say and get together, to articulate what it is that I feel in a given moment, and it’s not always possible. It’s not often possible either, but that’s the way things go. I don’t know the words to express some of what I feel, but that’s okay. Some would argue that isn’t and that in saying that it’s okay, I am “cheapening” the expression” of language, but I try to know how to use what I know and I try to gradually learn more. “Pertinent” is good, but so is “fitting” and “appropriate”, and it doesn’t matter how much you use “pertinent” if it feels like you don’t know how to use it.

I try to write about writing and inevitably my thoughts go back to the coastline and what it is and what it can mean, and it’s beautiful and expansive.

The time it took to write one thousand words: 18:49:93

Much slower than I’d hoped, but overall I think this is pretty grounded, which is nice in this particular moment.

Written at home.

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