GBA version is best but a lot of people dislike it for the fact that the soundtrack isn't as good. There's patches to fix that tho if you're playing on emulator.Im listening to the podcast today, Im on episode 2 so far.
I had no idea that they redid and retranslated FF6 to improve on the original Woolsey translation (I also learned about Woolseyisms).
So whats considered the best, definitive FF6 version now from the dialogue and art standpoint? From translation standpoint theyre saying its the Game Boy Advance version.
north america SNES art
There was an interview with the female dev that I think did Celes, and used to be an artist? - the entire game was not split up - that section was - she explained it.
The story was unified in terms of Start-Stuff-Stuff-Finish - the details of stuff fell into the 3 people / teams that did the 3-way split scenario at the "start" of the game. As I mentioned in the Pixel Remaster thread, playing it now, the Sabin stuff is so much longer and more story than the other 2. The scenario teams worked, I guess in the minds of the people putting this together so /then/ they kind of set those teams as sort of perma teams to go about making and filling the scenarios as the game went on.
It would not have been /our/ WOB if they ended it at the floating island - there would have been more, as many have speculated - not perhaps as much more or in the same way as we got with the WOR - but there would have been more before the current end of the WOB. Like Setzer, he is almost all in WOR for his story - that story would have still been done, just in the WOB and some things modified. Like there may have been another split or tri-split in characters when approaching the Floating Content - this could have sent your 3 into the island, then had the airship destroyed splitting up into another 2 groups - this could lead Setzer's stuff and needing to get another ship to rejoin everyone at the floating content for the final confrontation etc.
Im listening to the podcast today, Im on episode 2 so far.
I had no idea that they redid and retranslated FF6 to improve on the original Woolsey translation (I also learned about Woolseyisms).
So whats considered the best, definitive FF6 version now from the dialogue and art standpoint? From translation standpoint theyre saying its the Game Boy Advance version.
What is that FF6 DS fan art? Wishful thinking?
100% accurate.From a dialogue and art standpoint you can probably go Advance version pretty safely.
For anyone wondering, best versions IMO:
FF1 - PSP (Dawn of Souls HD, basically)
FF2 - PSP
FF3 - Pixel Remaster
FF4 - PSP
FF5 - Advance
FF6 - Advance
This gives you the copious amounts of extra content in 1/2/4/5/6 and the prettiest versions of each. PR wins for 3 because there are no other versions that add anything. If one doesn't care about extra content, then PR for all of them probably. However some of the best stuff is postgame.
FF1 - Five optional dungeons leading up to Chronodia in the last one, basically gives you a reason to actually min-max your group well beyond the actual endgame which is pretty low-level.
FF2 - Postgame chapter is possibly better than anything in the main game.
FF4 - PSP version includes an entire sequel game (After Years) and an interlude to bridge them, plus it looks good. I think FF4 Advance has some postgame content that the PSP version doesn't have, but it isn't very good content.
FF5A - Postgame areas add four new classes and new bosses that encourage min-maxing and actually pose a challenge. This and FF1 PSP are probably the best two for postgame super boss fights.
FF6A - Postgame is alright, not great or expansive like the others, but it does add the Kaiser Dragon back into the game (removed during development) and give the game some actual challenging endgame fights.
I played the SNES roms years after I gave away my SNES, so I don't think I ever did the super dragon end dungeon, that shit sounds fun. Kefka ends up being a pretty weak end game boss if you do most of WoR quests.From a dialogue and art standpoint you can probably go Advance version pretty safely.
For anyone wondering, best versions IMO:
FF1 - PSP (Dawn of Souls HD, basically)
FF2 - PSP
FF3 - Pixel Remaster
FF4 - PSP
FF5 - Advance
FF6 - Advance
This gives you the copious amounts of extra content in 1/2/4/5/6 and the prettiest versions of 1/2/4. PR wins for 3 because there are no other versions that add anything. If one doesn't care about extra content, then PR for all of them probably. However some of the best stuff is postgame.
FF1 - Five optional dungeons leading up to Chronodia in the last one, basically gives you a reason to actually min-max your group well beyond the actual endgame which is pretty low-level.
FF2 - Postgame chapter is possibly better than anything in the main game.
FF4 - PSP version includes an entire sequel game (After Years) and an interlude to bridge them, plus it looks good. I think FF4 Advance has some postgame content that the PSP version doesn't have, but it isn't very good content.
FF5A - Postgame areas add four new classes and new bosses that encourage min-maxing and actually pose a challenge. This and FF1 PSP are probably the best two for postgame super boss fights.
FF6A - Postgame is alright, not great or expansive like the others, but it does add the Kaiser Dragon back into the game (removed during development) and give the game some actual challenging endgame fights.
It isn't bad, but it's so long it's almost more of an expansion than a bonus dungeon.super dragon end dungeon, that shit sounds fun
It isn't bad, but it's so long it's almost more of an expansion than a bonus dungeon.
While Kefka was trivially easy, Locke is not the standard by which a character's power level should be judged lmao
The UK versions never had box art until FF13.good conversation on the box art and how it sold games
awesome
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not bad
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japan art for super famicom. awesome.
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north america SNES art
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Locke basically has access to a second Atma Weapon in the form of the Valiant Knife, which is dumped into your inventory with zero fanfaire after completing the Phoenix Cave in WoR. Ignores defense and the offering damage penalty so an AtmaValiant Locke will be hitting with 8 quad 9s a turn once you get him going.Enlighten me
Locke basically has access to a second Atma Weapon in the form of the Valiant Knife, which is dumped into your inventory with zero fanfaire after completing the Phoenix Cave in WoR. Ignores defense and the offering damage penalty so an AtmaValiant Locke will be hitting with 8 quad 9s a turn once you get him going.