Final Fantasy VI Mobile – First Impressions

There recently was a sale on FFVI on the iOS market, so as a big fan of the game, I figured why the fuck not? While I’m not a fan of playing mobile games on my phone or iPad, I enjoyed the game to try out the remaster, and honestly how can you fuck up one of the greatest RPG’s of all time?

Like most mobile RPG ports, it’s a tad bit awkward to control in the game, but because it’s a top-down 2D game, it’s not too bad, it just takes a bit of getting used to. My main gripe with the controls is when you try to interact with anything with a exclamation point, say a character or opening a chest, the virtual d-pad will appear, so I have to fiddle around to get around the D-pad and activate the event. It doesn’t happen all the time, but when it does, it’s quite irritating.

Navigating around the menus are pretty simple, though that’s also a thing that you have to try to actually fuck up, but you’d be surprised. They did get rid of the option to have your character walk or run, and you have to equip a relic to allow to run, just like the SNES version. It was a nice feature in the PS1 and GBA ports, so it makes you wonder of all things, why this was a feature that was removed. Also the boots make you run ridiculously fast, it was like in the PS1 game when you were running along with the relic. I wish there was an in-between speed.

Battling is a hit or miss so far. The interface is mostly fine for the battles, the sub menu for selecting an enemy takes a bit getting used to, but it’s largely fine. For some odd reason, they got rid of the familiar ATB bar from the series, but it’s not entirely gone. Instead of the bar, they have your characters’ menu pop up when it’s their turn. It’s sort of like Chrono Trigger, but without the ATB bar. One great feature is the auto-battle, which is great when you’re grinding. Battles go by so much quicker, and you can multitask and do other things while you’re grinding your ass off, especially for the end game.

Now for the biggest gripe about the remaster, the graphics. Let’s start with the positives first. The towns and dungeons look fine, and I will go and say that I think they look a lot nicer than the original. This is what I think a higher resolution remaster of an SNES game should look like. They did the same with the monsters, the normal enemies and bosses look very good, and take advantage of the large resolution and add a lot of extra detail to them.

Where the graphics fall short is with the character sprites and in the overworld. Character sprites look very amateurish, and like many have claimed, look like they were made with the program RPG Maker. If this was a fan remake made with RPG Maker, I’d be impressed, but seeing as this is from the actual company, it’s kind of disappointing, and even a tad bit sad. They look mismatched from the rest of the backgrounds, making the whole experience really awkward. I thought I was in the “it’s different so it sucks” camp when I saw screenshots and my opinion would change when I play the game, but even after playing the game, it’s just not working out.

The overworld is a bit odd looking too. While I was never a fan of mode-7 overworlds in SNES games, I was initially glad to see it gone, but they had to mess it up by making these odd polygonal towns and castles that look really out of place in the sprite based nature of the rest of the game. Even more out of place than the cartoony sprites. To quote the AVGN “What were they thinking?”

FF6 mobile isn’t terrible by any means, it just takes a lot of getting used to. It’s not unplayable, and while the odd sprites and overworld aren’t necessarily visually appealing, it doesn’t ruin the overall gameplay which is what really matters. As a long-time Square Enix fan, it’s just a bit sad to see a lack of quality in the remaster.

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