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However, the system allows an amount of customization that is unusual for RPGS, which is refreshing. It would be nice if characters could equip more than two Relics, as players will accumulate so many by the end of the game that most remain unused in favor of the most powerful ones. Equipment is pretty standard, with four regular equipment slots for each character, as well as two slots for Relics, items that grant special bonuses, such as being able to equip two weapons at once or immunity to status effects. In addition to giving a character stat boosts if he or she levels up while the Esper is equipped, these fantastic creatures can teach magic spells to any character after the party amounts a given number of magic points, which are acquired after combat. Characters can also be improved using Espers, magical beings who have given their souls to serve the team by pouring their essences into stone called magicite. Each character has a unique special ability that's indicative of their class, which is now specifically labeled in the menu. Combat uses the Active Time Battle system, a hybrid battle system pioneered by Final Fantasy IV that has players input commands as each character's turn bar fills up in real time. It keeps everything else, from graphics to plotline.įinal Fantasy VI Advance controls much like a typical RPG, mostly because the original game set the standard for what typical RPGs have become. Now the question remains, is it a port or a remake? That's up to interpretation, but what Final Fantasy VI Advance does feature over its SNES counterpart is four new Espers, three new spells, two new dungeons, and one whole new translation.

Rounding off a series of these SNES to GBA ports comes Final Fantasy VI Advance, the latest and greatest redesign of the 16-bit Final Fantasy games. To correct their mistakes and keep the games consistent, Square decided to take the most lucrative measure: remakes. Although a lot of people were happy with his translation and some of the infamous lines it produced–"son of a submariner," anyone?–many items and spells were inconsistent with the rest of the Final Fantasy series. On top of that, the translation for FFVI fell into the hands of a man named Ted Woolsey, who made some liberal decisions when it came to names and dialogue. Unfortunately, they didn't foresee the inevitable confusion that would occur once non-Japanese gamers started hearing about the games in between what they knew as numbers II and III. When they decided to release Final Fantasy VI in North America, executives at Squaresoft felt like it would be too confusing to account for all of the games that didn't make it out of Japan, and consequently called the series' next installment Final Fantasy III.
