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Final Fantasy VI iOS/Android-bound This Winter

October 9th, 2013 by Tony Garsow

Final Fantasy VI

Final Fantasy VI will be coming to iOS and Android mobile devices this winter reveals Takashi Tokita, producer of the many mobile ports of past Final Fantasy titles. In an interview with Kotaku, Tokita explained the game will be tailored for smartphones including a touch-based interface and a graphical treatment similar to the recently released Final Fantasy V. The game’s level curve has also been scaled back so that players can “enjoy the game for what it is” and not have to participate inasmuch grinding as earlier iterations.

Square Enix recently revealed Dragon Quest I-VIII would also be coming to mobile phones as well.

Via: Kotaku


  • So it is as clear as this? A game like FFVI is announced as a poor port from the get-go under a graphical smooth-job and a “scale back” so that mobile players don’t get angry when they can’t beat a boss by repeatedly selecting “Attack”? I understand the obvious concept of playing a game for a laid back experience, but what exactly is there to ultimately pay unhinging attention to? The gorgeous cut-scenes? The detailed animation?
    Ergh. Bastardization of a game.

  • masterlobo

    I wish SE took more risks and started making new games, IPs instead of rehashing FF so much. Don’t get me wrong, I love FF but I miss when SE tried Bushido Blade, Parasite Eve, Tobal, Brave Fencer Musashi, Chrono Trigger, Mana, all on main consoles not handhelds…

    Stupid high HD costs!

  • Black Drazon

    @Lilay: I have a feeling they’re referring to the final stretch of the game, where the game suddenly demands you have three fully functional end game parties with no ideal means of gaining them without heavy grinding for levels, spells, Blue Magic and Rages. It’s a part I could honestly live without. When my buddy was grinding in FFIII, he didn’t even look at the system for hours while he Skyped and held the iPad under the table for three days. We were planning on playing VI soon and his plan for that final stretch of the game was to once again ignore the game while he’s Skyping. That’s not a game, that’s an errand. If you do like that sort of experience, well, the original VI is still on the PSN.

  • @Black Drazon
    Hm, I do not recall feeling beaten into grinding on any particular exhausting tirade by the game at all: my initial experience with FFVI was on the GBA and whether this version was itself touched I do not know at the moment. I reiterate, I have no recollection other then with what every FF does which is to slightly scare you with the last dungeon that simply takes a few hours to surpass in terms of levels.
    From a mechanical perspective, there’s only so much a game can do, particularly an RPG, in terms of posing a challenge to the gamer: you either face a sudden peak in enemy levels or, really, you don’t.
    And I’m not sure I understand your anecdote, is that to make evident a dichotomy? Some people actually get into grinding while others want to breeze their way to the point they ignore the game? The whole process of levelling can be boring in some circumstances, but effort needs to be put into something, maybe that’s not a “game” to you, but it might be a “game” to others; what’s the point of that final weapon? That final summon? That ultimate magic? Ironically, FF is quite errand-like in this sense, I would say.
    And, of course, I will reserve the right to shortly criticize SE’s product delivery, that’s my prerogative, thank you.

  • Black Drazon

    But the final weapon and final summon are usually encountered by some process of substance: in FFIII through V, you collect the Summons by going to obscure corners of the game, the final weapons by a similar process, and in doing that, you should find yourself at the level you are supposed to be at to beat the game while still maintaining the proper challenge level. I agree that, mechanically, that’s hard to do, but they should still do it, and they had no trouble doing it on Final Fantasy I through V. You’re saying in your post you felt this game was similar, but I don’t think so. This wasn’t a sudden jump of 5 or so levels in the final dungeon, this was a jump of far greater extremes. VI doesn’t fit its own difficulty curve. In what should have been the last three hours of the game, the game slaps you about the face, transforms into Ys – a series infamous for sticking bosses in your face that you can’t beat unless you’re at a certain level – and refuses to let you proceed until your entire party has levelled, and you may have very well ignored most of your party, having no idea it was going to do this to you!

    And because of this sudden shift, the old experience ends. There’s no more exploring, no more discovery, and anything short of game-breaking tactics won’t get you through. You must grind: the game is now a spreadsheet, and the only way to upgrade that spreadsheet is to run around in a circle holding your sword out and to hope monsters run into the point. That’s not even an exaggeration or a caricature of grinding: that is the whole experience. Circles, hit, circles, hit… From my perspective, that’s what you’re defending. If that’s not what you’re defending, I’m sorry, but I also don’t change my critique – if the game goes unchanged, then spinning Terra about a random point in an empty cave remains not a side portion of FFVI but a fundamental part of the experience, unavoidable, not a part of the grand adventure experience or involving gameplay like you argue in your post, and as such it’s a part I believe should die. It’s busywork, it’s boring, and it’s made me stop playing entire games in the past. To put another way: you’ve already criticized jamming the attack button as something only causal players want to do, but frankly: that’s exactly what grinding is. There has to be another way.

    I know I’m not alone: one of my favourite action RPGs, Terranigma, does the exact same thing when one bosses’ stats were coded too high: it stops the game you intended to play dead for four hours, forcing you to literally run in circles (there are those circles again) stabbing the same enemies until you’ve gained five levels, which is a lot in a game where you typically don’t reach 40. So we got together as a fandom until we finally figured out that there’s a way to cheese your way past the fight. An entire fandom would rather skip a major, creative boss battle by slamming the action to a halt with a forgotten magic spell then slam the whole game’s action to a halt for four hours by running around in circles with their spear held out, hoping monsters run into the point.

    So in the end, all I want is a game with a good balance curve, and Square did an excellent balance curve on FFIV Complete and FFV on the iOS. The only time I had to grind in those games was The After Years, when I decided I needed Rydia after all, whoops, and that’s my own fault. There’s no reason to believe it should be any different here.

  • AntagonistGB

    I agree wholeheartedly. The dumbing down of these games is frustrating, and unnecessary, considering how long they’ve been teasing proper remakes on the DS and 3DS for FFV and VI.

    @Black Drazon
    There was never a single point in FFIV, FFV, or FFVI that required grinding. If you explore every town and obvious location in the second half of FFVI, you should easily and naturally be at a point where you’ll have at least 8 or 10 characters to carry you through the final dungeon, and that’s more than enough for the pathetically easy boss gauntlet that lies in Kefka’s Tower. Aside from FFVII and FFVIII, FFVI is by far the easiest of the whole series, and if you really need to grind Lores or Rages or even levels, you honestly are just really bad at the game.

    FFIII required grinding because that’s the type of game it is. NES RPGs were limited by tech, and grinding was the only way an RPG could provide the type of playtime that they did. I hate to be this blunt, but if you don’t like it, don’t play. I will admit, FFIII is prohibitively hard, and it’s probably not for most people. But when I beat it, I was proud. I felt like I triumphed over a game that did not want me to succeed, and I did it with VERY little grinding. FFVI, however, is an easy enough game, it doesn’t need to be dumbed down any further.

    Plus, and this is superficial, I admit, but I really hate the style Square has gone with for their mobile games. The spritework is just ugly to look at.

  • Ohhya


    I played after years and FFIV he complete collection and it was way beyond grind central. Especially he after years.
    But I don’t mean to say I don’t dislike grinding. But let’s say for example you’re going through a dungeon, right?

    Would you rather fight the same battle 30 times? Or just 15 times and still have the same outcome from like doubled exp. it doesn’t make it easier just less monotonous.
    So ii guess I appreciate the rebalancing of the games as long as they do it right.

    But the whole reason I’m responding is because I totally agree with you on the sprites. I’ve ben so put off from the IOS version of V that I just am waiting robots soemday they make another version of it.
    I can’t stand they way they just used the sprites/style from FFDimensions. The game kinda loses its own flair that it had.

    I would have liked the same sprittes just HD. Blah. I hope they don’t do the same with 6

  • Ryu_Draco


    Sorry to disagree with you all in one major point: the sprites!
    Just like you all, at 1st I got turned off by the sprite style used in this new version of V, BUT!, unlike the style of FFDimensions, I actually started to like the life that the ones from V bring to my experience, and if they can give the same to VI, then I’ll be more than welcome to receive it with wide open arms.

  • AntagonistGB

    I didn’t play The After Years very far. I agree, that game was far too grindy, and it wasn’t fun to play. However, I feel as though the reason TAY was a bad use of grinding is because each individual level really doesn’t get you anything in that game. A minor HP boost, maybe a slightly higher attack bonus, whoopee. But in FFVI, each level gives you a fair bit of stat boosts, especially when you’re using Espers effectively. Plus, you’re also working on learning spells at the same time, so you’re always at least accomplishing two things. But again, FFVI doesn’t really require grinding, and FFIV really only did once you got to the very last dungeon, and even then, it didn’t take me long to finish it.

  • @Black Drazon
    It seems that here we have to be clear as to what we’re approaching, we’re not having an opinion on something but have advanced into having an opinion on each other’s opinion, it’s a useless exercise.

    To me, for example, the shock of suddenly having to deal with Deathmask duos in the last dungeon of FFIV Advance made me remember that part of the game in a way that was completely rubbed off in the Complete Collection, I simply didn’t feel I had to work anything good to proceed (attention though, I do not factually know if FFIV was tweaked for the CC) which presented itself as a rapid relief but then proceeded to cause some minor boredom, indeed, what I am stating is that the lack of a sudden “slap” is what bores me in something like a last dungeon. Of course, I will not at all hide there’s a line: a line that separates the sensation of spending hours trying to get that stat buff or whatever else and feeling well with it, to the boredom of having to beat a group of enemies again and again for the conclusion that you didn’t really want, but were forced to have. Here, we have but our two opinions.

    You may draw the comparison that grinding and just Attack-hitting your way through a game are equally unwanted, and regardless of how you put it, we’re simply agreeing. What we don’t agree over is what grinding represents: to me, it’s just something I feel to be part of FF; at some point in the game, I almost actually want to stop and fight for hours.
    So in that stance I won’t use AntagonistGB’s argument that a well played FFVI will avoid grinding, because I would grind regardless. Nevertheless, I really don’t remember having an issue with that game. I imagine this could only be resolved with a factual approach, e.g, what stats do the enemies present, levels, encounter rate etc.

    Yes, you want a game with a good balance curve, yet even that is under your opinion on what it means. We must simply, as they say, agree to disagree. So, in AntagonistGB’s words, FFVI “is an easy enough game, it doesn’t need to be dumbed down any further.”
    Then again, these are speculations on all our sides.
    Regardless, I most likely won’t play this; my main “complaint” here would lie with the removal of possibility towards a “proper” remake-and-port of a game that, well, deserves it enough. That, coupled with this unlikeable inclination towards smartphone releases.

    The After Years felt like something really odd, an almost useless piece of game, perhaps even more than X-2. The thing that bothered me the most was listening to the same exact themes from FFIV. What a pain.

  • @all of you lol

    I feel like the words that we are trying to find is that we don’t mind less random battles. But we don’t want to lose the challenge.

    That requires a lot more rebalancing in the game to do that.

    Imagine if you had less fights, but harder fights? Wpuldnt that be fun?
    Really just lessening te encounter rate and increasing EXP output could/would do it.

    Because essentially you’d still be progressing on the same amount f time. And if you wanted to grind it would be just more time waiting for random
    Battles to hit.

    That’s how I hope they will rebalance it

  • Even though you put it quite simply, that system would hardly work for at least one reason: if every single encounter gets exalted into a difficult setting of great reward then the abuse of normal encounters would easily make “over-levelling” a possibly unwanted consequence.

  • Well that’s why they would make it twice as long to get into the random battles. So essentially you’d spend just as much time trying to level up as you would before. Except the battles would be fewer and farer in between.

    For example: fighting two battles would take you 10 minutes. Combined of battle time and walking around waiting for the battle to trigger. And you would get 15exp for each battle. Totaling 30exp.

    Now if you lowered the encounter rate but doubled the EXP output – it could take you 10 mins to still get 30exp.

    Which would encourage exploration more and make the battles more exciting because the enemies and strategies would feel fresher. If you wanted to grind – they could make high encounter areas to do so. Or you would jus spend more time walking around instead of fighting.

    And overall a x.05 drop rate increase would be substantial enough to balance it out.

    ^ that I can’t see anyone arguing against. But as to whether or not that’s what square intends or if they just simply intend to make it easier are two different things

  • Still wouldn’t work as simply as you put it unless you made an important change: fixed encounters. This would be the only way to create such a stable system. Otherwise people would just shift the complaint, for example: “Ah man, I gotta walk around loads until I get a fight, that’s stupid.”. Sure, throw in an extra dungeon to get the battling going, but they already normally do that.