Final Fantasy VI (The best one?) Part 3: Locke Heads to South Figaro and Ultros Attacks!
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Edgar, Terra and Bannon continue on back to Narshe via raft while Locke heads to South Figaro in hopes of slowing down the Empire! Ultros also attacks Edgar and Co on the river!
Final Fantasy VI entered development after the release of its predecessor Final Fantasy V in December 1992. The development of the game took just one year to complete. Series creator and director Hironobu Sakaguchi could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the company in 1991. For that reason, he became the producer and split director responsibilities for Final Fantasy VI up between Yoshinori Kitase and Hiroyuki Ito: Kitase was in charge of event production and the scenario, while Ito handled all battle aspects. Sakaguchi supervised Kitase's cutscene direction and ensured that the project would coalesce as a whole. The idea behind the story of Final Fantasy VI was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid process". Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director Tetsuya Nomura; and Edgar and Sabin by field graphic designer Kaori Tanaka. Then it was Kitase's task to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative. The scenario of Final Fantasy VI was written by a group of four or five people, among them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, as well as all of Kefka's appearances.
Regular series character designer Yoshitaka Amano's concept art became the basis for the models in the full motion videos produced for the game's PlayStation re-release. Tetsuya Takahashi, one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. By doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game. The sprite art for the characters' in-game appearance was drawn by Kazuko Shibuya. While in the earlier installments, the sprites were less detailed on the map than in battle, Final Fantasy VI's had an equally high resolution regardless of the screen. This enabled the use of animations depicting a variety of movements and facial expressions. Though it was not the first game to utilize the Super NES' Mode 7 graphics, Final Fantasy VI made more extensive use of them than its predecessors. For instance, unlike both Final Fantasy IV and Final Fantasy V, the world map is rendered in Mode 7, which lends a somewhat three-dimensional perspective to an otherwise two-dimensional game.
Here is a quick Recap of my thoughts on Parasite Eve!
http://www.gaminglad.co.uk/parasite-eve-retrospective-review/
Another piece written by yours truly!
http://www.gaminglad.co.uk/5-rare-ps1-games-that-you-need-in-your-collection/
Hey guys! Check out this article I wrote for gaminglad.co.uk!!!
http://www.gaminglad.co.uk/5-things-didnt-know-final-fantasy-vii/
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