In FFVI, it flashes at least four times while the game is in action before I would be able to begin playing again. In FFII and FFIII, I’d see the loading banner flicker once after the save loaded and I was in-game. ![]() This is also the only Final Fantasy Pixel Remaster I played that didn’t almost immediately load a save. I exclusively pressed down, down, left and saw it register. Aura Cannon is supposed to be down, diagonal down, then left. For example, you can cheese some Sabin’s Blitz techniques using keyboard controls. ![]() I noticed a few quirks exclusive to FFVI as well. I suppose that comes from being accustomed to the SNES and GBA “performances.” But it is a nice touch. I will admit that it sounded a bit odd when I heard it, though. There’s a voiced song, the backgrounds are in 3D, and it really stands out. Square Enix pulls a bit of an HD-2D remaster for the opera scene, one of the most iconic moments. There are also some liberties that, well, the other Final Fantasy Pixel Remaster entries didn’t get. The former is especially handy in the event the player forgets to move a party member they must protect to the back row for one fight. ![]() And of course the autosave and quick save features return. Not to mention the sprites for characters and enemies look great and backgrounds look good. You also can check the concept art and music from the main menu. You can toggle them off or on in locations, and even make them bigger in the overworld. The niceties from the other Final Fantasy Pixel Remaster entries are present in FFVI, which is appreciated.
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