I think this game is the obvious turning point as to the fact that they wanted to make Final Fantasy more cinematic. Final Fantasy IV certainly was like that before, with its fixation on narrative and fixed character jobs. But Final Fantasy VI had the advantage of time (ie: Squaresoft getting used to the Super Famicom, working with the SPC 700 and Mode 7 a little more to achieve desired more cinematic results). It’s rather interesting, though, because Sakaguchi stepped down from directing the game after most of it had been completed (though he’d written the story and directed a lot of the event scenes (before handing that job and directorship over to Kitase).
Wait, I’m getting ahead of myself.
So… FF6 is cinematic. You can tell that from the title screen alone.
Opening Theme (up to 1:12)
When you start up the game and leave it running for a little while, you get a little scene depicting the camera moving down, showing stormy clouds, and down to focus on a faraway town in the shadows, with only the lights from their houses visible. This ends up setting the mood of the game a little bit, and it kind of changes what the player’s first impression going into the game is going to be like.
It tells the player several things, but I’ll hold off on listing them until we get through this next bit first.
I’m not particularly fond of this sort of game design, where scenes come before gameplay. But I understand what they want to accomplish. These are technical feats on the SFC, so I completely get it. And it doesn’t really bug me much either. It’s just that when developers go overboard and make their cutscenes and narrative the centerpiece of their game design and philosophy that I take issue with it. I don't enjoy that sort of thing at all because I'm here to
play a game not watch a movie. Though I’m one of those bozos who thinks Final Fantasy should be
less cinematic (which is why I was incredibly indifferent to the Agni’s Philosophy tech demo), but I digress.
Opening Theme (Part B) (Up until 2:21)
I’ve always liked these kinds of things in video games, actually, and I sort of miss them. Yeah, we still get them now, but they generally seem to serve as credits or opening scenes rather than giving the player a general view of what the game world is supposed to be like. I remember falling deeply in love with the
Illusion of Gaia one when I was little, for example. It seamlessly blended in with the title screen, let me know parts of the narrative, let me understand the world that I was about to run through when playing the game, etc. Sure, the text is sloppy, and it isn’t that well-directed, but I really liked it for some reason. The
Legend of Zelda: A Link to the Past one is really freaking impressive and I remember being hooked on watching it too.