Final Fantasy VI explores human pain through its shattered geography
“Sabishii” is how Hironobu Sakaguchi described the type of game he wanted to make when creating Final Fantasy. It’s a Japanese word that means “lonely.” Right out of the gate, Square’s role-playing series nailed that feeling, the games’ inherent austerity enhanced by painter Yoshitaka Amano’s ghostly art and Nobuo Uematsu’s delicate soundtrack. No Final Fantasy game has been so committed to loneliness as Final Fantasy VI, though, which is strange considering it has the largest cast of colorful world-saving heroes. Stranger still, they fail to save much of anything, and the world ends, at least for a while. But the World Of Ruin isn’t a place for nihilistic moping or stoic melodrama, though there are dollops of both here and there. Final Fantasy VI uses its gutted world to explore how people overcome failure and loss to build hope in new lives.
Great write-up about what made Final Fantasy VI so heart-wrenchingly great.
This framing of the ‘I was a bullied kid’ derail fundamentally frames nerdy children as necessarily being boys. Not too surprising given how men are usually understood as the default person and their experiences universal and generalizable to everyone else.
The lack of empathy and sensitivity displayed by guy nerds who may have been bullied as young geeky boys, is all the more striking when you consider the fact that marginalized people (generally, but especially the likewise nerdy ones) don’t often display the same lack of empathy or willingness to understand.
via so when we talk about bullying – satifice.
As a geeky girl who was bullied as a child, this article was particularly meaningful.
“Before you pinch out the flickering flame of a new idea, let it burn brightly for a while longer, unhindered by practicalities.”
Sage advice from Andrew Clarke in A Different Letter to a Junior Designer.