When reminiscing on Final Fantasy VI, what first comes to mind?
It’s possible your answer is Kefka’s iconic maniacal laugh, or a final boss battle that makes you dance madly, or searching for friends in a world of ruin. But somewhere in that mix—and for many, probably foremost—is the majestic-yet-silly Opera House scene.
On the surface, it’s strange that the Opera House is, for many fans, the most revered part of the notably melancholic Final Fantasy VI. The musical performance is pretty set dressing on a plot device to get our party an airship while driving home Celes and Locke’s relationship on the side; there’s no plot relevance to the big to-do of performing an opera.
Further, the main point of tension revolves around the reappearance of the game’s comic villain, Ultros, whose big villainous moment culminates in declaring himself “octopus royalty” (in the English localization, at least). Despite its position only a handful of plot beats prior to the world-ending events that define Final Fantasy VI’s legacy, this glorified tangent has been remembered so fondly that it was remade in Square Enix’s HD-2D engine for Final Fantasy VI Pixel Remaster, a treatment exclusive to it across the entire Pixel Remaster series.
nailing the performance results in a blissful synchronization that provides the illusion of agency and deepens personal connections to the game
There are quite a few reasons one could provide to explain this reverence. For one, Final Fantasy writing shines brightest when focusing on intimate character moments, something the Opera House provides to greater effect than many of Final Fantasy VI’s more tonally serious scenes. Along these same lines, levity is the soul of drama, and the sequence provides respite enough that the audience can come to love the world and characters before ripping it all up with a swift punch to the gut. It was also a virtuoso moment for Nobuo Uematsu in which he flexed the diversity of his compositional chops. But there’s a reason more potent than all of these that the Opera House shines bright: it showcased the power of interactive storytelling.
Put simply, the opera scene is a cutscene you can play. This may not seem so impressive in the modern age wherein the latest Final Fantasy entries showcase set pieces that rival those from blockbuster films. However, it was revelatory to 1994 audiences for whom 'set piece' wasn’t yet part of their gaming vocabulary. It thus makes sense that Final Fantasy VI presents its interactive set piece as a play, helping players contextualize their roleplaying duties through the lens of an actual set.
For the uninitiated or those that need a refresher, here’s the set-up (spoiler alert): the party’s ploy to access an airship in their pursuit of the imperialistic Gestahlian Empire requires the magic-wielding knight Celes to play the role of Maria in an opera, setting up the airship’s owner to abduct the wrong woman. You are tasked with acting out Maria’s aria with only the opening number by Maria’s lover, Draco (which acts as a tutorial of sorts), and a quick glance at the script to guide them. This enactment involves choosing the correct lyrics for Celes to sing, moving her in time with Draco to simulate dancing, picking up the roses he leaves behind, and running to the upper balcony to throw the roses into the moonlight.
It’s a lot to take in but nailing the performance results in a blissful synchronization between scripted sequence and player control that provides the illusion of agency and, with that, deepens personal connections to the game.
If your familiarity with Final Fantasy VI stems from its Pixel Remaster, this may sound like overblown conjecture or just straight-up inaccurate. The reason for this harkens back to the use of the HD-2D engine to recreate Maria’s aria. This allowed for visual enhancements like shifting camera angles and rendered lighting effects, resulting in a presentation more recognizably cinematic for today’s audiences.
However, it does this at the sacrifice of its interactive roots. While the player still chooses Celes’ lines, everything from the dance with Draco to running up the balcony stairs has been reduced to one press of the 'A' button. Contextual prompts like these give the scene a feeling more akin to the infamous quick-time events of many games from console generations to follow. This change is likely due to the HD-2D recreation not being coded to allow player control over characters; the opera’s script notably still implies you have to perform the actions yourself, backing up the theory that this concession was one of necessity. Regardless, the result is a remake of the scene that doesn’t entirely capture the original’s accomplishments.
It's an interesting (if unintentional) commentary on the beneficial qualities of abstraction in JRPGs. Just as turn-based combat and overworlds came about to circumvent the limitations of early console generations, so too did playing out Maria’s role in the opera require your mind to fill in the gaps. Allowing you to perform the part sells the illusion; because the player moves Celes in a way that implies dancing, they more easily believe that the circles they’re walking around Draco’s sprite as the music swells amounts to a romantic tango. It's the same mental trickery the ATB system uses to make battles feel less like two sides courteously taking turns wailing on one another. While the directorial tricks the HD-2D remade scene employs are smoother and more dramatic, simplifying the actions to a few button presses ultimately undersells the illusion of actively participating in the play.
Of course, this is a rumination on a fleeting moment within a broader sequence that still sings no matter what version you play. In fact, the HD-2D remake of the Maria aria has its own upgrades such as environmental visual splendor, more emotive sprites, and music with a vocal track. The non-interactive sections of the play are similarly compelling as they provide depth to the stage and auditorium that truly make the Opera House feel grandiose. It seriously makes us want the full game remade in this style. This is to say nothing of how enthralling Locke’s rush to thwart Ultros’ plan to ruin the play is. Shifting perspectives between party groups is a trick Final Fantasy VI employs well across its run time but it’s perhaps never more thrilling than here.
Maybe it’s best put this way: 30 years after the original SNES release of Final Fantasy VI, we have a version of the game that accurately reflects modern trends and in many ways is the better for it. The few in which it isn’t—such as with Maria’s aria performance—do little to truly detract but rather provide us with an opportunity to appreciate the ingenuity in how early-1990s Square worked within hardware limitations to achieve groundbreaking interactive storytelling.
Do you fondly remember the Opera House scene, or is there another moment you think deserves the spotlight? Let us know in the comments as we gear up to celebrate Final Fantasy VI’s 30th anniversary on 2nd April!
Comments 49
Seems like a lot was gained presentation-wise when they automated the awkward dancing bit from the original.
I disliked the original way it was done and this way allows for the scene to be more easily appreciated by newer audiences(and me, obviously), which i am sure is what they wanted.
It’s a great scene and it’s memorable, but as far as an emotional beat, it sits pretty low on my list of ff6’s all time heavy hitters.
I played about half an hour of the Pixel Remaster, and based on the train wreck that was, I’m gonna guess they made this change because the couldn’t get it to work the original way.
Well, they should give the entire game the 2D-HD treatment. Hopefully one day they will.
Playing the good Final Fantasies often feels like watching a play in a theater, especially Final Fantasy IX.
Like a Disney “live action” remake of an animated masterpiece and sucked the magic out of it. BUT ONLY FOR THIS ONE MOMENT.
It didn’t need the actual singing and the 3D looks really cheap in some places. Made what was a remarkable and medium transcending experience in the original and later releases become more ho-hum and too video game like.
Everything else the pixel remaster does is fantastic, including the it’s-fine-but-some-people-want-it-to-be-“controversial” (🙄) font.
Removed - trolling/baiting
FFVI is the best in the series … hope we get a full-blown remake one day.
@Greenmanalishi I think in this case, we value things differently. Regardless, i think the original ff6 is a bit of a pain to play and not worth it over the pixel remastered version, beyond historical perspective.
Removed - trolling/baiting
@Greenmanalishi Anyone who values their opinions as facts is hard to take seriously.
You might not have more gaming experience than i. Different opinions are valued differently by different people.
Removed - trolling/baiting
Removed - trolling/baiting
And then there's people like me who haven't played Final Fantasy VI yet (definitely will at some point, even more so now that it's on Switch thanks to the Pixel Remaster version - couldn't care less if it's the optimal way or not as long as it isn't outright bad which is far from the case), but funnily enough have experienced its parody in Undertale!
@Greenmanalishi Not interested in the video.
Hi Holly, i know i’m 11 days late, but happy birthday!
I never liked this scene in any version of FF6. It kills the pacing and drags way more than it should and has some cliche anime tropes that I not fond of. Both Celes and Locke have more emotional scenes later.
@Greenmanalishi Have you played the original recently?
the writer of this story is clearly being overdramatic the opera scene now is way better then when the game first came out...
“Just as turn-based combat and overworlds came about to circumvent the limitations of early console generations” - what? What do technical limitations have to do with turn-based combat? Turn-based combat has been an intrinsic part of role-playing games since the very first table-top versions. Has absolutely nothing to do with technical limitations.
But yeah, the opera scene rules. Square has always been a leader in bringing a filmic vision to gaming.
Dancing with Draco was pretty janky in the original. I think the simple QT button presses are a nice way to still be interactive but not likely to lose and have to start over.
I remember first seeing the opera scene back in the 90s and it blew me away because I had never seen something like that in a video game before. The pixel remaster version takes care to do it justice. I'd recommend the pixel remaster version of the game over the original for several reasons and I'm a die hard fan of the original game.
I've listened to all the different language versions of Aria di Mezzo Carattere and I've decided that the Spanish version is my favourite (I can't understand spanish so the lyrics don't sound as cheezy as the english ones).
@LastFootnote Yes, absolutely: to evaluate both the experiences and expectations. It’s contextually important to note that the opera scene was not designed to function as a game at that particular point but rather to more authentically reflect the design's intention and the experience of being in a stage production from Celes's perspective, as opposed to the remastered version. Reading about the production of the original through interviews, notes, and other resources shows that it remains truer to the artistic vision. The remaster, in comparison, detracts from this authenticity. However, I’m not implying that the original is superior to the remaster in all aspects. On the contrary, the remaster is overall a significantly improved game compared to the original.
@Krull yeah that bugged me too, especially as it promotes the idea that turn based combat is an outdated thing. Which is an attitude even square Enix seems to be pushing as far as modern final fantasy games go
@demacho Also the idea that overworlds are somehow outdated is a bit annoying as well. I've always enjoyed going to different continents and lands, it makes the game feel like it's taking place across an actual world, rather than just a few locations. Open world still isn't at the level yet to create planet-sized fields so it gives the game the feeling that you're traversing the globe.
You can still use open world for the various fields, towns, and dungeons of course, but nothing can replace the feeling of actually traversing across an entire world!
Xenoblade Chronicles X was the only open world game to come close to realizing a global-scale open world game, but the world was REALLY empty as a result with only a single city it really didn't feel like much of a world. That said we're probably only a generation or two away from open worlds being able to pull it off, but right now it's just not quite there yet...
The vocal track is rubbish too. Why would a creative work with the constraints of pixel art have hi-def human vocals? It's complete anachronism, like an audio uncanny valley every time.
@Diogmites I don't think it was that bad. You fail it once, get sent back a few minutes and have to try again.
Technically, the game did warn you. Before entering the opera scene, Locke did say you should read the script (that was on the table).
I've played much worse. It might shock most people that I've played halfway through not one but both versions of Yo! Noid. That was very much a Nintendo Hard memorization game. But the death that infuriates me the most was stage 8 on the Japanese version with its original little ninja guy theme, it gives no indication it's a flying stage. At least the Domino's reskin for the English release made them redraw the sprite to give flying implication. But in Japanese, the ninja travels to each stage with the help of his hawk friend, who normally drops off the ninja so he can progress on foot. But on that stage it doesn't give an indication you control the hawk, until you see yourself fall off the stage and die. Maybe because I had already seen it, I was able to find the English sprite rework at least does something. Running out of Continues and being sent back eight stages because of that is far more upsetting than the usual barrage of deaths you get learning by failure in many NES games.
@KingMike
I first played the original game a couple weeks after launch so my memory as a new player is deadened by time and exposure. I only remember being generally irritated at the gameplay in the opera scene. I can certainly think of more egregious offenders.
The infinite loop in the Narshe caves comes to mind.
I probably read the opera script, spent no effort memorizing it and was upset when i had to do the thing over. Which is on me, but i think the scene is important enough to Celes’ development as a character, that gameplay doesn’t have to be involved.
Certainly there are worse times in other games where one is forced to replay a section. I play a lot of roguelikes so the penalty isn’t bothersome to me in all genres. In rpgs, and especially in ff6, it perhaps irritated me more because the bulk of my enjoyment is derived from the art, music and story. The gameplay just adds a little something. I never want it to get in the way.
That’s a nasty spot in YoNoid!. Never played it, but i appreciate the description. A pet peeve of mine is when a game establishes a mechanic and reinforces it as a constant, and then changes it on me without warning. Thanks for the obscure video game knowledge! It is always enjoyed.
Edit-cut a useless paragraph and rearranged the others. Improved diction.
I love this game a lot, it's second only to FFIV in the series for me. But I remember thinking something all the way back when issue 100 of Nintendo power came out and they used the opera scene as the tie breaker of which FF came first on their greatest games countdown: people are really way too infatuated with this scene. Up until maybe a decade ago people weren't even talking much about how Celes throws herself off the cliff, or Cyan stands in silence after seeing his wife and son's ghosts, or the animals just dying in battle in the world of ruin. This game is full of so much good stuff and even that many years ago all anyone wanted to gush over was this moment. It's good, it's entertaining, and Nobuo's near mockery of overblown opera tropes is the best part. But somewhere along the line this sort of screwball comedy moment turned into people treating it with the same reverence as opera snobs do their chosen art. I guess I'll never get it. Especially not the pixel remaster doing what the pixel remaster did with everything which is enhancing what didn't need to be enhanced and doing in a way that makes the original awkward and weird. Why yes, I want random vocals for one moment in the middle of a game, erasing the creative voice effects of the original.
I think the opera scene is worth the hype partly for the reasons covered in this article. For me it really plays to all of the game's strengths: amazing music, excellent characters, memorable screwball comedy that you could only pull off in an older sprite-based game, and deeper themes that get rich payoffs later.
The comedy and depth are two I want to divulge on further. The former is often forgotten but it's a really goofy and funny part of the game. Besides Celes's song, the rest of it is bonkers and memorable (getting dumped on stage and hopping on the orchestra's collective heads to get back, Ultros's Looney Tunes plan, the barking switch, Locke's overacting, etc). It's the kind of slapstick that really wouldn't work in a more realistic FF7 Remake style.
But the sequence also sets up a later, much bleaker scene involving Celes (which invokes the same music and a similar viewpoint and a sort of dark parallel to the bouquet toss), a second act payoff that lands like an emotional punch to the gut.
I haven't gotten to the opera in FF6 PR but I replayed FF3 on the SNES Classic recently and loved it as much as I always have. Very very amazing game.
bottom line: they f*cked with the opera scene, so the one "pixel remaster" that i was interested in, i am no longer.
it's the horrible redone music with actual singing that is the main problem. who in God's name was asking for that? (A: someone who never "got" ffiii/vi in the first place.)
(edit - I take this part back, sorry folks 😅 but not the bit about the music, i truly hate what they did.)
why can't something wonderful be simply faithfully re released in all its glory, with perks and bonus content? why?
PS - I restarted OG FFIII on SNES mini this morning and it's the best decision I've made lately 👍 square enix is incapable of living up to their former glory, and I need to finally accept this fact.
A lot of fans love the opera scene and because of that changing it in any way was a risky move for Square Enix. It's a small part of the game that they didn't need to change to appeal to modern audiences. New players are playing a retro game. Why not let them experience a beloved scene the way it was originally made?
I'm a huge fan of FFVI. It's my second favourite game of all time, but I've never really liked the opera scene. The changes to the scene meant little to me but one thing in this article made me dislike it (the scene, not the article).
"Contextual prompts like these give the scene a feeling more akin to the infamous quick-time events of many games from console generations to follow. "
I'm an old timey gamer and I don't usually play games with quick-time event cutscenes. I hadn't realized at the time that was what it was. Now my curmudgeon alarm is going off. Press X to get off my lawn.
It's great how people have held this moment in the game over the years. I remember when I got to this point during my initial playthrough on the SNES in the 90s, I was so focused and anxious about getting the lines right that the performance didn't really resonate with me emotionally. I'm glad that the fanbase has allowed this moment to be fully noticed and appreciated by everyone, including 18-year-old me. One day, I will play through this game again. There's just too many damn games to play now.
@-wc- One can tell how talented and vaunted Square was by how hard it has been for us all to realize they aren’t what they used to be.
@Diogmites
do you mean to suggest that they never were all that?
@-wc- No sir! I loved Square’s games. Just a bit of commiserating. I disagree with some of the stuff you said, but wanted to find some common ground. When i read that you needed to accept the fact that Square will never regain their former glory, i immediately recalled how i was just, once again, wrestling with that resignation myself a few days ago. For over 15 years, if you asked me what my favorite game of all time was: Final Fantasy 6 and Chrono Trigger were the only two answers i would ever give. They constantly jockeyed for position in the back of my mind.
But i don’t care for most of their later titles. And admittedly while i didn’t love everything they did back then, the stuff i did like was unsurpassable.
So, i was just agreeing with you about them not being what they once were.
I was there for the original. As a 14 year old, the hype leading up to FF6 (FF3 to us at the time) was stratospheric. The environmental fidelity in every Gamepro and EGM screenshot was tantalizing. I remember being blown away by the snow drifts atop the rooftops in Narshe and the cozy glow emanating from rustic windows. We had never played in a world realized with such detail before.
When the game hit, it was all we had dreamed and much more. One of the main reasons it stunned a generation of SNES teenagers was because of how seriously it took itself. From the much lauded opening sequence of Magitek Armor Mechas trudging through the snowy night, Narshe twinkling on the horizon and Uematsu's sweeping score infusing the moment with cinematic grandeur, we knew we were in for something uniquely special. The game never lets up in this regard and this feeling of grandeur, of elevating gamers to cinematic heights not seen or felt prior in gaming, culminates with the opera house scene.
I imagine it would be difficult for someone playing the game for the first time today to truly appreciate how potent this now antiquated scene was in 1994. In an 8 and 16 bit world, filled with games that were limited in their immersive capabilities, we were being invited down amidst the hushed expectant crowd within a showpiece of lush, color saturated spritework. But the window dressing was only the start, for the real triumph of the opera house scene, the reason it resonated so profoundly and is still held so closely to so many gamers hearts is because of how it made the player FEEL.
The poignant antics of our heroes, and Uematsu's prodigious composition swept us away for a moment of tender, crescendoing emotion that had us sitting with our controllers on the floor as the afterglow of the sequence lingered sweetly before we could stir ourselves to move on. It was that EMOTION that FF6 was able to harness that was new to us. It was that emotion that would force the scene to live on in our memories while we randomly hummed the Aria Mezzo di Carreterre (although we didn't know it was called that yet) through the following years.
In that moment, video games rose beyond jumping on platforms or hacking and slashing through dungeons. It became another form of cinematic expression. It was the seed that would later bloom into cinematic moments that would rival Hollywood and eclipse the revenue records of motion pictures. There was so much more emotion in store for gamers over the years that would come after, but it all started right there. It was a special, powerful moment in gaming. I'm glad it got some well deserved attention in the pixel remasters.
I didn't play FF6 when it came out. I heard so many people talk about the opera scene. Sadly, it just did nothing for me. As was stated above, it felt like it slowed things down too much and got in the way of things. I do recognize that many people love it, so I'm not knocking it beyond that. I was never the typical RPG player, so that's a part of it. I always appreciated game mechanics and brisk pacing more than spectacle and narrative elements.
@Diogmites
no worries! upon rereading, i can see clearly what you meant. 😊
to be honest, I would have gladly heard your opinion to the contrary, as you are clearly a fan of ffiii from your prior content. so, I was more intrigued than offended in any way 👍
is your opinion, then, that ffiii/chrono is the nadir for square and it was downhill from there? do any other square games standout to you, especially in the immediate time period after ffiii? how do you feel about the playstation era broadly, beyond ff7 8 and 9?
ffiii/chrono are still my favorite games of all time, if you ask me on the right day. it's those or earthbound. "all time" is tough though, how can I compare R type 3 or Darius Gaiden to FFIII?
✌️
P.S. "I disagree with some of the stuff you said"
yeah, I enjoyed seeing the contrast! over a game we both clearly hold in the highest regard 😄👍 cheers.
@sdelfin
did you play the snes version or the pixel remaster? im curious, given your particular take of the scene in question, and the relatively bigger changes they made. ✌️
i feel like my friends are all seeing/hearing the NEW opera scene for the first time and thinking, "this is the cornball sh*t that WC has been hyping for 30 years?" 😬
@Krull
Comment might have to do with Hiroyuki Ito, the designer of the ATB system, mentioning he designed that battle system believing FF battles would eventually be in real time but being unable to actually do that at the time. https://web.archive.org/web/20151010232753/http://www.1up.com/features/final-fantasy-hiroyuki-ito-science
@-wc- It was actually the GBA version. I was planning to play SNES version sometime when I'm in an RPG mood. It will be interesting to see if a different version and with some time passing will change some of my views. It wouldn't be the first time that happened.
@Diogmites
note #1 I appreciate getting to read your full comment before it gets edited down 😊✌️
note #2 I will leave it there for canon, but I regret what I said about "getting it," and please dont feel that the comment was in any way directly at you, it truly wasn't. My only explanation for my harsh (and kinda silly tbh) words is that I feel strongly about this game, square, the opera scene, and remakes/remasters in general, and having just read the article i was primed to kinda go hard. so.
I will get more into the other stuff soon, in another comment. just kinda wanted to get that out there ✌️
Experiencing this scene on the SNES for the first time all those years ago was magical. The scene, along with a few other iconic ones, solidified FF VI's role as best FF game in my book.
@PLATINUM7 That was super interesting, thank you. I’ll lend the original comment the benefit of a doubt then. Even if I personally dispute that turn-based combat is purely a side-effect from technical limitations - and even Ito says he was always intending to avoid a hard action element. And he was thinking in terms of setting plays in the NFL, which is about as turn-based and chess-like as professional sport gets.
You can definitely see how he ended up with the gambit system in FFXII. Cool interview.
@Krull
Turn based combat is indeed inspired by dnd but also a result of technical limitations. Just like random encounters. It was there in a lot of cases because it couldn't have been any other way on the hardware they were working on. And then it stayed there because of tradition but mainly because of ease of development.
A few turn based systems out there are there 100% by choice of course and some devs have done excellent things with it so we should not generalize too much, but let's face it a lot of turn based systems don't really offer the strategy they are supposed to allow for and are simply there because of one tradition and two budget and ease of development. And also it allows for very casual players to indulge in the game.
That's okay though, it's not a terrible thing to say.
@mlt I take your point, but just don’t know if I agree. Technical limitations aren’t a good explanation for turn-based combat, and certainly not by the time we get to fourth-generation consoles, because plenty of programmers had already shown you could just do an action RPG. Look at Ys, for example. OK, maybe nobody had really worked out how to do it for party combat at that point (the first Tales game was a year later), but maybe turn-based is actually just the best way to do party combat? It’s no coincidence that the more action-based FF has become as a franchise, the less party-based it has become, reaching its apotheosis in FFXVI.
I'll have an opinion on this once Square lowers the price to a reasonable level.
"Just as turn-based combat and overworlds came about to circumvent the limitations of early console generations" oh, c'mon. Really? Again with this obnoxious argument in 2024? "Turn-based JRPG old dead genre ammirite"? From a website supposed to be fan of Nintendo that still hypes anything Pokémon/Mother related?
I'll be glad to play this kind of games until I'll die. Still have Xenogears and Saga, many Dragon Quest titles (which you'll still cover and hype with the HD-2D remake of III ofc), Chrono Cross, SMT, Skies of Arcadia and so many more.
Struggling to understand why the comments about technical limitations are controversial. Saying that a design choice was born of technical limitations is not the same as saying that it’s a compromised decision, or that it’s no longer a relevant approach. Lots of art is born of limitations, sometimes self imposed by the creator. The fact that these are pixel remasters shows that plenty of people value the pixel aesthetic that was clearly born initially from hardware limitations.
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