FF6 - Brave New World
Hack of Final Fantasy III
FF6 - Brave New World
Hack of Final Fantasy III
|Released By||BTB, Synchysi|
|Patching Information||No-Header (SNES)|
|Hack Release Date||01 January 2020|
|Last Modified||11 January 2020|
What started out with my initial desire to properly case everyone’s names turned into a rather innocent discussion between a co-worker of mine and I about ways to improve/fix the original game, which in turn (somehow) became this.
FF6 - Brave New World is a fairly complete overhaul of Final Fantasy VI, featuring…
- Character-based esper restrictions & new stat boosts that promote greater diversity and allow for customized development.
- Esper leveling system that disassociates esper bonuses from traditional levels.
- New and reworked formulas which rescue everything that isn’t magic or magic evasion from the dump-stat heap.
- Rebalanced equipment, items, spells, and skills that aim to remove dead weight and give players more (and better) choices.
- A complete overhaul of enemies from their stats to their behavior to better challenge veteran players and newcomers alike.
- Tons of bugfixes, as well as remedies to many of the game’s more annoying aspects (such as rage hunting taking a lifetime).
- And much, much more, detailed in the Readme (particularly section 4).
One thing BNW is not is a difficulty mod. While it is harder than vanilla FF6, we wanted to keep it accessible to newcomers while at the same time giving veterans a new experience. Hopefully, we succeeded.
Curious about what other people are saying about BNW? Like the mod and want to let us know? Hate it and want to tell us how much we suck? Completely indifferent and just bored? Feel free to drop by what’s become the official forum for discussing BNW:
ROM / ISO Information:
- Final Fantasy III (USA) - NOINTRO
- CRC32: A27F1C7A
- MD5: E986575B98300F721CE27C180264D890
- SHA-1: 4F37E4274AC3B2EA1BEDB08AA149D8FC5BB676E7
- SHA-256: 0F51B4FCA41B7FD509E4B8F9D543151F68EFA5E97B08493E4B2A0C06F5D8D5E2
|Contributor||Type of contribution||Listed credit|
User Review Information
Great Hack but Spell Points (Magic Points) are wastedReviewed By: foxguard9 on 09 Mar 2021
Can’t say enough positive things about this hack. It’s clear a lot of work went into it. If you haven’t played FF6 in a really long time like me, and you prefer SNES graphics like me, then this is a very good option.
I’m about to get to the halfway point in the game, so have had espers for quite a while. A few frustrations on my end:
1. I can appreciate that the magic list is very limited for most characters, but what annoys me is how some characters are excluded from accessing very basic spells like Cure 1 completely. I’m in favor of balancing the characters such that only certain characters can access certain spells and some more than others, but I really do think there should be a basic list of magic aka core magic spells that the main cast of 12 characters can learn. That may mean reworking the mid to later tier spells to make them more interesting, but at least give everyone a few key low tier spells. If it means messing with the existing character:magic:esper lists too much, perhaps also being able to learn a core list of spells from equipment could help supplement the experience such that certain characters are not left out completely. This wouldn’t help with #2 below re: wasted SP since I assume spells learned from gear wouldn’t expend points but at least it’s something.
If this game was meant to be a survival RPG, then I can maybe appreciate not doing that, but that’s just not how this game is built.
2. I love the EL system but really cannot stand how much SP (formerly Magic Points) is wasted, and I just arrived at Crescent Island in WoB and it’s happened already. Part of the game for me was the continuous development of the characters via learning all the spells. At this point, some characters can only access 1 or 2 espers, and they have basically no fun way to develop them further as far as learning abilities are concerned. Perhaps excess SP could be treated like currency such as via an npc that can convert X SP for Y EL… or gold, or w/e … or a way to make existing spells learned more powerful. Anything would be great. Without continuous development in the vein of the original esper magic learning system, it just doesn’t feel as fun to me.
3. I can definitely appreciate the Locke changes BUT while he does have a better spell list than most other characters, even with enhanced steal CD (which is awesome and super inventive) it’s very lackluster in areas where there are virtually no humanoids. I like the idea of thieves being able to steal more than just items (health, mana, speed, buffs, “heart” from FFT), so maybe this could be incorporated and then rebalanced somehow.
4. The weapon and relic changes across the board are very smart. However, I have felt let down a few times when certain powerful items (mainly relics) would normally be earned are replaced with something junky. At this point, we’ve all played this game and know how to get everything. That’s part of the fun for some people, myself included. It’s just such a boner killer when you get a low tier consumable item instead of a powerful relic. Replacing those with gold is not a good substitute imo either. Maybe take the idea of learning core spells from #2 above and replacing those otherwise powerful relics with items that can teach basic spells would be a decent consolation prize.