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File: ff3famicom.jpg (44 KB, 300x400)
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What are some of the most ambitious retro games of all time? I think Final Fantasy 3 definitely fits that criteria, it really pushed the NES to its limits with how much it could pack, a job system, summons, smoother gameplay, eye candy graphics for a console so graphically limited, it really does everything right and even today impresses me.
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File: 1778953316907.jpg (1.75 MB, 4201x3264)
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RE0, REmake and RE4 for GameCube.

REmake and RE0 were developed side by side, using a new engine for the various hardware advantages the GC had and were so far ahead of their time. RE4 was built on the same engine.
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>>12689961
I wouldnt call FF3 ambitious but I do agree with everything you said and it did pack a ton of systems and eye candy into the rom. When I first played it after 1 and 2 I was impressed with how it perfected the combat.
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>>12689961
you didn't say good, nor finished
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>>12689961
It is insane what Romancing SaGa 3 did on an SNES.

It's jam-packed full of stuff, with eight different main characters to play as, a proto-open world structure, a business minigame, a wargame minigame, a battle system with different ways to arrange your characters for different effects (formations) and a special commander mode where you can do new moves depending on your formation, and it's got beautiful, lively sprites with tons of unique characters.

It's quite possibly Square's most ambitious game.
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Dragon quest 7

>The first game to feature Party Chat set a profound precedent for the series with Yuji Horii and his staff writing no less than 3,000 A4-sized pages of party chat and in-battle dialogue [3], allowing players to spend hours reading reaction dialogue. This is nearly double the page total of author J. R. R. Tolkien's The Hobbit, Lord of the Rings trilogy, and The Silmarillion combined, going off of the original UK first editions.

>In the original PSX version players could speak to party members in the midst of battle, with dialogue even reflecting specific circumstances such as Ruff being hit with Kasnooze or Maribel being utterly disgusted by the presence of an ulcer. Enemies would get the drop on the party if they spent too much time chewing the fat, with a 67% chance to pounce after being used twice and a 100% chance on the third turn. This feature was not brought forward in the Nintendo 3DS remake nor Dragon Quest VII Reimagined.

>In VII and the remakes of IV, V and VI, almost every NPC dialogue, even the most minor one, as well as story events, and current locations, could potentially trigger a series of Party Chats. Starting with VIII, each successive title has streamlined the process, and now new pieces of party chat dialogues usually only trigger after reaching a new location , cutscenes or speaking with specific, major NPCs.

The game was so ambitious that none of it's remakes or sequels can reach it's scope
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>>12689980
>It's quite possibly Square's most ambitious game.

FF6?
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>>12690000
FF6 or 7 were both pretty ambitious, just think if 7 was on the N64 there wouldn't of been those awesome FMV cutscenes.
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>>12690000
FF6 is pretty, but it's not as wildly experimental as RS3. And like, 14 playable characters vs 31.
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>>12689961
Personally I respect Morrowind and Oblivion for how they took on the creation of a virtual world. How much easier would it have been to cut corners wherever they found them, like making inaccessible houses and invisible walls etc. Making mechanics for all possible playstyles, when they could have gone with a preset player character with narrow set of possibilities.



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