FFVI diehards, I'd love it if a couple of you would sell me on what makes it one of the best games ever for you. As I said upthread, I still like the game, but for one reason or another I just haven't felt much attachment to it since I first played it (on Anthology for PSX, even).
I know this is off-topic, but hey, we're all basically talking about CT and VI at this point, anyway.
VI is still my favorite game of all time. Unless Okami is.
I think the real magic is how it takes you on a character-driven journey with world-breaking consequences, and it does it all with heart and fantastic pacing. So few RPGs manage to really make the journey coherent and engaging, and relevant at both the personal and world level for the whole trip.
Biggest cast in the series, and nearly every single one is interesting, and, remarkably given the fairly slim script, really well developed (even if, as with Shadow, you have to do some digging to find out a little bit more about who they really are). I think the pixel-perfect pixel art, fantastic thematic work by Uematsu, and strong character arcs really sell them.
Much as I loved FF4 when I played it at release, after the first 3 or 4 hours I felt like I was mostly dungeon diving. VI had me feel like I was accompanying friends on an incredible journey the whole way through.
The gameplay is easy, but deep, allowing you to really develop your characters and team the way you want. I found this a very nice addition to characterization. Because you're seldom in a struggle for your life, you can turn Mog into a dragoon as befits his badass nature, and give Celes the Illumina sword and paladin shield and have her fight physically, even if she'd do more damage w/ magic. So many better balanced games sacrifice what deep but easy turn based and ATB systems can add to character personality. I mean, you spend most of your time fighting, so the way the characters fight should say something about who they are!
The travel/event loop was nearly perfect too, I thought. Always going to a new location, often with a new and interesting gimmick to shake things up. Always clear just what is hanging in the balance for the world and characters. Never feel you're just doing a task for the sake of doing a task (well, unless you're farming Brachiosaurs to get everyone to lv. 99 which obviously I did). Unlike IV and V, they really tried to plan the journey out over the world, as opposed to stitching together dungeons and towns with a world map.
Also, with the tragedy half way through, the game could so easily have gone off the rails, but I really don't think it did. The reintroduction of old characters after time and tragedy have passed was awesome, the bittersweet memories of traveling the WOR nearly always on point I thought.
I love the way the game handles secrets too. There are a ton, but they're never that far off the beaten path. You just need to slow down and dig a little deeper to find most of them, and they're often really rewarding, either with super weapons/armor/relics/espers or great character moments.
Well, I could go on and on. I just think it's one of the most coherent and confident and well executed big journey games ever made.