


For example, you may find yourself faced with an enemy whose tough outer shell must be penetrated by a certain weapon type that nobody on your on-field team has access to, or you may be accosted by an enemy which requires magic attacks to take down.
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Here, the ease of tagging in party members at any time makes it hard not to use the full team, and often the enemy variety will demand that you do. This party flexibility acts as a welcome and simple way of sidestepping a common problem in RPG’s in which extra party members are easily left by the wayside and become underleveled (and thus, underused) as the hours roll by. Things are then further mixed up by the way that party management is handled even though you can only have three characters on the field at a time, you can cycle in any benched party member during any character’s turn and have that incoming party member act on the same turn. For example, if an enemy’s turn is coming after a character’s turn, eliminating that enemy before its turn can grant one or more of your party members an extra turn or two before the other enemy gets to act. Depending on the action you pick, a character’s or enemy’s turn may be moved forward or back on the schedule if you’re smart with how you plan things out, you can have multiple characters act before an enemy gets to. CTB works much akin to a standard turn-based battle setup, but the order of the next several turns is shown to you in a small window in the corner. Eschewing the tried and true ATB system of the previous few games, Final Fantasy X implements a more strategic and slower-paced system that favours thinking through each action and using the one that can best exploit the underlying system.
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Bearing all this in mind, Final Fantasy X proves itself to possess a story that’s certainly worth seeing through to its conclusion, but it’s also a ‘slow burn’ akin to a long and richly rewarding novel if you’re not the kind of person who has the time or energy to devote to immersing yourself into the struggles and cultures of a distant fantasy world, Final Fantasy X may prove to be too slow or impenetrable an experience to be worth your time.įinal Fantasy X represented a bold new step for the series to a new generation of hardware, and though much of the core experience remained the same, much of it, too, was altered or tweaked for variety, such as the new Conditional Time-Based (CTB) Battle System.

The underlying themes prove to be extremely intriguing as well, with topics such as generational legacy and the artificiality of religion often taking the centre stage as the narrative asks questions that can easily be related to real-world problems and relationships. Though the pacing of the story can tend to become grating in some places-Final Fantasy X is all about slamming those five to ten minute unskippable cutscenes into every conceivable place in the plot-it’s fortunately held together by the well-written characters and generally unpredictable direction Final Fantasy X likes to take a sharp left turn just about every time you think you know what’s going to happen next. Clear attention has been paid not just to fleshing out the specific cultures and clashing ideologies of Spira, but also to ensuring that this world remains richly detailed and consistent in all the small, seemingly insignificant ways we’d argue that this is the most fully-realised world Square has dreamed up yet. As the party continues their often grim journey and you learn more about each character, the nature of Sin, and the decidedly religious world of Spira, it’s rather striking how effectively Square implements worldbuilding in Final Fantasy X. In a rather interesting twist on conventional storytelling, one could argue that the story isn’t even really about Tidus-the plucky blond protagonist who finds himself bizarrely transported 1000 years into the future-and is more centred on his love interest, Yuna, whose weighty responsibilities as Summoner serve as the reason the party goes on its journey in the first place. Though Final Fantasy X features what is easily the most confusing and downright weird introduction in the series, it slowly coalesces into a more cohesive and gripping narrative about a group of people embarking on a journey to save the world (at least temporarily) from the pall of a titanic, eldritch abomination called Sin.
