Battles move swiftly, but the turn-based nature means that you still have time to consider your strategy and make adjustments if necessary. For example, if you need some muscle in a hurry, bring in Auron to smack your foes around with his giant sword.
Or, if you need something with a bit more… finality, swap him out for Yuna and get her to summon a giant dragon or two. Over the course of the adventure, every character undergoes meaningful change.
It was so successful that it saved Square from total destruction. Of course, the company wanted to use that goodwill, and decided to focus efforts on a direct sequel. It was the first time that the series history would expand upon an existing world in a sequel, rather than creating a fresh experience. Final Fantasy X-2 was a safe bet, all things considered. However, fans don't necessarily look upon FFX-2 with adoration.
Time has been kinder to the game, but initial reception from fans was mixed. Western audiences were turned off by the J-Pop aesthetic and a story without serious stakes. Despite that, there are a few things the sequel does better than the original. While a criticism at the time, the reality is that FFX-2 doesn't have a bad story, just one with a different tone.
The original touched upon themes such as life and death, fate, and cycles of destruction in the world. The sequel, on the other hand, doesn't get nearly as serious.
Instead, it focuses on a series of loosely connected episodes that tie into a tragic romance plot. The writing in the sequel also has a lighter tone.
The original had a number of funny lines and moments, but the sequel focuses on the comedic beats. It gets a little tropey at times, but the stakes are lower and the world is happier. There's still a looming, cataclysmic threat, but that's just a given for the genre. The most obvious flaw in the original FFX is in the linearity of the world of Spira.
It makes sense for Yuna's pilgrimage to stay on a singular path, but that doesn't lead to an immersive experience. The areas feel like theme park attractions rather than a connected, coherent world. Once the player gets the airship, this is somewhat alleviated, but the story is still locked on a set path. By comparison, the sequel gives the player the airship from the start of the game. By no means is it to the level of the Soulsborne games, but for two twelve year-olds in the pre-internet era, it was an experience of a lifetime.
In previous games in the franchise, Summons were great for massive all-out attacks, but were overall fleeting figures. In Final Fantasy X , players would clear out and allow for summons or what they referred to as Aeons to take turns for them. So instead of being one off encounters, these Aeons became full-on playable characters in battle complete with their own health bar, turn limit, and ability set. There were a total of 8 Aeons in Final Fantasy X.
Five you get playing through the normal course of the game, with three of them you have to intentionally seek out. In many ways, Final Fantasy X marked the end of an era for the franchise.
It was the last main line game to be truly turn-based while featuring the final appearance of certain Summons characters.
So, cheers to the 20th Anniversary of Final Fantasy X. You truly were one of a kind. Using the special abilities of the summons before unlocking their Overdrive is incredibly entertaining and makes for a whole new battle experience.
While the modern releases of this game have given the option of cancelling random encounters altogether, it's still a cheap fix for a deeply ingrained problem. The fact this title was the last main entry in the Final Fantasy series to feature random encounters is indicative of just how old this mechanic has become. The Sphere Grid in Final Fantasy X is an excellent way to develop your characters, allowing for a level of customization and variety that wasn't possible in any title up to that point.
A player could choose to jump around to different spheres — provided they had the means to do so — and craft a character that would adhere as per their views of how the character should develop. Unfortunately, having a common Sphere Grid can be both a boon and a curse.
In the short run, the Sphere Grid allows for the creation of unique characters — if you don't stray from the beaten path, that is. However, as you progress throughout the game, pretty much everyone in the party will be able to unlock every spell, ability, and anything else along the same lines without any drawbacks.
While it will admittedly take a very long time to reach this point, it's still something to be wary about nevertheless — especially if you wish to tackle the superbosses. The story of Final Fantasy X is one of the best stories ever told in the franchise, if not the entirety of gaming.
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