Considering this is my first review, I feel a brief explanation on how this works is due. It's simple: There's two sections, presentation and gameplay, in which I go in-depth on that aspect of the game. I give a score for each. At the end of the review, I'll give you the average and thus my final score for the game. Very occasionally, however, a game where either the gameplay or presentation is more important comes up, and I will weigh it accordingly, taking 75% of the score from one section or the other. Don't worry, I will always tell you about it. That said, Final Fantasy X being both story-intensive and putting a great deal of importance on the gameplay I feel deserves a 50/50 split on the final score. With no further ado, let's jump right in onto the presentation section.
Presentation:
As
usual for the series, particularly recently, Final Fantasy X is highly plot-driven. The game
begins as the main character, default name Tidus, is transported from
his home city of
Zanarkand by a mysterious creature named Sin to what
appears to be an alternate reality, the world of Spira. In Spira, he
learns about the cult of Yevon, Spira's God. Sin is a monster created by Yevon to
punish Spira for using Machina (machines), and Summoners, powerful
magicians given power by certain temples, must complete a pilgrimage
through all of Spira to stop Sin, giving the land a few months of calm
before the monster is reborn.
Tidus becomes a guardian to Yuna, a Summoner, due to her
connection to his long-missing, and long-despised father. Anything more
beyond a brief re-collection of the main characters would
be entering spoiler territory. However, because I feel this is
important, I will write a full post on it - detailing the effectiveness
and failures of the twists - fully labelled as containing spoilers later on in the week.![]() |
This is Tidus. Get used to him, he'll be around for a while. |
Perhaps even more immediately noticeable than the plot, a main aspect of the game's presentation is the look. Spira is a unique world, with a very odd combination of technology and lack thereof. There'll be insanely advanced holographic monitors to play a game of Blitzball (an expy of Football played underwater), but you'll need to use an elephant to cross a river because anything more complex is forbidden. Remnants of machina cities litter the landscape in what is otherwise an idyllic, mostly rural world. Spira feels like a post-apocalyptic world millennia after the apocalypse.
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Besaid Beach - One of the many areas you'll visit during your journey |
and through to the barren, lightning-struck wasteland of the Thunder Plains. Each one is unique in their own way, giving a nice twist to an environment that we've seen in games already, and beautiful in their own way. What's really important here is the sense of desolation everywhere. Spira is beautiful and serene, but there's an underlying sadness and melancholy to it, and this is utterly vital to the overarching themes in the story.
What's
best about Spira is the mix of cultures inhabiting it. These are the
same races you've seen a million times in Western RPGs - the Elves, the
Beast-People, the Humans, and, for some reason, as a distinct race, the
Arabs. They're all re-named and colourfully redesigned, but anyone who's
experienced Tolkienesque fantasy will be familiar with most of them. What's
really unique is the Japanese-flavoured twist upon them. The Elves are
beautiful and wise, but they're also mostly made up of corrupt
churchmen and shrewd, ruthless politicians. The Beast-People are rather childish despite their much lauded honour, and
the Humans are just as boring and vanilla as ever.
Spira
is truly a fantastically accomplished world, with an engrossing
backstory, amazing visual design and some very interesting culture. But
what of the backing? No game is truly great in the presentation
department unless the music appropriately compliments the world.
Thankfully, the music here is stellar. Final Fantasy X has a soundtrack
composed by the great Nobuo Uematsu, together with Masashi Hamauzu and
Junya Nakano. This music is highly atmospheric,
the melody almost always
complimenting the settings perfectly.However, some work could have been
put into the battle music. Whilst the main battle theme is fast-paced
and exciting like in most Final Fantasy games, the boss themes are mostly made up of slower, plodding sounds. This was obviously done to
attempt to compliment the player's more methodical and thoughtful fight style
in these tougher battles and is intended to create tension, but ends up making them seem less threatening
than the main theme.
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Oh, Mr Boss, you're so big and scary - why is your music so boring then? |
There
are a couple other uninteresting tracks. The track that plays
during Blitzball is an obnoxious fifteen-second loop, and a few of the
area themes were plain boring, like that which plays in Luca.
Others seemed dissonant with their areas, like the strangely happy music playing
in the dark and threatening Thunder Plains. This does provide an
interesting, unusual feel to them, but it doesn't seem intentional.
However, this doesn't detract from what is otherwise an amazing
soundtrack.
However,
let's come to the real meat of the story: The characters. Final Fantasy
X for me marks the point where Final Fantasy stopped being about the
plot, and became about the characters. Not that the main plot in
Final Fantasy X is bad by any means, but the people inhabiting Spira
are by far more interesting than the things that happen to them.
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Left to Right: Auron, Rikku, Wakka, Tidus, Yuna, Kimahri, Lulu |
The
emotional lead of the game is Yuna, the Summoner Tidus takes to
guarding after arriving from Zanarkand, because of the fact a man very similar to his own
father and going by the same name guarded Yuna's father in turn. She is the one who
carries the traditional mopey protagonist's role, but is not as
irritating as someone like Cloud, Squall or Lightning, being both a lot
more justified in the sentiment, considerably more polite about it, and
occasionally showing some emotion other than poe-faced misery or steely determination. Her voice acting is
mediocre at best, but is leagues better than that of Tidus. Anything to
do with her character beyond this could be considered spoilers, but let
it be known that in my opinion Yuna is one of the best characters the series has been
graced with, up there with Vivi of IX fame and Kefka from VI.
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Attention, Duelists! My hair... Wait, wrong franchise. |
Lulu,
the black mage, is somewhat of a typical story: The cold ice-queen with
a heart of gold. There is more to her than simply that, though, as she
is to Yuna what Wakka is to Tidus, and her dry, witty one-liners are
amongst the funniest things in the game. That said, she is a relatively predictable character.
Kimahri's
a Ronso, a beast-man whose horn is broken. His is the typical story
of the exile, as well as being the most stoic member of the party,
having literally no lines for the first five hours of his presence. He
might be the least interesting member of the party, going through a
rather predictable "honourable exile" arc. He still has the potential
for very endearing moments, as well as a couple brilliantly intimidating
shows of how strongly he's commited to protecting Yuna.
Rikku,
the thief of the party, is an Al Bhed, which causes a large amount of
trouble with Wakka once he finds out. She's the resident Genki Girl, upbeat and
cheerful, but her motivations are something trully different. A lot of
the game's discussion of Machiavelian logic comes from her, and she's
often put as the ideological opponent to the rest of the party, not
willing to follow Machiavelian principles. It's refreshing to see an
energetic female who is not an airhead in Final Fantasy, and Rikku is
honestly one of the most endearing characters in the game.
![]() |
The Chuck Norris of Final Fantasy. |
There's
a large roster of villains, made up of priests and politicians, as well
as Sin himself, of course. They're varied and interesting, and the main
human villain of the game is damn intimidating, with a fight scene in
which you get to use him cementing him as a real threat before breaking
him loose on you as a devastating boss fight.
Presentation verdict:
9/10
Gameplay:
Final Fantasy X is, big surprise here, a
JRPG. All the usual genre tropes are here, including turn based battles
and semi-open world exploration. However, gone is the Active Time Battle system from
previous Final Fantasies, replaced by the rather confusingly named
Conditional Term-Based Battle system, or CTBB for short. Rather than
inputting commands in real time and waiting for a gauge to fill up, you
now have as much time as you need to think your strategy out. The twist
lies in how turns are given out: A scale on the right of the screen
tells you the order turns play out in, and this is changed depending on
both your actions and the actions of your enemies. Pretty much every
single thing you do but using a regular attack alters this, some actions being
"faster" than others. For instance, using an item tends to move that
character's next turn up, whilst using magic tends to move your next
turn down.
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That Gauge you see at the top right, that's the famed CTBB gauge |
The second, and major problem, is the difficulty of the game. The CTBB system could really work for a brutally hard game, forcing you to kind of "juggle" the boss, not allowing them to attack for as long as possible in the style of say Grandia or the Penny Arcade games. However, Final Fantasy X is not a difficult game. Most boss fights can be cleared with a simple strategy of attack-heal-attack. What few bosses have gimmicks thrown in there to prevent this can usually be circumvented by simply using a magic of a certain element, or giving a couple context-sensitive commands. What's most frustrating is that there are a few rock-hard encounters near the end of the game, and these are truly magnificent, forcing you to make the most out of every turn, and struggling to delay enemy attacks to the point where you can heal your party up enough to survive the next one, and it's hard not to look at these and wish more of the game was this way.
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Tidus, quite unsubtly telling you to use Trigger Commands |
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You see how even those levels are? That's the result of a lot of pain. |
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Believe it or not, one of the most content-packed areas. |
Customizing weapons also gives you a nice cosmetic change. |
This creates an interesting balance between using pre-made decent weapons and holding on to weapons that are currently not very good in the hopes you'll be able to upgrade them into completely amazing tools of destruction. It also makes you consider your use of items, as some of the most powerful items to upgrade with are also extremely powerful in combat, having to consider potential long-term benefits against short-term rewards. It's a brilliantly implemented system, and allows for some really powerful items. By the end of the game, I had Wakka's armor auto-medicating him without using up turns any time a status effect was inflicted, automatically healing without consuming items when his health was under 50% and giving him 20% boosts to both HP and Strength, which was a truly godlike experience. Conversely, I had Auron carrying a really nice pre-made sword that boosted his strength by a pretty large amount, which wasn't quite as useful as Wakka's equipment, but had cost me considerably less, both in time and money.
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I don't think it's ever explained how Blitzballers can breathe underwater |
Of course, no
amount of item upgrading will carry you through the game without
properly leveled characters, and the leveling system is by far one of
the greatest achievements of the game. Apart from the magnificently
stupid way
XP is distributed, every aspect of the level system is brilliant. You
level through the "Sphere Grid", a massive board your characters
move
around. Each level you gain represents the ability to move one node on
the grid, or four nodes that you have already visited back. Most nodes
have stat upgrades or, more rarely, abilities. Your characters can
activate nodes one space away from them using spheres found in battle or
around the world.
Occasionally, you'll come across a lock node, for which you need a rare
key node of the equivalent level to open it. This creates my favourite
leveling system in any Final Fantasy: You have a great amount of
flexibility to turn any character into what you want (You want your mage
to be a tank? Great, get them to Auron's section of the grid and you've
got it), there's a large amount of hard decisions to
be made (do you have your character sit at the beginning of a powerful
path until you get a key node, falling behind in power until you do, or
do you have him go down a different, less useful path in the meanwhile
and waste levels that could be spent on better things in the long
term?), and there's more than enough ability to create hilariously
powerful characters to bring what to me is the most satisfying aspect of
JRPG gameplay to life.
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Look at that grid. It's so beautiful. |
Overall Verdict:
(6.5+9)/2 = 7.25
7.25/10
A relatively average game in the Final Fantasy series. There are some excellent points to it, mostly in the story and look department, but a series of what initially appear to be minor design flaws turn into huge, glaring problems upon closer inspection. It is definitely worth your time to experience both the world of Spira and the story of Yuna and Tidus, but those with less patience for overdrawn gameplay will find it unpleasant. If you're a fan of the series, or a big fan of JRPGs, check it out. If you can deal with a slow game, check it out. If you're impatient when it comes to levelling and exploration, don't bother.