Tuesday 15 January, 2008
SUMMARY
In Final Fantasy X, the player controls a party of characters represented on the screen by one character, Tidus. In the regular map mode, the player can walk around, talk to characters, and open treasure chests. Some areas of the map mode send you into battle mode where magical and physical techniques can be selected from menus in order to defeat opponents called fiends. The goal of the game is to defeat a creature called Sin by learning to summon gods called Aeons to fight for you in battle.
GAMEPLAY
When I started playing FFX, I was initially a bit repelled by the voice acting. The main character, especially, seemed to have a way of talking that just didn’t feel like it fit to me. I wanted to quit playing just because of that, but I kept at it because some of the characters had asymmetrical clothing.
The game was interesting because the cut scenes kept the storyline moving, much like a movie, and the storyline was compelling. The regular mode of play in which Tidus runs around various paths, towns, and boats is beautiful, and truly a work of art. The battle modes stay fun because the magical and physical attacks progressively become more and more powerful and colorful as you progress in the game.
I felt a strong feeling of flow while playing FFX because of the regular rhythmic phases to the gameplay. For instance, there is a reliable alternating pattern between battling fiends and large sections of storyline with save points scattered throughout the game in practical places. I don’t think I would have been able to enjoy the game as much if there were any fewer save points.
DESIGN
The tone of the gameworld is mostly very soft and pleasant, while being serious at the same time. This is achieved by the use of bright colors, vivid plant life swaying in the wind, thoughtful architecture of the buildings, and friendly people in most of the maps. The serious tone is achieved by the constant battles and conversations about the troubles around Spira (the gameworld).
The game’s reward structure is designed in such a way that I would not mind playing the game indefinitely (or past the official ending of the game) because there is so much room to improve the characters’ stats. After every battle, there is a pleasant screen with pastel colors and very easy-to-listen-to background music. This screen shows you the gil (money), power spheres, and level upgrades you received from the battle. In terms of reward, this screen is perhaps the most cleverly designed section of the game because a lot of work went into its aesthetics, and it makes you feel really good to get all the upgrades presented in such a pretty way.
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