As well as having a certain tragic gravitas for the plot, this set up is rather neat in that it gives the game a decent excuse to move all around the game world. Whilst Wakka is a blitzball player, and keeps Tidus around because he thinks Tidus can help his ailing team, Wakka is also a part-time Guardian and plans to go back to doing it full time soon. Hence, Tidus starts to interact with a young Summoner named Yuna- the love interest for the game- and her Guardians, offensive mage and all-around cynic Lulu and big blue strong troll-type thing (called a Ronso) Kimhari. Later in the game, Wakka returns to being a full guardian for Yuna, Tidus is invited to join in too, Rikku turns up again and joins up, and even Auron comes along.
Obviously, Auron being there is a major deal for Tidus who is completely alone and isolated and bewildered. Turns out Auron is rather famous, having been a Guardian to the successful summoner Lord Braska, Yuna’s father, who died defeating Sin ten years ago. Tidus is all rather shocked to find out that Braska’s other Guardian was Jecht; Tidus’ father. Auron isn’t saying much though, though his patronage of Tidus gives Tidus some credibility amongst sceptical friends (everyone rather worships Auron).
Although the game is about Tidus, there is strong plotting for just about everyone. Young Yuna gets a major share of plot time as she falls for Tidus, wants to believe his story and struggles to balance her duty as a Summoner against what the world of Spira really needs. Wakka is a strong devotee of the religion of Yevon, a faith challenged during the game. Wakka is also trying to get over the death of his brother, killed by Sin, and is desperately clinging to the hope that maybe Tidus really is from Zanarkand 1000 years ago, that somehow Sin connects then and now and that his brother is alive and well back then. Lulu was effectively Chappu’s fiancée and so has her own issues, especially with Wakka, and acts as the gloomy counterpoint to the world. Rikku is part of a ethnic group known as the Al Bhed (with their own language) who are often discriminated against due to their acceptance of technology (generally referred to as ‘machina’); the Al Bhed are desperately trying to stop the Pilgrimages which they see as a heartless sacrifice of summoners just so other people can live on in peace as others die for them. Probably the least developed is Kimhari, who is silent and unsympathetic for much of the game and whose plot mostly revolves around having left his people. Auron, of course, is a man with secrets to hide, and it is clear he has purpose with rejoining a new pilgrimage.
All in all, the characters are well developed and whilst Yuna is wimpy and Tidus a bit whiny, he is ten times more likeable than Squall in VIII, as far as whinies go, and some of his baffled cluelessness is genuinely endearing. Auron is probably the favourite of most, doing the whole ‘cool’ thing, especially for guys, whilst girls will probably favour either playful Rikku or practical Lulu (Yuna is just a mite too soft to be a role model). As well as good plotting these characters were well rendered graphically, especially with some high detail close-up shots, which execute this concept in a way that VIII tried to but could not due to technological limitations, IX had gone back the other way and gone cartoony, now X has done what they wanted before; realistic models throughout. That said, the CGI has not moved on much from VIII’s, and it’s just not quite so impressive any more. Also, Tidus looks disturbingly androgynous in the cgi for some reason.
Actually, there are several ways in which the game appears to be trying to do a similar thing to VIII, but much better. VIII had a character-based backstory that was rather clumsily played through. X has much to say about the story ten years ago of Braska, Auron and Jecht, but this is well-revealed through the use of discovered recordings, flashback sequences, and a phenomenon in the game where people’s memories become embodied, allowing Auron’s memories of his first time through to become present at various times. You do feel like you are piecing together a big story- but weirdly, many of the ‘spheres’ (like camera records) that give context to the plot cannot be discovered until late in the game, backtracking through earlier areas. They would have worked better being discovered first time though, I feel.
FF games tend to follow a similar pattern- explore a small area, explore a large area, and then via the means of some aerial vehicle have free reign to explore everywhere. FFX kinda stuffs the first two together. Tidus and co basically perform a world tour of everywhere, and then right near the end can re-visit the earlier locations via airship to open up lots more stuff. However, X has stripped this process down far more than earlier games. There is no world map, as you are used to in FF, moving between locations. All locations are linked simply by other locations forming natural ‘corridors’. The airship simply consists of selecting where you want to go via a menu. Some people really hate this, and I understand why. However, this harkens back to my point I made near the start, about dressing up simple things. Fact is, this is just the same as it always was in FF. In the early parts of FF games, wondering around the map might have seemed open ended, but you were still really doing the same thing- going from A to B to C, and if there was a secret between B and C, that’s still there in FFX, just inside a locations somewhere, not on a map. Likewise, airship portions in earlier FF games had you flying back to places on the map you had been to before, or maybe flying on to a final confrontation. They might as well have been selected from a menu. Final Fantasy has always been very very linear; X just doesn’t bother to hide it. Perhaps it should- as I mention, how these things are dressed is important. If you are linear, perhaps you should try and hide it. Personally, I thought the process was quite efficient. With all its plot, music, cgi and what-not, FFX is plenty padded to disguise its base mechanic. Lack of a world map didn’t really bother me.
Ok, so, enough FF context. I think you can gather from the above that I was actually fairly taken with the style and set-up. Chances are I’ve contradicted the views of a lot of people already. Now let’s take a look at the mechanics.
People who read my earlier FF reviews may remember what I feel about this. FF has done well in building a system entirely designed for computer play- it flows much better than KOTOR or Neverwinter Nights trying to adapt D20 online. But. From VII onwards, I have major issues with balancing. There is simply [far too much stuff in the system- too many elements, too many status effects. It becomes impossible to predict which resistances you need, so the tactic for the majority of boss fights is to fight them, lose, remember what did and did not work, reload and use that. Bleh. In reverse, because there are so many different status effects you can give out, the solution for any bad guy of vague importance is to simply make them totally immune to any significant status effect, which renders using them almost entirely pointless because so many things will just resist them., may as well just try and hit as hard as possible. And indeed, this is almost always the best tactic. I remember a decent FF fan movie about FF random encounters (and old bugbear that) that looked at Cloud’s inventory and noted his materia were set up to cause things like Sleep. Narration said “You have status effects loaded… they SUCK!” Glad I am not alone. I maintain that FF would do well to cut down on the amount of different things in it to be done. Make combat simpler and make better use of what is already there, rather than layering on more elements and status effects.
Also since VII a problem of timing has crept in; normally FF combats are in real time, with you being able to act when your bar fills; the longer your action takes the longer the bar, Go see my old IX review for more details on this, but there is basically a huge flaw in this system which renders speed of character almost irrelevant because the bars continue to fill during animations… a very, VERY weird scenario which means all you get for having, say, Haste cast on you is that your bar fills quick, but then you have to wait for the animation to finish by which time everyone else’s bar has filled too, which means your haste advantage is almost zero. The animation wasted all your fighting time. Huh? You should have been able to act, say, twice to an Unhasted person’s once. Instead, you seemed to act about 1.1 times. You are MEANT to act 2 to 1 but this animation flaw screwed it. It got worse in every FF game until IX and I cannot believe nothing was done about it.
Problem number three I had was the use of ‘gravity’ based attacks, or other similar effects that do more damage to you the more hit points you have. Again, check my earlier FF reviews as to more details about this, but basically all my game design instincts scream out against this concept that smacks of lazy thought and which buggers up the whole concept of what hit points do. It’s actually rather hard to clearly explain why these are such bad ideas, so I’ll just ask for people to trust me. It’s a broken mechanic and massively abusable, objectively speaking.