Tuesday, July 15, 2008

Final Fantasy X

Final Fantasy X
Role Playing Game - Playstation 2
Memory Card - 99 saves
1 player

Final Fantasy and I don't go well together. The first one was great, and actually got me interested in the genre after the original Dragon Warrior bored me to tears. Then I noticed that as I completed IV, V, VI, and IX, not a whole lot had changed. Yes, Square added ATB, job systems, weapon/item customization, melodrama and awful minigames. But they were all built on the same type of basic structure that the original followed. It had the same repetitive, brainless fights it always did. The extent of strategic depth was limited primarily to casting LIT on a water enemy. While other developers were making strides, FF remained essentially faithful to its simple roots. Given that history, I wasn't looking forward to playing FFX at all. Well. Color me surprised.

Final Fantasy X is Square's most progressive FF yet. As far as the actual fights themselves, there's a bunch of new systems. The first is that ATB is out, and a new graphical representation of turns is on display, a la Grandia. It definitely helps in planning out a strategy, because it will show you how many turns you have until an enemy gets a turn. It will also show you the effects on turn order if you use agility effects. In addition, you can swap party members in and out mid-turn. What this means is that if your party member is low on hp, you can swap in a fresh character. More significant than the systems themselves is that Square actually built the entire game around these systems. There are basically six types of attacks you can do - physical, fire, water, lightning, ice, and non-elemental magic. Every single enemy in the game has strengths and weaknesses. For example, one enemy may be weak in fire, but ice heals them, water does 0 damage, lightning does 1/2 damage, physical does normal damage. Every enemy is unique. Equipped items or spells will allow you to see these strengths/weaknesses. Because of this entirely new concept, you will be switching characters in and out, as well as switching weapons and armor mid-battle to maximize your opportunities. You absolutely cannot play FFX with just "Fight", like you could in previous FFs. To also facilitate this strengths/weaknesses concept, you will find stations in towns that will teach you about some of the monsters in the areas. The last thing you want to do is it be face-to-face with a new monster, with no idea what tricks they have up their sleeves. This is a FF where you can easily die, as a lot of monsters have special attacks and counterattacks. Boss battles are also far more interesting than FFs of old. Sometimes bosses will have different body parts, like Grandia, and will do devastating combos if those body parts are allowed to go in sequence. Other times, you will have special options called Trigger commands, that incorporate positioning. It reminds me a lot of Panzer Dragoon Saga in that regard. It's as if Square FINALLY realized how to make combat fun.

A lot of mention usually goes to its Sphere Grid system. When you level up, you don't necessarily gain any stats or skills. A level up merely gives you some traveling power on the grid. Think of it as a boardgame, with multibranching paths. Each character starts in a certain part of the grid that leads to their "natural" path, ie. Yuuna's section has stats and spells that are beneficial for a white mage. But there are junctures where you can leave that path. The advantage of the Sphere Grid is that it allows you to customize a character to your liking. But if you wander around aimlessly, your character could be pretty disadvantaged vs a dedicated path.

Outside of game systems, there's some pretty cool stuff as well. FFX features some of the best puzzles I've encountered in a traditional jRPG. Most of them involve taking a sphere here, inserting it there, push a stone tablet over there, and experimenting with all these things to unlock doors. The best part is they designed these puzzle sequences without any enemies to disrupt you. They are pretty challenging in of themselves, so it's better that they're focused experiences. I also enjoy the attention to detail throughout the game. Townsfolk will walk around, sit down, get back up, and walk in a different direction. The spontaneous behavior of the people brings about a sort of realism and livelihood to the towns. There is a foreign people in the game world, and the way FFX handles their foreign language and your learning of it is really cool too. FFX is also the first FF to feature voice, and there's lots of it. It is somewhat controversial, but I really like its addition. It accentuates dramatic scenes, and makes comedic scenes funnier, infamous laughing scene excluded. But a huge irritation for me is that character lips are not synched with the voice. It causes a disconnect, and I played the game in its original language! It's an unfortunate oversight on Square's part, because they payed attention to other details in the game.

Still, for all that FFX did right, there are many aspects of the game that are worst-in-series. I understand that Final Fantasy has been striving to be the de facto cinematic RPG out there. But FFX really goes overboard. For instance, the first 10 or so hours of the game, you play very little of it. It's all walk here, 5 minute cutscene, walk there 2 minute cutscene, fight a 1 minute battle, watch a 10 minute cutscene. That sort of pretentious crap pissed me off in Kojima games, but FFX is even worse. One time, the game shifted to a cutscene where a character said 2 lines of dialog. Then it switched back to the overworld. Not every piece of dialog deserves its own cutscene, Square. It's like they finally make a FF that's fun to play, but they won't let you play it. It does get better in that regard, but FFX is still saturated with cutscenes overall.

Even though I really like the battle engine, there are some poor design flaws. First of all, unless a party member performs an action in battle, they will not receive exp. So what that means is that you will be trying to fight each enemy, rotating your 7 members in and out so that they can all share the experience. It doesn't make the game any more fun or challenging - simply tedious. But most frustrating of all are the cheap deaths. Sometimes an enemy will ambush you, get first strike, do a special attack that immobilizes all your party members, and then it's game over before you can perform a single action. Once again, this doesn't mean the game is hard. It means it's cheap. If you don't have the right party members or equipment when a battle starts, you could be caught in that situation. Even if you have the right equipment, many defensive options only increase your chances of resisting those attacks but do not guarantee it. So you can still be in a no-opportunity, insta-death situation even if you have proper equipment. It has pissed me off on more than a few occasions, causing me to shelf the game for a time.

Finally, there are some general game problems that also detract from the experience. For one, equipment management is awful. Imagine you can hold up to 200 weapons/armor. The list fills up in the order you obtain them (via purchase, discovery, or enemy drops). There is no auto-sort, but you can manually sort if you'd like. Now imagine you've picked up your 201'st piece of equipment. Do you keep it? Well. First you look at what the weapon offers. Then you look through your list, scrolling down 200 entries to see if the weapon you picked up is better or not than what you have. Now repeat that every time you pick up another piece of equipment. Or what about selling items? How do you know which piece of equipment is crappy enough that you wanna get rid of it? Same thing. Is weapon #25 better than 26-200? You have to manually scroll back and forth through the list to compare your items. It's horribly implemented to the point where I would spend an hour of my time every now and then to manually sort all the items to group them by character. The game is also broken in its customization. You can fuse abilities to weapons/armor, and the summon creatures at the cost of certain items. Problem is... those items are generally only obtainable via Rikku's Steal command or Bribe. If you use Steal, you can only get 1-2 items per fight. Most of the items, especially rare ones, are a lot more accessible via the Bribe command. But even at the very end of the game, to bribe a single enemy, I would lose my entire savings built up in the last 60 hours. It is utterly ridiculous. Oh, there are ways of farming lots of money, by perhaps bribing the right monster and selling the proceeds to bribe some more. But unless you cheat and use a FAQ, no sane person is going to use all their money to bribe a random enemy, get the proceeds and then see if they're worth it to use/sell, document it, then reset the game, reload from save, and repeat for the 500 types of enemies in the game. (I tried it a couple times and then promptly gave up.) The design decisions in the game are baffling.

So in the end, I come away with mixed feelings. Without question, Final Fantasy X is the only FF I really enjoyed playing. The challenging enemies, wealth of strategic combat options, and sphere puzzles all make X stand out from its generic predecessors. But the constant interruptions via cutscenes, poor equipment management, and ridiculously cheap game-overs are absolutely infuriating. Still, I'd much rather play another FFX than another FF I-IX, which says a lot about FFX's progress. Or maybe it says a lot about the others' lack-of.

1 comment:

Eric C. said...

I thought you liked FF1.