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O'aka XXIII

Age

30 (Final Fantasy X)
32 (Final Fantasy X-2)

  • Final Fantasy X

  • Final Fantasy X-2

O'aka the twenty-third, merchant extraordinaire!

O'aka

O'aka XXIII is a non-player character in Final Fantasy X and Final Fantasy X-2. He is a traveling merchant who sells items and equipment to the player. He is Yuna's devout supporter and has a brother called Wantz. According to the Final Fantasy X Ultimania Omega he is 30 years old during Final Fantasy X.

Profile[]

Appearance[]

O'aka has floppy red hair with a small black hat secured with string under his chin. He wears a short brown waistcoat that reveals his stomach under a blue shirt, baggy beige trousers, open sandals and gloves. He wears a pack of wares. Unlike most Spirans, O'aka speaks with a Cockney accent, like Wantz.

Personality[]

O'aka is at first pompous and rude, commenting on Tidus's clothes and income, but he proves himself a valuable asset later, being there when they need him and providing occasional discounts. O'aka can be sneaky, slipping past guards and security, but his motives to help Yuna and the party are close to his heart. Despite the disagreements they get into, O'aka does care for his brother Wantz. O'aka learned many of his skills, like silver-tongued negotiations and disguises, from his forebears.

Story[]

Spoiler warning: Plot and/or ending details follow.(Skip section)

Final Fantasy X[]

O'aka first appears in Besaid village, though Tidus does not officially make his acquaintance until sailing on either the S.S. Liki or S.S. Winno, depending on if he goes below the decks on the way to Kilika or not. When Tidus first encounters O'aka, he comments on Tidus's clothes and says he looks poor. O'aka introduces himself as a merchant and appears in many locations afterward, including Luca and Mushroom Rock Road during Operation Mi'ihen, where he snuck past the guards.

O'aka finds his way to the Moonflow, and later to Lake Macalania. He uses a sphere before escaping from guards after the party kills Seymour Guado and his accomplice guards. He is again seen in Bevelle before the party fights Seymour for the second time. When the party runs into his brother, Wantz, on Mt. Gagazet, he reveals O'aka has been captured by Yevon for conspiracy—namely for supplying goods to Yuna and her party with knowledge of Maester Seymour's recent death.

Sours: https://finalfantasy.fandom.com/wiki/O%27aka_XXIII

Final Fantasy X Wiki Guide

The amount of money the player gives O'aka determines the prices in his shops. Being a traveling merchant, O'aka sells you items at a markup unless you give him a large sum of money. His prices are affected in the following manner:

  • 0 - 100 gil = All items and weapons get a 100% increase in prices.
  • 101 - 1000 gil = all items and weapons will get a 50% increase in prices.
  • 1001 - 10000 = all items and weapons will get a 20% increase in prices.
  • 10001+ = items and weapons will get a 30% discount on prices.

You can also affect O'aka's prices in the Macalina Woods - Lake Road Location. If you enter and immediately leave the buying menu without buying anything O'aka asks you to judge his pricing level. Replying by saying that the items are too expensive will drop prices by 25%.

The last chance for the player to give money to O'aka is in the Mi'ihen Old Road. Once the player enters the Mushroom Rock Road they will never be able to give more money to O'aka.

In This Wiki Guide

Final Fantasy X

Final Fantasy X

Follow the exploits of the Summoner Yuna and her guardians as they battle an evil immortal enemy known as Sin in the blockbuster RPG Final Fantasy X.
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The Marvel Cinematic Universe has been around long enough now that it's easy to take for granted. But it's not the first time a shared universe of Marvel Comics characters showed up on screen. No, the FIRST MCU was in the '80s. Spinning out of the smash hit The Incredible Hulk, Bill Bixby and Lou Ferrigno took their small screen superhero act to the next level. This is the Inside Story of the original shared Marvel world, The Incredible MCU That Time Forgot. The mini-doc features the Hulk himself, Lou Ferrigno, along with Eric Allan Kramer who played Thor, the original Daredevil Rex Smith, Elizabeth Gracen whose spy Jasmin was for all intents and purposes Black Widow, and writer Gerald Di Pego, who scripted two of the three films. The cast and crew talk about the original series, coming back with The Return of the Incredible Hulk, and riding that success through The Trial of The Incredible Hulk before wrapping up the trilogy with The Death of The Incredible Hulk. While the modern Avengers have grown from
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Final Fantasy Type-0

2011 video game

This article is about the original version. For the high-definition version, see Final Fantasy Type-0 HD.

2011 video game

Final Fantasy Type-0[Jp. 1] is an action role-playing game developed and published by Square Enix for the PlayStation Portable (PSP). Released in Japan on October 27, 2011, Type-0 is part of the Fabula Nova Crystallis subseries, a set of games sharing a common mythos which includes Final Fantasy XIII and Final Fantasy XV. The gameplay, similar to Crisis Core: Final Fantasy VII, has the player taking control of characters in real-time combat during missions across Orience. The player also engages in large-scale strategy-based battles on the world map, and has access to a multiplayer option during story missions and side quests.

The story focuses on Class Zero, a group of fourteen students from the Vermillion Peristylium, a magical academy in the Dominion of Rubrum. When the Militesi Empire launches an assault on the other Crystal States of Orience, seeking to control their respective crystals, Class Zero is mobilized for the defense of Rubrum. Eventually, the group becomes entangled in the secrets behind both the war and the reason for their existence. The setting and presentation were inspired by historical documentaries, and the story itself was written to be darker than other Final Fantasy titles.

The game was originally announced as a title for mobile phones and the PSP called Final Fantasy Agito XIII.[Jp. 2] It was directed by Hajime Tabata, who took up the project after completing Before Crisis: Final Fantasy VII. Initially designed to provide players with easy access to the Fabula Nova Crystallis universe, the mobile version was eventually cancelled and the game's title was changed to distance it from the subseries' flagship title Final Fantasy XIII. Releasing to strong sales, it received praise for its story and gameplay, but was criticized for its camera control and artificial intelligence. Further games related to Type-0 have also been developed, including a high definition remaster that released internationally in March 2015.

Gameplay[edit]

Final Fantasy Type-0 is an action role-playing game in which the player controls the 14 members of Class Zero, who are sent on missions across Orience. Outside environments such as the Vermillion Peristylium (Class Zero's home base) and dedicated missions, the game world of Orience is navigated via a scaled-down world map. Class Zero is sent on missions across Orience during the course of the game. The player initially travels to preset destinations in the world on an airship supplied by the Peristylium, but gains their own airship to freely navigate the world map after defeating a powerful enemy guarding it.[11][12] The main gameplay is presented in a mission-based structure.[10] The two types of missions encountered are story-based missions, and "Practice" missions, which act as side-quests.[13] During missions, optional orders are issued which can be obeyed or ignored as the player chooses. Should they be accepted, the characters receive a temporary power boost, and completing the objectives yields rewards.[10][13] Players can also engage in real-time strategy battles on the world map, with the player taking control of allied military divisions. Missions involve liberating cities and towns from enemy forces.[14] Timed aerial missions are also available where the characters shoot down attacking dragons using their airship's weapons.[15]

While outside combat, players can breed chocobos, recurring galliform birds in the Final Fantasy series. Players must capture two chocobos on the world map and take them to a special ranch within the Peristylium: by pairing certain chocobos and adding specific items, a special chocobo can be bred for use. Players can visit the Peristylium Crystarium to review defeated enemies, character information, in-game lore and special video clips.[11]Moogles, another recurring creature in the series, hand out missions to the player: the objectives of missions can change during gameplay. Items and new equipment can be bought from shops managed by non-player characters (NPCs) both within the Peristylium and across Orience. Towns liberated during missions give access to a wider range of shops.[14] After completing the game once, players unlock a "New Game+" option: in this mode, players keep their stats and weapons from the previous playthrough, while also unlocking story scenes and character-specific missions.[5]Type-0 features three difficulty levels; "normal", "hard", and "impossible".[16]

Battle system[edit]

Screenshot of combat in Final Fantasy Type-0, showing characters Ace, Machina and Rem in combat with one of the game's common enemies.

Type-0 uses a real-time, action-based battle system similar to the system used in Crisis Core: Final Fantasy VII. The player is allowed access to three characters, which they can swap between at any time. The two not being controlled are managed by the game's artificial intelligence.[10] Each character has a specific weapon, and special attacks unique to a character are unlocked as they gain experience levels.[15] During combat, characters lock onto targets while attacking and can switch targets.[10] Characters are able to perform precisely timed attacks during the period when an enemy unit is attacking: the "Break Sight", which deals high damage, and the "Kill Sight", which kills a standard enemy with a single hit.[17] Three characters can also be commanded to use a Triad Maneuver,[Jp. 3] combining their attacks to deal higher damage to a target.[18] Aside from human enemies, the game features multiple recurring Final Fantasy monsters.[11] In addition to enemies encountered in missions, there are special enemies that can be encountered while exploring the world map.[13]

Defeated enemy units drop a substance called Phantoma. The color of Phantoma indicates what aspect of the character it will replenish, though in general they automatically replenish a set amount of magic points. Phantoma are used in the game's leveling system, the Altocrystarium, to strengthen a character's magic skills.[19] The game's magic skills are divided into five basic groups named after types of guns: for example, "Rifle" fires the spell in a straight line, while "Missile" homes in on and chases targeted enemies.[13][20] Holding down the assigned action button increases the power of the attack.[21] Many combat situations involve timed challenges. Success rewards the character, while failure drains their health. If a character is defeated in battle, the player can instantly select another to replace it, and the defeated character must be revived outside the mission.[17] The game features an arena where practice fights take place. While these fights are not against real foes, the characters continue to level up and gain Phantoma after the battle, and twenty battles can be arranged at any one time.[15] Each character has access to summoned monsters called Eidolons,[Jp. 4] which act as temporary playable characters and have their own set of skills. Summoning them empties the selected character's health gauge, removing them from battle until they are revived. Summons are also affected by the current environment: as an example, Shiva's powers are stronger in snowy weather. After a limited time in battle, the Eidolons are dismissed. Those available to players are series staples Shiva, Ifrit, Golem, Odin, Diablos and Bahamut.[13][17][22][23] Each Eidolon has variants of its original form, many of which are unlocked as the game progresses.[21]

Characters can continue to level up through activities within the Peristylium while the PSP is in sleep mode, the game's UMD is running, and the PSP is charging. The multiplayer function, activated through the game's configuration screen, allows two other players to jump into another host player's game via an online connection. The allotted time for multiplayer is limited to a few minutes, with transitions between zones triggering the end of a multiplayer section. The time limit can be extended by players helping their current host. The first and last segments of the game are not open to multiplayer.[5][15][23][24] There is also a function called Magical Academy Assist, in which NPCs named after members of the game's production team are summoned into battle to assist the cadets.[25]

Synopsis[edit]

Note: The plot of Type-0 is the same in its original version and the high-definition remaster Final Fantasy Type-0 HD, so the terms and quotes used in the text are from the localization of the high-definition remaster rather than unofficial translations.

Setting[edit]

Final Fantasy Type-0 is set within Orience, a land divided between four nations or "Crystal States". Each nation has crystals of power based on the Four Symbols, which are in turn their national emblems. The Dominion of Rubrum uses the Vermillion Bird Crystal, which controls magic; the Milites Empire controls the White Tiger Crystal, containing the power of science and weapons; the Kingdom of Concordia uses the Azure Dragon Crystal, containing the power of Dragons; and the Lorican Alliance is home to the Black Tortoise Crystal, containing the power of shielding. Each nation has an academy, or Peristylium, to research and protect the country's respective crystal.[26] The crystals have the ability to mark humans as their countries' servants. These servants, called l'Cie, are branded with a symbol and are given a "Focus", a task to complete. While blessed with long life and the ability to transform into crystal, l'Cie are cursed to lose their memories over time.[27] The people of Orience also lose their memories of the dead so they will not be held back by any past regrets and continue strengthening their souls through conflict, a mechanism put in place by the crystals for the convenience of the deities who crafted them.[5][28] The main aim of many characters is to become Agito, a legendary figure who will appear and save the world from Tempus Finis, an apocalyptic event that will destroy Orience.[29]

Characters[edit]

Main article: Characters of the Final Fantasy Type-0 universe

The main characters of Final Fantasy Type-0 are Class Zero, an elite group of 14 students from the Vermillion Peristylium. The first 12 are card wielder Ace, flute wielder Deuce, the archer Trey, magic-gun wielder Cater, the mace-wielding Cinque, scythe wielder Sice, whip wielder Seven, martial artist Eight, spearman Nine, katana wielding Jack, swordswoman Queen and dual pistol wielding King. The last two, Machina Kunagiri and Rem Tokimiya, double as narrators and the focus for the game's main subplot. Supporting Class Zero are their mentor Kurasame Susaya, and Arecia Al-Rashia, Class Zero's former mentor and the overseer for magical development at the Vermillion Peristylium. Other important characters from Rubrum are Khalia Chival VI, the current leader of Rubrum and headmaster of the Vermillion Peristyrium, and the l'Cie Caetuna. Multiple Militesi figures, led by Marshal Cid Aulstyne, act as the game's main antagonists. Other important characters include the Concordian queen Andoria, Gala, leader of the Rursus Army and the instigator of Tempus Finis, and Joker and Tiz, two mysterious figures who observe the events of the game.

Plot[edit]

Marshal Cid Aulstyne leads the army of Milites against the other nations of Orience, launching a devastating attack against the Vermillion Peristylium and neutralising the Vermillion Bird Crystal using a crystal jammer. Class Zero, immune to the effects of the jammer, repel the invasion.[30] During the conflict Izana Kunagiri, Machina's older brother, is killed while on a mission for Class Zero. This event later creates a rift between Machina and Class Zero. Coordinated by Kurasame and Arecia Al-Rashia, Class Zero plays a key role in freeing Rubrum's territories and launching counterattacks in alliance with Concordia, while Lorica's capital is destroyed by a Militesi bomb. Andoria, Concordia's queen, then forces a ceasefire between the remaining nations.[31] During peace talks in the Militesi capital, Class Zero is framed for Andoria's murder, resulting in Concordia's puppet government and Milites launching a united assault on Rubrum.[32] During their flight, Machina storms off after clashing with Class Zero, and becomes a White Tiger l'Cie to protect Rem from his brother's fate before returning to them. The White Tiger Crystal's will eventually forces him to leave.[33]

With help from its l'Cie soldiers and Class Zero, Rubrum destroys the forces of Concordia and Milites, uniting Orience under its flag.[34][35] This triggers the arrival of Tempus Finis, with the Rursus Army emerging from the magical fortress Pandaemonium to wipe out Orience's population.[36] Cid and Class Zero each travel to Pandaemonium: Cid attempts to become Agito and is transformed into the Rursus Arbiter by Gala, while Class Zero resolve to halt Tempus Finis. As Class Zero face the Arbiter's trials, the Vermillion Bird Crystal offers them the chance to become l'Cie. During the original playthrough, if Class Zero accepts the offer, they go into battle against the Rursus and die, dooming Orience to be destroyed in Tempus Finis.[37]

Class Zero refuse the Crystal's offer and Rem is made a l'Cie in their place. Machina and Rem end up fighting each other in Pandaemonium: Rem is mortally wounded, and she and Machina turn to crystal. Weakened by the trials, Class Zero are initially unable to defeat the Arbiter. Machina and Rem's spirits give them the strength they need to defeat the Arbiter and halt Tempus Finis. Fatally injured, Class Zero spend their final minutes imagining their possible post-war lives.[38] They are found by Machina and Rem, who have returned to human form and, along with the rest of Orience, are allowed to remember the dead. In a post-credits sequence, it is said that the Crystal States fall into turmoil as the Crystals lose their powers. Machina and Rem unite Orience and rebuild the world, and Machina records Class Zero's history before dying with Rem at his side.[28][39][40]

A second playthrough reveals that Orience is trapped in a stable time loop created by Arecia and Gala, the respective servants of the deities Pulse and Lindzei, as part of an experiment to find the gateway to the Unseen Realm.[40] Competing with each other to open the gateway using a different method, both failed and reset the world for another attempt. By the events of Type-0, the experiment had been performed over six hundred million times.[41] Cid, aware of the cycle, wanted to free Orience from the Crystals' control, and killed himself in an unsuccessful attempt to prevent Gala from using him. In a sequence unlocked during the second playthrough, Joker and Tiz speak with Arecia after the Arbiter's defeat and show her the memories of Class Zero and the people of Orience to make her reconsider restarting the experiment.[42] After speaking with Machina and Rem, Arecia decides to abandon the experiment and returns the two to human form.[43] In an alternate ending, Arecia chooses to remove the crystals from Orience's history, creating a new timeline where the war never occurred and the world's population can live happily.[44]

Development[edit]

Final Fantasy Type-0 was originally titled Final Fantasy Agito XIII, envisioned as a game for mobile devices. It was conceived in 2005 as part of Fabula Nova Crystallis Final Fantasy, a subseries of Final Fantasy games linked by a common mythos. Agito XIII was the final original Fabula Nova Crystallis game to be created. The decision to make it a mobile game was based on the popularity of Before Crisis: Final Fantasy VII. Hajime Tabata, who contributed to the Fabula Nova Crystallis mythos, was searching for a new project after finishing Before Crisis and became the game's director.[45][46]Before Crisis producer Kosei Ito acted as producer before his move to Capcom prior to 2009.[47][48] Beginning development in 2006, it was first announced at that year's Electronic Entertainment Expo (E3). It was said to offer on-the-go access to the Fabula Nova Crystallis universe, using gameplay functions exclusive to mobile phones of the time.[47][49][50] The concept was to deliver a game for mobile platforms equivalent to a console game from the main Final Fantasy series, and to make it available in its entirety upon release rather than in episodic format.[51]

Developers had been planning a release on the next generation of mobile phones, as those available at the time could not offer all the capabilities they would need.[51] While it was originally claimed to be a mobile exclusive, versions for both mobiles and the PlayStation Portable were being developed, with the latter to be revealed when the former was sufficiently advanced.[52] The original staff members were Tabata, Yusuke Naora and Tetsuya Nomura. Nomura acted as a character designer and creative producer.[5] Between 2006 and 2008, development wavered between inactivity and sluggishness since most of the team was devoted to Crisis Core: Final Fantasy VII. In 2008, it was said to be facing serious problems due to the scale of the project.[4][8] An issue developers had grappled with was whether or not to make the command buttons used in the game visible on the mobile screen.[53]Agito XIII was described as an online RPG using fully rendered 3D graphics similar to console games, as well as having gameplay elements from multiple genres such as MMORPGs, smaller-scale multiplayer-focused games, and standard role-playing games.[8][51][54][55] Other unfinished concepts being developed were a day-night cycle, a calendar system linked to real-world time and dates, and a story influenced by player votes.[28][56]

In 2008, it was decided to make Type-0 a PSP exclusive, cancelling the mobile version of the game as the developers did not want to wait for mobile technology to reach a level which could handle their full vision for the game. Full development began that year by the same team who developed Crisis Core, but was again slowed as most of them were completing work on The 3rd Birthday.[5][57][58][59][60] Because of these conflicting projects, Type-0 came close to being cancelled outright.[61] Between 2009 and 2011, the title was changed to distance it from Final Fantasy XIII, since after the platform change the two games had little in common other than their shared mythos. One of the titles considered and rejected was Final Fantasy Live, referring to the game's multiplayer element. The new title, Final Fantasy Type-0, was intended to indicate the game's separation from the main series. It was also the beginning of an alternative numbering system parallel to the main series.[62][63][64] The game made its first official public appearance under the new title at the Square Enix 1st Production Department Premier in Tokyo, along with a new trailer that was released to the public on January 27, 2011.[65]

Scenario and design[edit]

Artwork representing the themes and atmosphere of Type-0. The artwork was created by the game's art director Yusuke Naora, who drew on personal experience and the game's themes of war and death.[66]

Type-0's scenario was conceived by Tabata and written by Hiroki Chiba and Sara Okabe.[6][7][8] While the game was still titled Agito XIII, Tabata described it as "a major title [...] formed from a variety of concepts" which included the collision of four fantasies (the game's view of Orience), a battle between magic and weapons, and the two sides of reality.[67] The early story concept drew heavily from popular manga and anime, but little survived after the platform change. Tabata instead chose a new style similar to historical films and documentaries.[28] The new story's concept started with the idea of a war story told by young people caught up in the event, with its story themes revolving around death and its impact on others.[5] A major inspiration was the Japanese documentary series Centuries of Picture. The final story was darker than many other Final Fantasy games.[28] Despite its title change, the game was kept within the Fabula Nova Crystallis mythos.[65][68] The approach taken with the mythos was to portray the roles of its deities from a historical standpoint, while telling a story focused on the human side of events.[5][57][69] The cyclic nature of the game's universe was created to help incorporate aspects of the mythos.[70] The roles and backgrounds for each character in the game were conceived and put into place after the setting and main story had been finalized.[71] After the game's release, Tabata commented that when he was writing the story he would have liked to have been more thorough, and to have made the story easier for players to understand.[72]

The game's logo artwork was drawn by regular series artist Yoshitaka Amano.[73] The kanji symbol used in the logo was drawn by Naora, who had designed the Shinra logo in Final Fantasy VII and its companion media. Naora specifically requested that he draw the logo due to this previous experience.[69] To achieve the grittier atmosphere, Naora took a research trip to a Japanese military camp to learn what being a military cadet was like. The island of the Vermillion Perystilium was based on an offshore Japanese island he had visited prior to his involvement with the game, adding elements in-game such as an offshore ship wreck to symbolize his fear of the sea. He was also influenced by an incident where he saw a dead cat surrounded by other cats to portray the bond between members of Class Zero, and the game's themes, in promotional artwork.[66]

The gameplay was inspired by the multi-character system of Before Crisis, while the naming of magic styles after weapons of war made reference to first-person shooters.[20] The combat was designed to be filled with tension and portray each playable character's personality on the battlefield.[72] The Eidolons were originally not controlled in realtime, but during the development of Ifrit, Tabata did some testing with real-time commands. The results impressed him enough that he decided to overcome the technical difficulties involved and make the Eidolons controllable.[74] Due to technical restrictions and the presence of the Academy Assist function, the game's artificial intelligence for playable characters needed to be limited to healing, survival and other minor actions.[75] The game's multiplayer was deliberately designed around restricted segments. Its development was still ongoing during the summer of 2011, with a temporary stoppage of PlayStation Network that year negatively affecting its development.[23] Because of the size of the project, debugging the game took far longer than anticipated. Between the release of the demo and the full game, adjustments were made to gameplay mechanics and the in-game camera.[5] In a post-release interview, Tabata commented that he would have liked to expand the multiplayer functions to include an ad-hoc function and expanded cooperative gameplay, and create a more forgiving learning curve for players.[72]

Music[edit]

The music for Type-0 was composed by Takeharu Ishimoto. He had previously composed the music for Before Crisis, Crisis Core and The World Ends with You. Ishimoto gave the music a dark and heavy feel, describing the themes as "war, life, and death". He used less rock elements than in his previous games to promote a feeling of immersion. One of his primary instruments was the guitar, which Ishimoto played himself during recording sessions.[9][76] Although the title was for the PSP, the team did not want to hold back despite hardware limitations, recording a quantity of tracks unusual for a spin-off Final Fantasy title. Wherever possible, the recording was done live.[76] The orchestral and choral elements were performed by the Sydney Symphony Orchestra and the Cantillation chamber choir, and the recording and mixing of these tracks was done at the Sydney Opera House. Recording for other tracks was done at Ishimoto's studio in Japan.[76][77][78] After recording, Ishimoto combined the orchestral and choral elements, and rearranged the main leitmotifs to create more variety in the score.[9] Arrangements for the orchestral tunes were done by Kentaro Sato, while arrangements for other tracks were done by Rieko Mikoshiba.[78]

The game's theme song, "Zero", was composed and performed by Japanese rock band Bump of Chicken.[73] The band, which was a big fan of the Final Fantasy series, was contacted by Square Enix to compose and perform the song and agreed readily. It was brought in after the platform move onto the PSP, but while the game was still titled Agito XIII. While looking for inspiration, the band was able to see in-development screenshots of the game, samples of the script, and character illustrations.[79] The band was mostly given a free hand while composing the song. Its one guideline was provided by Tabata, who suggested the theme song for Centuries of Picture, "Is Paris Burning?" by Takeshi Kako, as a source of inspiration. Multiple versions of "Zero" were composed for use in different areas of the game.[28][79] At the request of band leader Motoo Fujiwara, Amano's logo artwork was used for the cover of the single's limited edition.[79]

Final Fantasy Type-0 Original Soundtrack was released on October 26, 2011. The soundtrack was released in a standard edition, as well as a limited edition that could be purchased both separately and with the collector's edition of the game.[80] A promotional album featuring five tracks was sold by Square Enix at their booth at the Odaiba Expo 2011.[81] The album stayed on the Oricon charts for seven weeks, reaching a high of #25.[82] The soundtrack has received positive reviews in the west from dedicated music outlets Original Sound Version and Game-OST, with the sites giving both individual tracks and the work in general high praise.[83][84] "Zero" was released on October 19, 2011. It was released as a single instead of being part of the main soundtrack, receiving both a limited and standard edition.[79] The single remained in the Oricon charts for thirty-two weeks, peaking at #2.[85]

Track listings[edit]

Literal translation of the original titles appear in (brackets) if different

1."Tempus Bellum" ("Time of the Foundation")開闢の刻 (Kaibyaku no Koku)1:52
2."We Have Come"我ら来たれり (Warera Kitareri)4:31
3."Guided Conclusion"導かれる結論 (Michibikareru Ketsuron)1:06
4."Three Hours That Changed the World" ("Three Hours of Fate")運命の三時間 (Unmei no Sanjikan)4:04
5."Wings of Fire"炎の翼 (Honō no Tsubasa)3:17
6."Horror of the Abyss"深淵の恐怖 (Shin'en no Kyōfu)2:55
7."Divine Fire"浄火 (Jōka)2:08
8."Arms of Steel"鋼の腕 (Hagane no Ude)3:57
9."War: Warrior Worth a Thousand" ("Battle – Mighty Warrior")戦-一騎当千 (Ikusa – Ikkitousen)2:39
10."Servant of the Crystal"クリスタルの使徒 (Kurisutaru no Shito)2:31
11."Choosing How to Die"死に方の選び方 (Shinikata no Erabikata)3:39
12."Arecia Al-Rashia"アレシア・アルラシア (Areshia Arurashia)3:27
13."Crystal Guide Us" ("Divine Protection of the Crystal")クリスタルの加護 (Kurisutaru no Kago)3:04
14."Time of Tranquility"静謐な時間 (Seihitsu na Jikan)3:06
15."Moglin"もぐりん (Mogurin)2:04
16."Erased Memories"消えた記憶 (Kieta Kioku)2:41
17."A Day Like Any Other"とある日の日常 (Toaru Hi no Nichijō)2:48
18."Machina Kunagiri"マキナ・クナギリ (Makina Kunagiri)2:48
19."War: Unseen Peace"戦-目に見えぬ平和 (Ikusa – Me ni Mienu Heiwa)4:17
1."Show of Power"示される力 (Shimesareru Chikara)3:11
2."Untainted Eyes"穢れなき瞳 (Kegarenaki Hitomi)3:35
3."Rem Tokimiya"レム・トキミヤ (Remu Tokimiya)3:26
4."The Forlorn Heart"寂しき心 (Sabishiki Kokoro)2:31
5."That Which Quivers"蠢くもの (Ugomeku Mono)3:30
6."Raise the Vermillion Banner" ("When the Suzaku Flag Stands")朱雀の旗が立つとき (Suzaku no Hata ga Tatsu Toki)4:10
7."The Heart Boils" ("Seething Heart")滾る心 (Tagiru Kokoro)2:46
8."The Earth Under Our Feet" ("Standing Strong on the Ground")踏みしめる大地 (Fumishimeru Daichi)2:00
9."Chocobo!"チョコボ! (Chocobo!)1:22
10."War: Recapture" ("Battle – The Strategy for Recapture")戦-奪還作戦 (Ikusa – Dakkan Sakusen)3:57
11."War: That Which Stands in the Way"戦-立ち塞がるもの (Ikusa – Tachifusagaru Mono)2:49
12."White Thunder" ("White Lightning")白き雷 (Shiroki Kaminari)4:34
13."War: The White Weapon"戦-白の兵器 (Ikusa – Shiro no Heiki)3:16
14."Kind Tears"優しき涙 (Yasashiki Namida)3:43
15."War: Life of Darkness"戦-暗き生 (Ikusa – Kuraki Sei)3:58
16."War: That Which Lurks"戦-潜むもの (Ikusa – Hisomu Mono)4:08
17."War: Breaking Through"戦-突破 (Ikusa – Toppa)4:36
18."War: Howl of the Dreadnought"戦-弩級の響き (Dokyū no Hibiki)2:55
19."The Vanishing Soul"消えゆく心 (Kieyuku Kokoro)3:54
1."The Azure Spirit" ("Blue Soul")蒼き魂 (Aoki Tamashī)3:11
2."Swaying Thoughts"揺蕩う想い (Tayutau Omoi)4:09
3."War: Pursuit"戦-追撃 (Ikusa – Tsuigeki)3:54
4."Human Strengths and Weaknesses"人の弱さと強さ (Hito no Yowasa to Tsuyosa)3:38
5."Your History and Fate"自らの歴史と運命 (Mizukara no Rekishi to Unmei)2:44
6."Soar" ("Fly in the Sky")空翔る (Sora Kakeru)2:48
7."War: The Quiet Bloodbath" ("Battle – Peaceful Fighting")戦-静かな激闘 (Ikusa – Shizuka na Gekitō)2:17
8."War: Depths of Naraku"戦-ナラクの底 (Ikusa – Naraku no Soko)3:16
9."Machina Kunagiri" (arrangement)マキナ・クナギリ/arrange version (Makina Kunagiri/arrange version)2:32
10."Rem Tokimiya" (arrangement)レム・トキミヤ/arrange version (Remu Tokimiya/arrange version)2:44
11."War: The Quiet Bloodbath (Long)" ("Battle – Peaceful Fighting/long version")戦-静かな激闘/long version (Ikusa – Shizuka na Gekitō/long version)3:56
12."Tempus Finis" ("The Time of Finis")フィニスの刻 (Finis no Koku)2:53
13."Machina and Rem"マキナとレム (Makina to Rem)5:08
14."Tempus Ratio" ("The Time of Judgement")裁きの刻 (Sabaki no Koku)4:22
15."Vermillion Fire" ("The Fires of Suzaku")朱雀の炎 (Suzaku no Honō)3:05
16."Type Zero" ("Type-0")零式 (Reishiki)7:55
17."Silence"未定 (Silence)4:32
18."Colorful – Falling in Love"カラフルフォーリンラブ (Colorful Fall in Love)4:30
19."Colorful – Falling in Love" (karaoke)カラフルフォーリンラブ/カラオケ (Colorful Fall in Love/karaoke)4:30

Release[edit]

Type-0 was released on October 27, 2011, receiving both physical and digital releases.[1][87] It was initially announced for release in summer of that year, but unspecified difficulties with development including the stoppage of PlayStation Network caused a delay.[23] It was then announced for released on October 13, but was delayed by two weeks. While Square Enix stated it wanted to improve its quality, no other information was given. It was speculated to be due to complaints surrounding the camera control and other gameplay elements. The releases of the soundtrack and the theme song were also delayed.[1]Type-0 was one of a few releases for the PSP to be released on two UMDs, as Tabata wanted to cut as little content as possible, which would have been impossible if they had settled for using one UMD.[24] A demo for the original game was released in August 2011, featuring seven playable characters and four missions at locked difficulty levels.[16][88] Save data could be transferred to the full game, unlocking special costumes and items and keeping experience points.[89] A second demo was released on November 22, a month after the full game's release. It replaced the original demo and gave players access to exclusive items and costumes.[90] A collector's edition was released exclusively through Square Enix's online store, containing artwork, a limited edition version of the soundtrack, postcards and a booklet of character introductions.[91] The title was later added to their Ultimate Hits budget title collection.[92]

Type-0 has never received an official localization in its original form.[57] During development, while it was still titled Agito XIII, Tabata said he was trying to make the game appealing to North American players.[93] Despite a localization being confirmed as in development in an official guidebook interview, the original version of Type-0 was not released in the west.[94] In the wake of the game's release in Japan, 1UP.com and Joystiq speculated that the game could be successfully brought west as a port to the PlayStation Vita.[95][96] Tabata later commented that the main reasons for the game not being localized were the flagging Western PSP market and uncertainties surrounding the Vita's commercial success.[57]

An unofficial fan translationpatch was announced in mid-2012. Work on the fan translation took place over the following two years, during which time Square Enix was noncommittal concerning an official Western release.[97] The patch was initially announced for an August 2014 release, but was instead was released on June 9, 2014. According to the translation team leader, the patch was downloaded 100,000 times in the first four days.[97][98] It was taken down in July of the same year after Square Enix allegedly threatened unspecified legal action, originally thought to be a cease-and-desist order.[99] Later statements revealed that the patch was released earlier than originally announced due to the lead translator on the project wanting fans to see their achievements, which ended up causing a rift between him and the rest of the team. Before the release, Square Enix and the translation team had been in friendly communication concerning the translation. The formal requests to take the patch down were made in the weeks following its release, shortly before the announcement of Type-0 HD.[97] Work on the patch was eventually resumed and a second version, which included unofficial compatibility with the PlayStation 3 system and further translation bugfixes, was eventually released in 2015.[100]

Merchandise[edit]

Multiple pieces of merchandise were created for the game. An Ultimania, part of a series of dedicated guidebooks, was released in the same month as the original game. It contained story and character breakdowns, concept art, and interviews with developers.[101] A different book, Final Fantasy Type-0 World Preview,[Jp. 5] was also released in October. It featured character biographies, details on the world of Orience, and interviews with the voice actors for Class Zero.[102] The following year, a dedicated art book was released containing artwork of the game's characters and monsters, and an interview with Tabata.[103] Characters from the game, including Ace, Machina and other members of Class Zero, appeared in the fourth series of releases for the Final Fantasy Trading Card Game.[104] In November 2011, a manga adaptation of Type-0, illustrated by Takatoshi Shiozawa, began serialization in Young Gangan magazine.[105] The manga has been collected into a tankōbon volume and was released on April 21, 2012.[106] Another manga titled Final Fantasy Type-0 Side Story: Reaper of the Icy Blade,[Jp. 6] also illustrated by Shiozawa, began publication in Young Gangan in April 2012.[107] It ended in January 2014, with a bonus chapter being published in February of that year,[108][109] and was later released in five compiled volumes. Yen Press began distribution of the manga in the west in July 2015.[110] Square Enix released two novel adaptations, in April and June 2012, depicting an alternate version of Type-0's story: Final Fantasy Type-0: Change the World -The Answer-[Jp. 7] and Final Fantasy Type-0: Change the World Volume 2 -The Penultimate Truth-.[Jp. 8] The novels were written by Sōki Tsukishima.[111][112]

Reception[edit]

Reception

In the first week on sale, Final Fantasy Type-0 sold 472,253 units, topping Japanese sales charts and selling through 79.08% of its initial shipments.[116][117] As of January 16, 2012, the game had sold 746,203 copies in Japan.[118] It was the best-selling game of 2011 for Japanese media retail shop Tsutaya, beating Monster Hunter Portable 3rd (PlayStation Portable) and Final Fantasy XIII-2 (PlayStation 3). It was also the store's best-selling PSP title of the year, followed by Monster Hunter Portable 3rd and Dissidia 012 Final Fantasy.[119]

Famitsu and Dengeki PlayStation both praised the story, with Famitsu saying it "vividly portrays the fact that this is a deep, intense Final Fantasy experience, something beyond just a side story".[113][114] Gaming website PlayStation LifeStyle's Heath Hindman was impressed by the darker presentation, calling it "powerful and well done throughout", and was impressed with the characters despite some awkward introductory scenes.[115] Erren Van Duine, writing for RPG Site, said that fans would appreciate the scale of the narrative, and praised the handling of the Fabula Nova Crystallis mythos. She did note that some plot points seemed only included for the sake of convenience, and that the ending forced a second playthrough to see the whole story.[12]

Famitsu called the original version's gameplay a "stressless experience", praising the game's size and saying the action-oriented battle system made it "a very different Final Fantasy".[113]Dengeki PlayStation similarly praised its size and the tense combat, though the review found aspects of the navigation less appealing.[114] Hindman was generally positive about most aspects of gameplay and the high replay value, but found faults with the scripted opening of the overworld and the real-time strategy segments.[115] Van Duine said the gameplay encouraged immersion and was harsh on novices; she praised several aspects of gameplay, but described the leveling system as "tricky".[12] The multiplayer functions were universally praised in Japan.[113][114] Opinions were divided on the original camera, with Famitsu praising its movement, while Van Duine and Dengeki PlayStation found issues with it getting stuck in the environment or impeding visibility.[12][113][114] The character AI also received criticism for being unresponsive or wayward.[12][115]

Legacy[edit]

Main articles: Final Fantasy Type-0 HD, Final Fantasy Agito, and Final Fantasy Awakening

Type-0 affected several other works in multiple ways. During its development, several staff members and voice actors who had worked on Final Fantasy X reunited. Their meeting triggered the development of Final Fantasy X/X-2 HD Remaster.[120] In the September 2013 issue of Famitsu Weekly, Square Enix revealed Final Fantasy Agito, an online companion game to Type-0 for iOS and Android mobile devices.[121] The game was released in May 2014, and a localization was announced alongside that of Type-0.[122][123] Its servers were closed down in November 2015, with its localization being cancelled as a result.[124][125] A new online game set in the Type-0 universe, Final Fantasy Awakening, released in Asian and English-speaking territories between 2016 and 2018.[126]

While working on Final Fantasy XV, Tabata decided to make a high-definition remaster of Type-0 for eighth-generation consoles. Developed by Square Enix and HexaDrive, Final Fantasy Type-0 HD was originally announced at E3 2014, and released worldwide in March 2015.[127][128] After Type-0's release, Tabata stated in an interview that he wished to explore the distant history of Orience after the events of the game.[72] Trademarks for Type-1, Type-2 and Type-3 were registered shortly after the Type-0 trademark, but it was suggested that they were simply a protective measure.[129] During interviews given in 2014, Tabata commented that he wished to work on Type-1 after completing XV, and later explained the conceptual Type series as a means of publishing Final Fantasy games too experimental for the main series. He hoped to continue with the Type series if Type-0 HD was commercially successful.[130][131]

References[edit]

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  65. ^
Sours: https://en.wikipedia.org/wiki/Final_Fantasy_Type-0
What happened in Final Fantasy X? (RECAPitation)
If it was lazily done. Same environments. Mostly similar field enemies. Same aeons. Same battle, development and equipment systems. With Jecht, Braska and Auron. New meaningless re-skinned bosses and a few new scenes aside from what is seen in J/B/A Spheres in FFX.

Bosses would be something like:
-Random boss terrorizing Besaid
-Random boss terrorizing Kilika Forest (maybe Ochu)
-Random boss(es) terrorizing Mi'hen Highroad/Mushroom Rock Road/Djose Highroad
-Drunk Jecht fighting a Shoopuf within the battle system (lol)
-Random Thunder Terror Boss
-Random Snow Terror Boss
-Random boss terrorizing Calm Lands
-Random Mountain Terror Boss
-Sanctuary Keeper (Exact same fight)
-Spectral Keeper (Exact same fight)
-Braska's Final Aeon vs. Sin (You get to use BFA's cool moves)
-Auron vs. Yunalesca

Finally, ending with an annoying escort mission with Kimahri and a child Yuna from Bevelle to Besaid, lol. Oh, and she dies easily and it's instant game over when she dies.

I would still pay $59.99 >_> . I mean, I've already bought FFX on PS2, PS3, PS4, VITA and Switch, so....

PS5 | XSX | Switch

Sours: https://gamefaqs.gamespot.com/boards/197344-final-fantasy-x/77911338

0 ffx

Final Fantasy X

2001 role-playing video game

2001 video game

Final Fantasy X[a] is a role-playing video game developed and published by Square as the tenth main entry in the Final Fantasy series. Originally released in 2001 for PlayStation 2, the game was re-released as Final Fantasy X/X-2 HD Remaster for PlayStation 3 and PlayStation Vita in 2013, for PlayStation 4 in 2015, Microsoft Windows in 2016, and for Nintendo Switch and Xbox One in 2019. The game marks the Final Fantasy series transition from entirely pre-rendered backdrops to fully three-dimensional areas (though some areas were still pre-rendered), and is also the first in the series to feature voice acting. Final Fantasy X replaces the Active Time Battle (ATB) system with the "Conditional Turn-Based Battle" (CTB) system, and uses a new leveling system called the "Sphere Grid".

Set in the fantasy world of Spira, a setting influenced by the South Pacific, Thailand and Japan,[1] the game's story revolves around a group of adventurers and their quest to defeat a rampaging monster known as Sin. The player character is Tidus, a star athlete in the fictional sport of blitzball, who finds himself in Spira after Sin destroyed his home city of Zanarkand. Shortly after arriving to Spira, Tidus becomes a guardian to summonerYuna to destroy Sin upon learning its true identity is that of his missing father, Jecht.

Development of Final Fantasy X began in 1999, with a budget of more than US$32.3 million (US$50.2 million in 2020 dollars) and a team of more than 100 people. The game was the first in the main series not entirely scored by Nobuo Uematsu; Masashi Hamauzu and Junya Nakano were signed as Uematsu's fellow composers. Final Fantasy X was both a critical and commercial success, shipping over 8.5 million units worldwide on PlayStation 2. It is considered to be one of the greatest video games of all time. On March 13, 2003, it was followed by Final Fantasy X-2, making it the first Final Fantasy game to have a direct game sequel.

Gameplay[edit]

Like previous games in the series, Final Fantasy X is presented in a third-person perspective, with players directly navigating the main character, Tidus, around the world to interact with objects and people. Unlike previous games, however, the world and town maps have been fully integrated, with terrain outside of cities rendered to scale. As Tidus explores the world, he randomly encounters enemies. When an enemy is encountered, the environment switches to a turn-based battle area where characters and enemies await their turn to attack.[2]

The gameplay of Final Fantasy X differs from that of previous Final Fantasy games in its lack of a top-down perspectiveworld map. Earlier games featured a miniature representation of the expansive areas between towns and other distinct locations, used for long-distance traveling. In Final Fantasy X, almost all the locations are essentially continuous and never fade out to a world map. Regional connections are mostly linear, forming a single path through the game's locations, though an airship becomes available late in the game, giving the player the ability to navigate Spira faster. Like previous games in the series, Final Fantasy X features numerous minigames, most notably the fictional underwater sport "blitzball".[3]

Combat[edit]

Final Fantasy X introduces the Conditional Turn-Based Battle system in place of the series' traditional Active Time Battle system first used in Final Fantasy IV. Whereas the ATB concept features real-time elements, the CTB system is a turn-based format that pauses the battle during each of the player's turns. Thus, the CTB design allows the player to select an action without time pressure.[4] A graphical timeline along the upper-right side of the screen details who will be receiving turns next, and how various actions taken will affect the subsequent order of turns. The ordering of turns can be affected by a number of spells, items, and abilities that inflict status effects upon the controlled characters or the enemies.[5] The player can control up to three characters in battle, though a swapping system allows the player to replace them with a character outside the active party at any time. "Limit Breaks", highly damaging special attacks, reappear in Final Fantasy X as "Overdrives". In this new incarnation of the feature, most of the techniques are interactive, requiring button inputs to increase their effectiveness. While initially the Overdrives can be used when the character receives a significant amount of damage, the player is able to modify the requirements to unlock them.[6]

Final Fantasy X introduces an overhaul of the summoning system employed in previous games of the series. Whereas in previous titles a summoned creature would arrive, perform one action, and then depart, the "Aeons" of Final Fantasy X arrive and entirely replace the battle party, fighting in their place until either the aeon wins the battle, is defeated itself, or is dismissed by the player. Aeons have their own statistics, commands, special attacks, spells, and Overdrives. The player acquires five aeons over the course of the game through the completion of Cloister of Trials puzzles, but three additional aeons can be obtained by completing various side-quests.[3]

Sphere Grid[edit]

As with previous titles in the series, players have the opportunity to develop and improve their characters by defeating enemies and acquiring items, though the traditional experience point system is replaced by a new system called the "Sphere Grid". Instead of characters gaining pre-determined statistic bonuses for their attributes after leveling up, each character gains "Sphere Levels" after collecting enough Ability Points (AP). Sphere Levels allow players to move around the Sphere Grid, a pre-determined grid of interconnected nodes consisting of various statistic and ability bonuses. "Spheres" are applied to these nodes, unlocking its function for the selected character.[4]

The Sphere Grid system also allows players to fully customize characters in contrast to their intended battle roles, such as turning the White Mage-roled Yuna into a physical powerhouse and the swordsman Auron into a healer. The International and PAL versions of the game include an optional "Expert" version of the Sphere Grid; in these versions, all of the characters start in the middle of the grid and may follow whichever path the player chooses. As a trade-off, the Expert grid has fewer nodes in total, thus decreasing the total statistic upgrades available during the game.[7]

Blitzball[edit]

Blitzball is a minigame that requires strategy and tactics. The underwater sport is played in a large, hovering sphere of water surrounded by a larger audience of onlookers.[5] The player controls one character at a time as they swim through the sphere performing passes, tackles, and attempts to score. The gameplay is similar to that of the main game in the way that the controlled character moves through the area until they encounter an enemy. In this case, the enemy is a member of the opposing team. Status effects are also implemented in the minigame as each player can learn techniques that are equivalent to abilities in the main game.[8]

Blitzball is first introduced in the beginning of the game during one of the early cinematic sequences in which Tidus, the main character who is described as a star blitzball player, is part of an intense game. It is the only minigame that plays a role in the overall plot line as it is not only a main part of Tidus's character, but it's also in the first scene where the game's main antagonist, Sin is shown.[5] Unlike with the other minigames, playing blitzball is mandatory near the beginning of the game, but it is later optional.[8]

Plot[edit]

Setting and characters[edit]

Main articles: Spira (Final Fantasy) and Characters of Final Fantasy X and X-2

Final Fantasy X is set in the fictional world of Spira, consisting of one large landmass divided into three subcontinents, surrounded by small tropical islands. It features diverse climates, ranging from the tropical Besaid and Kilika islands, to the temperate Mi'ihen region, to the frigid Macalania and Mt. Gagazet areas. Spira is very different from the mainly European-style worlds found in previous Final Fantasy games, being much more closely modeled on Southeast Asia, most notably with respect to vegetation, topography, architecture, and names.[1]

Although predominantly populated by humans, Spira features a variety of races. Among them are the Al Bhed, a technologically advanced but disenfranchised sub-group of humans with distinctive green eyes and unique language.[9][10] The Guado, which are less human in appearance, with elongated fingers and other arboreal features. Still less human are the lion-like Ronso and the frog-like Hypello. A subset of Spira's sentient races are the "unsent", the strong-willed spirits of the dead that remain in corporeal form. In Spira, the dead who are not sent to the Farplane by a summoner come to envy the living and transform into "fiends", the monsters that are encountered throughout the game;[11] however, unsent with strong attachments to the world of the living may retain their human form. Other fauna in Spira, aside from those drawn from real animals, such as cats, dogs, birds, and butterflies, include the gigantic, amphibious shoopufs (which are similar to elephants); and the emu-like chocobo, which appears in most Final Fantasy games.

There are seven main playable characters in Final Fantasy X, starting with Tidus (James Arnold Taylor/Masakazu Morita), a cheerful young teenager and a star blitzball player from Zanarkand, who seeks a way home after an encounter with Sin transported him to Spira.[9] To do so, he joins Yuna (Hedy Burress/Mayuko Aoki), a summoner on a journey to obtain the Final Aeon and defeat the enormous whale-like "Sin".[12] Journeying with them are: Kimahri Ronso (John DiMaggio/Katsumi Chō), a young warrior of the Ronso tribe who watched over Yuna during her childhood;[13]Wakka (also DiMaggio/Kazuya Nakai), a blitzball player whose younger brother was killed by Sin;[14][15] and Lulu (Paula Tiso/Rio Natsuki), a stoicblack mage close to Yuna and Wakka.[12] During the journey, they are joined by Auron (Matt McKenzie/Hideo Ishikawa), a former warrior monk, who worked with both Tidus' and Yuna's fathers to defeat Sin 10 years prior;[16] and Rikku (Tara Strong/Marika Matsumoto), Yuna's cousin, a perky Al Bhed girl and the first friendly person Tidus meets upon arriving in Spira.[9]

Story[edit]

Tidus waits with his allies outside the ruins of an ancient city. He narrates the events that led to the present, spanning most of the game's storyline.[17] It begins in his home city, the high-tech metropolis of Zanarkand, where he is a renowned blitzball player and son of the famous blitzball star, Jecht. During a blitzball tournament, the city is attacked by an immense creature that Auron, a man not originally from Zanarkand, calls "Sin".[19] Sin destroys Zanarkand and takes Tidus and Auron to the world of Spira.[9] Upon arriving in Spira, Tidus is rescued by Al Bhed salvagers, with the young Rikku claiming that Sin destroyed Zanarkand 1,000 years ago.[20] After Sin attacks again, Tidus is separated from the divers and drifts to the tropical island of Besaid, where he meets Wakka, captain of the local blitzball team.[14] Wakka introduces Tidus to Yuna, a young summoner about to go on a pilgrimage to obtain the Final Aeon and defeat Sin[12][21] with her guardians Lulu, a mage of black magic, and Kimahri, a member of the Ronso tribe. The party travels across Spira to gather aeons, defending against attacks by Sin and its "offspring" called Sinspawn.[22] Tidus meets Auron again, who convinces Tidus to become Yuna's guardian upon revealing that Jecht is Sin's true identity.[23] Ten years ago, Auron and Jecht bodyguarded Yuna's late father Braska to defeat Sin but Jecht became the new entity of the monster.[16] As Yuna's party continues their pilgrimage, Tidus reunites with Rikku, who the party learns is Yuna's cousin.[24]

When the party arrives in the city of Guadosalam, the leader of the Guado, Seymour Guado, proposes to Yuna, saying that it will ease Spira's sorrow.[25] At Macalania Temple, the group discovers a message from the spirit of Seymour's father, Lord Jyscal; he declares that he was killed by his own son, who now aims to destroy Spira.[26] The group reunites with Yuna and kills Seymour in battle;[27] soon afterward, Sin attacks, separating Yuna and sending the others to Bikanel Island.[28] While searching for Yuna at the island's Al Bhed settlement,[28] Tidus has an emotional breakdown when he learns that summoners die after summoning the Final Aeon, leading to his desire to find a way to defeat Sin while keeping Yuna alive.[29][30] The group finds Yuna in Bevelle, where she is being forced to marry the unsent Seymour.[31][32] They crash the wedding, after which Seymour reveals his plan to become Sin with Yuna's help.[31] The party defeats him a second time and escapes with Yuna.[33] The group heads toward the ruins of Zanarkand, seen in the introduction of the game.[17][21][34]

Shortly before arriving, Tidus learns that he, Jecht, and the Zanarkand they hail from are summoned entities akin to aeons based on the original Zanarkand and its people.[35] Long ago, the original Zanarkand battled Bevelle in a machina war, in which the former was defeated.[36] Zanarkand's survivors became "fayth" so that they could use their memories of Zanarkand to create a new city in their image, removed from the reality of Spira.[36][37] Once they reach Zanarkand, Yunalesca—the first summoner to defeat Sin and unsent ever since[38]—tells the group that the Final Aeon is created from the fayth of one close to the summoner. After defeating Sin, the Final Aeon kills the summoner and transforms into a new Sin, which has caused its cycle of rebirth to continue.[39] The group decides against using the Final Aeon, due to the futile sacrifices it carries and the fact that Sin would still be reborn.[40] Yunalesca tries to kill Tidus' group, but she is defeated and vanishes, ending hope of ever attaining the Final Aeon.[41]

After the fight, the group learns that Yu Yevon — the deity of the Yevon religion who was a summoner from Zanarkand before losing his humanity and mind — is behind Sin's cycle of rebirth.[42] This leads the group to infiltrate Sin's body in order to find Yu Yevon. Inside Sin, the party finds the unsent Seymour, who had been absorbed by Sin and intends to control it from within. Yuna defeats him for the final time before sending him to the Farplane.[43] Shortly after, the group reaches the core of Sin and battles Jecht's imprisoned spirit.[44] With Sin's host defeated, Tidus' group vanquishes Yu Yevon.[45] Sin's cycle of rebirth ends, and the spirits of Spira's fayth are freed from their imprisonment. Auron, who had been revealed to be unsent, is sent to the Farplane.[46][47] Dream Zanarkand and Tidus disappear, now that the freed fayth stopped the summoning.[48] Afterward, in a speech to the citizens of Spira, Yuna resolves to help rebuild their world now that it is free of Sin.[49] In a post-credits scene, Tidus awakens under water. He then swims towards the ocean surface, and the screen fades to white.

Development[edit]

Final Fantasy X's development began in 1999, costing approximately ¥4 billion (approximately $32.3 million, or $50.2 million in 2020 dollars)[50] with a crew of over 100 people, most of whom worked on previous games in the series. Executive producer Hironobu Sakaguchi has stated that although he had concerns about the transition from 2D to 3D backgrounds, the voice acting, and the transition to real-time story-telling, the success of the Final Fantasy series can be attributed to constantly challenging the development team to try new things.[1] Producer Yoshinori Kitase was also the chief director of Final Fantasy X, while the direction of events, maps and battles was split up between Motomu Toriyama, Takayoshi Nakazato and Toshiro Tsuchida, respectively.[51][52][53][54] The development of the script for the game took three to four months, with the same amount of time dedicated to the voice recording afterwards.[55]Kazushige Nojima collaborated with Daisuke Watanabe, Toriyama and Kitase on writing the scenario for Final Fantasy X.[53][55] Nojima was particularly concerned with establishing a connection in the relationship between player and main character. Thus, he penned the story such that the player's progress through the world and growing knowledge about it is reflected in Tidus' own understanding and narration.[56]

According to the Square Enix companion bookFinal Fantasy Ultimania Archive Volume III, 17 SEVEN TEEN was a temporary title early in Final Fantasy X's production.[57]17 SEVEN TEEN's story differed from the final version: the protagonist, who looked strikingly similar to Tidus,[58] traveled the world seeking a cure for a pandemic that killed people when they reached the age of seventeen.

Influences[edit]

The development team was interested in giving the game a tropical flair, basing the game's setting, Spira, on locations like Okinawa in southern Japan

Character designer Tetsuya Nomura has identified the South Pacific, Thailand and Japan as major influences on the cultural and geographic design of Spira, particularly concerning the geographic location of the southern Besaid and Kilika islands. He has also said that Spira deviates from the worlds of past Final Fantasy games in the level of detail incorporated, something he has expressed to have made a conscious effort to maintain during the design process.[59] Kitase felt that if the setting went back to a medieval European fantasy, it would not seem to help the development team advance. While he was thinking of different world environments, Nojima suggested a fantasy world that incorporated Asian elements.[1]

Sub-character chief designer Fumi Nakashima's focus was to ensure that characters from different regions and cultures bore distinctive characteristics in their clothing styles, so that they could be quickly and easily identified as members of their respective sub-groups. For example, she has said that the masks and goggles of the Al Bhed give the group a "strange and eccentric" appearance, while the attire of the Ronso lend to them being able to easily engage in battle.[1] Tidus was originally envisioned to be a plumber as to connect to the underwater elements used in the game, according to Nojima, but they later made him into a Blitzball athlete, helping to distinguish his character from prior Final Fantasy protagonists; Tidus' final outfit still incorporated elements of the original plumber outfit they had designed for him.[60]

Tidus' relationship with his father Jecht was based on "stories throughout the ages, such as the ancient Greek legends." This would eventually reveal the key of Sin's weakness and eventual defeat.[61] Auron was intended to be silent throughout the game but became a voiced character as they developed out the Guardian storyline between Tidus and Yuna.[60] Although Final Fantasy X was originally centered on the relationship between Tidus and Yuna, the addition of Jecht's character and his feud with son was added later in the making of the game to provide more focus on how the father and son produce a bigger impact in Spira's history rather than the romantic couple. Kitase found the story between Tidus and Jecht to be more moving than the story between Tidus and Yuna.[62]

Design[edit]

Final Fantasy X used motion capture similar to this image for character animations

Final Fantasy X features innovations in the rendering of characters' facial expressions, achieved through motion capture and skeletal animation technology.[56][59] This technology allowed animators to create realistic lip movements, which were then programmed to match the speech of the game's voice actors.

The cutscene of Tidus and Yuna kissing was developed by Visual Works, a subsidiary of Square Enix. Many of the animators were not experienced with romance scenes - Visual Works director Kazuyuki Ikumori stated that the animators sought feedback from younger staff at Square Enix, as well as female members of staff. The scene was remade multiple times after receiving responses that earlier drafts were "unnatural" and "not believable."[63]

Nojima has revealed that the inclusion of voice acting enabled him to express emotion more powerfully than before, and he was therefore able to keep the storyline simple. He also said that the presence of voice actors led him to make various changes to the script, in order to match the voice actors' personalities with the characters they were portraying.[64] The inclusion of voice, however, led to difficulties. With the game's cutscenes already programmed around the Japanese voice work, the English localization team faced the difficulty of establishing English-oriented dialogue and the obstacle of incorporating this modified wording with the rhythm and timing of the characters' lip movements. Localization specialist Alexander O. Smith noted that they had to keep the localized sound file within the duration of the original Japanese, as longer files would cause the game to crash.[65] He described the process of fitting natural-sounding English speech into the game as "something akin to writing four or five movies' worth of dialogue entirely in haiku form [and] of course the actors had to act, and act well, within those restraints."[66]

The game was initially going to feature online elements, offered through Square's PlayOnline service. The features, however, were dropped during production, and online gaming would not become part of the Final Fantasy series until Final Fantasy XI.[67][68] Map director Nakazato wanted to implement a world map concept with a more realistic approach than that of the traditional Final Fantasy game, in line with the realism of the game's 3D backgrounds, as opposed to pre-rendered backgrounds.[69] Battle art director Shintaro Takai has explained that it was his intention that battles in Final Fantasy X come across as a natural part of the story and not an independent element.[70] Features would have included wandering enemies visible on the field map, seamless transitions into battles, and the option for players to move around the landscape during enemy encounters.[66] However, hardware limitations resulted in these ideas not being used. Instead, a compromise was made, whereby some transitions from the field map to the battle map were made relatively seamless with the implementation of a motion blur effect that would happen at the end of an event scene.[56] The desire for seamless transitions also led to the implementation of the new summoning system seen in the game.[70]

As a player of the games in the Final Fantasy series, battle director Tsuchida wanted to recreate elements he found interesting or entertaining, which eventually led to the removal of the Active Time Battle system, and instead, incorporated the strategy-focused Conditional Turn-Based Battle system.[70] Kitase has explained that the purpose behind the Sphere Grid is to give players an interactive means of increasing their characters' attributes, such that they will be able to observe the development of those attributes firsthand.[71] At the time of the game's development, Nojiima had been reading about cryptography, and thus created the means to decode the Al Bhed language within the game, albeit simpler than initially planned.[60]

Music[edit]

Main article: Music of Final Fantasy X

Final Fantasy X marks the first time regular series composer Nobuo Uematsu has had any assistance in composing the score for a game in the main series. His fellow composers for Final Fantasy X were Masashi Hamauzu and Junya Nakano.[72] They were chosen for the soundtrack based on their ability to create music that was different from Uematsu's style while still being able to work together.[73] PlayOnline.com first revealed that the game's theme song was completed in November 2000. As Square still had not revealed who would sing the song, GameSpot personally asked Uematsu, who jokingly answered "It's going to be Rod Stewart."[74]

The game features three songs with vocalized elements, including the J-pop ballad "Suteki da ne", which translates to "Isn't it Wonderful?". The lyrics were written by Kazushige Nojima, and the music was written by Uematsu. The song is performed by Japanese folk singer Rikki, whom the music team contacted while searching for a singer whose music reflected an Okinawan atmosphere.[75] "Suteki da ne" is also sung in Japanese in the English version of Final Fantasy X. Like "Eyes on Me" from Final Fantasy VIII and "Melodies of Life" from Final Fantasy IX, an orchestrated version of "Suteki da ne" is used as part of the ending theme. The other songs with lyrics are the heavy metal opening theme, "Otherworld", sung in English by Bill Muir; and "Hymn of the Fayth", a recurring piece sung using Japanese syllabary.[76]

The original soundtrack spanned 91 tracks on four discs. It was first released in Japan on August 1, 2001, by DigiCube, and was re-released on May 10, 2004, by Square Enix.[76] In 2002, Tokyopop released a version of Final Fantasy X Original Soundtrack in North America entitled Final Fantasy X Official Soundtrack, which contained 17 tracks from the original album on a single disc.[77] Other related CDs include feel/Go dream: Yuna & Tidus which, released in Japan by DigiCube on October 11, 2001, featured tracks based on Tidus' and Yuna's characters.[78]Piano Collections Final Fantasy X, another collection of music from the game,[79] and Final Fantasy X Vocal Collection, a compilations of exclusive character dialogues and songs were both released in Japan in 2002.[80]

The Black Mages, a band led by Nobuo Uematsu that arranges music from Final Fantasy video games into a rock music style, have arranged three pieces from Final Fantasy X. These are "Fight With Seymour" from their self-titled album, published in 2003,[81] and "Otherworld" and "The Skies Above", both of which can be found on the album The Skies Above, published in 2004.[82] Uematsu continues to perform certain pieces in his Dear Friends: Music from Final Fantasy concert series.[83] The music of Final Fantasy X has also appeared in various official concerts and live albums, such as 20020220 Music from Final Fantasy, a live recording of an orchestra performing music from the series including several pieces from the game.[84] An odd note; the unreleased/promo CD-R (Instrumental) version of Madonna's "What It Feels Like For A Girl" done by Tracy Young was used in the blitzball sequences. Additionally, "Swing de Chocobo" was performed by the Royal Stockholm Philharmonic Orchestra for the Distant Worlds – Music from Final Fantasy concert tour,[85] while "Zanarkand" was performed by the New Japan Philharmonic Orchestra in the Tour de Japon: Music from Final Fantasy concert series.[86] Independent but officially licensed releases of Final Fantasy X music have been composed by such groups as Project Majestic Mix, which focuses on arranging video game music.[87] Selections also appear on Japanese remix albums, called dojin music, and on English remixing websites.[88]

Versions and merchandise[edit]

Action figures of the characters Tidus, Yuna, and Auron

The Japanese version of Final Fantasy X included an additional disc entitled "The Other Side of Final Fantasy", which featured interviews, storyboards, and trailers for Blue Wing Blitz, Kingdom Hearts, and Final Fantasy: The Spirits Within, as well as the first footage of Final Fantasy XI Online.[89] An international version of the game was released in Japan as Final Fantasy X International in January 2002, and in PAL regions under its original title. It features content not available in the original NTSC releases, including battles with "Dark" versions of the game's aeons and an airship fight with the superboss "Penance".[7] On September 2, 2003, Final Fantasy X was released as Greatest Hits in North America.[90]The Japanese release of Final Fantasy X International also includes "Eternal Calm", a 14-minute video clip bridging the story of Final Fantasy X with that of its sequel, Final Fantasy X-2.[91] The video clip was included in a bonus DVD for Unlimited Saga Collector's Edition under the name Eternal Calm, Final Fantasy X-2: Prologue. It was first released in Europe on October 31, 2003, and featured English voice-overs.[92]

The international and PAL versions include a bonus DVD called Beyond Final Fantasy, a disc including interviews with the game's developers, and two of the game's English voice actors, James Arnold Taylor (Tidus) and Hedy Burress (Yuna). Also included are trailers for Final Fantasy X and Kingdom Hearts, a concept and promotional art gallery for the game, and a music video of "Suteki da ne" performed by Rikki.[93] In 2005, a compilation featuring Final Fantasy X and Final Fantasy X-2 was released in Japan as Final Fantasy X/X-2 Ultimate Box.[94]

Square also produced various types of merchandise[95] and several books, including The Art of Final Fantasy X and three Ultimania guides, a series of artbooks/strategy guides published by DigiCube in Japan. They feature original artwork from Final Fantasy X, offer gameplay walkthroughs, expand upon many aspects of the game's storyline and feature several interviews with the game's designers. There are three books in the series: Final Fantasy X Scenario Ultimania, Final Fantasy X Battle Ultimania, and Final Fantasy X Ultimania Ω.[96] On December 18, 2012 the game was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box release.[97]

HD Remaster[edit]

Main article: Final Fantasy X/X-2 HD Remaster

On September 13, 2011, Square Enix announced that Final Fantasy X would be re-released in high-definition for the PlayStation 3 and PlayStation Vita, in celebration of the game's 10-year anniversary.[98] In January 2012, production of the remaster had started. Producer Yoshinori Kitase was once again involved in the production, wishing to work on its quality.[99] On February 18, 2013 the first footage of the PlayStation Vita version of Final Fantasy X HD was released, showing off HD models of Tidus, Yuna, Bahamut and Yojimbo.[100] On March 19, it was confirmed that the PS3 version of the game would also include its sequel X-2, and that it would be remastered in HD. The two HD remastered games for the PS3 were released under the title Final Fantasy X/X-2 HD Remaster on a single Blu-ray Disc game,[101] and was sold separately on game cartridges on Vita in Japan and sold together in North America, Europe and Australia as a set, with FFX being on a cartridge and FFX-2 being included as a download voucher.[102] Downloadable versions are available for both systems. Square Enix launched an official website for the two HD remastered titles in March 2013.[103] The games contain all the content found in the International version, including Eternal Calm and Last Mission.[104]

During the PlayStation China press conference that took place in Shanghai on December 11, 2014, Square Enix confirmed Final Fantasy X/X-2 HD Remaster would be released for the PlayStation 4 in Spring 2015.[105] It was released in North America on May 12, Australia and Japan on May 14, and Europe on May 15, 2015.[106] It included enhanced graphics in full HD (1080p), the option to switch to the original soundtrack and the ability to transfer save files from the PS3 and PS Vita versions. One year later on May 12, 2016, it was released for Microsoft Windows via Steam.[107] It includes an auto-save feature, 5 game boosters, 3 parameter changes, the option to skip FMVs/cinematics, 4K resolution support, audio settings and graphic options. A version for the Nintendo Switch and the Xbox One was released on April 16, 2019.

Reception[edit]

Reception

Sales[edit]

Square expected the game to sell at least two million copies worldwide owing to the reduced PlayStation 2's fanbase, making it smaller than the last three released titles.[116] However, within four days of its release in Japan, the game had sold over 1.4 million copies in pre-orders.[117] These figures exceeded the performances of Final Fantasy VII and IX in a comparable period,[118] and Final Fantasy X became the first PlayStation 2 game to reach two million and four million sold copies.[119][120] In October 2007, the game was listed as the 8th best-selling game for the PlayStation 2.[121]Final Fantasy X sold over 2.26 million copies in Japan alone in 2001, and sold 6.6 million copies worldwide by January 2004.[122][123] By July 2006, it had sold 2.3 million copies and earned $95 million in the United States (US$122 million in 2020). Next Generation ranked it as the 11th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country.[124] As of March 2013, the game had shipped over 8.5 million copies worldwide on PS2.[125] As of 2017, the PS2 version of the game has sold over 8 million copies worldwide.[126]

The "Ultimate Hits" bargain reissue of the game in September 2005 sold over 131,000 copies in Japan by the end of 2006.[127] In October 2013, Square Enix announced Final Fantasy X and its sequel Final Fantasy X-2 have together sold over 14 million copies worldwide on PlayStation 2.[128]

Critical reception[edit]

Final Fantasy X received critical acclaim by video game critics. The Japanese video game magazine Famitsu and Famitsu PS2 awarded the game a near-perfect 39/40 score.[129] Another Japanese gaming magazine, The Play Station, gave the game a score of 29/30. Famitsu, Famitsu PS2, and The Play Station expressed particularly favorable responses toward the game's storyline, graphics, and movies.[129] The game maintains a 92 out of 100 on Metacritic.[114][130] Producer Shinji Hashimoto stated that the overall reception to the game was "excellent", having received praise and awards from critics.[55]

IGN's David Smith offered praise for the voice actors and the innovations in gameplay, particularly with the revised battle and summon systems, the option to change party members during battle, and the character development and inventory management systems. He also felt that the game's graphics had improved on its predecessors in every way possible, and that the game as a whole was "the best-looking game of the series [and] arguably the best-playing as well".[72]Greg Kasavin of GameSpot praised the game's storyline, calling it surprisingly complex, its ending satisfying, and its avoidance of role-playing game clichés commendable with Tidus viewed as an appealing protagonist. He also lauded the music, feeling it was "diverse and well suited to the various scenes in the game".[113] Similarly, GamePro described its character building system and battle system as "two of the best innovations in the series".[110] The visuals of the game were commended by GameSpy's Raymond Padilla, who referred to them as "top-notch", as well as giving praise to the character models, backgrounds, cutscenes, and animations.[4] The voice casting was praised by Game Revolution who noted most of them were "above average" and called the music "rich".[111]

Edge rated the game considerably lower, criticizing many aspects of the game for being tedious and uninnovative and describing the dialogue as "nauseating", particularly panning Tidus.[131] Andrew Reiner of Game Informer criticized the game's linearity and that players were no longer able to travel the world by chocobo or control the airship.[112]Eurogamer's Tom Bramwell noted that the game's puzzle segments were "depressing" and "superfluous", and that although the Sphere Grid was "a nice touch", it took up too much of the game.[2] The linearity of the game was positively commented on by GamePro who stated that a player would not be required to participate in side-quests or the mini-game to reach the game's conclusion, finding some of them unappealing.[110] Game Revolution complained that cutscenes could not be skipped, some even being too long.[111]

Awards[edit]

Final Fantasy X received the Best Game Award from the Japan Game Awards for 2001–2002.[115] In GameSpot's "Best and Worst Awards" from 2001, it came seventh in the category "Top 10 Video Games of the Year",[132] and won the "Best Story" and "Best Role-Playing Game" awards.[133] The game also received a PlayStation 2 Game of the Year award nomination at the 2002 Golden Joystick Awards, but lost to Grand Theft Auto III.[134] Readers of Famitsu magazine voted it the best game of all time in early 2006.[135]Final Fantasy X came in fifth on IGN's "Top 25 PS2 Games of All Time" list in 2007 and sixth in "The Top 10 Best Looking PS2 Games of All Time".[136][137] In a similar list by GameSpy, the game took the 21st place.[138]1UP.com listed its revelation during the ending as the third-biggest video game spoiler, while IGN ranked the ending as the fifth best pre-rendered cutscene.[139][140] In a Reader's Choice made in 2006 by IGN, it ranked as the 60th-best video game.[141] It was also named one of the 20 essential Japanese role-playing games by Gamasutra.[142] It also placed 43rd in Game Informer's list of "The Top 200 Games of All Time".[143] In 2004, Final Fantasy X was listed as one of the best games ever made by GameFAQs,[144] while in November 2005 it was voted as the 12th "Best Game Ever".[145] In a general overview of the series, both GamesRadar and IGN listed Final Fantasy X as the fourth best game.[146][147] At the sixth annual Interactive Achievement Awards in 2003, it was nominated for "Outstanding Achievement in Animation" and "Console Role-Playing Game of the Year".[148] Readers from GameFaqs also voted it as Game of the Year during 2001.[149] In 2008, readers of Dengeki magazine voted it the second best game ever made.[150] It was voted first place in Famitsu's and Dengeki's polls of most tear-inducing games of all time.[151][152] Both Tidus and Yuna have been popular characters in games in general due to their personalities and their romantic relationship.[153][154][155]

Legacy[edit]

Final Fantasy X's success led to a cult following with many people cosplaying as the main characters

Due to its commercial and critical success, Square Enix released a direct sequel to Final Fantasy X in 2003, titled Final Fantasy X-2.[91] The sequel is set two years after the conclusion of Final Fantasy X, establishing new conflicts and dilemmas and resolving loose ends left by the original game. Although the sequel did not sell as well as the original, 5.4 million units versus over 8 million units, it can still be considered a commercial success.[125] As a result of the title's popularity, Yoshinori Kitase and Kazushige Nojima decided to establish a plot-related connection between Final Fantasy X and Final Fantasy VII, another well-received Final Fantasy game.[156] In 2013, after the release of the HD Remaster, Nojima stated that he would like to see a second sequel to X, and if there were demand for it, it could happen.[157] The minigame of blitzball has made it into other games, such as Final Fantasy X-2, and was mentioned as a possibility for Final Fantasy XIV: A Realm Reborn.[158]

The advancements in portraying realistic emotions achieved with Final Fantasy X through voice-overs and detailed facial expressions have since become a staple of the series, with Final Fantasy X-2 and other subsequent titles (such as Dirge of Cerberus: Final Fantasy VII, Final Fantasy XII, XIII and its sequels, and XV) also featuring this development. Traversing real-time 3D environments instead of an overworld map has also become a standard of the series. Final Fantasy X can be considered a pioneer in 3-D RPG maps.[159]

According to Square Enix producer Shinji Hashimoto, cosplays of the characters have been popular.[160] Takeo Kujiraoka, director from Dissidia Final Fantasy NT, regarded Final Fantasy X as his favorite game from the franchise based on its emotional impact on the players as well as the multiple amount of playable content that surpasses 100 hours.[161] Kujiraoka noted that the staff received multiple requests by fans to include Tidus' and Yuna's Will look as an alternative design but Nomura said it was not possible as the company would first need to develop Final Fantasy X-3.[162]

See also[edit]

Notes[edit]

References[edit]

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Sours: https://en.wikipedia.org/wiki/Final_Fantasy_X
Final Fantasy X-3 Fanmade (Jecht, Auron \u0026 Braska Story)
a prequel worked for ff7. i think it would be pretty fun to play a ffx prequel about jecht and his story. it would need a totally new system and more time in zanarkand thought to keep it interesting. imagine though a more dmc like fighting system where you had complete control over jecht's fighting. throughout most ot the game auron keeps talking about 10 years ago i think it would be cool to see the whole thing.
a prequel worked for ff7

Did it? Did it really? Really?

My friends call me Hadoken because I'm down-right fierce
LADIES WATCH OUT FOR YOUR MAN HE MAY BE TRYING TO EAT 50 MCNUGGETS AS YOU READ THIS

maybe? i havent played it but i thought it did in reviews.

Nah, FFX is great. They need to leave it alone now. It's been done and the tale has been said.

As Auron would say "It's Story ends here."

someone sig me ~ shawn_z

[This message was deleted at the request of the original poster]

If it worked? IF IT WORKED?! I just played through Crisis Core today, and it was AWESOME. I actually got into that game more than ffvii (but maybe that is because I already had the whole game spoiled by friends).

I'm pretty sure that they were going to make a game about jecht, auron, and braska but they decided not to because after X-2 happened they didn't think it would make that much money. They were also going to make a blitzball game but plans for that also fell through.

^ The cutscene on the Airship roof implied if they made a FFX-3 it'd be about Rikku.

No.

No. NO. NO.

Do notencourage Squeenix to keep beating a dead horse. The horse has rotten and it's bones have turned to dust. FFX didn't even need X-2. It was done.

Leave it.

[- "I'm guessing.. Professor Plum, in the library, eaten by zombies." -]

Do not encourage Squeenix to keep beating a dead horse. The horse has rotten and it's bones have turned to dust. FFX didn't even need X-2. It was done.

Finally I find some people who understand X-2 was a mistake.

...but thats the name of the game... ~ Endzone

Sours: https://gamefaqs.gamespot.com/boards/197344-final-fantasy-x/42209975

Similar news:

FFX-0 was very envisaged

In a recent interview in Japan Expo, Paris, the creator of FINAL FANTASY X tells to Final Fantasy Dream redactors that a FINAL FANTASY X-0 was nearly to be produced...

FINAL FANTASY DREAM : If FFX/X-2 HD Remaster meets a big success, do you will think about bringing new parts to the story with new games emphasizing on the origin of FFX and his heroes Braska, Jecht and Auron ?

Motomu Toriyama : When we made X-2, you see it was a very good history with three girls in an adventure together. We actually had an idea and we wanted to make a different game featuring Jecht, Auron and Braska. That kind of people in the previous era to the newest generation. So if we had to do that, we have to create a boot story… with all kind of grown-up man and female travelling together. So that would require a lot of work. It’s was a good idea and we nearly wanted to do that but it didn’t happen... so probably not.

Final Fantasy XFinal Fantasy X / X-2 HD Remaster: Collector’s EditionFinal Fantasy X-2PS2PS3youtube.com

Credit url:https://www.facebook.com/ph...

Sours: https://n4g.com/news/1319214/ffx-0-was-very-envisaged


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