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Features include voice-overs for the first time in the series (utilizing the Facial Motion System), high-polygon, motion-captured player characters designed by Tetsuya Nomura, and a camera that automatically adjusts its perspective to correspond with the movements of the characters--a feature now possible because the game is largely polygonal.
Character design still shows its heritage from Yoshitaro Amano, one of Japan's greatest graphic artists. In addition, the background and 'set' design is equally imaginative. Massive use of CGI work simply makes all this magic spring to life with movement and gesture. No less an effort has been spent on the game's sound and music, making the experience of the game intense, and sometimes even spellbinding.
Tidus, a young blitzball professional, is thrust, mid-catastrophe, into the world of Spira, where an incredible monster (Sin) is gradually destroying the world as punishment for its ecological missteps. He meets Yuna, who is a Summoner, capable of calling up Aeons as battle weapons. Yuna has begun a voyage from temple to temple, a quest that must end in a confrontation with Sin to bring peace to Spira. In typical RPG style, they and their companions follow a path of ever escalating monsters and challenges, culminating in a prolonged, exhausting final struggle.
The story and dialog are fine, with a few twists to keep player interest, but for the most part it is predictable. Since people come to this game looking for different things, the creators have tried to manage a difficult balance between narrative and play, and, for the most part, are successful. The dialog is sometimes silly and sometimes touching, but it is never unbearable.
This is an incredibly large game. It is possible to stick to the basic story line, minimum leveling up and barely make it through the game in 50 to 60 hours. A quick perusal of a good walkthrough quickly reveals that nearly half of the game is hidden from view, and that diligent playing can be very rewarding. My time using the walkthrough was 90 hours, and there were still possibilities left unexplored. Obviously, the game will stand up to replay.
I have to give the game five stars. I can quibble about storyline and some predictable gameplay, but there is too much that is simply outstanding. This will be considered one of the peaks of RPG gaming for some time to come.
One of the newest and truly amazing features of this game is the life-size adventure system. In previous RPGs, the adventurer would explore a large outside world, but when entering a specific town or dungeon, the player would often have to walk up to a small icon and confirm entrance. In FFX, your character will be walking in the world from his or her own perspective, and will see oncoming castles or mountains in the distance. When encountering them up close, the scale is life-size in preportion to the character, that is to say, the mountains aren't going to be head hight, they're going to span up into the clouds. As an additional note, fights will now take place on the screen you are in, and not transfer to a pre-rendered background. This takes an amazing amount of effort on the game designer's part, and I want to thank them for making this such a realistic experience.
Another change is the battle time system, previously known as Active Time Battle. The fights now take place in CTB, or Count Time Battle. Instead of constantly waiting for action meters to reach an end, you will be able to use a character immediately on his or her turn and see the list of the next 4 enemies or allies waiting to act. The turns will proceed in sequence, as opposed to the old system of racing the enemy to confirm an attack. This allows for more strategy and twists in battle; a Stop spell could shake up the order of actions a great deal. (As veteran FF fans may notice, this is very similar to the time system in FF Tactics, Square's small unit battle manuvers RPG.)
As not to worry the long-standing fans of the series, some classic FF features will be returning. The special limit attack feature (limit break / trance) has been dubbed Overdrive. It's nearly the same as FF VII's limit break system, each character having a meter that raises when the character is damaged. Chocobos once again live in the environment of the game, as do summons (now called Aeons, and you even get to fight as them in battle!) A leveling up feature, the Sphere board, lets you custimoze characters nearly any way you want, almost like the Materia of FF VII and the Job System of FF V.
This game has so many virtues that it's hard to expound on all of them in a simple, one-page review. The beautiful graphics, amazing storyline, and wonderfully rendered characters (who speak, smile, and scowl) all combine to form one of the greatest RPG packages on any console to date. Kudos to the programmers at Square that spent years designing the most involved game I have ever played. If you only try one role-playing game in your entire life, make it this one.
The storyline seems good so far and I am approximately 10 hours in. The music is very good, but I still think the FF3 soundtrack is the best one ever. Overall this is turning out to be my favorite in all the FF series that I have played.
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