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Much similarly, Tidus's very existence is an illusion, as is the world he comes from. The game highlights the belief that religion is a manmade, or at least, cultivated concept, and how customs can change from their original interpretations over time.
The blitzball salute, originally a gesture of respect and greeting in the past for a sport, becomes the Yevon faith's salute. Machina, once used commonly by Bevelle , is stigmatized and cast down as heresy.
The faith of Yevon finds itself not of a supernatural and divine origin, but ultimately one founded by man and whose spiritual protectors and entities are those of martyrs who were once human.
Final Fantasy X is the first numbered Final Fantasy game to feature a musical score not completely credited to Nobuo Uematsu , who has written the music for Final Fantasy since its inception.
The game's soundtrack was co-scored by Junya Nakano and Masashi Hamauzu. The game's main theme , " Zanarkand ", is heard in the beginning and in multiple other forms during the game's main events.
Another prominently featured song is the vocal theme " Suteki da ne ", played during the romantic scene between Yuna and Tidus at the lake in Macalania Woods.
Many tracks also have the instrumental form of this song mixed into them, such as " Yuna's Theme " and "Spira Unplugged".
Other popular songs include " Otherworld ", played in the beginning of the game and during the final battle, and the " Hymn of the Fayth ", sang in a different way in each temple by each fayth, and by many characters, such as the Al Bhed and even hummed by Tidus.
Original logo. Yuna's face is on the left with her right hand raised, and possibly the profile of an aeon or Sin in the background. Development began in Although Hironobu Sakaguchi showed doubts about the transition from 2D to 3D backgrounds, voice acting, and real-time storytelling, he also stated the success of the series was due to constantly changing development and trying out new things.
Development for Final Fantasy X cost approximately four billion Japanese yen approximately Final Fantasy X was initially going to incorporate online elements, which were later dropped, and added into the next title in the series.
In a beta video shown at the Square Millennium Event in , Tidus has black hair, and the game appears perfectly 3D with the player being able to rotate the camera.
Tidus's character model in the demo is more detailed with his clothes and hair bouncing as he moves and also fluttering in the wind.
The menu showed Tidus and Yuna with levels akin to previous Final Fantasy games, rather than sphere levels like in the final game. The traditional world map concept was dropped, because the developers wanted a more realistic approach, as well as realism of the game's 3D backgrounds and character animation.
Originally, Final Fantasy X was going to feature enemies wandering visible on the field map with seamless transition into battles allowing players to move freely around the area during enemy encounters.
Battle art director Shintaro Takai has explained the intention was for the battles to come across as a natural part of the story instead of an independent element.
Final Fantasy X uses a compromise from the original ideas, with some transitions from the field screen to battle arenas relatively seamless, only with the implementation of a motion blur effect.
The desire for seamless transitions also led to the implementation of the new summoning system. The game takes place on a journey from the village of Besaid to Zanarkand with little side-tracking, and to broaden the range of what the players can enjoy, many minigames were incorporated.
There were close to 10 people handling this aspect, and Yoshinori Kitase left it up to their imagination to come up with ideas.
Yoshinori Kitase has cited the inclusion of voice acting as one of the big things he wanted to introduce to Final Fantasy when the series moved from PlayStation to PlayStation 2.
The characters' facial expressions were achieved through motion capture and skeletal animation technology, which allowed animators to create realistic lip movements programmed to match the speech of the game's voice actors.
Scenario writer Kazushige Nojima has revealed the inclusion of voice acting enabled him to express emotion more powerfully than before, and he was therefore able to keep the storyline simple.
The presence of voice actors led to various changes to the script to match the voice actors' personalities with the characters they were portraying.
The inclusion of voice led to difficulties; with the game's cutscenes already programmed around the Japanese voice work, the English localization team struggled incorporating the translated script with the rhythm and timing of the characters' lip movements, and almost all of it had to be rewritten to better match the lip animations.
The localization voice director, Jack Fletcher, had asked several months before the project began whether there was going to be ADR recording to lip flaps, and had been told by someone at Square Hawaii—who had been working as a go-between—that there would not be syncing to lips.
The video that he had received at that point, a few months before recording began, was a rough cut without proper lip animations. The majority of the English dialogue was not based to the actual game footage; the only guidance the voice actors had were samples of the original Japanese dialogue, and they rarely had the opportunity to sync their dialogue with actual footage.
Once the voice recording was complete, sound editors would digitally speed up or slow down the audio clips to fill the character's allotted speaking time for each particular line, because the lengths of audio files were hardcoded the game engine triggering actions and sound files concurrently, so changing the length of a sound file would break the game.
The team tried to mask the file constraints the best they could, but that was not the only issue: The Japanese idea of dramatic writing is to speak slowly.
This reflected in Yuna's cadence in some parts with long pauses between words. Some parts like this were covered by having the character ask themselves a question and then answer it, making the pause sound more natural.
The head of localization, Alexander O. Smith, pushed for the change for Yuna's final words to Tidus in the ending from Arigato thank you to "I love you" despite resistance from the Japanese side of development.
The original concept was that "a person would reach the end of life at 17 years of age". That theme of "inevitable death" was carried over to become Yuna's fate.
Yevon was a "Red Cross-like organization" with Mika as its chairman. Yuna would have failed to heal the people and it would turn out that the method of treatment itself was leading to the people's deaths.
Kazushige Nojima was initially concerned with establishing a connection between the player and main character and the story was designed so the player's progress through the world and growing knowledge about it is reflected in Tidus's narration.
In the early story drafts Tidus's role was vastly different from the final version; Tidus was envisioned as a plumber with the attitude of a delinquent.
The original plans for the game's opening scenario were wildly different from the final version. They would have checked the time and thought it was getting late.
The Yevon Dome would have been a place where the founder of Registan, Yevon, would have been worshiped, it was a large bowl-shaped arena where Registan's populace would come to meet with friends and offer up their prayers.
The people would have prayed daily to Yevon, but although Yevon would have been deified in Registan, it was not a religion.
Tidus would have descended to the underwater facility of Registan where he would have fought an underwater boss. Upon leaving the facility Sin would have risen from the ocean and Tidus would have let it pass with a smile.
The scene would have ended with Tidus glancing at his wristwatch and worrying about it being so late. Monsters would have begun attacking the city but Auron and the Crimson Blades would have fought them off.
Before it was decided Auron would be an unsent, he was envisioned working as a Crimson Blade exterminating monsters in Registan.
There were also plans to make Tidus the unsent, but due to the release of the film Sixth Sense with a similar plotline, the storyline was given to Auron.
There were also plans of having Auron be Jecht in disguise. This way, Jecht could have been watching things all along, but because the developers didn't want Jecht to have a leading part in the game, they gave up on the idea.
Sin was created to be a presence Spirans could simply not avoid, however much they tried. Yoshinori Kitase created it to represent the kinds of calamitous disasters that exist in the real world, such as earthquakes and typhoons.
Spira has the teachings of Yevon, which give meaning to people's lives in the face of death, so what Kitase tried to show in Final Fantasy X was how people behave in the face of unavoidable fate.
The process of acquiring each of the aeons was made an important element to the story. This importance placed on them made the developers invest in their design.
What differentiates Final Fantasy X from its predecessors is the interplay between the summoner and the summoned monster, such as how Yuna will pat Valefor's head during her summoning animation.
Emphasizing the relationship between Yuna and the aeons gave the game's final scene, where she must part with them, even more impact.
In May a preview-build of the North American version was leaked online. This build is from about two months before the final release.
Pressing during gameplay brings up debug info, and there are plenty of humorous scenes and settings that were never supposed to make it into the final game.
There is also an HDD option in the main menu. This updated version has different box art for Japan, and new features, such as an Expert Sphere Grid, which allows for accessing abilities more easily, but less overall stat-growth.
New abilities were added to both Standard and Expert Grids. The Dark Aeons and Penance , all powerful superbosses , were added, as well as many minor changes to dialogue, scenes, the Celestial Weapons' key items Japan only , characters and armor, weapon customizations, such as Ribbon.
The European release has the the Dark Aeons and Penance, as well as the new equipment abilities, but didn't change the name of the Celestial Sigils and Crests.
As with previous PAL conversions of Final Fantasy installments, the game has black borders and a slower running-speed as a result of poor PAL conversion.
The black label version includes a bonus DVD with the title Beyond Final Fantasy , which includes various interviews with the game developers, as well as two of the English voice actors.
Some versions of Final Fantasy X: International have a glitch , whereby if the player goes to the area where they fight Dark Ifrit it is possible to slip past the men blocking the way to Home, and thus, be able to return to the story at the events in Home with Yuna in the party.
This glitch can be repeated after the first time it is used. Final Fantasy X was the first Final Fantasy game originally developed for a Sony platform to be remastered.
A high-definition port was announced at the Sony Press Conference in Japan on September 14th, as part of a 10th anniversary special, and was set to be released on the PlayStation 3 and PlayStation Vita.
This version is based on the International version, making it the first time the features exclusive to that version are officially available in North America.
The HD remaster has trophies. On 19 March, , it was confirmed Final Fantasy X-2 was also receiving an HD remastering and that it, too, would be based on its International version.
The two games are available together on a single Blu-ray disc for the PlayStation 3 version, but on PlayStation Vita Final Fantasy X-2 is available only digitally, but its code is included in the Final Fantasy X retail version so that the buyer can still get both.
Final Fantasy X received generally high review scores in both Japanese and western media. Critics generally praised the game's storyline, graphics and movies, although some criticized the game's dialogue and linearity, as well as the Sphere Grid leveling system and unskippable cutscenes.
Many reviewers praised the story. Game Informer claimed the story was less predictable than previous games', saying it "feeds off of your emotions, stabs you in the back, and takes your breath away".
Critics also praised the presentation, with many comparing its visual style through the artwork to Final Fantasy VIII. Many critics praised the gameplay, but were divided on the linear structure.
IGN concluded that the gameplay was a "leap ahead" of recent titles, calling the combat system "blazing fast and far more versatile" and saying that the Sphere Grid is a"major break with the past, but one that does work well", giving the gameplay a score of 9.
Famitsu readers voted Final Fantasy X the best game of all time in early and Producer Shinji Hashimoto stated in "We've had a great reception from the media and already received some awards and so forth, so overall the reaction has been excellent".
Within four days of its release in Japan, the game had sold over 1. Final Fantasy X was the first Final Fantasy game to get a direct sequel game, and Final Fantasy X-2 was released two years later, in Final Fantasy X wasn't originally planned to have a sequel, but after a strong fan reaction to the short story titled " Final Fantasy X: Eternal Calm " included with Final Fantasy X International , the development team decided to continue the story in a sequel.
This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. April 15, This article is about the game. For the information about the game's subseries, see Final Fantasy X series.
Main article: Sphere Grid. Main article: Final Fantasy X characters. Main article: Final Fantasy X story. Skip section. Spoilers end here.
See also: Final Fantasy X version differences. See also: Final Fantasy X concept art. Main article: Final Fantasy X allusions.
Final Fantasy X. The Battle Square also uses a slots system to decide handicaps, such as disabling certain types of Materia.
The handicap grants the player a point bonus based on severity and the current round. Thus, while greater handicaps make the battles harder, the player will receive more points when they win.
Both Tifa's Limit Break slots and the Battle Square handicap slots can be controlled by the player, but Cait Sith's Slots Limit Break is more complicated and the reels are meant to be rigged against the player to reduce their chances of spinning the best combinations.
There is a trick to manipulate Cait Sith's Slots reels: pressing will stop the reels, and tapping it repeatedly slows the reels down.
This allows the player to find out where in the pattern they are and what symbol is coming up next. It also becomes easy to memorize the reels.
The first reel in Cait Sith's slots always stops when the player presses the action button, however, the next two reels behave differently depending on whether the so-called "Evil Flag"  is activated or not.
Without the Evil Flag, the second and third reels help the player get the same symbol as on the first reel by moving on for up to four spaces.
With the Evil Flag on, the reels stop exactly where the player presses the button. If the player matches the symbols on the first two reels, the third will prevent the player from getting a matching three by moving on to the next space.
Thus, it is impossible to line up three symbols and access the best attacks under normal conditions. There is a trick to overcome this, however see below.
The game decides whether to activate the Evil Flag depending on what the symbol is on the first reel and on the timer.
Evil Flag is deactivated if the number of seconds the player has played is divisible by a certain number, and the number varies from symbol to symbol.
To get the desired symbol on the first reel, the player must know its preceding symbol to know when to press the button. Once the first symbol is acquired, the second and third reels are easy to manipulate if the Evil Flag is deactivated.
If the Evil Flag is activated, the player can trick it by first lining up two matching symbols, and for the final symbol, quickly hit the action button twice when it shows up.
If done correctly, the third reel doesn't really stop, but the three symbols are lined up when the player confirms the action. The feat is most easily achieved while playing on an emulator and slowing the game's speed.
The reels keep on spinning as long as Zack has SP to expend, and the player can't directly influence the slots' outcome.
The player can only boost their odds of certain combinations by equipping certain Materia. Certain status effects and equipment prevent the reels from spinning.
The player has a hidden EXP count that makes it possible for the slots spin to for a level up.
Selphie's Limit Break is Slot that selects a spell and the amount of times it will be cast using a process based on Selphie's level, Crisis Level and a random factor.
If an undesirable spell is chosen, the player can "do over", and the process is repeated to select another spell.
The player can do over infinitely, but the battle will continue even if the player has set the ATB Mode to "Wait" in the config menu. The Limit Break can also cast some unique spells not naturally available to stock in the game.
Wakka uses reels as his Overdrive , and the player can control the outcomes exactly. The faster it's completed, the more damage the attack does.
Wakka gains new reels as a random prize in blitzball tournaments and leagues. Each reel has a different ability. Wakka's Overdrives are unable to inflict critical hits.
The Lady Luck dressphere uses slots as one of its combat abilities. It can create most, if not all, of the negative status effects for the enemy, cause significant damage, but also has a potential to heavily damage, if not KO , the player.
The reels are easy to abuse, as the player can pause the game while the reels run, and press right before they align in the right slot.
Using Pot Luck takes three AP and will cause a random effect. To charge it to its maximum strength, the player must spin seven slot wheels with "Yeah!
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