![]() We are talking HP totals in the millions, rock solid defense, and ridiculously powerful attacks. They are almost impossible to beat otherwise. The dark aeons are a series of optional super-bosses designed solely for players who take the time to max out their characters’ stats. For players who were a bit disappointed with the last boss, fortunately, Square Enix has offered several new reasons to return: Penance and the Dark Aeons. The new grid is a gas, but it is arguable as to whether it alone makes the game worth going through again. For yucks, I had Kimahri and Wakka fill in much of Lulu’s grid, while making her and Rikku into powerhouses with all sorts of break and status attacks. The new grid is particularly good if you did not like a specific character’s pathway and would like to double-up on skill sets. Everything good about the original gameplay is back with far more freedom in character customization and advancement. This is just the sort of gameplay addition that makes international versions so much fun to play again. You will not feel it early in the game, but poor foresight can make later dungeons and bosses tricky since the new grid will not hold your hand and lead you to a perfectly balanced party like last time around. The grid is also slightly smaller, so extra caution and planning are a must. ![]() The international grid’s challenge lies in the relative ease of getting lost or having to backtrack after getting stuck in a section with skills you don’t want. This was already possible in the original game with some creative advancement along the grid or the use of teleport spheres. You can easily make characters enter sections not specifically designed for them, meaning Kimahri can go through Lulu’s section, and Yuna can go through Auron’s, and so on and so forth. Users of the international grid will find that all of their characters start from a central point that allows for customization along completely different routes. When players start the game now, they will have to choose between the original sphere grid and a new international sphere grid that has rearranged nodes. Secondly, and more importantly, there is a new sphere grid. Unlike more recent international editions, FFX is bilingual menu and speech text can be freely switched from English to Japanese at any time, though voices are stuck in English, which stinks if you were looking to hear the Japanese voices (they were pretty good but not that much better than the English, I think). The first obvious change is the language. Check out RPGFan’s review here if you are completely green. ![]() I will restrict this section to a discussion of the changes made. Fortunately there are other additions for those willing to pick up the game again.įor the most part, the game plays exactly like the original FFX. Its main purpose is to offer Japanese players a chance to enjoy supplements added to the game for the North American and European releases, namely the English vocal track. ![]() The international edition, like other such re-releases before it, changes little of the fundamental gameplay. ![]() Leaps and bounds beyond its predecessors in terms of graphics, voice work, production value, and gameplay depth, FFX was both a classic JRPG and a renewal for a series that some felt had taken a step backward with FFIX. With Final Fantasy X, the PlayStation 2 firmly established itself as THE RPG console of its generation. Note: This review is based on the Japanese version of the game. ![]()
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