Saturday, March 14, 2015

Post-Mortem: Final Fantasy X

A Post-Mortem is a review of sorts where we look at a game that has already gone through it's initial release phase, been reviewed and talked about, and has sunk into it's resting place in history. The point of a Post-Mortem is not to simply review a game, but to look at the impact it had on the future of gaming, and the gaming culture as a whole.


Part 1-Characters
When Final Fantasy X came out in 2001, it was a brave step forward in the Final Fantasy series. Games were moving forward graphically, and this was the first time we would be playing a Final Fantasy game that featured voice acting instead of text boxes for all the of the dialog in the game. Final Fantasy X was looking to take the emotionally driven storyline that is a staple of the series, and breath even more life into them, helping players further connect with the characters. We spent more time seeing these characters on an 'up close and personal' level, using facial expressions to help show the responses of the characters.

One of the issues with this story telling device, was that the technology was still at an early stage. Often times when the game is looking to deliver an emotionally charged moment, you are taken out of the scene by the limitations of the tech at the time. Personally, I always found Tidus' teeth to look very strange, and there are many moments where I find myself staring at them instead of listening to him rallying his troups for the upcoming battles against Seymour or Sin. If it's not his teeth, it's hard to shake the notion that Tidus looks a lot like Meg Ryan.

The problem we run into here, and one that we still deal with today, is that the game is trying it's best to tell us that these characters are real, and we should view them this way. What happens is a jolting disconnect when they suddenly appear to be very robotic. When you play the earlier games, you can allow the characters to work as visual aids for the point of storytelling. It's like when you read a book, you have a description of what the character looks like, but your mind fills in all the blanks for you. In your head you can see the way the characters would react to situations, you can hear their voices in the way that you interpret what is being said. In this more hands off approach, you are actually capable of immersing yourself deeper into the story, because all of the little details you make up for the characters come from you.

The biggest issue I see with the voice acting, is that it can actually work to sever your connection with a character. Tidus and Rikku are the main offenders to this point. Tidus comes off as such a little brat, and I am left to wonder if I would have read his character differently. At a core level he is a brave leader who is frustrated by the situation but never gives up hope, but the voice acting paints a picture that if it wasn't for Auron, Tidus would just go hide until Sin destroys Spira. Rikku's positive attitude suffers the same injustice as Vanille from FFXIII, where instead of coming off as upbeat she at times sounds painfully vapid. It's a shame, because the voice acting makes decisions for you on how these characters are portrayed, and a less than stellar performance can really damage the reception of a character.

The problems that Final Fantasy X endures when it comes to creating characters that feel alive is something that has spread deep into the roots of the gaming world. People expect detailed characters with robust voice acting, but it brings up the question as to if this expectation is hurting the ability to tell a story that fully immerses you.

Part 2-Music

The Final Fantasy series has always been known for it's music, created by the incredible Nobuo Uematsu. All Final Fantasy players have songs from the enormous library that will forever haunt their ears, even bring tears to their eyes. When we look at the music in Final Fantasy X, it's easy to say that very little of the music is truly memorable. One factor in this is that the music actually falls victim to the voice acting. In previous games, it was up to the musical score to drive the emotional response that the player would have. Character themes would be reprised numerous times throughout the game, and their melodies would sing the soul of the characters. A great example of this is how Aerith's Theme is used in Final Fantasy VII to remind the player of why the heroes were keeping up their fight, to remind us of how much we had already lost, and how much was at stake. It was more than just background music, the songs themselves had a soul.

If you go to a website like OverClocked ReMix, you will find hundreds of tracks inspired by the music of the earlier Final Fantasy games, but so very few from the more recent titles. The reason is that the music from the more recent games simply doesn't hold the same power. Where we are given the emotional responses of the characters through voice over and 'acting' by the characters, we lose the impact that the music had on telling the story. Again we have to ask the question of what we really want from our games, and if what we have learned to expect is truly the best way.

Part 3-Gameplay

If you are to have a conversation with a fellow gamer about Final Fantasy X, there are a few complaints about the actual gameplay that you are bound to hear. The first is people will say the game is too linear, they miss the overworld map that was present in the previous titles, they want to explore a large world instead of bouncing from zone to zone and following strait forward paths. The second is mixed bag response to the sphere grid system, and the total lack of traditional levels in the game. A third is a feeling that the characters are not defined enough in their combat roles, that characters like Yuna and Auron steal the spotlight as must have party members, and people like Khimari seem to just fall to the wayside.

Let's start by talking about the more linear approach. I feel as though this complaint falls into the category of people not knowing what they really want from a 'sequel'. While the main Final Fantasy games are never direct sequels to each other, they all embody the same core elements that make up the Final Fantasy universe. The problem we run into here is that instead of embracing the new innovations in gameplay, people will quickly compare the newest game to previous titles. After playing through V, VI, VII, and IX before playing X, the linear approach was like a gift to me. Where it is fun to explore a world and discover all of it's hidden secrets, I was able to really enjoy the story of Final Fantasy X without having to deal with the frustration of not knowing where to go next. Just because something was done the same way for such a long time, doesn't mean it is the only way to do it, and the other games didn't go away. The innovations that Final Fantasy X attempted allowed me to enjoy the game in a different way than I enjoyed previous games, and worked as a stepping stone into what the series is becoming today. I am not going to argue if the new direction is a good or a bad choice, but I will say that the Final Fantasy franchise is taking steps forward, and those steps forward allow us the opportunity of seeing the franchise grow into a more modern style. The fact is we simply don't know what the last 3 Final Fantasies would be like if they stuck closer to their roots, meaning we don't know if they would have been better or worse than what we have.

When a discussion comes up about the Sphere Grid system, it seems like it is always in comparison to the materia system of Final Fantasy VII. We all loved materia, it was an incredibly fun and ingenious game play element that defined Final Fantasy VII, but we need to be able to move forward. If you bog yourself down with the fact that the Sphere grid is not materia, you will never allow yourself to the opportunity to even start to appreciate it. The ability to swap out characters mid fight, along with how combat was put into a much more rigid turn based system allowed for an extremely tactical approach to combat. When you win a tough fight, it isn't simply because you smashed the bad guys harder than they smashed you, it was because you were allowed to plan out an approach on how to tackle each fight. (until later in the game, where you are powerful enough to just smash things and completely ignore their resistances and weaknesses.) On top of this ability to be a strategist in combat, you also were given completely free reign on how your characters could develop. By putting in the time, you could break the traditional class roles that Final Fantasy lays out for you and create hybrid characters that best fit your play style. This made the combat fun, kept it fresh, as well as giving you a great sense of accomplishment when your movements along the sphere grid truly come together and you are able to wipe out any threat that comes your way with ease. This step forward in decision making is something that is needed in modern RPG's, where a characters power isn't simply decided by their stat numbers, but is augmented by way that a player approaches a situation.

Part 4-In Closing

Final Fantasy X took brave steps in breaking the tradition of the series, and was judged heavily because of this. Often being compared harshly to previous titles, X was never given a chance to truly shine amongst hardcore fans of the series. What we have in Final Fantasy X though, is exactly what we need to be seeing more of in the gaming world, new innovations attempting to push games forward. We as a gaming community need to be able to put aside our fear of change when it comes to new games in an established series, and to enjoy them as their own entity instead of finding ways to be upset by them. If we can't find a way to figure out what we enjoy in the new changes, we are forcing future games to simply be clones of what has been played to death, and are robbing ourselves of the chance at catching lightning in a bottle again in the future.


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