Part 73: The Calm Lands And The Terrible, Horrible, No Good, Very Bad Level
I casually mentioned this during my discussion of the Evrae boss battle, but Final Fantasy X gets HARD! Everything before the game's conclusion isn't a pushover, but at no point did I feel compelled to punch out my computer monitor. Whether it be bullshit minigames or wantonly brutal boss battles, Final Fantasy X becomes a royal pain in the ass. This grousing provides a fantastic segue to "The Calm Lands."
This level is ponderous, dull, and no fun to play. The Calm Lands also feature one of my least favorite Final Fantasy tropes. The Final Fantasy franchise is terrible in extrapolating your mission objectives in new locations. After Yuna does her spiel about her destiny, the game leaves you to your own devices on what to do next. The massive nature of the level exacerbates your sense of helplessness. Navigating yourself from one corner to the next could take as much as seven to ten minutes. This problem is due in large part to the high encounter rate, which sports scads of troublesome monsters.
I cannot preface how much of a slog the Calm Lands are. The game's Byzantine line of logic does the level no favors. Trudging the plains by foot is untenable. Luckily for all involved, there is a rest stop which has remained in business despite the many Malboros which populate the Calm Lands. The player is expected to locate a Chocobo Trainer tucked away in the far left-hand corner of the map. How do I know this? I consulted a guide after I got my ass handed to myself by a duo of Chimera.
This level’s poor design is doubly disappointing when you consider how the Calm Lands contribute to the game’s greater narrative. Summoners fight Sin in the Calm Lands as the location is far from civilization. This simple act underscores how cataclysmic the Final Summoning can be. The Calm Lands also reinforce several interesting character moments. I enjoy the developing dynamic between Tidus and Rikku. Both work together to devise a way to defeat Sin without Yuna sacrificing herself. The two of them work together earnestly as they try to protect someone they dearly love.
There's another developing story element the Calm Lands hit home. Throughout Spira’s history, there have been countless summoners who have prematurely given up on their pilgrimages. When we encounter “Father Zuke” at the rest stop, Lulu and Wakka divulge he was a summoner they formerly swore to protect. Maybe I sound naïve in saying this, but I hadn't connected the dots that being a “Guardian” was a career. I always understood it to be a religious duty, but finding out Yuna is Wakka's second summoner, and Lulu's third clarified how invested the world of Spira is in granting itself a respite from Sin's terror. Likewise, I can't help but question if this diminishes the relationship between Yuna, Wakka, and Lulu. If this is a job for both Wakka and Lulu, what makes Yuna "special?"
There are several character moments during the initial phases of the Calm Lands I enjoyed. Zuke explains Yevon branded our motley crew "traitors," and there's a growing sense of Yuna's wavering faith. Rikku's pleas to Tidus feel especially frenetic. At this stage of the game, she's practically begging Tidus to think of anything to spare Yuna from an untimely demise. Lulu and Wakka both seem disquieted by Yuna's progress in her pilgrimage. It's all great character development I feel the previous three hours desperately needed.
Part 74: Chocobos, Why Did It Have To Be Chocobos?
Beyond Blitzball, Final Fantasy X doesn't waste your time with silly minigames. That is until you reach the Calm Lands. Before I tear into how much I hated Chocobo Racing, there's one positive takeaway I wish to concede. The developers deserve credit for including a mechanic which allows you to circumnavigate the random encounters at the Calm Lands. Yes, training the Chocobo is bullshit, and I will talk about the training minigames shortly my children, but at least the Chocobo is here. Let's celebrate the small victories in life before starting a riot!
Before you ask, no, I did not train my Chocobo all the way. I got to the "Hyper Dodger" stage of the training, and just gave up. Each of the Chocobo training sequences is a slice of Hell. What I find especially egregious is how the controls are made deliberately terrible for the first stage of training. Having to press the controls in a direction because my Chocobo wants to go in the opposite direction isn't "fun." It's torture. I would rank training your Chocobo as being comparable to getting your fingernails removed with a pair of pliers.
I want each of you to know I attempted to complete the Chocobo training minigames. But when I saw the "Hyper Dodger" stage was the same as the previous one, but with more bullshit to dodge, I was done. If the only way you can create difficulty is to put more crap on the screen, then you need to pack your shit up and go back to game design school. The controls for riding Chocobos sucks shit. What were they thinking when designing the temple level for the Chocobo Racing? If their plan was to develop one of the most frustrating side quests outside of dodging lightning bolts, then great work chaps, MISSION FUCKING ACCOMPLISHED!
It's not just that controlling the Chocobo isn't fun. Getting the rewards at the temple is Chinese water torture. Yanked from a rejected M.C. Escher sketch, the temple's pathways snake around in obtuse directions. At this temple, there are dozens of treasure chests you can open. The more chests you touch, the better the prize. However, you can only pocket those rewards if you beat an opposing Chocobo in a race to the bottom of the temple. The reverse-slalom poles are without a doubt the biggest "FUCK YOU" in the level. Brushing against a pole subtracts from the number of treasure chests you have opened. That is what I call a "DICK MOVE!"
Part 75: The Game Suddenly Remembers Lulu Is A Character
I’m taking a slight detour from the main story to discuss the "Cavern of the Stolen Fayth." The game does an excellent job of using the summoners to highlight Spira's desperate state of affairs. In-between Lord Braska and Yuna, countless numbers of summoners have attempted and failed to defeat Sin. Whether it be our fight against Lady Ginnem or the many tombstones which litter Mount Gagazet, the story has multiple reminders of the sacrifices summoners are expected to make. These reminders segue nicely into what is ostensibly Lulu's character moment.
Without a doubt, Final Fantasy X misses the mark on Lulu. Much of what we see and experience in the Cavern of the Stolen Fayth feels flat. This problem was easily avoidable had the game spent a few minutes developing Lulu. When we enter the cavern, Lulu relays there is a stolen fayth tucked somewhere in the caves. Lulu’s first summoner, Lady Ginnem, died trying to find this aeon.
Regrettably, it's a case of too little, too late. All the game does is provide a dungeon where Lulu tells a sad story and eventually a battle against the unsent Lady Ginnem. There's no pomp, and the writing tragically fails to motivate its audience to feel invested in what we are seeing. At no point do we have a clear understanding why Lulu feels personally responsible for Lady Ginnem's death, nor are we keyed-in on how Lady Ginnem died. What I find to be especially egregious is how Lulu devolves to her original character arc after our time here is over. For the rest of the game, Lulu is stuck playing the role of the jaded side-kick, and the game never references Lady Ginnem again.
For all my moaning and groaning, I still appreciated what the writers tried. Lulu spent the entire game virtually sitting in the background sulking. What little characterization she gets puts a face on her stoic attitude. But this leads to a troubling question: why is this a side quest? Each character gets "their moment" in the proper story except for Lulu. Worst of all, the only foreshadowing related to this part of Lulu's past is easily missable. Unless you take the time to revisit the Farplane, you could completely miss this:
Then there's Yojimbo. I think Yojimbo's character model is AWESOME! He is the most visually exciting Aeon in the game. I just wish Yojimbo wasn't a royal pain in the ass to use. You can't give him a bunch of money and hope he'll use his Zanmato ability, which instantly kills any boss or enemy. An unknown algorithm determines your “compatibility” with Yojimbo. This compatibility improves by paying him money after summoning him. Unless you have an infinite supply of patience and gil, there are few situations where you should use Yojimbo.
Part 76: Mount Gagazet Is Cool!
As our gang trudges to the entrance of Mount Gagazet, a party of Guado Guardians springs a trap. They unleash a massive machine called "Defender X." Talk about having a boss fight for the sake of having a boss fight! Defeating Defender X is easier said than done because this fucker can punch your party to death! I am fed up with bosses having attacks which can instantly halve your HP. Combine this with "Haymaker," which inflicts enough damage to just outright kill any party member, and I think you can understand my distaste for this contemptible contraption.
Now it’s time for a brief disclaimer. I am using two substantial sections of this blog to belittle Mount Gagazet. There are two parts of this level I found excruciating. Had it not been for those two scenes, I would have regarded Mount Gagazet as one of the best set pieces in the game. The ominous music and harsh art design perfectly convey summiting the mountain as a test of your party's might. Plus, the opening scene at Mount Gagazet is FUCKING COOL! It is the most empowering moment Yuna gets in the entire game, bar none.
Yuna reaches the gate of Mount Gagazet, and the Ronso arrive to block her passage. The Ronso hold their faith in high regard despite their disillusionment with Yevon's leadership. They block Yuna from entering Mount Gagazet because they have determined she is not "worthy." Yuna is not taking any of this lightly. She independently stands up for herself in an emotional plea. After affirming her willingness to sacrifice her life for Spira's sake, the Ronso welcome her with open arms.
The Ronso are a unique race in Spira, and Mount Gagazet shows this. There is no level which looks or feels like Mount Gagazet. Every interaction you have with the Ronso encourages you to discover more about their culture and history. Our final moment with the Ronso is equally impressive. Biran apologizes for breaking Kimahri's horn and swears to protect Yuna's party. As our gang begins to summit the mountain, the Ronso honor them with their rendition of the "Hymn of the Fayth." The Ronso respect strength, so they honor Yuna and Kimahri for their exhibitions of vigor. It's a breathtaking and oddly poetic scene.
Part 77: Everything You Do At Mount Gagazet Is TRASH!
Let's talk about the Biran and Yenke boss fight! That battle is HOT GARBAGE! There are plenty of scenes where Kimhari suggests he has unfinished business at Mount Gagazet. What I have a hard time accepting is how Kimhari is the only character who has a boss fight by himself. There is no precedent for a boss battle like this. Not only that, but Kimhari's isolated boss fight is a legitimate confrontation with two enemy combatants. This situation is decidedly NOT COOL!
Isolated boss battles are a Final Fantasy "tradition." In previous Final Fantasy games, they were more or less cinematic set pieces rather than legitimate tussles. Case and point, Final Fantasy IX. Final Fantasy IX has about ten one-on-one boss battles. Now I actively dislike these confrontations, but Final Fantasy IX's one-on-one battles always applied to the main character (i.e. Zidane). The Kimhari boss battle comes out of nowhere, and if you are not prepared, YOU ARE FUCKED!
This scenario would have been more palatable had the game done a better job of establishing Kimhari as a character. Sure he's cool to look at thanks to his thong and Thundercats cosplay, but what honestly is his appeal? For much of the game, he's a background character who occasionally acts as the party's philosophe. He's indisputably a member of the party, but one who doesn't serve with distinction. Nor is there a clear sense of progression with his arc. We reach Mount Gagazet, and that's his moment to shine. Once over, so is the game's investment with Kimhari.
Let's transition to my biggest issue with Mount Gagazet. It is an excruciating headache which sabotages the story's momentum. Mount Gagazet is a prefabricated slog where the worst design decisions from the previous levels all get recycled. Much like the Calm Lands, the encounter rate is ridiculously high, and the enemies are none the easier. The caverns of Mount Gagazet are even worse. Not only are there miserable monsters to deal with, but we also have to solve two minigames!
When I think of a “fun time” my thought immediately goes to Final Fantasy minigames. The “Trials of Mount Gagazet” are throwaway experiences. The first involves Wakka throwing his Blitzball in sync with a spinning orb. Because you can brute force the solution, nothing is being “tested.” The second assessment involves matching our characters with the correct color of their sphere grid. I wish I were lying.
Moments like these sour an otherwise pleasurable level. It's almost as if the developers ran out of ideas by the time their game reaches its coda. None of this busy-work builds the characters or develops our understanding of the world. Around this point, I honestly disliked playing Final Fantasy X. It doesn't help the mountain includes the WORST BOSS BATTLE IN THE GAME!
Part 78: THE MOTHERFUCKING SEYMOUR FLUX BOSS BATTLE!
FUCK THIS BOSS! I mean, seriously, FUCK THIS BOSS! EVERYTHING ABOUT SEYMOUR FLUX SUCKS! Seymour turns into a stone statue and pilots a hovering robotic suit called "Mortiorchis." What were they thinking when making Seymour Flux's character model? It is a dumb looking character design, but far from the stupidest in the game. Which reminds me of an issue I have meant to address. Something feels lost in translation when you compare boss designs from the 8 and 16-bit era Final Fantasy games to the 3D era. The three-dimensional bosses always come across as dopey and ridiculous, whereas the two-dimensional sprites feel more intimidating or nasty.
What defines the battle against Seymour Flux is its nefarious artificial intelligence. Seymour Flux uses buffs, status effects, and magic spells in quick succession of one another. An infuriating similarity Seymour Flux has to Seymour Natus is it can banish Aeons in one attack, meaning your Aeons are useless unless they are in Overdrive. Then there's Seymour's signature attack, "Total Annihilation." THIS ATTACK IS THE WORST!THE... WORST! Total Annihilation requires three turns to power up, but because it inflicts a massive amount of damage, it always results in a game over.
Can we talk about how Yuna could've sent Seymour while he was doing his elongated Bond-villain speech? Seymour spends what is ostensibly ten minutes droning about his plan to become the next Sin, and everyone just listens to him. Seymour is such an asshole! One of his favorite strategies is to use "Lance of Atrophy." After using this attack to spread the Zombie status effect, he uses healing spells like "Full-Life" to kill zombified party members instantly. And he pokes you with a ridiculously long spear while he floats in the air! He's like a child saying "I'm poking you! I'm poking you! I'm poking you!"
What frustrates me most of all is how the writers cannot be asked to use this event to build Seymour as a budding villain. All we know is Seymour murdered countless Ronso to catch up to our party, but their deaths occur off-screen. I have asked before, but where's the murder in Final Fantasy X? If the game takes the time to design Seymour to kick the player's ass, for the love of God, have that tie into his characterization! We instead get one long-winded affectation after another. Seymour is the walking epitome of "all bark, and no bite!"
Now I guess it is time for another full-disclosure. I ended up using an abounding of exploits to get through some of Final Fantasy X's harder bosses. Mostly, I used Rikku’s “Mix” Overdrive. As you may recall from the Chocobo section, I gained thirty "Wings to Discovery." When you mix two of these together, the result is "Trio of 9999." This Mix allows all party members to deal 9,999 damage in one hit. If you use multi-hit items like Fire Gems, this absolves all difficulty in the game as each hit registers as 9,999 damage. I am a man without honor, but I get the job done.
Part 79: The Dumbest Fucking Plot Twist In The Game
A slight kerfuffle erupts between Tidus and Yuna. Flummoxed why Seymour is confident she can transform him into the next Sin, Yuna searches her surroundings for answers. Noticing Tidus is in anguish, she demands he spill the beans. Tidus obliges and painfully remarks Sin is his father. While largely in disbelief, the cast notices how dolor Tidus is when he speaks. When Yuna reminds him that her mission is to dispatch Sin, he heartbreakingly shrugs this news off. This moment is the last good scene on Mount Gagazet. Everything afterward is an absolute trash fire.
As our party traverses through the final leg of Mount Gagazet, they see something astounding. There appears to be a mountain of frozen people with a large pillar of energy arising from it. Yuna declares the individuals in the mountain to be "fayth," and the pillar is evidence of someone drawing power from them. I find it hard to believe five high summoners have seen this EXACT sight, on top of the previous temples (i.e. Bevelle), and remained committed to their pilgrimages. Were they willfully blind to Yevon's hypocrisy?How are Yuna and her guardians the first to realize Yevon is a load of bullshit? This quibble pales compared to the shit show we are about to witness.
For the sake of brevity, I'll annotate the game's penultimate plot twist. Tidus shoves his hand into the blue pillar after declaring "This is my story." Tidus awakens in Zanarkand after being knocked out. Upon entering his home, Tidus encounters a ghost child who has been following him since the game's introduction. The phantom child speaks and irreparably ruins Final Fantasy X's story.
I spent a fair share of time pontificating about this specific plot twist. You would think after playing Final Fantasy VII and VIII, I would have an easier time conveying my thoughts about another Final Fantasy story pivot. Neither of those game's twists felt like a betrayal of their audience's goodwill. AND GODDAMN, IS THAT HOW I FEEL ABOUT FINAL FANTASY X! The revelation Tidus is a dream, and the Zanarkand he lived in is imaginary, is a betrayal. It's a superfluous gut-punch which feels entirely unearned. I hated it with every fiber of my being and had the game not pieced itself together by its conclusion; I would have declared Final Fantasy X to be "damaged goods."
My largest objection is how convoluted the story gets. The concept of "Dream Zanarkand" is headache-inducing. It hurts the presentation of this revelatory information is daft. The ghost child opines about a war between Bevelle and Zanarkand. A war we never see. Zanarkand lost the war, and its remaining citizens became fayth thanks to Yu Yevon. Yu Yevon used their dreaming to create a mirror of their home to preserve their culture. Somewhere down the road, Yu Yevon summoned Sin to protect Dream Zanarkand.
If you read the previous paragraph without your head getting dizzy, you are a liar. Yes, the game prominently augured the ghost child being a fayth. When Yuna "unlocked" Bahamut, the phantom child was hovering above her shoulders. What the game didn't scaffold is how Tidus connected with the fayth. Lacking any form of characterization or past use means this revelation comes out of nowhere. It's the narrative inverse of "doing your homework."
Final Fantasy X plays up the horrid RPG tradition of "Chekhov's Plot Hole." Some bullshit from the beginning of the game comes around to bite the protagonist in the ass. It happened in Persona 4, Mass Effect, Fallout 3, and now Final Fantasy X. What Final Fantasy X messes up is communicating it had a narrative "loaded gun." Chekhov's Gun works best when there's a clear sense of mystery stemming from a story's introduction. If the audience notices a "loaded weapon" in the foreground, they can piece together why it’s there.
And that gives grounds for a mystery: if something makes little sense in a story's waking hours, I'll fight through Hell and high waters to figure it out. Final Fantasy X steadfastly refuses to build upon the notion Tidus is a dream at any point. None of our interactions with the cast or NPCs queued us into this possibility. If there were "hints" they were not placed on a schedule to create a sense of progression with Tidus's character arc. This revelation just happens. I find this to be a shame because the game's depiction of Tidus was finally coming around. His interpersonal relationships were a continual treat, and the subplot regarding Jecht is the best storyline in the game.
Part 80: I'm All Out Of Love, I'm So Lost Without You
Final Fantasy X had plenty of other concepts to use if it wanted to have its cake and eat it. It's not as if the story lacks in-game examples of living ghosts acting on unfulfilled wishes or desires. Having Tidus be an unsent, time-traveler, or fayth not only makes more sense, but it doesn't eliminate the game's ending. I do not understand why the writers developed a new scaffold for the ending they wanted, rather than using resources they already had at their disposal. Tidus's plot twist adds "shock value," but not in a good way.
The one aspect of this plot twist I enjoyed is how it sets the stage for Tidus sacrificing himself for Yuna's sake. As the ghost child explains, Tidus is committing seppuku if he defeats Sin. Stopping the fayth from dreaming will bring an "eternal calm," but the dreaming is what wills Tidus into existence. The world of Spira may live in tranquility but without Tidus. Here’s the kicker. The story presents this exposition diarrhea and then transitions to the next scene. The story doesn’t reference Tidus being a dream for a solid FOUR HOURS! Tidus even gleefully carries on with Yuna's pilgrimage as if nothing happened.
You mean to tell me Tidus discovered everything in his life, including himself, is a dream, and he carries on with Yuna's pilgrimage as if nothing happened? Fuck you Final Fantasy X. Get fucked. Go fuck yourself. I have consistently praised Final Fantasy X’s ability to craft emotionally honest character moments. These character moments feature a smattering of technical flaws but convey raw emotions without a smug sense of cynicism. Then it tears apart everything you know about its most earnest character and cannot be fucked to communicate said character’s metacognition. Fuck that!
I don't want to hear anyone rationalizing this nonsense. You can be a fan of something; that's fine in my books. But when you try to tell me this is par for the course in a Final Fantasy game, all I can say is "FUCK THAT!" What about this meets the definition of "normal?" I think Final Fantasy VII's story is a convoluted mess, but I love Cloud's moments of self-discovery. I hate 90% of Final Fantasy VIII's story, but appreciate how it's a deviation from previous entries in the franchise. I try to see the silver-lining in everything I play. That's what happens when you try to be impartial. Saying Tidus's plot twist is "normal," isn't an opinion, that's just wrong. THAT'S A LIE! YOU'RE A LIAR!
I have so many questions for the game to answer. If the fayth are tired of dreaming, why don't they wake up, or die? Zaon was a fayth, and he's dead. So what's preventing the fayth from dying? Why did Sin destroy Dream Zanarkand if its primary aim is to protect it from invaders? Why did Yu Yevon allow Sin to destroy Dream Zanarkand? Are the people of Dream Zanarkand reliving a limited time frame, or are they living entire lifetimes culminating in Sin's destruction of Dream Zanarkand? Where is Dream Zanarkand? If Yu Yevon was so concerned about Dream Zanarkand why didn't he summon it on a different planet? Who created the temples and distributed the most powerful fayth across Spira? Why do the fayth allow themselves to be used by the people who destroyed their city? How did Jecht end up outside of Dream Zanarkand? Why is any of this happening?
Part 81: HOLY SHIT! The Story Gets Good Again!
After attempting to melt your brain with story based insanity, Final Fantasy X tries to shut down your cerebral cortex with mindless grinding. It's inane nonsense not worth going over in great detail. The "Trials of Mount Gagazet" are a smattering of shitty minigames not fit for the likes of Final Fantasy VII, and that's saying something. I fought a ton of Dark Flans, and those guys suck. What commentary is the game trying to convey when the random encounters in a cave are a larger worry than most boss battles?
I suspect the creators of Final Fantasy X may have realized how exhausting the events leading up to Zanarkand may have been. Having the story re-center itself on the campfire at the Zanarkand ruins isn't just a great callback. The set piece provides some of the best character and story moments in the game. Whether it be the anxious worrying of Rikku or Yuna's chilling farewell sphere, the game poignantly hits every one of its targets. Everyone looks physically and emotionally drained. The instrumental version of Final Fantasy X's main theme works wonders. It’s a sight to behold.
Tidus's narration conveys a sense of desperation on his part. There is a sense of helplessness in his voice as Yuna’s ultimate sacrifice draws nigh. Rikku's emotional plea to turn around hits a similar note. She is on the verge of breaking down as she begs Yuna to reconsider her pilgrimage. Say what you will about the voice acting, but the scene demands histrionics. Then we listen to Yuna's farewell sphere to her various party members, and this is one of Yuna's best moments.
Yuna's dry line reading oddly adds to the scene. She's saying goodbye to the people she loves and doesn't know how to say farewell. I enjoyed discovering more about Yuna’s past. We learn how Kimhari raised Yuna, and what inspired her to become a summoner. Every sentence Yuna speaks adds to the inherent tragedy the game has been building toward. She has tried desperately to keep spirits high during her pilgrimage, and now she no longer can. It's an emotionally taut and well-crafted scene.
This precise moment gets to the heart of why I enjoy exploring the Final Fantasy franchise. It's not about the tiny nitpicking of things and vulgar joshing around. It's about characters expressing powerful emotions while experiencing drama and tragedy. The locations painted by Final Fantasy X are far from "realistic," but they work best when grounded in reality. When Final Fantasy X devolves into phony cartoony ridiculousness, which always happens, you brush away the games' missteps knowing there are greener pastures ahead.
Part 82: HOLD THE PRESSES! I Didn't Hate A Cloister Level!
Zanarkand is a breathtaking level. Yuna's pilgrimage has built to this moment, and our first impressions of the wasteland do not disappoint. The scarred landscape harkens back to Tidus's recollections of Zanarkand. You see the "dream" of what Zanarkand should be as you explore the ruins. The wistful music swells and crescendos as you inch closer to the arena. Pyreflies loom in the background highlighting how dead the city is.
I'll be damned; Final Fantasy X finally justifies its use of flashbacks! I err toward the school of thought which argues flashbacks are a warning sign of deeper and greater storytelling problems. I'm all for symbolism and character development but lay too heavy on flashbacks, and your narrative becomes an irritating lecture or sermon. Flashbacks are like Deus ex machina. Sure they are both legitimate literary devices, but there are indisputably better ways to tell a story. But hey, for all I know, you could be David Lynch, Werner Herzog, David Cronenberg, or Terry Gilliam!
At Zanarkand, Final Fantasy X justifies its use of flashbacks on three accounts. One, they build the greater mythos of the "Final Summoning." At the arena, we learn more about previous attempts to use the Final Summoning, and its high price. Two, the flashbacks are used sparingly. Only five summoners have reached Zanarkand before Yuna, so the flashbacks are limited. Three, most of the flashbacks pertain to background or secondary characters. I cite this as a forward-looking attribute rather than a demerit because the flashbacks provide context the greater narrative hasn't already provided.
The structure of the storytelling is far from perfect. Seymour's brief flashback reveals the reason for his villainous angst. As a “half-breed” in a xenophobic society, he was a victim of repeated racism. His mother sacrificed herself to become Anima in hopes Seymour would use it to defeat Sin. He instead became a spiteful and wretched soul hell-bent on destroying the world. My summary gives the game too much credit. The game's efforts to contextualize Seymour's actions are another case of too little, too late. It's a cheap and shoddy attempt to humanize Seymour. Seymour himself never references his mother in the fights we have with him, nor does he talk about the difficulties of his childhood during his many affectations.
I can forgive this stumbling block considering everything the game does with Auron is GREAT! Auron’s flashbacks surface the final layer to his character arc. We see a vulnerable and sensitive side to Auron. In Auron's flashbacks, he attempts to convince Jecht and Braska to not follow through with the Final Summoning. Auron's anguish shows there is no happy ending to what Yuna is about to do. Auron is haunted by his inability to stop Braska and Jecht, and we can safely assume the same will happen to Tidus.
Part 83: Will The "Real" Villain Of Final Fantasy X Please Stand Up?
Meeting Yunalesca is a spectacular moment in isolation, but it highlights one of Final Fantasy X's greatest weaknesses. Who is the ultimate villain? If you were to prompt any Final Fantasy X fan who they think the main antagonist is, they would likely respond with Sin. I do not entirely buy this answer. Can we honestly call Sin the “ultimate" antagonist when he/it acts as a pawn to at least three villainous "master plans?" When you stop and think about it, there are two forces exerting control or influence on Sin. Those two forces being Yu Yevon and the Church of Yevon. Yu Yevon doesn't deserve the moniker either. He's barely a character and plays an insignificant role in shaping the course of Yuna's pilgrimage.
Don't get me started about the various factions and perspectives of the Church of Yevon. The game lost its sense of a unified message regarding the religion of Yevon since we first visited Luca. Yo Mika, Seymour, and Kinoc are all religious figureheads, but each expresses a different perspective on how to shape Spira's future. Yo Mika and Kinoc wish to maintain the status quo whereas Seymour wants to blow up the world. These objectives are presented as being complementary when they are not.
Finally, we have Yunalesca who expresses a "reformed" version of the Church of Yevon's perspective. She holds the Final Summoning to be relatively pointless, but necessary in providing the people of Spira with hope. The one point of confusion I have is her perspective is distinct enough from Yevon's that I question if she is acting independently. And given her immense fear of Yu Yevon, is Yunalesca beholden to Yu Yevon or is she attempting to defeat him? AND WHO MADE THE CLOISTERS?! Who created all the temples, crafted their puzzles, and placed aeons in each of them? WHY IS ANY OF THIS HAPPENING?!
In between Jecht’s alcohol abuse and Seymour's experiences with racism, I feel as if the writers bit off more than they could chew. Final Fantasy X's metaphorical punches get muddied by the game’s final act. I am okay with a corrupt religious organization or alcoholic parent as the primary antagonist of Final Fantasy X. But having both and then a homicidal maniac on top of two amorphous religious figures is too much to process. These glaring problems are unfortunate because they distract from our impactful moment with Yunalesca.
Part 84: The Yunalesca Boss Battle Is NEGATIVE FUN!
The Yevonites in our party have an intense series of character moments before our fight against Yunalesca. Multiple guardians volunteer to become the Final Summoning for Yuna. Sacrifice has defined their careers, so any of them making the “ultimate” sacrifice isn't a large leap of logic. Tidus resigns himself to fate as everyone commits to this morbid future. Yuna and the other Yevonites rather poignantly call out Tidus when he attempts to share his objections. Yuna goes a step further and reminds him this is her pilgrimage and "her story."
I have no issues with Yunalesca’s perspective. According to Yunalesca, the Final Summoning sacrifices a guardian. As you might predict, Yuna and company are largely okay with this. Wakka, Kimhari, and Lulu happily volunteer to be Yuna’s final summon. What Yuna and company are less enthused by is discovering the Final Summoning plays no role in permanently removing Sin, nor does strictly adhering to Yevon's teachings. Yevon’s rigamarole is unsurprisingly all for naught.
Somehow this is the straw that broke the camel's back. After traversing many temples with machina, being excommunicated, and discovering Yevon is run by zombies; THIS convinces our Yevonites their religion is bullshit. There is something to Yunalesca being an authority figure to the Yevonites. Yunalesca not only is Yuna's namesake, but she's Yevon's version of Jesus. Unfortunately, everything leading up to our fight against Yunalesca feels cheap. Lulu and Wakka gasp rather comedically, and Auron has a catastrophically terrible speech about how "Your fate is in your hands." After a rather interesting twist, it amazes me to see this game play it safe. Moments like these are something you would expect out of a B-tier anime rather than the culminating event to a Final Fantasy game.
THE YUNALESCA BOSS FIGHT SUCKS! IT SUCKS SO MUCH! The battle against Yunalesca's three forms is without a doubt one of the most painful boss fights I have ever experienced. Say what will about Seymour Flux, and there’s a lot to say, but at least it only had one form. Yunalesca has three, and two are HORRIBLE! The second form pulls a move from Seymour's playbook. Using a move called "Hellbiter," Yunalesca gives the Zombie status effect to every possible party member. She then uses curative spells to KO your afflicted player characters. Yunalesca will even use Regen to screw you over in the long run. But this pales when compared to Yunalesca's third form. Her third form features the biggest "dick move" I have ever seen in a video game.
Yunalesca's third form starts with an attack called "Mega Death" which instantly kills everyone who is NOT afflicted with the Zombie status effect. Trying to cure each of your characters of Zombie will spell instant defeat. Essentially the game demands one of your party members have the Zombie status effect at all times. Having to manage a status effect which blocks you from healing, is beyond fucked. Monitoring your conditions while fighting a strenuous boss is a tiresome chore I suspect the developers would be hard-pressed to defend.
For me, the Yunalesca boss fight is a painful reminder of how you cannot skip story critical cutscenes in Final Fantasy X. Each time Yunalesca KO-ed my gang, I was forced to watch the same cutscenes. The developers couldn't be fucked to place one save point moments before the fight against Yunalesca. I mention this because there are two long cutscenes when you meet and greet Yunalesca. After my third “Game Over” I got up to take the trash out, and poetically the second cutscene hadn't finished.
But somehow, through the mist and madness, I defeated Yunalesca. The moments after Yunalesca’s defeat are cleverly done. Everyone turns to each other and has the same shocked look on their face. They do not regret doing what they have done, but dread overtakes our party during their moment of glory. They quickly realize they have no idea what to do next. We have completed Yuna's pilgrimage, but are none the closer to defeating Sin. It’s a rare moment where the characters are introspective regarding their place in the greater world. It is on that troubling note we will call it. Next week, I will complete Final Fantasy X, once and for all.
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