I did a quick scan through my Steam and game collection just now, trying to find games that I thought were above average but which featured superbly annoying lead characters, and didn’t come up with much. I enjoyed Assassin’s Creed III more than most people, but even I found Connor Kenway to be channeling a bit too much of angry teen Anakin Skywalker for comfort. Dante in the Devil May Cry games can be somewhat egregiously overbearing, but for the most part his excessive YOLOSWAG fits into the universe of those games. I’m sure there are other examples that I’ll remember as soon as I post this, but for the most part, developers with enough talent to make exceptional games generally manage to create lead characters that are at least bearable if not downright likable.
Which is why it's weird how Tidus is a poorly-executed character in almost every way. His character design is ridiculous to look at, his voicework is annoying at best and grating at its worst, and his dialogue is often eye-rollingly boring. The modern iterations of the Final Fantasy series are, of course, no stranger to having bland lead characters surrounded by a vastly more colorful/interesting supporting cast. (At a glance, I’d place FF7, 8, and 12 in this category; I hated pretty much everyone in 9 and thought the cast of 13 were all pretty snoozy.) But Tidus is a particular sore point for me in that he’s both more annoying than Cloud/Squall/Vaan while appearing in the game that I enjoy more than probably any other game in the Final Fantasy series. And hey, I get it: he’s a cocky kid that’s grown up in the shadow of his father and is tremendously confused by his passage to another, unfamiliar world. You can make that character interesting and relatable, but I don’t think Square did a great job with that here.
All of which is an incredible shame, because FFX is a pretty fantastic game that could’ve been made immeasurably better with a somewhat less flippant lead character. It’s obvious that the nearly mute performances of Squall and Cloud didn’t particularly work very well in their respective games, but Tidus flips that switch in the opposite direction, and by the thousandth unskippable internal monologue that you sit through here (“Wow. This situation really made me think...a lot...about Zanarkand...and what we’ll find there. And my old man. My old man...thinking about him really makes you think, doesn’t it.” REPEAT TIMES A BILLION), it’s difficult to resist the urge to reach through your screen and throw a Silentstrike blitzball at him.
Luckily, his supporting cast is unique and varied and almost universally likable. Yuna’s probably the weakest link among the rest of the crew, with her halting vocal delivery and unconvincing crush on Tidus (a shame this couldn’t have been made more believable in the 40 hours it takes to complete the main story, but then, he is Tidus), but she’s endearing in her own way. The rest of the crew is altogether more interesting than the leads (even if they did try to double up on the mysterious laconic warrior type with Khimari and Auron; Khimari probably could’ve been written out of the story without too much of an impact), but even they don’t get the kind of full unraveling of their personal stories that they seem to deserve.
But those stories, and the game’s plot, are at least moving and interesting. It’s an interesting approach to a narrative: the world of Spira is not in danger of ending, but is trapped in an epic cycle of destruction that leaves everyone in almost constant terror of an attack by Sin. (That name is a bit on the nose, but at least it’s accurate of what he represents to the Yevonites.) That broad stroke is married well to the fairly intimate stories of each of the characters, almost all of which rely on familial issues. Tidus’ and Yuna’s fathers are both a large part of the reason that they’re fighting Sin, Seymour’s parents were both part of the reason that he became a villain, Wakka mourns his dead sibling, Rikku fights with Cid and Brother, etc. It’s all nicely subdued compared to the Extreme Yelling Olympics that JRPGs sometimes indulge in, and to date it’s still one of the only game endings that has actually managed to make my room suddenly get a little dusty.
Beyond the story, though, the sheer amount of content in the game is kind of astonishing, especially in the realm of optional content. I managed to beat Yunalesca in around 40 hours of playtime, skipping all but the mandatory blitzball matches, but there’s still dozens of hours of other content to explore, whether it’s the monster hunting, optional bosses, the Omega Ruins, hunting down the Celestial Weapons, etc. Right now I’ve been working on that stuff for around 15 hours or so, and it’s a testament to the core fighting mechanics that I’m not bored of running around the Omega Ruins to level up my characters, even after I’m well past the point of being able to kill everything in there in one hit.
Those fighting mechanics are a bit of an oddity in FF terms, in that FFX has a purely turn-based combat system, which isn’t exactly a common choice for RPGs nowadays or Final Fantasy games historically (most of them had ATB systems after the SNES generation, if I recall correctly); even FFX-2 quickly switched back to an active combat system. It’s curious to see the ways the designers had to fiddle around as the game progresses to make the difficulty still relevant as your characters become overweeningly powerful; anyone who’s lost a group to a Great Malboro’s ambush-breath knows that the difficulty spikes aren’t always necessarily. Pure turn-based systems that don’t involve any scaling of enemies seem like they need to incorporate a fair amount of randomness to ensure that challenges are still challenging after your characters are super-powered, but randomness itself can be immensely frustrating.
At any rate, I managed to beat the storyline’s end boss in just a couple of hits, so it’ll be interesting to go back through the monster arena to see how to deal with some of the super-challenges that are tucked away there; I never bothered much with it on the PS2. I have a feeling that getting all of the necessary gear to seriously compete in there will require a bunch of item farming, but c’est la vie. I don’t know if I’ll necessarily have the stamina to sit through all the way to Penance or Nemesis, but it’s fun to finally have the option to go after the dark Aeons and the rest of the superbosses that weren’t in the original American release of the game.
(Unfortunately I made a major mistake early on in not getting the destruction sphere from Besaid Temple before making it to the end game; learn from my mistake if you haven’t played this yet. There’s now a Dark Valefor in front of the temple that’s greatly frustrating my ability to get in there, which I need to do to unlock Anima, which in turn I need to get the Magus Sisters, which in turn I need to get to unlock Yuna’s Nirvana weapon, which would otherwise be one of the easiest weapons to obtain. Tidus and Rikku are both hitting for around 70k damage a pop, though, and Auron’s got his weapon too, so hopefully I’ll be able to bring him down sometime soon.)
But, yeah, I like FFX a lot, and this new HD Remaster has been a great way to re-experience the game. No one’s going to confuse this for Uncharted or anything, but the graphical upgrade is pretty nice (especially if you go back and compare it to YouTube videos of the PS2 version). And having it on my Vita has been wonderful; it’s fun to have nearly instant access to the game to run a few fights or a blitzball match without having to worry about booting up a system. There are some framerate issues here and there, but nothing significant or pervasive. I don’t know if I’ll dive into FFX-2 after I get done here, but FFX is worth the price of admission all on its own.
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