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    Characters start attacking automatically once they are in combat with an enemy, and special commands and magic can be input any time. Many items, spells and abilities used during battle have a casting time or delay to use once activated, similar to Active Time Battles.

    The system was designed and directed by Hiroyuki Ito , with the actual programming being done by Takashi Isowaki under Takashi Katano. The ADB system eliminates random battles; the battles take place on the field with no separate battle screen and as such there is no transition between exploration and battle.

    The player has the choice of confronting enemies or keeping their distance and exploring the area. Some creatures will not instigate battle with the party unless the party attacks first, and some enemies encountered on the field will be far too powerful when the party first meets them, adding an element of risk to an all-out-attack methodology when first exploring areas.

    The player has control over a single party member's movement while engaged in battle and the distance between party members and enemies influences battles as various spells and abilities have an Area of Effect AoE , meaning party members and enemies need to be within a certain range of each other for the abilities to hit.

    It derives the flow of time from ATB as each party member has a unique ATB gauge that acts like an action point meter divided up into equal sections a similar system was used in Enix's game Robotrek.

    Each action consumes a portion of the ATB gauge; for example, using Attack consumes one segment, while casting Firaga consumes three. Commands can be chained so as long as there are enough ATB segments.

    When the player decides on what commands to take, they press another button to execute the commands. If the player executes the chained commands without filling all ATB slots, the unused slots will be filled at the start of the next turn.

    Unlike regular ATB, the player is only able to control the actions of the party leader. The party begins with two ATB segments, and each gain a segment through story progression at the end of Chapter Two, subduing their respective Eidolon , obtaining the unique ATB crystal on their Crystarium tree, and synthesizing a third tier weapon , for a maximum of six segments.

    A final segment can be obtained through ultimate weapons. In both games, obtaining extra segments means that, although the entire gauge takes longer to recharge, individual segments refill faster.

    At six ATB segments, each segment recharges almost twice as fast as having two. At the end of the battle, the player is judged on a rating of zero to five stars in the Battle Results screen.

    Battle ranking determines rate and quality of spoils and, in some specific battles, obtaining the highest rank will unlock its trophy.

    The base idea of the battle system was to shuffle through equipment and ability sets on the go, while retaining the action style of Command Synergy Battle.

    As opposed to Command Synergy Battle where a party of maximum three members could participate, the Style-Change Active Time Battle allows for a single character to be present on the battlefield.

    Lightning , the sole playable character of Lightning Returns: Final Fantasy XIII , can shift between three schemata to which a player can assign various equipment pieces and abilities.

    Each schema has an ATB gauge which fills over time, and the recharge rate is accelerated when the schema is inactive.

    For each schema, up to four actions are assigned to the four face buttons. Using an individual action costs a portion of the active schema's ATB gauge.

    Lightning will always begin battle in the schema that the player has set as the default, and her appearance outside of battle is also based on her default schema.

    As another new element, Lightning can spend Energy Points during battle to perform special actions. Such actions include casting Curaga or Quake, recovering from KO with Arise, using Overclock to slow down time in order to deal heavy damage and more easily stagger enemies, and using her Army of One attack.

    A portion of the EP gauge is refilled at the end of every battle, with the amount refilled detailed on the battle ranking screen.

    Lightning can gain additional drops during battle by removing parts of her enemies, such as tails and horns, with her attacks.

    Players come into contact with enemies on the field. When an enemy targets the player, an encounter gauge appears on the screen, giving the player chance to flee before it fills and avoid the battle.

    The player can also initiate battles with the enemies on the field without waiting for them to target them first. There is a chance nearby enemies from the field will join in the battle once one has been initiated.

    The player controls one character with the other party members being controlled by the AI. The player's actions are assigned to the controller's face buttons, with one button assigned for special moves, one for attacking, and one for defending and evading.

    Defending, evading, and using abilities consumes MP. HP and MP slowly recover over time. The player can also perform counterattacks by timing their parries precisely; enemies have a visual cue on when they are going to use an especially strong attack, signaling to either counter or evade.

    If the player falls to 0 HP, they enter " Danger " status and have a limited time to heal before they are KO'd.

    The game is over if the controllable character gets KO'd, but there is still a window for using a revival item. The default player character is Noctis , but the others can be unlocked in the Ascension grid, though character-swap is not always available.

    Every playable character has their own battle style. Noctis's special ability is Armiger , while the others use Techniques. The player can swap weapons on-the-fly, and Noctis can equip four weapons at once, the weapon slots also being used for magic.

    The combat is now in real time as long as Tactical Mode is not active. The playable character dodges, blocks and attacks in real time. Normal attacks have two modes, for example, Cloud can switch between the Operator and Punisher Modes for light and heavy attacks respectively.

    Normal attacks do not deal lots of damage, but fill up the two ATB bars faster than they'd fill up over time by themselves.

    An ATB segment is full, the player can enter Tactical Mode to slow time to a crawl and choose actions from the Command Menu, such as special abilities, casting spells, and using items.

    Using an item will use one ATB charge. Commands can also be bound to shortcuts and used quickly without the need for Tactical Mode. Every enemy has a focus gauge that fills up when they take damage.

    When full, the enemy will become staggered and take bonus damage. Switching between characters in combat only takes one button press, and they will continue to fight on their own when not controlled directly.

    This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. See also: Battle term. Final Fantasy X 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. Final Fantasy X series. Final Fantasy 25th Anniversary. The Final Fantasy series. Categories :.

    Cancel Save. Universal Conquest Wiki. Game Informer. Sherry Lynn. Tom Kenny. Characters - Locations - Menu. Armor - Items - Weapons. Bestiary - Enemies - Enemy abilities.

    Final Fantasy X: Eternal Calm.

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