In my last blog post, I spoke about how my generational experience might influence my expectations for Final Fantasy X; I’m glad to say that I’m not alone. An editor for Playstation Lifestyle named Heath Hindman provides a reflection that compares his thoughts on the game in 2002 (when the game was recently released) with a post in 2014 (when the newer, HD version of the game came out). In his 2014 piece, Hindman talks about his frustration with the “high encounter rate” which is defined by a shattering of the screen or wavy distortion that opens to a fight scene. A guest commentator, Dark Anima, wrote a post for GameCentral of Metro, and considers the battle system in FFX to be the best in all RPG. This reader comments on the slow-paced, turn-based mechanic that allows for more strategic game play. Unfortunately, I am still in agreement with Hindman: I prefer few, quick battles to resume the story than leveling up my character.


These constant fights interrupt the player’s ability to explore, which the player is left yearning for after just 5 minutes of game play. In 2002, Hindman considered the “linearity” of the game to be its biggest flaw. The game teases the player with its graphic game world scenery, but the character is still extremely limited in where he can move. According to Hindman, the game rewards those players who do explore all the terrain by placing treasure chests with useful items in far corners of the map. In certain parts of the story, the player is not allowed to re-visit an unexplored path, which can be considered a game-over with consequences.

Overall, I enjoyed the game for its story, but would not consider this RPG a good videogame for 2016. As a player, I craved more exploration and less film-like scenes.


Heath Hindman, “Final Fantasy X Then And Now: Has The Game Changed, Or Have I?” Playstation Lifestyle, 2014. See

Heath Hindman, “Final Fantasy X Review,” RPG Land, 2002. See

“Dark anima,” “Final Fantasy X is the best game ever – Reader’s Feature” Metro, 2016. See