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Well, the next thing I found a bit strange is the character Wakka. Wakka is a blitzball player in the future and carries a blitzball as his initial weapon. The part that confused me was whether this is the same blitzball that's used in the actual sport, since in this sport, players kick, throw, and catch this particular ball, without any sort of damage occurring.
So why would you carry an object like this into battle? I liken this to carrying a football into combat. Yes, you could throw it at someone and even hurt them if they weren't looking especially if it hit them in the nose but can you honestly say that you could kill an animal the size of an antelope with one?
I know I couldn't. I liken Tidus' situation to the movie Flash Gordon. In that movie Flash is a professional football player quarterback for the NY Jets who is thrust into a situation where he must save the Earth from Ming the Merciless. How Flash automatically knew how to use weapons, swordfight, and fly rocket cycles was never explained, but this same kind logic is apparent in Final Fantasy X.
Tidus instantly picks up a sword and can wield it with deadly intent. And just like Flash Gordon, this situation is a little hard to grip in the beginning. Having Tidus be a professional athlete certainly explains his physical prowess and speed, but it never answers the combat question. Maybe if Blitzball was a more brutal, combat style sport I could understand, but as it appears to be a cross between water polo and soccer, I had a hard time getting over the natural born killer instinct of Tidus.
Fortunately, about three hours into the game, a sequence occurred that signaled the beginning of the game's real qualities. Up until this part, there was character development and the hints of what could be coming, but after this sequence I started having a vested interest in who these characters were and their plight.
In other words, what normally occurs for me earlier in Final Fantasy games finally kicked into full swing about four hours into the game. As it stands now, I see Tidus for what he really is and, thankfully, I have since replaced Wakka's blitzball with throwing orbs more suitable to doling out damage. Something I wasn't expecting was how the game flows.
You and your party would then leave whatever location you were at and be allowed to roam some massive countryside looking for the city of Thumscara. But in FFX , the game completely removes this ability. When you find out you will be traveling to Luca, a small cut-scene pops up reminiscent of those Indiana Jones movies, where it shows the line being drawn from one city to the next. Well, after that you then most likely will watch some more of the game's numerous cut-scenes and, once the cut-scene is finished, you have arrived at your location.
It is impossible to get lost in this game since you always seem to be led around by your nose. There is even a pop-up map that appears with a red indicator arrow telling you exactly where to go once you reach the city or other location.
It's up to you, if you want to open a door you might see that isn't indicated by the arrow, but for the most part the room will probably just contain a treasure chest and you will have to exit it and continue on your path. I honestly say that I missed the old style of traveling. Watch the stunning cut scenes over and over. Unleash ultimate attacks just to see the amazing visual effects that go along with each and every one.
Work your way through the stunning story of each game as, in Final Fantasy x, main character Tidus is swept up into the summoner Yuna's quest to vanquish sin. In X-2, having completed her quest, Yuna is presented with evidence of a lost love and embarks on another quest to determine the truth behind his disappearance. Both games look and sound amazing in full HD and the stories are as potent as ever. Problem solver. Internet ninja. Subtly charming bacon fan.
Featured Games. Download Now. If you still face any problems or want to report any bugs please contact me. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Table of Contents. Who is the producer of this game? This game is produced by Yoshinori Kitase. However, they have to deal with the repercussions of the actions taken to achieve that independence and the people whose lives were lost in the process and come to terms with the winds of change overtaking Spira and the consequences brought with progress.
Final Fantasy X wasn't originally planned to have a sequel. After a strong fan reaction to the short story titled Eternal Calm included with Final Fantasy X International , the development team decided to continue the story. One of the biggest challenges was what to call the sequel, and "X-2" was initially rejected under the assumption it could be mistaken for Final Fantasy XII.
The developers didn't want Final Fantasy X-2 to be a mere extension of the previous game. Even before the team had completed the sequel's story, they had worked on recreating Yuna's look and decided on a story to fit that style. One other discussed approach was depicting the story of Jecht and Auron 's generation. However, the idea was scrapped for being too traditional and because the team didn't want a game with no female playable characters.
Director Motomu Toriyama has commended that it's not uncommon for women to star as main characters in Hollywood movies. The team looked into films like Charlie's Angels and Tomb Raider for inspiration [8] , but the Hollywood stories were using "macho" women to fill the same type of roles usually played by men. With Final Fantasy X-2 , the team used ideas from movies as a starting point, but the goal was to base the story around cuter and more feminine characters.
The developers wanted a change from the previous game's theme. The Final Fantasy X theme was described as independence from the ties of law and customs.
In contrast, Final Fantasy X-2 was about the changes caused by the chaos after gaining that independence. In Final Fantasy X , each character had something important to face, but in Final Fantasy X-2 , the developers wanted to show their journey searching for their new self.
To contrast with Final Fantasy X's at times sorrowful atmosphere, Final Fantasy X-2 was to have a "pop" and upbeat tone in the game's beginning. Final Fantasy X-2 uses a new version of the ATB system, which lets players time their attacks for combos as the party can act at the same time.
The assistant game designer from Final Fantasy X became the lead for its sequel, and spearheaded using a different system. Since the beginning, the team knew that Final Fantasy X-2 wasn't going to have summons and that they would need something to take their place.
This dilemma spawned the idea for the spherechange system since it provides something that is appealing both visually and in terms of gameplay. The production team was only a third the size of Final Fantasy X because it was already familiar with the previous installment's material and content.
They could reuse content, allowing them to develop the game in one year, half the time it usually takes to produce a Final Fantasy title. One challenge with the localization was getting the tone right, as explained by Brian Grey, who worked on the localization:. Between Yuna's wrist-flapping run, Brother's anime-esque antics, and in-game J-pop musical numbers, FFX-2 is probably the most non-Western looking Final Fantasy approach to date.
Everything, from the outfits the girls wear to the character animations to the downright bizarre subplots, is over the top in the Japanese version. To keep things balanced, we decided to write equally unpredictable and lighthearted English dialogue. In the end, American gamers might scratch their heads and say, 'Is this for real?
The game's music was composed by Noriko Matsueda and Takahito Eguchi , who had also created music for the obscure racing RPG Racing Lagoon in that was never localized and was developed under the former Squaresoft label. The regular series composer Nobuo Uematsu didn't contribute a single track despite having composed most of the first game's soundtrack. The game's musical style differs from its predecessor's, including many lighthearted and upbeat tracks.
As symbolized in Yuna's live performance in the opening, we wanted to incorporate a pop feeling even with the music this time, which is very different from the typical Final Fantasy world.
Matsueda and Mr. Eguchi were a perfect fit to the changes we were trying to achieve so we asked those two to handle the music for FFX In fact, the drastic change in the music is one of the big differences that gave new direction for FFX I wanted Mr. Uematsu to participate but due to other projects, we weren't able to have him on board for FFX While the dialogue is in English except for Last Mission , the subtitles and menus are in Japanese.
International has general tweaks to the look, feel, speed, and dialogue. It has two extra dresspheres , new Garment Grids, and the inclusion of a Creature Creator system similar to Final Fantasy X' s Monster Arena , where fiends can be captured, trained, and used in battle.
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