Bio
Taser9001: noun. An idiot who plays games for fun and entertainment, but inadvertently gets angry at them whenever anything goes wrong.

As well as enjoying some amateur review writing, I also stream games on Twitch.
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3 Years of Service

Being part of the Backloggd community for 3 years

Favorite Games

The Binding of Isaac: Repentance
The Binding of Isaac: Repentance
Pokémon HeartGold Version
Pokémon HeartGold Version
Final Fantasy VII
Final Fantasy VII
Kingdom Hearts III
Kingdom Hearts III
Crash Bandicoot 4: It's About Time
Crash Bandicoot 4: It's About Time

004

Total Games Played

000

Played in 2024

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Final Fantasy XII: The Zodiac Age
Final Fantasy XII: The Zodiac Age

Feb 08

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This review contains spoilers

Final Fantasy X (FF10) and its sequel, Final Fantasy X-2 (FFX-2) are the first Final Fantasy titles to debut on the PlayStation 2, as well as being the first in the franchise to be fully voiced. Naturally, both of these facts earned both titles a lot of attention, but are both titles within this collection deserving of that attention, and more importantly, of gamers' time?

FF10 certainly shocked a lot of people when it first released. Whilst previous FF titles had been well received for their visuals when they released, nobody had ever seen anything like this in a video game before. FF10's visuals are gorgeous, especially in the remastered version, and, whilst they may not be as awe-inspiringly realistic as we all believed them to be at the time of release, they do still hold up well, even today. Naturally, FFX-2 runs in the same engine, with a vast majority of its assets being recycled from its predecessor, and therefore, it also looks just as pretty.

It isn't just the graphical prowess of these titles that help bring Spira to life, but the vast range of aesthetics too. From dark caverns, bustling cities and thunderous plains to beautiful fields, lush forests and snowy mountains, Spira is a joy to explore, despite its more linear layout in comparison to other FF worlds.

Sadly, the two games don't really have much more in common than that. FFX-2 made a lot of changes to the world it inherited, and it really shows. Take, for instance, the soundtracks.

One of the aspects of the Final Fantasy franchise that is nearly always considered among the most iconic parts of an entry is its soundtrack, and FF10 is no exception. It has so many beautifully composed, atmospheric and emotional songs such as To Zanarkand, with music in each area of Spira matching its environment spectacularly. It also has spectacular battle themes, particularly Enemy Attack and Otherworld.

Sadly, the same cannot be said for most of FFX-2's OST. Rather than build upon some of the beauty of the original game's music, FFX-2 opts for more of a pop style, with some jazz lounge thrown in. It's incredibly clear that composers Nobuo Uematsu, Masashi Hamauzu and Junya Nakano did not return for the sequel, being replaced by Noriko Matseuda and Takahito Eguchi, and the new direction just doesn't work in this setting. Sadly, that is a recurring theme with a lot of FFX-2.

Character design is another aspect that the original did far better. Whilst there are some characters, such as Seymour with his long, weirdly styled hair, do have some interesting design choices, for the most part, FF10 has some fantastic character designs. The Ronso are one of the coolest species in FF to date, and characters like Auron and Jecht ooze coolness. Of course, there are some oddball designs too, but overall, FF10 did a good job.

Admittedly, FFX-2's character design isn't all that bad either. However, this may be down to the fact that most designs are recycled from its predecessor. Having said that, Yuna, Rikku and Paine have mostly good designs in the different outfits they can all attain by changing job class. Unfortunately, a lot of FFX-2's character design seems to serve as solely fan service, with a lot of outfits being very revealing, including new antagonist Leblanc, and more worryingly, the underage Rikku, who is by far the most revealing of the 3 main protagonists. Players also get treated to a two minute cutscene of the three protagonists in just swimwear in a hot spring, which definitely feels like it was added on solely for fan service. It could be argued that the same could be said for Lulu in general in both games, but at least she isn't running around with nothing but a bra on her top half.

Of course, beauty is only skin deep, so what about the characters in terms of writing? For the most part, FF10 does a wonderful job of giving its characters meaningful origins and making its main cast very likeable, although there are times when a certain party member is very easy to dislike. However, FF10 has some great character development, with said party member redeeming himself over the course of the rest of the game.

Once again, FFX-2 fails to keep up with its predecessor, with some characters seemingly regressing rather than progressing. Both Yuna and Rikku are far more childish than their younger selves in FF10, and they are both fairly annoying throughout the game. FFX-2 does try to explain the changes in Yuna's character in particular, but does a poor job of doing so. Also, many other characters, both new and returning, are even more annoying, such as Brother, who plays a comedic relief role with an incredibly pervy attraction to his own cousin, Yuna, and Leblanc, whose purpose in this game is to annoy the player and gush over another new face, Nooj.

One thing neither game is particularly good at is the voice acting. FF10 has the excuse of being the first voiced FF title, but FFX-2 does little to improve upon it. The games do have some redeeming voice acting moments, with James Arnold Taylor doing a mostly good job voicing Tidus, and with names like John DiMaggio also gracing the cast. FFX-2, in particular, also stars George Newburn and Rick Gomez, whose roles here would lead to them later voicing Sephiroth and Zack Fair in the FF7 games, respectively. However, both games suffer from monotony and many cringey dialogue moments which may garner some laughs.

Alas, in the case of FFX-2, the dialogue isn't the only aspect of its writing that is often cringey. One of the things FF10 can pride itself on is that its story is an emotional journey filled with friendship, love and sacrifice. Whilst a couple of the themes are used in FFX-2, it lacks the raw emotion, and honestly, plays off more like a JRPG take on Charlie's Angels or Totally Spy.

One thing both games do well is character progression. FF10 forgoes the traditional level up system for Sphere Levels, which allow you to traverse a board called the Sphere Grid. The Sphere Grid is unique in that, rather than having set level up bonuses, you can travel in any direction you please and have full control over your party's growth, especially if you are using the Expert Grid. The main downside is that, unless you plan to abuse the one hit kill move present in FF10, you will need to do some serious grinding to stand a chance against the endgame super bosses. On top of this, FF10 also has a fully customizable weapon and armour system, allowing you to choose which abilities your equipment has. Again, the downside is that you may need to do some serious grinding for the best equipment if you want to take on those super bosses.

FFX-2, however, returns to a more traditional level system, and brings back FF's fabled job system. Each job learns its own abilities, and as a character fights as a specific job class more, they learn more abilities for that job. You also get to change class mid battle via the Dressphere and Garment Grid system, in which you can equip specific jobs to a grid and then equip that grid to a character. This lets you focus on learning specific job abilities on each character, so you can make some awesome combinations. For example, you can give Yuna a magic orientated equipment build, then equip her Garment Grid with solely magic based jobs, like White Mage and Black Mage, whilst Paine focuses on physical damage, using classes like Warrior and Samurai.

As for the battles themselves, both games differ greatly. FF10 has a much more traditional turn based system, in which using different moves and abilities will either delay or prioritise that character's next turn. It is a rather relaxed and easy to get a hold of system. On the other hand, FFX-2 opts to use the Active Time Battle style, a staple for the FF series that most of its games utilize one way or another. In the case of FFX-2, like FF10, different moves will make a character potentially wait longer before they can go again, but, unlike FF10 and more like previous FF games, enemies won't necessarily wait for you to decide your actions before attacking again. With the ATB system and Garment Grid system combined, FFX-2 actually has some of the best turn based combat in the series.

Also, what is a FF title without minigames? FF10 has a few compulsory ones that must be completed to progress the story, but they are more like puzzles than minigames. It also has multiple optional minigames, all of which give access to items needed to make the ultimate Celestial Weapons. Some of these are asinine to complete, but the rewards are well worth the effort. FF10's biggest minigame is Blitzball, which is introduced early in the story, but is available throughout the game, and even allows you to recruit new team members as you explore Spira.

FFX-2 is also no stranger to minigames, with many being compulsory for the 100% completion ending. Unfortunately, most of them are either boring or just plain frustrating, often with little to no reward outside of not locking out the true ending. Blitzball does return, but is now played via a managerial style. Think of it going from FIFA to Football Manager.

Perhaps the thing that FFX-2 actually improved the most was FF10's monster catching. In FF10, you can use specific weapons to capture monsters in each area, and you can create a sort of living bestiary at the Monster Arena, unlocking more nasties as the owner of the arena creates more as you bring them in. In the later releases of FFX-2, you get the Creature Creator, where you can capture, train and battle with monsters. You can even recruit the creatures into your own party, swapping out Yuna, Rikku and Paine, although they will be controlled by AI rather than the player. The Creature Creator even gives you access to non-playable characters from both games who can fight alongside you, including Brother and some of the original party members from FF10.

Potentially, the most frustrating part of either game is FFX-2's different endings. The 100% ending is the true one, naturally, but so much as the wrong dialogue option, not talking to a specific, random NPC at a specific time, or even in one case, not failing a minigame enough times before succeeding, can you lock you out of 100%. For those who enjoy the game and the completionists out there, you at least have NG+ to try and get what you missed the first time round.

Overall, the collection is worth having, even if you only get it for Final Fantasy X. It still holds up as one of the greats of the series, and is well worth picking up in HD. Final Fantasy X-2, however, is an acquired taste, although it does have a few good notes. Unfortunately for many, it is too much of a far cry from the original game, with many aspects ruining what made FF10 special to begin with. To put it bluntly, it's almost like if Lord of the Rings: Fellowship of the Ring had had a sequel that was a K-pop music video. Having said that, the HD Remaster is a bundle deal, so you might as well at least give FFX-2 a go.

This review contains spoilers

Final Fantasy VIII, aka, FF8, is potentially the most divisive game in the Final Fantasy franchise. Released after the huge success of FF7, it had a lot to live up to. For many fans, it hit the spot, but for others, not so much. With it being the latest FF game in my quest to complete them all, I'm hoping I can shed some light on why this is one of the most controversial entries to grace the series.

As is the case with many FF titles, the first thing that comes to mind with FF8 is its cast of characters, and as is usually the case with these games, they live up to expectations. Not only are the protagonists likeable, but many of the side characters are as well, many of them having direct involvement with the plot of the game. The characters only become more likeable as the game goes on, with a heavy focus on character development being ever present, particularly for the leading man, Squall Leonhart.

We also have an interesting main antagonist, who, despite not being actually revealed until nearer the end of the game, is in fact an ever present threat from near the start, with a reveal that ties in nicely with one of the plot's biggest twists. Sadly, the secondary antagonists fail to live up to the hype of their previous counterparts, such as Shinra and the Turks.

As far as the music goes, as per usual with Square games in general, we once again get treated to a glorious soundtrack. Whilst not as iconic as the OSTs of other FF entries, especially those of FF6, FF7 and FF10, tunes like Force Your Way, Liberi Fatali and The Extreme really tie this game together.

As far as the plot is concerned, FF8 is by far the most sci-fi influenced entry to the series thus far, and in a series full of time travel, airships, and futuristic cities, that's quite the accomplishment. Naturally, being so heavily influenced by sci-fi, particularly the themes of time travel and paradoxes, it is also one of Final Fantasy's most convoluted plots, which often leads to it being one of the biggest points of contention within the FF fandom. The only way I can think to describe the plot is wibbly wobbly timey wimey, which is apt, as it will appeal most to fans of shows like Doctor Who.

Unfortunately, the most controversial aspects of FF8 are mostly related to its gameplay. The main progression system of the game is the Junctioning system, which is pretty much mandatory. Players have to junction summons (or Guardian Forces, as they are known in this world) to access magic, items and other available options in battle, with only Attack being available otherwise. Junctioning also allows players to boost their stats by junction magic to them, which is far more important for getting stronger than levelling up is. It also leads to a rather interesting gameplay dilemma.

Magic doesn't work the same way in FF8. Rather than learn spells and use MP, you 'draw' spells from specific places and from enemies, and then stock them. You can also refine magic from items, provided you have earned enough AP to learn refining abilities from your GFs. This leads to a lot of farming on a near constant basis, especially if you want to optimize your stats via junctioning. Also, using junctioned magic decreases your stats as you will have less of that spell attached to your stats, so unless you have a lot of different spells and are able to switch them based on your current situation, it can make having a dedicated mage incredibly difficult, especially earlier in the game and before unlocking the ability to refine magic from items. You can also cast directly from drawing in battle, rather than stocking the spells first, but you will do less damage.

The other big gameplay issue many players have is the level scaling. Every enemy scales as the player levels up, and this can actually make the game more difficult at times. An enemy at the start of the game will always be as comparatively strong, no matter your level. This is particularly frustrating if you get stuck on a boss, as it doesn't really leave any options to better prepare for the fight, unless you are able to leave and stock up more magic.

On top of this, FF8 is particularly infamous within the fandom for the number of tutorials it throws at you, and the not so friendly menu UI. Sorting your items does not rearrange their battle order, which you have to do manually, and exchanging magic between characters can be just as annoying.

There are, however, a couple of gameplay elements that are widely received quite well.

Limit Breaks are surprisingly in depth in comparison to FF7's and the Overdrives of FF10. They start to appear with a low chance at around 25% health, being more likely to appear if HP is lower. They also have a hidden stat called Crisis Level, which makes them far more common and potent based on how low HP is, if any party members have been KOed, and how many status effects are negatively affecting the party. A player with good knowledge of FF8's limit system can abuse it almost infinitely.

FF8 is also home to one of the most popular FF minigames of all time, Triple Triad. It's a simple enough card game (for the most part) which you can win more cards through, and even has a few side quests attached to it, as well as a card collection for you to complete. Some of the rules that can come into play do complicate things though, with random card selection being one of the most frustrating.

With multiple ports and versions now available, Remastered is the best FF8 experience, having fixed numerous issues, as well as finally making Squall the actual most handsome guy in the room. However, despite the improved models, the pre-rendered backgrounds don't upscale very well and are quite blurry at times. Chocobo World and a few achievements have also been removed. However, Boko's upgraded abilities and the exclusive items can be obtained natively instead, and the missing achievements are mostly Chocobo World related or super grindy, like killing 10k enemies.

Overall, Final Fantasy VIII is not a bad game. It certainly gets a lot more negative reception than it deserves. If you are able to learn its intricacies, it is quite enjoyable. However, more casual JRPG fans will likely find the game to be more frustrating than anything else, and it is easy to see why this game causes so much controversy within the overall FF fan base. Regardless of this, I still recommend it for the story alone, even if you have to resort to the built in cheats later ports included.

This review contains spoilers

Final Fantasy VII (FF7 for short) is an absolute classic. It is by far one of the most popular and influencing JRPG titles ever, with it placing among the top 5 PS1 titles of all time during PlayStation's vote, alongside the likes of Metal Gear Solid, Crash Bandicoot and Crash Bandicoot: WARPED, and rightly so. But what makes this game so special?

The first thing that comes to many minds when you mention the name FF7 is the cast of characters. FF7's cast is beautifully diverse, likeable and relatable, with each character having their own inner dilemmas that they must overcome, be it finding their own identity, the fear of losing loved ones, and even learning to forgive loved ones, admitting when they themselves are wrong. These are all personal issues that are faced globally every day. Cloud puts it best when he says, "What are we all fighting for? I want us all to understand that."

FF7 also has one of the most iconic stories in all of gaming, with a couple of the most infamous plot twists to ever happen. The story is crafted wonderfully, even if a couple of aspects are a little complex, ever teetering on the edge of plot hole territory. Not only is it a tale of saving the world, but also a tale of companionship, love, and revenge. I guess you could sum up most JRPGs with that sentence, but FF7 does it like no other. As well as telling a tale about saving the world, it also goes into the topics of pollution, the environment, and corporate greed, brilliantly tying them all together within the plot. Plus, the lore and world building that FF7 went onto, including exploring the events leading up to FF7 in more detail via Crisis Core (something the original only does with two major flashback sequences and an optional one in the Shinra Mansion later in the game) makes FF7 even more special.

In terms of gameplay, as is the case with every mainline Final Fantasy going up to FF10, FF7 has a turn based battle system, and utilizes the 'Active Time Battle' system that has been a staple of the series, in one form or another, since FF4. As is the case in most Final Fantasy games, the ATB system makes it so the order of combat is based on speed stats, rather than being purely turn based. Therefore, an enemy may get multiple commands in before the player, rather than it simply being you attack, then they attack, such as in games like Pokémon.
ATB, as usual, also comes with multiple modes in the config menu, being 'Wait', 'Recommended' and 'Active'. This allows the player to have some minor control over the game's difficulty, with Wait being the best for beginners, and Active being more challenging for veteran players.

FF7 also introduces a really neat ability system in the form of 'materia'. Materia serves as one of many pivotal plot points, but also allows the player to gain access to a vast majority of their abilities, including magic, summons, and different commands. You also have access to materia that can enhance your other materia, and materia that can support and enhance your party members. As you fight more, you will gain AP, which levels up your materia, unlocking new abilities. However, you only have access to said abilities as long as that materia is equipped, which means the player often has to rearrange their materia to optimize themselves for what is to come.

Outside of battle, FF7 has a wonderfully open world, with some linearity in specific places, like towns and cities. Midgar is particularly linear, but considering how cramped and claustrophobic the Midgar slums are, this comes as no surprise. The world map is wide open, and whilst you typically advance in the direction it wants you to for the first few hours, once modes of travel such as the buggy and the Tiny Bronco can be accessed, the world opens up more, allowing access to previous areas, and new parts you previously couldn't access. Even more secret areas eventually become accessible once the Highwind is unlocked and if you take the time to breed chocobos.

One thing that makes me particularly nostalgic every time I replay this game is its soundtrack. The music of FF7 is among the best of not only Final Fantasy titles, but of all gaming. From awesome battle themes to dramatic melodies, FF7's soundtrack is one that nobody will ever forget.

Of course, not every game is perfect. At the very least, not every game ages perfectly. FF7 is no exception.

Whilst it may have been groundbreaking on release, graphically, FF7 has not necessarily aged well at all. With its little chibi-LEGO-esque overworld figures, and super polygonal models in battle, the original FF7 can be somewhat of an eyesore, if you are not used to such visuals in gaming. However, I do not feel that this takes away from what the game has to offer otherwise.

The one thing I do feel is probably the worst part of FF7 is its obsession with minigames. Many of the minigames are entirely optional, such as 'Mog the Moogle' and most of the little games at the Golden Saucer, but many are mandatory to play at least once to progress the story, and in some cases, only exist as a one time roadblock in the story's progression. Some are great fun. I could spend hours doing the chocobo races, and the motorcycle chase is one of the most iconic parts of the game. However, minigames like the submarine battle, the snowboarding, and the CPR minigame in Junon, can be incredibly boring, and often ruin the pace of the story. The mandatory snowboarding round at the start of disc/part 2 is particularly annoying, as it gives no indication to the controls, and if you don't know how to do tight turns, you will crash on nearly every single corner. Regardless, the annoyance that these moments cause pales in comparison to the warmth and joy that the rest of the game brings, and is therefore negligible in the long run.

Overall, Final Fantasy VII is a game that has sparked joy in a vast majority of Final Fantasy fans since its original release. It is no wonder why it is still considered one of, if not the most iconic video games of all time, not only in its genre, but in all of gaming. It is a title that will stick with me on a lifelong basis, and I look forward to my future playthroughs.