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==Gameplay== Like previous games in the series, ''Final Fantasy X'' is presented in a third-person perspective, with players directly navigating the main character, Tidus, around the world to interact with objects and people. Unlike previous games, however, the world and town maps have been fully integrated, with terrain outside of cities rendered to scale. As Tidus explores the world, he randomly encounters enemies. When an enemy is encountered, the environment switches to a [[turn-based strategy|turn-based]] battle area where characters and enemies await their turn to attack.<ref name="EuroG"/> The gameplay of ''Final Fantasy X'' differs from that of previous ''Final Fantasy'' games in its lack of a [[top-down perspective]] [[overworld|world map]]. Earlier games featured a miniature representation of the expansive areas between towns and other distinct locations, used for long-distance traveling. In the game, almost all the locations are essentially continuous and never fade out to a world map. Regional connections are mostly linear, forming a single path through the game's locations, though an [[airship]] becomes available late in the game, giving the player the ability to navigate Spira faster. Like previous games in the series, ''Final Fantasy X'' features numerous [[minigame]]s, including the underwater sport blitzball.<ref name=":0">{{cite web|url=http://ps2.ign.com/articles/134/134008p1.html |title=Final Fantasy X Preview |work=IGN |publisher=News Corporation |first=Dave |last=Zdyrko |date=November 26, 2001 |access-date=December 14, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080509063418/http://ps2.ign.com/articles/134/134008p1.html |archive-date=May 9, 2008}}</ref> ===Combat=== [[File:FFXbattleexample.png|thumb|left|A [[boss (video games)|boss]] battle screen showing a [[HUD (video gaming)|heads-up display]] to illustrate battle information]] ''Final Fantasy X'' introduces the Conditional Turn-Based Battle (CTB) system in place of the series' traditional Active Time Battle (ATB) system first used in ''[[Final Fantasy IV]]''. Whereas the ATB concept features real-time elements, the CTB system is a turn-based format that pauses the battle during each of the player's turns. Thus, the CTB design allows the player to select an action without time pressure.<ref name="GSpy" /> A graphical timeline along the upper-right side of the screen details who will be receiving turns next, and how various actions taken will affect the subsequent order of turns. The ordering of turns can be affected by a number of spells, items, and abilities that inflict status effects upon the controlled characters or the enemies.<ref name=":1">{{Cite web|url=https://www.gamespot.com/articles/final-fantasy-x/1100-2798161/|title=Final Fantasy X|last=Vestal|first=Andrew|date=April 28, 2003|website=GameSpot|language=en-US|access-date=July 24, 2017|archive-url=https://web.archive.org/web/20190620130705/https://www.gamespot.com/articles/final-fantasy-x/1100-2798161/|archive-date=June 20, 2019|url-status=live}}</ref> The player can control up to three characters in battle, though a swapping system allows the player to replace them with a character outside the active party at any time. "[[Limit Break]]s", highly damaging special attacks, reappear in ''Final Fantasy X'' as "Overdrives". In this incarnation of the feature, most of the techniques are interactive, requiring button inputs to increase their effectiveness. While initially the Overdrives can be used when the character receives a significant amount of damage, the player is able to modify the requirements to unlock them.<ref>{{cite web |url=http://www.rpgamer.com/games/ff/ff10/reviews/ff10strev1.html |title=Final Fantasy X β Review |publisher=RPGamer |author=Tidwell, Mickel |access-date=April 6, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20130621054222/http://www.rpgamer.com/games/ff/ff10/reviews/ff10strev1.html |archive-date=June 21, 2013}}</ref> ''Final Fantasy X'' overhauled the summoning system employed in previous games of the series. Whereas in previous titles a summoned creature would arrive, perform one action, and then depart, the "Aeons" in ''X'' arrive and replace the battle party, fighting in their place until either the aeon wins the battle, is defeated itself, or is dismissed by the player. Aeons have their own [[statistic (role-playing games)|statistics]], commands, special attacks, spells, and Overdrives. The player acquires five aeons over the course of the game through the completion of Cloister of Trials puzzles; three additional aeons can be obtained by completing various [[quest (gaming)|side-quests]].<ref name=":0" /> ===Sphere Grid=== As with previous titles in the series, players can develop and improve their characters by defeating enemies and acquiring items, though the traditional [[experience point]] system is replaced by a new system called the "Sphere Grid". Instead of characters gaining pre-determined statistic bonuses for their attributes after [[Levels up|leveling up]], each character gains "Sphere Levels" after collecting enough Ability Points (AP). Sphere Levels allow players to move around the Sphere Grid, a pre-determined grid of interconnected nodes consisting of various statistic and ability bonuses. "Spheres" are applied to these nodes, unlocking its function for the selected character.<ref name="GSpy" /> The Sphere Grid system allows players to fully customize characters in contrast to their intended battle roles, such as turning the [[Final Fantasy character classes#White Mage|White Mage]]-roled Yuna into a physical powerhouse and the [[swordsman]] Auron into a healer. The ''International'' and [[PAL region|PAL]] versions of the game include an optional "Expert" version of the Sphere Grid; in these versions, all of the characters start in the middle of the grid and may follow whichever path the player chooses. As a trade-off, the Expert grid has fewer nodes in total, thus decreasing the total statistic upgrades available during the game.<ref name="International">{{cite web|url=http://www.rpgfan.com/reviews/finalfantasy10-intl/index.html |title=Final Fantasy X International |publisher=RPGFan |first=James Quentin |last=Clark |date=October 6, 2008 |access-date=November 23, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081211012751/http://www.rpgfan.com/reviews/finalfantasy10-intl/index.html |archive-date=December 11, 2008}}</ref> === Blitzball === {{Redirect|Blitzball|the baseball variant|Variations of baseball#Blitzball}} Blitzball is a minigame that requires strategy and tactics. The underwater sport is played in a large, hovering sphere of water surrounded by a larger audience of onlookers.<ref name=":1" /> The player controls one character at a time as they swim through the sphere performing passes, tackles, and attempts to score. The gameplay is similar to that of the main game in the way that the controlled character moves through the area until they encounter an enemy. In this case, the enemy is a member of the opposing team. Status effects are also implemented in the minigame as each player can learn techniques that are equivalent to abilities in the main game.<ref name=":2">{{Cite web|url=https://www.gamespot.com/reviews/final-fantasy-x-review/1900-2832771/|title=Final Fantasy X Review|last=Kasavin|first=Greg|date=December 14, 2001|website=GameSpot|language=en-US|access-date=July 25, 2017|archive-date=October 4, 2017|archive-url=https://web.archive.org/web/20171004211353/https://www.gamespot.com/reviews/final-fantasy-x-review/1900-2832771/|url-status=live}}</ref> Blitzball is introduced in the beginning of the game during one of the early cinematic sequences in which Tidus, the main character who is described as a star blitzball player, is part of an intense game. It is the only minigame that plays a role in the overall plot line as it is a main part of Tidus's character, and is in the first scene where the game's main antagonist, Sin is shown.<ref name=":1" /> Unlike with the other minigames, playing blitzball is mandatory near the beginning of the game, but it is later optional.<ref name=":2" />
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