Cameron, Crystal, and Monica come together to analyze The Legend of Zelda, Metroid, Final Fantasy, and more!
Podcast Art by Torkirby
Book of Mudora: Zelda
Book of Aurora: Metroid
Book of Matoya: Final Fantasy
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Cameron, Crystal, and Monica come together to analyze The Legend of Zelda, Metroid, Final Fantasy, and more!
Podcast Art by Torkirby
Book of Mudora: Zelda
Book of Aurora: Metroid
Book of Matoya: Final Fantasy
We play Final Fantasy X from entering the Calm Lands to just before arriving at the Zanarkand Ruins. Along the way, we discuss the superfluous role of Kimahri, the value of a side quest, and Tidus' willingness to lie to Yuna.
We play Final Fantasy X from the first save point on an Airship to just before entering the Calm Lands. Along the way, we discuss the most romantic cutscene ever animated, some much more awkward cutscenes in Bevelle, and the disappointingly shallow portrayal of Yevon leadership.
We play Final Fantasy X from Macalania Woods to the first save point on an Airship. Along the way, we discuss the way characters talk around painful truths, what Tidus offers Yuna, and the odd pacing of cutscenes and dungeons.
We play Final Fantasy X from leaving the Djose Temple to arriving at Macalania Woods. Along the way, we discuss the new theme of romantic jealousy, the returning theme of racism, and FFX characters as reimaginings of FFVII characters.
We play Final Fantasy X from arriving at the Mi'ihen Highlands to completing the Djose Temple. Along the way, we discuss the journey-type structure of the game, the first appearance of an evil church in the series, and what it means for Yuna to smile.
We play Final Fantasy X from boarding the ship to leave Besaid to arriving at the Mi’ihen Highroad. Along the way, we discuss what makes romance writing good, the unusual relationship between Wakka and Lulu, and the narrative design of the Jecht Shot.
We play Final Fantasy X from the beginning to just before boarding the ship to leave Besaid. Along the way, we discuss behind-the-scenes production information, how FFX responds to 8 and 9, and the welcome return of untimed turn-based battles.
We catch up on a bunch of emails, mostly focused on Zelda but also a few Final Fantasy ones later in the episode. Some topics we discuss include a correction about Nabooru’s role in Ocarina of Time, the logistics of the Triforce in Breath of the Wild, and a history of bladed weapons.
We discuss the 2001 film Final Fantasy: The Spirits Within, Hironobu Sakaguchi’s big bet on photorealistic animation. The bet failed and permanently stained his career, but the movie is actually a fascinating summation of his vision of Final Fantasy. Don’t let anyone tell you it’s not really a Final Fantasy movie!
Ahead of our full discussions on Age of Imprisonment and Crystal actually playing the game, Monica and Cameron discuss their initial impressions!