Ffx seymour natus strategy4/19/2023 ![]() We take control of the “wet” party at this point, who spawn next to save point and a… chest that serves as a shop? Some makeshift beheading this is! Their dungeon is much simpler, and they run into a boss very quickly. He still reaches up with Belgemine and Isaaru, except nobody is there! This is generally done well (ironically, it makes Yuna look bad at Summoning Ixion, because she struggles to get it to come out, but that part of the animation is removed for others!), but Ifrit’s is funny to me, because Yuna ends up riding on Ifrit’s shoulder at one point, and he reaches up towards her. Since I have so little to say about Isaaru’s boss fight, I’d like to comment on how both he and Belgemine Summon their aeons using a variant animation that’s the same as Yuna’s, but with the Summoner cut out of it. Pacce later repeats this sentiment with a similar line, but only after circumstances have changed!) At this point, Auron goes up to him and says: “Your pilgrimage is over.” I guess he figures Isaaru has given up? (Ed. ![]() ![]() Isaaru falls to the ground, but is willing to give us directions. Even Bahamut is a pushover if you know how to do this sort of fight, there’s nothing to really comment on here. Why they’re renamed, the game never says, but I guess the Summoner influences their manifestation of the Aeons? But if that’s the case, why aren’t Belgemine’s any different? The fights are no big deal, not least because the dungeon gave you loads of excuses to build your Overdrive bars but none to spend them. We get into a three-series Summon battle, first against Ifrit (called Grothia), Valefor (called Pterya) and Bahamut (Spathi). ![]() Unfortunately, one of Seymour’s guards is waiting for you: Isaaru, whom the Al Bhed apparently dropped off in Bevelle despite being actively under fire at the time? We’re gonna talk about the Bevelle sequence’s “place” in the plotline after we wrap up, because I’m sure you’re starting to see that it doesn’t connect very well to the rest of it! Loyal to Yevon to a fault, Isaaru’s determined to fight you in spite of everything, though he left his brothers behind to hide the shame. Kyle understood well before me, but I didn’t understand his instructions either, so maybe it was just me! Secret room and irrational start puzzles aside, the dungeon’s not that bad. There’s also another platform you can activate using another switch? I was super confused in this section because I knew from my previous playthrough there was a secret room that you can reach by hitting that second switch, but I couldn’t find it, and when I turned to walkthroughs, they did did a very poor job describing the path. You have to turn on the platforms by investigating a broken one stacked up against some rubble, though goodness knows why it does anything at all, since it looks completely trashed! After they’re on, you can use them to teleport about the dungeon by waiting for the platforms to point their arrows towards another teleporter in the dungeon (otherwise they do nothing). The central puzzle here’s a little weird, too. It’s just boring to Summon over and over again, so much that this is where I went into the menu to turn on short Summon animations, screenshots for the blog be damned! The save point will heal you and you can summon aeons to your heart’s content. Your first objective is to reunite with your fellow party members, including Lulu, who hides in a fucking dark crevasse of a hallway near nothing but a chest. These are teleportation platforms, and unfortunately, they’re all disabled at the outset. The dry section of the Via Purifico is made up of several rooms and is surprisingly free-wheeling for an FFX dungeon! Here and there, you can find a series of platforms in it that look similar to the junctions in the Bevelle Cloister of Trials. We start with the “dry” party, initially just in control of Yuna, who serves as the player’s avatar for this section. Seymour volunteers to go personally, and Kinoc, showing some suspicions of his loyalty, goes with. Seymour makes a plea to Mika to spare Yuna from her sentencing, but Mika insists it go through, and indeed orders them to place guards at the Via Purifico in case the party escapes. Kelk Ronso seems to have left town off-screen, apparently fine with working with zombies killing to keep their power, but put-out by Seymour killing to gain it. ![]() Your game’s linear enough without literally shipping us from scene to scene!īefore the dungeons begin, the audience gets to see three of the maesters in conversation. The party are ultimately sentenced to death in the Via Purifico, a dungeon under the city, and are politely divided into two separate executions: those that can fight underwater, who get the flooded half of the dungeon, and those who can’t, who get the dry side! And geeze, these are like, what, the fourth and fifth gimmick sequences in a row? All of it linear, too? Square, quit dragging this out, for serious. ![]()
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