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News & Updates Game Content
Games Appeared In

» Final Fantasy X

Related Terms

» Desperation Attack
» Limit Break
» Quickening
» Trance
» Weapon Skill

OVERDRIVE

Overdrive

FINAL FANTASY X

WATCH OUT, I'M GOING INTO OVERDRIVE!


The 'limit break' system in Final Fantasy X is called the Overdrive system. It reverts back to a bar based system, but it doesn't necessarily increase solely because the character has taken damage. Once the bar is full, they can perform special attacks that are unique to each character.

How unique each character's Overdrive moves are really shines through here as they're literally all completely different. Wakka uses a slot machine type system, while Auron is required to input button configurations in a set amount of time. Rikku allows players to mix items together, while Lulu's Overdrive requires players to rotate the right analogue stick around as many times as possible.

Valefor Overdrive Energy Ray

Aeons Get In On The Act

While Final Fantasy IX allowed non-playable characters to have the trance status affect them, Final Fantasy X allowed Aeons (or Summons) to have their own Overdrive bar. This was made possible by the new system through which Aeons were used, as they effectively became playable characters in their own right. Valefor could even perform two seperate Overdrives, Energy Ray and Energy Blast.

This made Aeons very effective tools, as Overdrives could be stored up for later usage. Their importance became even more obvious once they were able to break the damage limit as some Aeons had Overdrive moves which could do well over 1,000,000 points of damage.

New Ways To Inflict More Pain

Whereas previous systems have all been based on how much damage a character takes during battle, Final Fantasy X decided to take this one further. While that way was still available, the game made it possible to learn new ways to increase the Overdrive bar, if certain stipulations were met.

There were infact seventeen different ways through which a character's bar could increase. Some examples of these are, increasing when an ally is hurt and increasing when the character flees from battle. These changes allowed for the system to be kept fresh and innovative, while also retaining some of the elements that previously worked well.