There are so many things about the early game in FFX that I wonder why other games have such a hard time getting right. The most significant one being how the early game handles MP/Magic. Magic is cost effective in the early game of FFX. It doesn't cost an arm and a leg to cast, and it's extra resource cost pays off in its damage potential. Of course this becomes a joke when the "1 MP Cost" trait enters the picture, but I still love how balanced it is at first. I also love that the equipment in the game has almost purely horizontal progression. The best equipment is not always the right equipment and vice versa.
Probably because you have a character who literally runs off of MP and becomes useless the moment she runs out. Given that
AP is awarded based upon participation in battle, being useless kinda makes it hard to participate. Of course said AP awarding feature is why there's an enemy that's weak to/not strong against one of your party members' gimmicks, for every member, in every area. And because of that, there's plenty of enemies that only take effective damage from magic.
Anyways, I've just finished running up the south half of Mi'hen's Highroad, and am about to tussle with the Chocobo Eater. I wonder if I should start cashing in my Sphere Levels soon.
One thing I had forgotten since my first playthrough was the fact that Auron was a lot more upfront about Jecht and Sin than I remembered. It kinda justifies his not speeling all the beans at the first real opportunity since Tidus couldn't even handle that tidbit at that point.
That said, its still painfully obvious at just how much Square tried to make Auron look cool.