Friday, October 23, 2015

Final Fantasy VII remake Chapter 3 – Combat



Hey there everyone. The flow of starwars posts has ended so welcome back to the extra long discussion of the Final Fantasy VII remake's possible changes. We already got passed the sights and sounds so its finally time to tackle a topic more closely related to gameplay: combat.
Now Tetsuya Nomura already revealed that we can expect 'dramatic changes'. Whatever that is supposed to mean is anyone's guess as apparently they are testing what combat system works best.
So let's see what could work.

Now as I mentioned before, I am not a great fan of VII's combat. Mostly because the characters don't feal that different in combat outside of the limit breaks. The game depends too much on materia for abilities. As a result Yuffie doesn't feal like a ninja at all and neither Barret and Cid have any fun tech abilities despite being a gun armed man and a an engineer respectively. IV had a very bad progression system but every character had mutliple exclusive abilities which made the combat super fun. Incidentally there was a time in VII's development when the characters had jobs assigned to them. It was probably during this same time that Yuffie was a 25 years old ex-SOLDIER bounty hunter who is obsessed with money instead of materia. We have no way of knowing but it seems that we could have gotten a better combat system. Of course the definition of 'better' depends on the individual.

If you ask me, and if you are still reading this series of articles you kinda did, the best of the turn based combat systems is the one in Final Fantasy X. The characters feal different, you can costumize how your limit break – well overdrive – gauge is filled up, the overdrives are sort of interactive, summons don't leave after just one attack, and you can switch your party configuration mid battle which gives it a very dynamic feal for a completely turn based combat system. I freakin love it. And to be completely honest I would be totally okay with the remake getting the exact same combat system. Okay, I don't want one character to hoard all the summon materia, but otherwise it's perfectly fine.

However it is quite obvious that combat in Final Fantasy is moving slowly but steadily towards real time action combat. As loath I am to relinquish control over my characters I still think that this move is probably for the best as no series can stay relevant without innovation.
Depending on how real time the combat becomes we might see a few more changes, or perhaps a lot more.
Let's say for example that remake will end up with the combat system of XIII. Not quite turn based, but not fully action either. Now the obvious change is that you can only control the party leader. I will be really upset if this happens. If the uprgaded game has less options than the original it wasn't a sucessful upgrade. Of course everyone would still get the chance to be the party leader at one point or another. At the very least in the Battle Square. The problem is that either yourt party members will use their mana points, summons and limit break automaticly instead of when you want them to, or perhaps not use them at all. This raises the question of wether you should equip them with materia at all. If the summons replace the active party it is guaranteed that only the party leader will get to summon them. Unfortunately summon materia also affect your stats. And usually they affect your physical stats negatively. So giving cloud all the summon materia is like the worst thing ever. Not to mention that it takes the place of several neat support materia.

Okay, let us assume we will have a fully real time combat system. Type-0 has one, Crisis Core had one, and XV will have one. Out of these the one I like the most is the one in Type-0 because you can control a whole party and you can switch your active character without restriction. Of course even this would necessitate several changes.
As I mentioned when talking about animations that we will likely have to say goodbye to the cover materia. A real time fighting system would also spell the doom of double strike. I mean how would that even work? It wouldn't. And then there is Yuffie. Poor girl can't take a break, I'm always bugging her. Problem is, her bigass shuriken is not the most practical of weapons. It may still work in a XIII style combat system, Hope had no difficulty with his boomerang, but in real time combat she wouldn't last a minute. Her combat style consists of throwing away her only weapon and being a sitting duck untill it comes back. Cait Sith smacking people with a megaphone simply looks stupid, but Yuffie's is actually counter productive. Maybe it is time she used the two kunai in her hair. Maybe. I mean dual wielding bladed weapons is kinda what ninjas do in Final Fantasy. And ninjutsu. Miss Kisaragi does neither.

Okay not let's look at the new combat from the perspective of the enemies. A real time combat means that the players can dodge any attack provided they are quick enough. So there really is no reason why enemies have to play fair. Sephiroth has no abilities that are guaranteed one-hit-kills. This might change if we can simply walk away from AoE markers. We will also most likely get to see a larger number of enemies in any given fight. The engine can take it and so can we.

And I think we can also take a break here before we discuss materia a little. 

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