![]() ![]() I fear this could get somewhat repetitive, but for many it will be preferable to random battles, something that a lot of gamers found pretty annoying. An example shown was a savepoint in a large plain where you could take on the task of slaying a certain amount of a type of creature for money and exp points. The prospect of side-missions and exploration is handled mainly using a (once again) Crisis Core-like system of picking missions from savepoints. Thankfully though you can skip them - although I'm sure Square would rather we didn't. If this is indicative at all of the game as whole, it could prove frustrating for those (like me) who easily get impatient or irritated by the cheesy dialogue and bubblegum characters. I counted 9 or 10 in this inital stage alone. In the first 20 minutes of the game that I got to play, it was rather cut-scene heavy. It certainly feels like a Final Fantasy game. ![]() Old favourites such as summons, looking better than ever, and potions, spells etc remain, as well as plenty of slightly daft looking highly-coiffured baddies. It is turn based, but the balance is tipped towards action over tactical gameplay which may not please RPG purists. The combat system's been tweaked yet again, this time pitched roughly as a sped-up version of the one in Final Fantasy VII - somewhat similar to that featured in FFVII Crisis Core on the PSP. Once my jaw had been picked up from the floor however, the small matter of actually playing the game came under my scrutiny. I'm going to stick my neck out and say that, once released, FFXIII will be graphically superior to any other game available on this generation of consoles. These are some of the most advanced facial representations I've seen, and you can pick out individual hairs and the shine on the buttons on their jackets. Thirteen years later, it certainly has.Swivelling the camera around also showed the incredible detail they've managed even during regular gameplay. And it all can be traced back to Final Fantasy XIII’s stagger mechanic and ambitious goal to change the franchise. With each subsequent release, leading up to FF16, Square Enix has been trying to deliver that fantasy. While it wasn’t able to do it, this desire became a driving force in the franchise. It wanted to deliver players the ultimate power fantasy. FF16’s use of the stagger system is bridging the strategic combat is an implementation of what FF13 wanted to be but couldn’t quite deliver on.įF13’s combat system was designed as a way to make combat feel as climactic as battles looked in cutscenes. Once staggered, unleash everything you have. Based on gameplay videos, the faster Clive can chain combos together on enemies the closer to being staggered those enemies will become. In addition to citing God of Wår as inspiration, the combat designer for the project designed the combat system for Devil May Cry 5 (an arguably perfect action game). It is no secret that FF16 wants to be an all-out action game. Something that FF16 looks to evolve even more. It is the next logical step in FF13’s stagger system. In real time you need to pick and choose your attacks, and when to be aggressive against a single target to stagger effectively. ![]() During combat, players are encouraged to prioritize staggering enemies to inflict the most damage. The fluid combat of FF7 Remake centers around the stagger system pulled from FF13. The modern action-oriented Final Fantasy games continue to use the stagger system. Final Fantasy XV, XVI, and Final Fantasy VII Remake all outright abandon the turn-based systems of old in favor of real-time action combat. Since FF13, Square Enix has steered the franchise in a more action-oriented direction. That never reached its full potential due to the poor response to FF13, but this entry still set Final Fantasy on a new path. It acts as FF13’s version of an attack combo, encouraging aggressive play.įinal Fantasy was originally meant to start a whole new age of Final Fantasy under the Fabula Nova Crystallis. This would open up an opportunity to unleash massive damage on enemies, and if you used the right attacks the stagger phase of an enemy could be extended and the damage multiplier increased. ![]() To give players something more to do than wait their turn and pummel away at elemental weaknesses in fights, enemies could be hit enough that they get staggered. This combat also centered on a new mechanic called staggering. While not as fast-paced as a full-on action game like Devil May Cry, it was faster than previous entries in the series. While FF13 was a turn-based RPG that still used a system based on the long-standing ATB battle system, it sought to ramp up the action by making combat look and feel more cinematic. Final Fantasy XIII’s stagger mechanic is its most lasting impact on the franchise. ![]()
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