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The magic is vastly improved with magic and elements being very important. Summons are awful here just like in the original as there are simply superior options to spend your turns on. Characters are much more unique rather than being all the same with slightly different stats, different limit breaks, and of course physical appearances/names. They're actually very well designed and unique as well as quite flexible in what roles they can fill and how their kits can be applied to each role. The new weapon perk tree system helps this a ton as well. It doesn't have the cool limits like the original. To be precise it has limits but for most of the first playthrough you really only have 1 limit and later unlock limit 2. Due to how limits work, unless you're doing really bad, you might see 1-2 limit breaks per playthrough... limit level 1. Limit level 2 are especially hard to get and you might simply never see it without doing extremely bad in a boss fight or using a special limit break super accessory unlocked after basically 100%ing the game (really the hardest super boss side fight, aka after pretty much everything else).
The game features NG+, too, with a well done hard mode. Command materia is far more interesting, and purple/blue materia gets a much needed increase in types of materia and their usefulness allowing some great build options. They do restrict som emateria like Magnify (this game's "All" materia) to prevent OP easy access do everything the best you can builds but this actually works well to reinforce proper builds and applications of builds to a situation such as Magnify + Elemental for trash mobs, All + Wall for very hard hitting bosses, or if you can survive but need a major boost Magnify + Haste. Magnify + Cure works, too, but I'd argue Pray/Chakra are better options.
However, whether this is what you want or not I'd YouTube "Classic Mode" for this game and mull it over before purchasing. If this one isn't for you perhaps one of the other Final Fantasy games that are currently on a Square Enix sale (click the FF game and then top banner at top of the game's store page will get you there), Grandia, or perhaps a Persona game. Trails in the Sky and Trails of Cold Steel are worth considering for turn based gameplay, too.
There is no turn-based mode, but the original wasn't turn-based either. You and your enemies have a meter/timer that charges until your next action, same as in the original.
Wiki categorizes ATB as a subtype combining both TB and RT elements https://en.wikipedia.org/wiki/Turns,_rounds_and_time-keeping_systems_in_games#Active_Time_Battle
Or PC games of that era like Heroes of M&M, Fallout 1 and 2, Worms. All of those let you move and attack in the same turn.
Having input strictly through menus certainly does affect what you can do without making system cumbersome. Thats IMO the main reason why OG 7 didnt have combat field movement. What makes mentioned earlier Heroes of M&M, Fallout 1 and 2 and Worms similar is that they were all designed with mouse input in mind. In 1990s PC and consoles were 2 different worlds.
"the gameplay of FF7 on PSX are so differen"
Thats not what Im talking about. Sure OG 7 plays a lot like traditional turn based game most of the time, even if technically its not. Thats because it doesnt fully tap into ATB potential. 7R, 12 and 13 do much better job. 7R by combining ATB system for skills with pure realtime for basic actions. 12 had similar idea (and I prefer 12's combat system over 7R because of its significantly higher complexity). 13 by making it a lot more granular, deviding ATB bar into smaller segments and letting player execute commands without waiting for the whole bar to fill (and most importantly giving many reasons to do that, something that they were experimenting with earler in X-2 but didnt quite succeed). ATB easily blends into all those games because its not a system based on turns. Rather its a system that manages cooldowns based on real time clock. "Turns" in OG 7 is its upper layer, a consequence. While in classic turn based games "turns" are foundation, a source. For me this destinction is quite important to make.
Fine. I'll do the same. Again. You are wrong. Wiki says you are wrong. Note how that article is about time keeping systems in general. You cant measure (keep) time with "turns" under ATB system. Because ATB system in itself works off real time clock. And "turns" it gives is a byproduct. Not a foundation, as the word "turn-based" implies.
ATB is versatile system. Which is why it blends easily into so many real time games. It can also imitate turn-based behavior, like it does in OG 7.
You are the one making up and changing your own definitions on the fly without any attempt to back them up. You are the confused one.
15 on the other hand will pass it with flying colors if you have wait mode enabled.
OG 7 plays like turn based most of the time and have deceiving appearance but technically its a real time menu-input game. ATB is not a variant of turn based. Repeating false statemens like a mantra wont make them true. ATB is used to imitate turn based in OG 7. But it can do (and does in other games) much more and itself works off real time clock.
"Look it up"
Ok, I looked it up. Thats what I found.
"The "Active Time Battle" (ATB) system was introduced by Hiroyuki Ito in Final Fantasy IV (1991). The system discarded the discrete turn-based battles of the first three entries in favour of a continuous flow"