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The dev are definitely smoking when they make this game.
Anyway, I agree. The combat is quite bland. This is why games like Devil May Cry and Ninja Gaiden average about 15 hours and those actually have the variety to support an 80+ hour campaign. Final Fantasy 16 does not.
For what it is worth: The more you progress, the more the combat options open up.
This a form of storytelling to demonstrate how Clive is absolutely getting stronger as the game progresses.
Yes, it absolutely starts off slow and I was tempted to grab the aforementioned mod, but once I unlocked Garuda, combat clicked for me. The more I progressed, the less the cooldown times mattered.
The standard combo and magic burst system is like the bread of the sandwich; you're always gonna have it and use it. To me, it's an easier version of DMC5's Nero's Devil Punches. So, it certainly starts off less complicated than DMC1, but uhh, without spoiling anything, combat does gain depth, but in a divergent way from the DMC series.
I, for one, like the direction the series is going. FF16 is another step in these games ceasing their outdated turn-based style -> and progresses to more real time action. FF16 is a step forward and if FF17 is another step forward, then I'll enjoy that too.
If I wanted to take turns to have my characters stand on the opposite side of the room to the enemy as they take turns to run up, hit the other person, and run back -> I'd play a pokemon game.
On the topic of difficulty, I did say this in my review: I find it to be a mistake that the game forces you to play it fully before unlocking the real "Final Fantasy mode" difficulty.
It's not just FF16, but a lot of AAA games do this: where they default to having *much* easier difficulties as their "normal mode." It makes sense from their perspective as most people who play games really are casuals.
People like you and I are kind of the exception from the norm -> where if we were placed on Final Fantasy difficulty for our first run of the game, we'd breeze through it without a problem.
And lastly, the story. I like the story. I wanted to see what happened next, make my own predictions, see the definitions of terminology and also the details of events of the game and the world that the game provides, and all that jazz.
Your enjoyment of a game's plot is subjective, but at least agree with me that it isn't "another bloody open world game with survival elements and crafting, where there is effectively no plot."
so the real difficulty is unlocked after beating it? ...that slame.. ...20 hours in and I have not died at all ...of course, it will happen, but even this shows how easy the first playthrough is
At least you feel good when you beat a game without dying once, lol.
This! I'm forcing myself to keep playing atm... but nearing my limit. Might DNF this game.
At the highest level of play this game decimates anything the series has ever put out both in terms of being creative and skill as well as mechanical complexity, but the developers obviously are very bad at directing this to the casual side of the fanbase lol.
FFX and XII have the best combat....FF16's is great to look at but it is farly limited and it takes too much time to open more skills...also it does not have much depth to it
but you are trying to find complex mechanics where there are none. No, it basically does not matter which ability you use.
saying it doesnt reward such things is just proof of your ignorance lol, I might as well say FFX combat is terrible because you can quick hit everything into dust, at least FF16 has higher difficulties which punish you far harder for sloppy play
So actually I had just beaten Garuda and gotten 2 more abilities. So that's 4 specials and the basics 8 hours in, like I said.
I agree that if there is a 'real difficulty' mode in new game+ it should also be an option to start on. But that wouldn't redeem what is an un-remarkable system out of the gate.
1 hour in to Final Fantasy - Paradise Lost and I was swimming with job options and things to do that made the combat in the game compelling. 8 hours into FF16 and I'm flaming it on forums because I'm bored and bitter over the purchase.
Paradise lost did have Team Ninja co developing it, so no surprise the action rocked.
Final fantasy games have always had some of the coolest combat systems in the rpg genre.
The essence of Final Fantasy games is esoteric nature / tech themes lodged in a world where you go around kicking ass using strategy based combat. It's always been about a complicated story with a rich in-depth combat system.
FF16 at its core is just a story on wheels.
And the combat "strategy" is: use abilities that hit stagger to bring the gauge down, then use abilities that hurt HP when they're stunned. That's it. It's "mash normal attack button (and coordinate with Torgal if you want) and throw out an ability once every 15 seconds when it's off of cooldown." It's not complicated. It's not an issue of skill, it's an issue of being uninteresting.