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The main issue is the tutorials only seem to cover fighting a single major enemy. Fighting groups is pretty different.
Enemies also don't telegraph attacks as much as you expect, so you really need to get some experiance in fighting them to pick up on what you need to react too.
FFVII had materia's, FFVIII had junction (crap, but still), FFIX... oh right, that was a copy paste of the old ones, nvm, FFX had the static battles, FFXII has the famous gambit system, FFXIII has paradigm (which in end-game is quite a bit of fun actually) and now FFXV with full on action combat.
As to magic... I'm neither against it nor for it. The magic in this world revolves basically around three elements and warping. It's the lore and that's just it. The spells are pretty strong though, so it's wise to make good use of them in tough battles, rather than be some spammable crap... for which warping exists xD
I'm gonna explore the combat fully and take all that it offers, not just resort to the most efficient route, so my opinion about it may change in the future, but for now it's a solid B.
PS. What I hate about it is that they put this combat into FFVII Remake as it seems... makes that more of a FFVII mod for FFXV than a remake -_-
Actually, you're the first person I've seen to write that about XIII. I know the first length of the game was a bit meh, but the battle system really shone through once you went to take out the toughest bosses in the game. I remember trying to farm Long Guis with max efficiency fondly, hahaha.
Also, I actually like that magic does friendly fire damage. It ups the whole "These are your friends" element in battle. They fight with you, be aware of their situation in battle, not just your own.
This was one of the big pro's for me to buy the game, because honestly those RNG fights would have bored me to death.
Sure, the magic system can't hardly be called like that. (well judging from the demo) and they could have added more variety to the whole battle system. (Even the battle system in the SAO games allows for more) but I'm rather attracted by those JRPG "action" battle systems in General at the moment, so I'm fine with it.
Plus, the game is moddable, so there might be mods to change this or that or add to it, make it better in the future. Who knows?
In comparism to turn based battles you can now dodge, block and parry actively, instead of having your stats and RNG alone doing that for you. I personally like it better that way. Either way.
Good to know. Honestly, I also just like games with pretty, flashy aesthetics. I loved Mass Effect 3 multiplayer because the sound and graphics were just ridiculous. Blue telekenis orbs with wobbly bass sounds and mechanical crunches as some poor enemy's body got flung into oblivion. That was its own kind of pleasure, hahaha.
When you fight a tough enemy you'll often go in and attack, warp away and then warp to a far point to come in and land a strong warp strike and repeat that.
As you say OP it really gives all of the different action in battle the feeling that they're their own phase.
If this was turned based it go like this.
-Attack phase
-Reposition phase
-defense phase
Yeah, I really noticed how important positioning was. Creating distance when you needed it, not getting swamped by a mob because you were being overly aggressive, etc. Where you chose to stand was an imprtant part of strategy.
I want to see how far I can push it with the system. I'd like harder difficulties. IN the demo I beat the bandersnatch when I was level 11, but it was great fun. It was a massive challange to do it, and I hope there are more opportunities like that.