Thoughts on Final Fantasy VII Remake
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I agree, I didn't like the new combat system.
But I really like turn based combat. I don't like to have to run around, spam buttons, or time anything right. I like to read and have time to make a decision. It's a personal preference, but one that made me not get very far in the remake.
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They're fun enough in their own right and it's cool seeing a large 3d version of the world and cities, but the story changes are some Kingdom hearts overcomplicated bullshit. Each game gets dramatically worse near the end in order for each chapter to have a climax ending. I'm only looking forward to part 3 to see how weapons play out but concerned they are going to screw that up with over-animefying it. Not here for the story at all anymore.
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I haven't played it, but I'm bothered by Square Enix's aversion to FF's turn-based roots. What kind of 'remake' changes genre entirely?
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This is my biggest problem. I don't like the real-time combat. When I originally played the demo of part one of the remake and discovered it was real-time combat, I went into the settings to change it to turn-based, only to discover there was no such setting. Stopped playing pretty soon after that.
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Itโs too bad, I wish they would have kept turn based as an option.
I would have loved that so much.
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I havenโt been following the story as Iโm already familiar with the original story. I didnโt think they would have made and significant changes to it. I just wanted to see the worlds.
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Due to the unnecessary padding to stretch the game out, I feel that you might get burned out.
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Think you've hit it on the nail on the head. It feels less like a chore because of the way they all connect with one another.
Although even before fast travel I still did a lot of manual travelling to get everything done. At least until I realised that fast travel was very likely to get better later in the game, which it of course did.
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It's a modern game, nobody but people who played the original would play it if the combat stayed the same. There are many criticisms of the game, but the change in combat isn't one of them.
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Being forced to walk in certain places is a replacement for a loading screen. Some of your other criticisms are very valid. I hate that they fluffed out the games j7st so they could split it into three full ass games.
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Feels slightly hyperbolic. Atlus's games are mostly turn based and seem to have sold in only somewhat worse numbers compared to FF7 remake (Persona 5 in particular). One series (Yakuza / Like a Dragon) even switched from action combat to turn based.
Anyway, I found the combat to be kind of forgettable and didn't really add to the game, although I understand there have been improvements in the second game.
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I had major problems with Remake myself, mostly stemming from punishing encounter design and them padding out a 6+ hour section into a full game. The catwalk lights, the lab, and other stuff obliterated the pacing, and it was painfully obvious how much better the dungeon design based on the original content was when compared to the new stuff.
The good news is, in Rebirth, that 1:1 remake feeling is front and center if you want it, instead supplemented this time by optional content. I felt like I had much more room to put together materia builds, and it has one of the best video game soundtracks I've ever heard. I'd be over the moon if they did a version of Final Fantasy VI that felt like most of Rebirth did.
Except for the limit breaks. Why they didn't give those full target tracking and allowed them to whiff is an outright bizarre design decision (along with the constant splitting of the party).
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I really enjoyed it, it's different... and in higher difficulties is actually pretty challenging, you need to really plan out everything from your materia to your skill set. I had fun for a good .. 200 hours I think. I haven't played the second part though
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Yeah, I get what you're saying about me not having actually experienced the full gameplay. I guess the lack of turn-based play is what made me not super interested to begin with, though.
I'm old (ha), and my favorite games are the old FF series, Baldur's Gate, etc. that all have turn-based combat. Maybe I enjoy it because I'm slow
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I don't know how much you know about the intricacies of the newer FF combat systems, but "turns" are still in there, but among a bunch of new stuff that may or may not jell with you.
If you want, you can set the combat to "classic" which makes it so that the AI controls all three charachters, rather than just the two you aren't playing as.
This leaves you to deal with only the "turns", and which abilities, spells, or items, to use them for. And you don't need to be quick, the passage of time nearly pauses while you engage with the action menu to decide what to do with a turn.
Characters and enemies can only engage in basic attacks outside of their "turn". To use abilities, spells or items, it must be your "turn".
All the decisions that make turn based combat interesting are overlayed on top of the real-time action. At times they even overlap. When not using classic mode, it matters how you control a characters real time actions. The exact timing of when you use a turn can have consequences, you need to make sure you are standing in a good spot for a given ability, you need to make sure you're not about to take an attack that might interrupt an action, etc.
You have to decide stuff like whether you need to use your turns to spam cure just to keep the party alive. Should Aerith spend one turn and the MP to use Cura on one party member, or wait two turns to use Pray on everyone. Should Cloud go for damage on this turn, or build stagger in case it leads to a stun and bonus damage next turn? Can Tifa keep herself alive with Chakra or do I need to have another charachter use heal on her? Do I remember the pressure conditions for this enemy or do I need to spend a turn on Assess to find out?
If all you want is turn based classic gameplay, then yeah, it isn't here. But they have made something very interesting. It's got hack slash style flashy action, but with an amount of strategy involved I don't think any other games have achieved. It's unique.
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The hobbit method
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Looks at persona
Are you sure?
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The combat is fanatastic. But they don't lean into it enough, and so you don't get to fully engage with it beyond a superficial level. Except for some fleeting moments most people wont even notice.
I love it, but I hate how they're too afraid to commit, even to the point of not allowing you to play Rebirth on hard until ng+.
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The party changes were the most frustrating part for me, you never knew how long it would be or if anything major was going to happen so it was a toss up on whether it was worth spending the 5-10 minutes swapping gear around to maintain a balanced party. The entire game I was excited for the next one right until I finished and my first though was, "thank fuck I don't have to rework my gear again".
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The moment I learned the whole party gets AP for grinding materia in rebirth I was a happy gremlin.