did they take tips from the division devs when making the scorpion boss lol?
Not sure what to make of this half action half tactical gameplay. At this point it would have been better full action tbh, not FF15 automated bull.
I think it's actually a really smart design.
Something that has been the case for FF games since XII is that they've shifted from being about single decisive/impactful turns to a more attrition-oriented MMOish focus on managing your DPS versus how much damage you're taking versus how much MP you're expending. Arguably that's *some* of what FF4 is about too (no spoilers but a lot of its flow is also kinda tank-centric), but I digress. I don't think there's anything wrong with that idea - XII and XIII are both pretty fun when it comes to battles, IMO - but it's definitely *different* from what you see in the SNES/PS1 era of the series.
This system, from the looks of it, manages to absorb a lot of the advantages of newer games in the series (no separate battle screen, so when you're against really underpowered enemies you can just kinda walk through an area slaughtering them effortlessly without even really thinking about it; stagger system can give battles a slightly more cinematic-feeling ebb and flow as you work to expose a boss's weakness and then take advantage of it) with that older-school notion of single decisive turns; everything that actually consumes your ATB gauge is going to feel like a big deal when it happens, but it'll be happening really frequently, and I really love that.
Like FFX-2's nice and quick ATB Kai system when it first came out, this really looks like a basic combat system that could pretty plausibly be transplanted into remakes of other games and work just as well (FF8, FF9, Parasite Eve, and so on) to make them feel modernized without losing the feeling of taking turns in the original game. I really, really like it.