Man, just imagine Remake combat with gambits for the 2 AI companion...Try the gambit system again. People are more wired for gambits to make sense nowadays.
Yeah it would suckMan, just imagine Remake combat with gambits for the 2 AI companion...
It would suck because....?
I would love for it to revisit traditional jobs.
My dream scenario would be to take the job / subjob system of XI and combine that with a faster, more action oriented combat system like XIV.
XI is too slow these days, but it wouldn't need to be as fast a XIV either so a middle ground would be perfect for me.
Completly agreeIf it's CBU3 I don't really care what it does gameplay wise, I'll probably be interested either way. If it's Nomura or Kitase or Tabata, I sleep. That's my line in the sand.
This is becoming the reality for me, and I didn't ever think this would happen. Guess I can KINDA trust Nomura with KH, but that's literally just for the combat at this point.If it's CBU3 I don't really care what it does gameplay wise, I'll probably be interested either way. If it's Nomura or Kitase or Tabata, I sleep. That's my line in the sand.
I did and really liked it!Play FF Origins: Stranger of Paradise. It's so good! It's a great co-op game too.
Totally agree here as well.I also hope that whatever FF they end up making next either has a slimmed down open world with tighter pacing, or something more linear. Rebirth was an improvement in many areas, but its open world and pacing was an uninspired slog. Chapter 12, 13 and 14 were the best sections because the pacing was tighter and the maps were smaller. Map traversal was also less obstructive. Chapter 13 was almost entirely linear. Why can't we have a bit more of that?
We've had a lot of the more Sci-fi or Contemporary settings since IX. I imagine this is a calculated move to appeal to a wider audience, but if you take a step back and look at the games we've had in the last 20 years, it would be nice to have something a bit more whimsical or nostalgic.
I just want a full party in FF XVII with specified classes.
If that means it takes inspiration of AI teammates/class specific roles from Dogma 2 with smooth Nier-like action, or a more modernized take on FFXII with ATB combat, I'm down.
Also, would love a return to exploration.
Because you are supposed to switch, you are not supposed to play one character only. AI is defensive for a reason so that you can build up ATB and do actions that you want by switching or via tactical mode. It's an evolution of the battle system of the original. Gambits would destroy this battle system as it would remove the usefulness of character switching and remove any need for the ATB. At that point your better off making an action game with gambits.It would suck because....?
As it is the AI is shit at building ATB, and when it does either you use the autocast materia (that is an extremely bad gambit you can't control), or you can launch one of their ability depending on certain conditions (i.e. a gambit).
It's like textboon the reason why they did the gambit system.
(There's already some form of gambit with the materia that autocast and uses personal and weapon ability)
But the AI completel sucks at building ATB?Because you are supposed to switch, you are not supposed to play one character only. AI is defensive for a reason so that you can build up ATB and do actions that you want by switching or via tactical mode. It's an evolution of the battle system of the original. Gambits would destroy this battle system as it would remove the usefulness of character switching and remove any need for the ATB. At that point your better off making an action game with gambits.
But the AI completel sucks at building ATB?
You could still force or make switching control desireable by tying the gambits to maeteria, or limiting the possible combinations or something.
Because as is you spend way to much time having to micromanage the AIs ATB (for it to be ready for a stagger), healing, and staggering the ennemy.
(And again, they recognized this issue and introduced the autocast materia)
A lot of people advocating for turn-based in here or shooting down the notion under the assumption that it'd just be DQ-style or FF 1-10 have not played SaGa Scarlet Grace or even tried out the Emerald Beyond demo and it shows.
A new turn-based FF doesn't have to be a Dragon Quest style snoozefest that you barely have to put any thought into. It's insane that SE has created some of the best non-grid turn based combat in existence in those two SaGa games, and they're unwilling to take them to the next step as far as giving them an actual budget or iterating off of those games' combat in a series with far wider reach.
Those games have status effects that actually matter, letting party members intercept attacks on behalf of others, provokes and counterattacks, interrupts and stuns... There's a lot those games do with their combat systems that I don't see from other turn-based games at all, and they're among the few turn-based games that I'd confidently say have an extremely high skill ceiling too.
i'd rather they iterate on XV's open world than something like Rebirth's, tbh. not only the dungeons, but the giant animals on the field, camping with the boys and making food, less but better minigames like fishing, and the night being something to "prepare" for (not really in XV, since balancing was wack). it was a much better blueprint imo, even if XV didnt execute it really well (not that Rebirth's open world is much better)Yeah the hidden dungeons in FFXV were such a great feature. Even though the game is deeply flawed that first half of the game where you're just cruising around and finding dungeons with your boys was so satisfying.
yeah I feel like the materia for Rebirth was a real letdown. its....not fun equipping materia for my characters to just do normal things. OG VII had some of the craziest shit ever you could with Materia, granted, turn based is a much better system for materia than ARPG but the "solution" they found for it was a big letdown imoThey're saying that the AI deliberately builds ATB slowly because they want the player to switch - which is true, though I would argue it was a design concession for other reasons as well. I agree with you that it feels bad and doesn't work optimally.
My dream FF XVII that I'm sure won't happen:
-Remake/Rebirth combat*
-Party switching, probably 4-5 characters**
-Modern fantasy setting ala VIII or XV***
-World structure and exploration of XII****
-3-4 really good minigames, there needs to be a balance between XVI and Rebirth.*****
-Tone of XV
-Job system
-Woman protagonist******
-World building on par with the Ivalice games
-Hunts just being out in the world like XVI, though with the amount and lore of XII
Pipe dream I'm sure.
I think XV just did a really good job nailing a good balance of goofy party antics, and serious moments that needed it...it's just the quality of the serious moments themselves that struggled.Kind of agree with a lot of the list outside what I put a strike through…. and now to address the asterisks which piled up more than I would have liked lol
* I agree in terms of template but I'd prefer a more subdued take from the action standpoint. This would increase incentive for a more strategic use of the combat system (which you're perfectly capable of in the Remake saga but I feel you have to already be inclined to stubbornly use it that way in many situations for that to shine). I like that action plays an integral role but I think I would prefer the party feel more vulnerable with less bombastic capabilities. That doesn't have to mean go full Dark Souls/Bloodborne with it but… maybe a go half way? 😅
** I'd be over the moon for 4 party members at once with the FFX style "tag in" system
*** That's….. fine but I think I'd be as welcoming to something uncanny for the series. For example, maybe a mix of FF8-esque with a tone and style similar Folklore(2007) or maybe throw in some Del Toro style weirdness(like in the first Lords of Shadow) or, you know, just something completely unexpected by anyone.
**** Yes but obviously as long as the level design is visually distinct and textured in order to invite a sense of wonder and exploration (and no or at least minimal use of way trackers)
***** I think a couple more gameplay deviations than that are fine
****** Absolutely and I'd also like to see a badass non-white male character whose presence isn't muted by a creators lack of enthusiasm. Like a character with screen presence like Dev Patel has when he wants to
I'd also throw out that maybe the story doesn't always have to be world event epic? I'd be into a more intimate, less loud Final Fantasy. 🤷♂️
Well, that's kinda FF13. I'm all for it, that system was great once they stipped handholding you.God of War 4 kinda had a gambit system but it was very simple. Basically, Atreus' battle behavior would depend on what armor he was wearing. Maybe FF17 could have something similar for an AI companion?
Replaying OG right now, one things they definitely made better: switching materia in OG is one very frustrating menu exercise. That happens often because they keep changing your party.yeah I feel like the materia for Rebirth was a real letdown. its....not fun equipping materia for my characters to just do normal things. OG VII had some of the craziest shit ever you could with Materia, granted, turn based is a much better system for materia than ARPG but the "solution" they found for it was a big letdown imo
Gameplay wise that really isn't true, and story wise I don't think anyone wants the mainline games to be iterative in that regard.A big reason FF VII remake part 2 is selling worse than part 1 is because you need to play/finish part 1 before buying it if you want to get the most from it. Don't do the same with the main series.
Gameplay wise that really isn't true, and story wise I don't think anyone wants the mainline games to be iterative in that regard.
Gameplay wise there is nothing to be gained from starting at Remake instead of Rebirth. They both effectively start you at ground zero.What isn't true?
You're not going to rush out to buy a chapter 2 of the same story if you haven't played chapter 1.
Gameplay wise there is nothing to be gained from starting at Remake instead of Rebirth. They both effectively start you at ground zero.
Story wise, no one is saying they should make the mainline series continuous from each other. Which is why Rebirth is harder to get into.
I don't feel that's the view of more casual players.
Personally I've not picked up part 1 yet so wouldn't even consider Rebirth.
If you think that's wrong then that says more about the marketing/offering than my own view.
Would you consider picking up FF8 without playing 7?I don't feel that's the view of more casual players.
Personally I've not picked up part 1 yet so wouldn't even consider Rebirth.
If you think that's wrong then that says more about the marketing/offering than my own view.
I feel like you just didn't get what the poster you quoted is saying.
A FFXVII being iterative of Rebirth means it would have a combat system and exploration similar to it, and just that.
It would happen in a new universe, would be standalone, wouldn't have the direct sequel problem.
Would you consider picking up FF8 without playing 7?
Because that is effectively what most are asking for. Similar structures and gameplay with entirely new worlds and casts.
Exactly this, thank you.
Yes. Correct.I consider 7 and 8 to be separate games/stories.
I played the OG Final Fantasy VII and from afar consider the remake to be broken down into 3 chapters due to size where I would need to play from chapter 1 to get the most from it.
I would get no story/character benefit from playing 7 before 8 since there is no continued story or character connections unlike with Rebirth.
This is how it comes across to non hardcore FF players anyway.