![]() It sets out to redefine the series' combat just like Final Fantasy XV did, but succeed where that title didn't.Final Fantasy 7 Remake had an impressive showing at E3 2019, with the action-packed trailers released by Square Enix met with general enthusiasm by the community. #FINAL FANTASY 7 HD REMAKE SCREENSHOTS SERIES#The Remake has taken inspiration from across the series and created a combat system that feels like what Final Fantasy always wanted to be. But the game also knows that players need an option to slow things down and plan out their next moves, which is where the ATB system comes into play. Conversely, Final Fantasy XV feels like more of an impromptu brawl that players have to get through, rather than a hugely strategic affair.įinal Fantasy 7 Remake is action-packed and its combat runs at a blistering pace. ![]() Somehow the Remake has managed to retain all the strategy and planning that made the original so great. Sure players can just control Cloud, but a major part of strategizing comes with switching between the three party members and using their unique moves. Later updates would make the whole cast playable, but Final Fantasy 7 Remake nails that idea from the outset. It's the same idea as the Remake with Prompto focusing on ranged support, Gladeo on tanking, and Ignis on team support and magic, while Noctis is an all-rounder. With the ability to switch characters at any given time, the ATB system encourages players to be dynamic and adapt as each character specializes in something.Īt launch Final Fantasy XV only let players take on the role of Noctis, while the four other party members were controlled by AI. This means that all characters can do until they build ATB is basic attacks or strong attacks. #FINAL FANTASY 7 HD REMAKE SCREENSHOTS FULL#As characters deal damage and take damage their ATB bar fills, and once a section is full they can use one command, whether it's using a spell, an ability, or an item. The key difference with Final Fantasy 7's combat system comes with the ATB system, and how it affects battle. Related: Final Fantasy 7 Remake: Zack Fair’s Origins Explained It wasn't perfect, of course, and came with plenty of flaws in terms of difficulty and control. On a lot of fronts, it succeeded with fun character interactions and team attacks, and a lot of variation between weapons. Final Fantasy 7 Remake Finally Delivers On XV's Idea of Actionįinal Fantasy XV was the first game in the mainline series to sport an action-focused combat system, rather than turn-based or active-time battle based. All of these elements combine to make a system that feels uniquely Final Fantasy, even though its hugely action-focused, like the previous mainline release. Each character can be played around with and use the same spells, of course, but they fill in a basic role. Cloud is great at physical attacks and taking enemy attention, Tifa focuses on quick combos and building stagger gauges, Barret specializes in long-range and fighting flying enemies, and Aerith is the expert magic-user and healer. On top of that, each of the game's four playable characters fills a unique role, like in Final Fantasy X. Each weapon in the Remake will teach that character a special combat move once they've used it enough, something similar to the equipment system in Final Fantasy IX. While these are direct influences from Final Fantasy XIII, there are deeper influences in the Final Fantasy 7 Remake. When full the enemy will enter a fully staggered state, where damage is highly increased until the bar drains again. By exploiting the enemy's weaknesses, and just generally attacking, players can raise an enemy's stagger bar. Another element lifted directly from XIII is the stagger system. The game uses the Materia and equipment system from the original Final Fantasy 7 to encourage diverse character builds, however, each weapon now has a leveling system similar to the Crystarium of Final Fantasy XIII. The Final Fantasy 7 Remake doesn't just draw from Final Fantasy XV, it takes some of the best ideas from across the series.
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