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I could conceivably see someone playing the game and almost never switching off Cloud unless the game literally forces them to.īut a lot of the fun here comes from changing characters on the fly, experimenting with special moves, and really mastering the flow of the new system.
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And only in the really hard boss battles I encountered did I have to really think about how to maximize my use of the ATB bars and mix and match proper items and magic use. It’ll certainly look a lot cooler with the updated graphics and Cloud’s excellent sword animations. Sure, you can button mash your way to victory in most battles, just like you could just mindlessly select “attack” in the original’s turn-based system and more or less breeze your way through the mobs of random enemies. The best part, in my short time with the game, was the freedom the battle system allows. You’ll be able to use a turn-based classic mode if you so choose You can still do that in the Remake, but in my opinion that sounds like it’ll drain the combat system of its much more vibrant elements.
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The original game featured a customizable ATB system depending on how difficult and fast-paced you wanted the game, but it ultimately meant just picking what your characters did from a menu and then watching the animations play out. There will be some settings options for players who don’t like this hybrid system, including a classic mode for people who want to just play a turn-based version of FFVII Remake in the spirit of the original.
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This time around, the summons stick around on the battlefield and help you fight in real time, and you can even have characters like Ifrit or Shiva perform special attacks by charging the summoner’s ATB bar to full and casting the spell manually. Once full, however, you can unleash special attacks and magic, some of which require just one bar, while others - like summons - require a full two. You can also sit back away from the danger and let it charge on its own more slowly while the AI controls your companions.
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Now, instead of just waiting for your character’s turn to come around, you have to perform melee attacks to charge the bar. Everything flowed nicely, and by the end of my demo, I was seamlessly switching between Cloud and Tifa to drop damage-heavy combos and special moves while quick swapping to Aerith to dive into the menu for heals, magic, and the occasional summon. Never once did I feel like I was leaning too far into just running around with Cloud and swinging my Buster Sword, or spending inordinate amounts of time digging through menus to cast spells or use items. I walked away impressed with not just how new and fresh everything felt, but also how much of the original game’s spirit felt intact. But I was able to go deep with the battle system through the first two hours of the game and then two later boss fights, one with Tifa and Barret in my party and another with Tifa and Aerith. We’ve seen a bit of this reimagined take on combat in early gameplay videos and in the big, flashy E3 demo last year that showed off the game’s opening boss fight. The battle system borrows the best of past ‘Final Fantasy’ games and ‘Kingdom Hearts’ But the experience we are getting on April 10th makes up for covering that small slice of the overall story by completely rebuilding every element - from the dialogue, cutscenes, and subplots to every environment, gameplay system, and boss battle. The first installment centers solely on the city of Midgar, which takes up, by some estimates, a little more than the first quarter of the original game’s first of three discs. Instead of one giant game, players are getting multiple entries. The trade-offs in that broader decision to reboot the whole game have already been made abundantly clear. That includes blowing up the tried-and-true turn-based system and replacing it with something far more modern. But Square Enix and the trio of legendary directors, including original character designer Tetsuya Nomura, that signed on to helm the project decided on something much more ambitious and risky: a total reimagining of FFVII from the ground up. When the game was first announced in 2015, many diehard fans appropriately expected a remake would mean a visual overhaul of more or the less the same turn-based RPG they fell in love with more than two decades ago. Final Fantasy VII Remake is shaping up to be much more than just a nostalgia trip, and nowhere is that more apparent than in the game’s completely reimagined battle system.