Final Fantasy VII Remake Battle Debate Topic

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Crystal Power

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Nov 29, 2013
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#1
So as the title suggest, all debates and arguments regarding FFVII Remake battle system should go here.

First I'd like to start out by saying, I have no real preference here and I am open to classic, traditional, and real-time, action, etc battle system being used. Nonetheless there are things I do want to be present, just like anyone else.

After observing the trailer, I myself and many others find it resembling FFversusXIII original gameplay. After observing closely I notice in the right side the name UI, it has the HP and MP, there is a red bar under the name that first I presumed to be limits, but if you look closer I see to the far left after HP and MP there is limit with it's bar beneath (Which I might add is conveniently covered by the PS logo...). So that leaves the red bar? It could possibly be an ATB gauge, perhaps something else.

 

LeonBlade

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Oct 25, 2013
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#2
The bar is not the limit break.


As Cloud is performing combos with attack, the bar fills. This appears to be some form of a charge bar that can be expended on abilities that we see in the trailer once the bar reaches full (red). It seems that this is something that will be used heavily in combat as a form of strategy.

You will initiate a lot of standard attacks but if you ignore your charge and continue to attack you are missing opportunities to use special moves like this. We don't know the full scope of how the system will work, so this is purely speculation.

Another thing we notice is that you will be able to control other party members like in Versus XIII as shown when Barret uses one of his special attacks and shoots his gun.

I believe that the charge bar is Nomura's answer to those who wish for a tactical style combat system. Think of in Final Fantasy XI when you auto attack to build TP and expend it using your abilities... only a hell of a lot faster and with action combat. Perhaps these will be abilities you can equip like Materia and use in battle when your ability bar is filled, who knows.

We can see there is HP MP and LIMIT as well as the charge bar. These will function as you expect, although I think Limit Breaks haven't been worked on yet or at least they aren't being shown in the trailer.
 
May 26, 2014
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#5
My guess is that the bars below the character´s name works something like this:
Yes, that's what I was thinking too.

It would indeed be really cool if they somehow linked this gauge to materia as well (like Leon was saying). Would be a great opportunity to introduce some new materia and to rework old ones (which they kinda have to do anyway, since a lot of original VII's materia, especially the yellow ones, don't exactly translate perfectly to real time action combat).
 
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LeonBlade

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#6
Yes, that's what I was thinking too.

It would indeed be really cool if they somehow linked this gauge to materia as well (like Leon was saying). Would be a great opportunity to introduce some new materia and to rework old ones (which they kinda have to do anyway, since a lot of original VII's materia, especially the yellow ones, don't exactly translate perfectly to real time action combat).
Exactly, a lot of things like Deathblow and the different Cut materias can be turned into these little abilities instead of clogging up a menu like in VII or completely reworked abilities brand new ones. I wonder how they will function, possibly just like BBS by using certain types of combos I mean we have no idea yet how complex the battle system is, but I think it's a good start.
 

LeonBlade

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#9
Hmmmmmmm......... It's just weird because everything is happening in real time, it's action based but it also has a bit of that ATB........ Yeah, I used XII as an example to compare like where battles take place in levels and where the normal roaming outside of battles-kind of levels........ Ah, it's definitely something new. One where that it's looking gooooood.
VIIR doesn't appear to have any ATB though that's the thing.
 
Oct 19, 2013
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#10
Cross-posting from the trailer thread:

Battle-system looks great. Though, I hope you can set some of the commands on face-buttons. Maybe more like Type-0. I don't want to switch between D-pad and stick too much to navigate menus. Let us use L1/R1 as modifiers + face-buttons to cast spells so you can quickly switch through pre-determined sets (like Schemata in LR). You'd have 3 x 4 = 12 possible spells to choose from, which is only 4 less than the maximum of 16 Materia slots per character in the original, if I'm not wrong. That's not the end of the world. You'd just have to customize your slots a bit more wisely. That aspect was really fun in LR, too.
 
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