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General Discussion / Re: [FFVII-R] 04.2020 - News
« on: 2020-03-06 08:13:46 »
FF7 Remake's gameplay is fantastic on normal mode. Easy mode is a joke akin to ffXIII and Classic mode is basically Easy mode and also a joke. My only concern was that once you mastered the new combat and enemy weaknesses even normal mode would become too easy on a second play through. That's not the case now that hard mode has been revealed, once you unlock more than just cloud and can start using barret in the demo and take a look at the previews of the uprade/materia systems combat is extremely deep, it's a mix of turn based, action, and MMO boss fight mechanics but getting rid of the worst aspects of each and embracing the best. I can't take anyone seriously who says the combat sucks because they are either being contrarian hipsters, or have some sort of agenda, this is the most polished combat I've seen from Square Enix since FFX International like 18 years ago. If you want to complain about the story or the possibly looming fetch quests to pad out the game, once the game is out and you've play it and they are actually there that's fine, but as of right now from everything everyone has played and everything we've been shown/leaked the gameplay is good on normal mode.
So why is the gameplay good? Because there is so much to do and keep track of.
1)Stances/Parries/Charge/ Triangle Mechanic - Keeps you engaged in the gameplay, now you have a reason to pay close attention to the move an enemy is about to do to you so that you can perform clouds operator transition parries. I mean sure some of the initial enemies in the tutorial section you can just spam square like a retard but outside of the first chapter's basic security guards that serve as the tutorial section that's the only place it's going to work.
2)Dodge/Movement -Aerith, Barret, and Cloud in Punisher mode all have extremely limited movement while every boss and mini-boss we've seen so far have amazing movement, this forces you to utilize the i-frames of your dodge or the movement of your dodge or suck up damage like a retard and waste half your ATB charges on potions.
3) Boss Mechanics/Weaknesses/Guard - You have to figure out a bosses' weaknesses and weakpoints and MMO STYLE attack patterns/AOES, you can even interrupt their next attack with good timing and weakness exploitation. Or you can sit in their attacks and hope you looted twenty potions or 10 ether and use them all on the first boss fight. This also encourages you to use guard to save on MP/ITEMS
4)Limit breaks are extremely rare/limited- No more hyper cheesing/fury cheesing/back row cheesing/ any cheesing that we've seen so far, at least in what we've been shown. Some of that power was moved to Summons which are essentially a guest character and closer to 10's system which is how I preferred them.
5)Adaptive difficulty- You can now make some bosses harder on yourself, so far this has only been shown for the Airbuster but the concept is amazing and I'd be surprised if he was the only boss to incorporate this mechanic in the game. You make the game as hard as you want it, and hard in the way you want it.
6) With all this going on, having to pay attention to boss timings/particle effects/tells the ATB slow down time is actually really useful to let you gather your thoughts and plan your next few moves, you can also double que moves on each party member and mass execute 6 actions at once. Meaning you can stagger the boss and if you prepared for it on each character you have a burst window of about 5-10 seconds to dump all your ATB.
7)Jobs/Roles - Always preferred the older FF's and Tactics in terms of their role/jobs and it looks like FF7 is moving a step in the right direction. Barret has tank abilities, but he doesn't HAVE to tank. Aerith is a red mage that has superior doublecast magic abilities but you CAN just auto with her. Tifa has monk abilities, they are just slightly more job oriented/defined. I wouldn't be surprised if we saw some similar aspects to New Threat further along the game, I wonder if the gameplay guy researched it or heard about it all.
Good control scheme/seamless transitions to switch between characters and if you don't want to utilize the slowdown of the ATB you can quick bar abilities and play it more like kingdom hearts/more actiony games.
I could probably go on even further, but the combat looks and plays amazing, will it get stale after 50 hours? I don't know it depends on whether every new encounter throws new concepts/makes you think or re-think/ or new abilities change up your strategies, we'll see.
So why is the gameplay good? Because there is so much to do and keep track of.
1)Stances/Parries/Charge/ Triangle Mechanic - Keeps you engaged in the gameplay, now you have a reason to pay close attention to the move an enemy is about to do to you so that you can perform clouds operator transition parries. I mean sure some of the initial enemies in the tutorial section you can just spam square like a retard but outside of the first chapter's basic security guards that serve as the tutorial section that's the only place it's going to work.
2)Dodge/Movement -Aerith, Barret, and Cloud in Punisher mode all have extremely limited movement while every boss and mini-boss we've seen so far have amazing movement, this forces you to utilize the i-frames of your dodge or the movement of your dodge or suck up damage like a retard and waste half your ATB charges on potions.
3) Boss Mechanics/Weaknesses/Guard - You have to figure out a bosses' weaknesses and weakpoints and MMO STYLE attack patterns/AOES, you can even interrupt their next attack with good timing and weakness exploitation. Or you can sit in their attacks and hope you looted twenty potions or 10 ether and use them all on the first boss fight. This also encourages you to use guard to save on MP/ITEMS
4)Limit breaks are extremely rare/limited- No more hyper cheesing/fury cheesing/back row cheesing/ any cheesing that we've seen so far, at least in what we've been shown. Some of that power was moved to Summons which are essentially a guest character and closer to 10's system which is how I preferred them.
5)Adaptive difficulty- You can now make some bosses harder on yourself, so far this has only been shown for the Airbuster but the concept is amazing and I'd be surprised if he was the only boss to incorporate this mechanic in the game. You make the game as hard as you want it, and hard in the way you want it.
6) With all this going on, having to pay attention to boss timings/particle effects/tells the ATB slow down time is actually really useful to let you gather your thoughts and plan your next few moves, you can also double que moves on each party member and mass execute 6 actions at once. Meaning you can stagger the boss and if you prepared for it on each character you have a burst window of about 5-10 seconds to dump all your ATB.
7)Jobs/Roles - Always preferred the older FF's and Tactics in terms of their role/jobs and it looks like FF7 is moving a step in the right direction. Barret has tank abilities, but he doesn't HAVE to tank. Aerith is a red mage that has superior doublecast magic abilities but you CAN just auto with her. Tifa has monk abilities, they are just slightly more job oriented/defined. I wouldn't be surprised if we saw some similar aspects to New Threat further along the game, I wonder if the gameplay guy researched it or heard about it all.
Good control scheme/seamless transitions to switch between characters and if you don't want to utilize the slowdown of the ATB you can quick bar abilities and play it more like kingdom hearts/more actiony games.
I could probably go on even further, but the combat looks and plays amazing, will it get stale after 50 hours? I don't know it depends on whether every new encounter throws new concepts/makes you think or re-think/ or new abilities change up your strategies, we'll see.