[FF7R] Remake Compendium

  • Thread starter Thread starter Kuraudo
  • Start date Start date
Status
Not open for further replies.
TGS presentation:

16:40 - They talk about Classic Mode and demonstrate it for the Guard Scorpion battle.
 
Looks great. Will probably be sticking to the new battle system but classic mode is gonna be great for those lazy moments. It's also great that the option exists at all for those who prefer it. I guarantee people will still find some way to cry about it though.
 
Perhaps a nitpick from nostalgia or whatever, but calling it "classic" doesn't sound right to me. I assume they want to appeal to the turn-based fans who want something close to the traditional FF(7) experience. However, it seems more like a hybrid of action mode and "classic" mode, which again emphasizes that this is an action game at heart. Also, seeing some reaction to this news kinda confirms this.

Now can't turn-based fans complain.

Everyone gets what they want now.
Slapped along with the never ending praise the game have gotten since the 1st trailers. This game will apparently be the best thing humanity has ever created, even though the gameplay is still not fully realized and only a few people have actually tried it.
 
It closest resembles Active turn-based where instead of only the enemy being the active AI, everything is active AI. Watch all the AI battle itself until your ATB is full, then choose a Command to throw into the mix. Rinse and repeat.
 
which again emphasizes that this is an action game at heart
Which is no secret. It IS an action game. However, the fact they actually added an option to try and please people who are far more into the turn based combat system is pretty cool. Is it going to be perfect? Well I guess it remains to be seen... it appears that instead of your characters just sitting with their weapon in their hands, waiting for commands, they'll just be moving around and doing some very light damage hits. It might not be a 1:1 copy but hey! At least the option exists. I personally didn't see it coming at all so it's definitely a nice surprise.
 
It's like what they did in FF12 - where no-one who valued their sanity actually used the "turn based mode".  It was impossible to like it.  Having optional modes for battles seldom, if ever, works. Why?  Because common sense alone should tell you the amount of work needed to pull that off properly is insurmountable.
Actually, I did just that on my first FF12 playthrough, lol. I didn't like that new idea of my party acting automatically without me doing anything in combat, so I decided to turn off gambits entirely and try to play it the oldschool-way. But... it was just like you said, a real chore. Enemies would always go much faster than my own party. Naturally, because selecting actions manually takes time, whereas AI-controlled entities (be it enemies or characters) act instantly the moment their ATB gauge is full. As a manual player, you would always end up losing valuable seconds for command input, causing your party members to get way fewer turns than the enemy. And why? Because the game's battle system and difficulty were tailored towards the gambit system, and the developers were expecting players to make use of it. If you chose not to, the entire balance would be ruined, as a manually controlled party would always end up getting only about half (or even less) as many turns as a gambit-controlled party, with direct consequences regarding difficulty. I can't even remember how often I got pummeled to death simply due to a lack of turns. Once I replayed the game using gambits the second time through, the difference was astounding! It was almost too easy now.

The problem with multiple modes for battle systems is, like you said, that any battle system will be naturally geared towards one mode, and then the difficulty balance would be way off when chosing the other. If geared towards AI-controlled mode, then manual battling will be too hard. If geared towards manual mode, then auto-battling would make everything am breeze. At least that's what it was like in FF12. And I'm afraid in FFVII Remake it'll be similar...
 
Which is no secret. It IS an action game. However, the fact they actually added an option to try and please people who are far more into the turn based combat system is pretty cool. Is it going to be perfect? Well I guess it remains to be seen... it appears that instead of your characters just sitting with their weapon in their hands, waiting for commands, they'll just be moving around and doing some very light damage hits. It might not be a 1:1 copy but hey! At least the option exists. I personally didn't see it coming at all so it's definitely a nice surprise.
Yup, exactly, this IS an action game. Making the classic mode more "true" to the traditional FF experience would be very awkward the way they have showcased the game (I think the action game-play LOOKS awkward and stupid too, but that's another discussion)

They could also make a puzzle-game-mode option, where you defeat enemies by completing a level in tetris, while your character AI makes some small hits in the background and move around. It wouldn't be 1:1 but, hey, at least the option would exist!

I don't mean to offend you here btw, just show how I feel about the "classic" mode atm. Then again I haven't actually tried it, and know little about it. Perhaps it will be the greatest thing humanity have ever created. But how it looks right now, I'm guessing I won't be too impressed by it. The action mode will still be the main mode, and everything will be designed around that. In this regard, trying to keep turn-based fans satisfied by the classic mode, expecting them to not "complain", seems rather offensive imo.

It doesn't need to be 1:1, I think anyone would expect some difference, however, the way SE are pushing action oriented gameplay into FF makes it seem like they think that turn-based is outdated, and/or (more likely) appeal to the masses. Will we ever see a "traditional" FF in the main series ever again?

At least they haven't turned main DQ series into action games yet. I'm guessing that would be too weird and unacceptable for the Japanese audience.
 
agreed the boxart itself is pretty nice imo but the logo doesnt fit the style at all
 
Equip & Materia

09_Menu_Screen_UI_Showcasing_Materia_Groups_are_Possible_EN.jpg


Ice element linked to weapon

12_Elemental_EN.jpg
 
Am I seeing right that the Elemental Materia now only gives a 2-5% damage boost when used in the weapon? In the original game the damage doubled when taking advantage of an elemental weakness, but 2-5%? Why even bother? At least the armor effect remains unchanged, so the Materia will now be restricted to defensive purposes only, too bad...
 
Last edited:
It's also not very specific with the elemental damage, like is that a universal damage increase that doubles total on hitting weakness, is it 2-5% magic damage i.e casted magic damage added to every strike cause that could get rather excessive
 
Status
Not open for further replies.
Back
Top