Hiku said:
I see. I can understand that, because this combat system is very unlike any other that I've experience. But that may also be why it can take longer to get used to. Maybe we shouldn't think of it from the perspective of it being their responsibility to target the right enemy. I was thinking of how you described it as "behave they way they should". So for the enemies one character can't reach, just like in classic FF, it's up to us to target the enemy with the appropriate character. Though this makes me wonder if the A.I. will stay on the target you chose for them, or if they can switch by themselves. I'm going to test this later. What the characters actually can do by themselves is very limited. They can't even perform the equivalent of normal attacks from Final Fantasy 7. Those are now the Abilities that cost ATB, which we still do ourselves. But the new type of weaker ATB filling attacks also do damage, so I think it's easy to get the sense that the character should also do this or that because of it. |
The healing stuff? Sure. I think I said from the beginning I wasn't sure if this is how it's supposed to work. I ended up thinking it shouldn't work like that... but yeah, it's mostly a feeling.
I agree: I've never experienced a combat system like this one. I doubt there is something similar out there. Mostly because traditional turn based JRPG series have either sticked to their classic battle systems (like Dragon Quest) or evolved into something more action orientated (Final Fantasy XV). FF VII Remake tries to retain the classic feeling of controlling your characters while at the same time giving them certain freedom of action and movement in order to keep consistance with the real time action. And as I said: I like this, but If I were the one to make the game... I would have given the party members just a tad more of freedom. Just a tiny little bit more. That... and a better lock on system. Sometimes it gets difficult to change between targets when performing the basic attacks.
I still don't agree with the AI though. As I said, if I'm controlling X character and using him in order to exploit the weakness he is designed to exploit and at that moment I'm exposed to any other enemy that comes in to attack me... and the AI doesn't do anything to avoid that from happening... I don't think that's how it should be. If I'm shooting flying targets, I can't defend myself from the ground enemies. If I attack the ground enemies, I'm vulnerable to the flying enemies. If I were alone, it would be up to me to do the job. But If I have allies, it's logical to think that they should help me. Not get in the way. I get it: in order for them to do the most useful actions I have to take control of them. And then again: I like that. But I think it is to be expected a certain degree of competence while on their own. Or at the very least, that they don't make my job harder. This is not a "feeling". In this case, I strongly believe that the AI is flawed.
Anyway... talking about how we want control over our characters makes me wonder if they needed to change the battle system at all. I'll try classic mode when I'm out of work and then I'll say more about it.








