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LegitHyperbole said:
twintail said:

Had zero issues with Ff15 combat, so I doubt I'll have many with FF16.

It's not like older FF are any more complex.

They were, finding weaknesses and what not at least it felt like it, I wasn't a big FF guy in my youth, only ever played into them partly until FF14 so I can't really say but it felt like depth. FF7 remake has actual complexity but it takes more than half the game to show itself as enemies become immune to certain attacks adn what not. They are onto a winner with this system if they'd just tweak it a bit and have potions separate from the ATB and also have the ATB meter progress carry over to the next fight. I may be wrong on FF16 though, I'm only 7 hours into that game or so and the flashiness I've seem in reviews may make the basic essence of it feel more than it is, like with FF15.

It's just a damn shame they got so close to making the FF7r combat work and missed the mark, it's got some serious potential if they could iron out the crinkles and tweak it to press the player to engage in ATB without making the enemies any more spunge. You're stuck between to choices, go normal and spend the majority of your time and ATB on swinging potions or go easy and have shorter fight but more time using ATB skills, less swinging potions and I'd reckon more fun, at least when you're taking on mini bosses and larger groups. 

I think the whole thing about finding weaknesses doesn't really change much about the combat itself. It's a small thing that has always been fairly easy to power through. 

As much as I love a large part of the mainline series, I don't believe they are difficult at all, and they have pretty straight forward combat. 

That said I've never played either 11 or 14, so I cant speak to them. But ai have heard that both FF7 Remake titles play better on hard mode, but that is hidden behind a normal completion first, which is disappointing.