Hiku said:
Vodacixi said:
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.
|
Yeah, "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" sounds like a proper description based on what I've seen so far at least. In an environment like this, especially considering how the new low damage attacks look, it would feel off if the other characters stood still doing nothing. So just having the characters do anything is enough to avoid that.
What was your issue with the changing targets with the lock on system? I didn't experience an issue with the locking on per-say, but rather how the camera was positioned at times. But I found out you can change the camera settings to different ranges, and to a dynamic camera zoom, so I'll try that next time.
Regarding the A.I., I'm not even sure that there's an A.I. in place for decisions like that, but maybe just a set script that never changes. "Always begin combat locked on to the nearest enemy". Or "the enemy closest to Cloud" There may be no intelligent decision making in place for allies. An ally not targeting the one we prefer isn't the same as getting in the way. That would be more like if it attacks while the boss' tail is up in the original FF7. Or if we assign a target to them, and switch back to Cloud, but they by themselves chose to re-target another enemy than the one we assigned for them.
If allies were supposed to make intelligent decisions in battle, consider this scenario. I'm introduced to new types of enemies that are more effectively handled by long range users, but I only use Cloud, and by the time I finish my enemies, my ally finished off the new ones. I get through the whole fight without knowing what kind of challenge those enemies present. This reminds me of FF13, and how chaotic I felt it often was because I had no idea what my allies were doing half the time. And that applies to the enemies they chose to kill. I barely had time to learn anything about some enemies because my allies took care of them. And I have no idea how they did it either. Was the enemy weak to fire? Who knows.
This game seems to try to take a big step away from that by putting you in charge of everything. No relying on A.I. other than it not deliberately making things more difficult for you than if you were alone. Whatever damage it does or ATB it fills up a bit quicker is a bonus, but you can only count on yourself because you're meant to, like in the original.
When I played the demo I also encountered the issue of Barret not targeting the fliers. But I only saw it as an issue because I expected him to, and painted myself into a corner. I made no effort actually trying to make Barret attack them. What would the battle have been like that? I don't know yet, but I won't write it off as bad or problematic before I give it a proper shot or two to get used to. Maybe the challenge is balanced in an interesting and fun way.
By the way, I was under the impression that Cloud can't reach those flying enemies due to Jesse's comment, but I managed to reach one, where Cloud leapt into the air and did an aerial combo. I figured it was just because it was close enough, but maybe Cloud can always reach them no matter what? And will the grounded enemies attacks aimed at Cloud miss while he's in the air? Especially if I assign Barret to target/distract them? Maybe I should have thought about things like that rather than expect the ally to do any of the thinking for me. I definitely won't the next time I play the demo, and see what I discover when I tackle it with this mindset instead.
|