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  1. #1
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    Battle Systems for FF13 and Versus Revealed

    http://www.rpgamer.com/news/Q1-2007/030207b.html
    When recruited to design the battle system for Final Fantasy X, Tsuchida originally suggested doing away with the traditional ATB (Active Time Battle) system, a mainstay of the Final Fantasy series. In light of this, it is perhaps not surprising that when Square Enix wanted to create an entirely new battle system for Final Fantasy XIII they turned to Tsuchida. Square Enix wanted the game to have a fast-paced battle system much like those in action games, but one which would also allow players to input commands.

    In order to merge these requirements - the need for fast-paced action and for player control over these actions - the way commands are inputted has been changed. The ATB system remains intact: time still flows based on player commands; however attacks can be blended together e.g. the player has the option of selecting a slash attack or, instead, a charge-slash combination. The new animation system will then blend player selections into a seamless motion.

    The encounter system, too, will be something never before seen in the Final Fantasy series. Though it will not be the traditional random encounter system and will more closely resemble that of Final Fantasy XII, Tsuchida points out that encounters in Final Fantasy XIII will not be as seamless as those of its predecessor. Instead, the game will feature a new way of taking on enemies and players will have some ability to modify battle conditions.


    Tsuchida was less than forthcoming when it came to details of the battle system, including the question of how much control players would have of other characters in the party, though he did refer to a "party battle system." He also stressed the need for the party members to remain in-character during battles, which, based on his comments, seems to be a key point. Similarly, he desires to have battles be more tied in to the game's setting and story, so enemies will be more appropriate for the setting. Tsuchida's example describes a scene in which players are moving through an area where military forces are present. The enemies encounters in this areas will match the setting, and characters may even be shot at. Enemies will also change based on the setting and some enemies will not be the typical "monsters" or "fiends" of past games. Foes, whether monsters or not, will also have much more well-defined characters than in past games. Yoshinori Kitase, producer of Final Fantasy XIII, pointed out that, for example, enemy battalions will be made up of individual soldiers, each with his own history and character.

    There was also some discussion of the role of the "White Engine" being used to develop Final Fantasy XIII. Developed by Square Enix itself, the engine was originally meant to appear on PlayStation 2 games, but was then moved up for PlayStation 3 development. Its key role is its ability to render animated sequences in real-time, thus allowing for the merging of fast-paced and command-based battles discussed by Tsuchida. Kitase suggested that even though Square Enix has recently licenced the Unreal Engine 3, the White Engine may still be used for future games.
    http://www.rpgamer.com/news/Q1-2007/022707a.html
    Nomura also mentioned that the combat in Final Fantasy Versus XIII will be a blend of other Square Enix titles including that found in Kingdom Hearts II and Dirge of Cerberus: Final Fantasy VII. The player's point-of-view will also change depending on the weapon equipped. For example, a sword would be third-person, and guns would move the camera to a first-person perspective. Nomura also confirmed air ships would make an appearance, but he didn't say what roles they would play.

  2. #2
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    Ahh.. nice info there. So Versus is the one where the emoguy summoned all the weapons and blocked bullets, etc. Well.. hopefully they don't flub that part of it like they did Dirge of Cerberus.

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    The way I read it, FF13 will have an amped up FF12 system, and versus is an amped up DoC system..

    Kinda turns me off even more; I guess FFs are action RPGs now.

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    FFXII has a nice idea though. I like gambits, I love the liscense grid, everything there is good imo. I hope FFXIII doesn't copy it TOO much and I hope Versus isn't too much like Devil May Cry Vincent/bullshit. Heh.

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    I think im too picky when it comes to RPGs, I know tons of people liked 12s new system, but I couldnt stand it, I didnt have a problem with the grid though, but the battle system and gambits, bleh.

    I guess 12 wanted to make it seemless btwn battles and the story, and make the game flow a lot better, but I just like the ol traditional RPG battle systems. It seems like FFs will never go back to that now; they just want fast pased action.

  6. #6
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    Quote Originally Posted by SephirothYuyX
    I think im too picky when it comes to RPGs, I know tons of people liked 12s new system, but I couldnt stand it, I didnt have a problem with the grid though, but the battle system and gambits, bleh.

    I guess 12 wanted to make it seemless btwn battles and the story, and make the game flow a lot better, but I just like the ol traditional RPG battle systems. It seems like FFs will never go back to that now; they just want fast pased action.
    It's not like FF is the only RPG out there.

    There are still some RPGs that follow the traditions, most of them are just overlooked.

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    I know, I play the other RPGs, im just dissapointed with FF now, it use to be the staple of RPGs, now its just.. another game that I dont really look forward to any more.

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    Quote Originally Posted by SephirothYuyX
    I know, I play the other RPGs, im just dissapointed with FF now, it use to be the staple of RPGs, now its just.. another game that I dont really look forward to any more.
    lol
    "FF sucks now because i dont get aggravated by random encounters"

  9. #9
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    Having an upgraded 12 battle system on 13 isn't bad, it's a good thing.

    And I believe they stated that Versus will use a DoC-like system for when you decide to use guns and stuff like that, but will move into 3rd person and KH-style when you use weapons.

  10. #10
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    Quote Originally Posted by Akiyama
    FFXII has a nice idea though. I like gambits, I love the liscense grid, everything there is good imo.

    Yeah........I liked being able to go afk for literally 20 minutes in a room full of mobs and my characters still be fighting for me, at full health, or the boss be dead, because of gambits too. I also liked how every single one of my characters were exact replicas of the other in the very beginning of the game to the very end because of the shitty license grid FF12 had.

    I hope the people doing the systems this time won't make those same mistakes again. Gambits were kind of cool, yes, but they made the game boring. And I know I didn't have to use them, but I did, and that was my impression of them.

    FF10's grid was so much better.

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    I don't care what kind of system it is, I just hope when optimized, it doesn't make the game one giant joke. In addition, I don't want the hardest bosses be a long fight of zombie-tactics.

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    Not gonna argue with ya on the characters being replicas of eachother, that sucked. But the gambits were completly optional to use, so if you din't want to completly automate your characters, you din't have to. And besides you're not considering how frustratingly hard the game would have been for many people without gambits.

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    Quote Originally Posted by Lbelle
    FF10's grid was so much better.

  14. #14
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    Quote Originally Posted by Kuya
    Not gonna argue with ya on the characters being replicas of eachother, that sucked. But the gambits were completly optional to use, so if you din't want to completly automate your characters, you din't have to. And besides you're not considering how frustratingly hard the game would have been for many people without gambits.
    QFTFT, give this man a beer. Don't get me wrong, I didn't mind lvling my characters to 40 the old school way. But it gets fking tideous after 40 levels of almost doing the same crap. Hence, I left my bots killing crap till the next day, go go go gambit exploitation \:D/

  15. #15
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    Quote Originally Posted by Kuya
    Quote Originally Posted by SephirothYuyX
    I know, I play the other RPGs, im just dissapointed with FF now, it use to be the staple of RPGs, now its just.. another game that I dont really look forward to any more.
    lol
    "FF sucks now because i dont get aggravated by random encounters"
    I compltly agree with Yuy, Random encounters never bugged me, in fact I fucking hate how drastically they reduced them in the GBA remakes, FFIV dungons are a complete joke thanks to this.

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    Though it will not be the traditional random encounter system and will more closely resemble that of Final Fantasy XII, Tsuchida points out that encounters in Final Fantasy XIII will not be as seamless as those of its predecessor.
    That sucks. I love that about XII. You can run through an area killing everything in your way, and it doesn't feel like you're really being needlessly held up by 'crash screens' or loot screens.

    I agree with some of the gripes about XII, like the license board kind of sucking and all characters starting out and ending up the same. I also agree that some of the hardest fights in the game degenerate into zombiefests where the only things that matter are raising and Bubble. Overall, though, I think it's the pinnacle of FF to date, and I'd really like it to be the foundation of future FFs.

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    Quote Originally Posted by XxSlusherxx
    Quote Originally Posted by Kuya
    Quote Originally Posted by SephirothYuyX
    I know, I play the other RPGs, im just dissapointed with FF now, it use to be the staple of RPGs, now its just.. another game that I dont really look forward to any more.
    lol
    "FF sucks now because i dont get aggravated by random encounters"
    I compltly agree with Yuy, Random encounters never bugged me, in fact I fucking hate how drastically they reduced them in the GBA remakes, FFIV dungons are a complete joke thanks to this.
    Someone who never gets tired of random encounters is either in denial or just lying.

    SephirothYuyX is just emo-ing out; apparently he's just realized that FF likes to change shit up with every game... go play Dragon Quest if you want a series really saddled with old school RPG trappings.

    A lot of people look at Gambits as an autoplay mode to the game, and don't like that. Personally, I see the system as something nice that saves me a million pressings of the X button. It also adds another layer to the overall control of the party. I really liked that I could set general commands for the characters to perform automatically in 90% of battles, which are mindless in any game, and still retain control to jump in and issue commands when needed. I was never bored with the battle system of FF XII.

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    I like Dragonquest, other than the character design (DBZ is artwork to me)

    It dosen't mean I'm in denial, it means I'm diffrent than you. FF is one of the few things I can honesly say I'm not on the bandwagon with, Thanks to a huge writeup by Nintendo Power, I asked for the original the christmas it came out, and I've been playing FF ever since.

    When I got done with FF2(IV) I liked it so much all I ever wanted was more story same game, which for me FF3(VI) served as. I'm not saying the cliche oh it hasen't been good since SNES, I liked 7 alright and I liked 8 and 9 alot, but I've been playing random encounters for about 15 years now and I'm not unhappy with it, to me thats what an RPG is.

  19. #19
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    I think the Gambit system was a good idea but it was too perfect, they need to dumb it down so you actually have to watch your characters. If they fix the flaws in it, then it will be the perfect battle system, the license grid was fine with me because I'm the type of person that makes all his characters the same so they all can be self sufficient.

  20. #20
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    Quote Originally Posted by Meteora
    Quote Originally Posted by Kuya
    Not gonna argue with ya on the characters being replicas of eachother, that sucked. But the gambits were completly optional to use, so if you din't want to completly automate your characters, you din't have to. And besides you're not considering how frustratingly hard the game would have been for many people without gambits.
    QFTFT, give this man a beer. Don't get me wrong, I didn't mind lvling my characters to 40 the old school way. But it gets fking tideous after 40 levels of almost doing the same crap. Hence, I left my bots killing crap till the next day, go go go gambit exploitation \:D/
    The problem with that is that the system was made to have gambits enabled. Sure you can disable them, but unlike selecting a move for each character in past games, in 12 it's not as efficient.

    Quote Originally Posted by Stilgar
    Quote Originally Posted by XxSlusherxx
    Quote Originally Posted by Kuya
    Quote Originally Posted by SephirothYuyX
    I know, I play the other RPGs, im just dissapointed with FF now, it use to be the staple of RPGs, now its just.. another game that I dont really look forward to any more.
    lol
    "FF sucks now because i dont get aggravated by random encounters"
    I compltly agree with Yuy, Random encounters never bugged me, in fact I fucking hate how drastically they reduced them in the GBA remakes, FFIV dungons are a complete joke thanks to this.
    Someone who never gets tired of random encounters is either in denial or just lying.

    SephirothYuyX is just emo-ing out; apparently he's just realized that FF likes to change shit up with every game... go play Dragon Quest if you want a series really saddled with old school RPG trappings.

    A lot of people look at Gambits as an autoplay mode to the game, and don't like that. Personally, I see the system as something nice that saves me a million pressings of the X button. It also adds another layer to the overall control of the party. I really liked that I could set general commands for the characters to perform automatically in 90% of battles, which are mindless in any game, and still retain control to jump in and issue commands when needed. I was never bored with the battle system of FF XII.
    I hate the DQ series, I thought 8 would bring it back to how it was, but nope, still bad. And yes, I love random encounters, I never get tired off it. 12 is such a joke when it comes to battle, you can just avoid things if you want, that coupled with gambits that do whatever you want just makes it too easy. Theres no challenge to 12. Atleast in the past games you were forced to fight and use tactics to try and win.

    And since when does FF change things? Have you ever played 1-10? Aside from adding job classes / materia / draw system / etc, theyre all still random encounter battles, FF12 was the first change.


    Its funny, I think SE is starting to baby its games, when FF3 came out recently tons of people complained how hard it was, how there were no save points in dungeons and if you died, you had to start over. Damn, thats not hard it just requires strategy and planning, thats what an RPG is for. I guess since my first RPG was FF1 when I was 6, I grew up on that kind of thing, but its sad to see the way games are heading these days. I guess thats why I now buy 1 or 2 games a year instead of the 10+ a year like I used to buy.

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