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  1. #1
    Player
    Barraind's Avatar
    Join Date
    Sep 2018
    Posts
    1,113
    Character
    Barraind Faylestar
    World
    Coeurl
    Main Class
    Paladin Lv 90
    Up until XV no FF had done an action type combat system like you'd see in Kingdom Hearts or Devil may cry.
    There was this game, that for a Final Fantasy game, was kind of mediocre, but would have been okaysh as its own thing. Came out in 2013. Starred a pink haired girl who was coming back to the forefront after not really being around for a few years. Was action combat. Used a paradigm system to let you change active ability sets on the fly.

    Required an absurd amount of precision timing in harder modes.

    It felt a LOT like the trailers for ff16. (16 reminding me of that and 15 is why 16 sounds horrific right now)

    I know its not a fever dream I had for a week or so.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Barraind View Post
    There was this game, that for a Final Fantasy game, was kind of mediocre, but would have been okaysh as its own thing. Came out in 2013. Starred a pink haired girl who was coming back to the forefront after not really being around for a few years. Was action combat. Used a paradigm system to let you change active ability sets on the fly.
    XIII-LR doesn't step much into the available ground of action combat, though. It's basically just XIII combat without the ability to pool actions into turn strings and less initial delay, making it more responsive. Apart from that, though, there's nothing it manages that XIII couldn't with use of a rush turn command. You're still more alike to the strategist than the character herself; imputs beyond the commands themselves are largely irrelevant.

    Though more "action-oriented" than its predecessors, most movement and such is largely automated. Timing is more of a thing, if you weren't already timing engages, Launch, and disengages to dodge in XIII and XIII-2, but not so greatly that it was anything in the realm of KH or DMC...
    (0)
    Last edited by Shurrikhan; 09-21-2020 at 10:42 AM.

  3. #3
    Player
    M0rrigan's Avatar
    Join Date
    Sep 2020
    Posts
    55
    Character
    Namie Amuro
    World
    Louisoix
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Barraind View Post
    There was this game, that for a Final Fantasy game, was kind of mediocre, but would have been okaysh as its own thing. Came out in 2013. Starred a pink haired girl who was coming back to the forefront after not really being around for a few years. Was action combat. Used a paradigm system to let you change active ability sets on the fly.

    Required an absurd amount of precision timing in harder modes.

    It felt a LOT like the trailers for ff16. (16 reminding me of that and 15 is why 16 sounds horrific right now)

    I know its not a fever dream I had for a week or so.
    FF13 trilogy didn't have action combat, it was a semi turn based one. You still had to pick your attacks and queue them up and wait for them to charge, even if we count the attack auto picker spamming X. You had no control over enemy attacks other than maybe your characters doing their attacks as soon as the enemy started theirs and delayed them, or vice versa. The only thing close to action combat was being able to move your character around the battle scenario VERY slowly to position yourself closer/farther or the back of enemies, but you still wouldn't dodge enemy attacks if they targeted you. Action combat means your battle flow depends completely on you, and you can dodge everything and never get hit if done right, unless an enemy has some special wide area attack.
    (1)
    Last edited by M0rrigan; 09-22-2020 at 09:30 AM.