Mr.FreeFlow
Apr 10 2009, 03:50 AM
Looking back at the latest Final Fantasy XIII battle system mechanics, I just have to say, HOLY COW is it a revamp of something I've seen before, and I'm not ready to say it's a good or bad thing either. My senses indicate some major awesome, though.
Years ago, when Square Enix was just Squaresoft and Enix Co., Squaresoft made one really, REALLY cool unreleased-in-the-US for the Super Nintendo game called LIVE-A-LIVE.
http://www.fantasyanime.com/legacy2/livealive.htm
Live A Live was an RPG whose story's focus was on the heroic feats of history's greatest warriors, from prehistoric Cavemen survival, to the role of a Ninja on an assassination mission, to the Wild West in the shoes of an outlaw, to one man's quest to be the World's Strongest Martial Artist straight to a psychic teen lead Mecha Anime-like story.
All characters of each time era could be chosen via Mega Man and played out one by one, until the final chapter.
The battle system, was more action and tactical based, and highly engaging. You fought on a 7X7 grid, and while you were 1x1, your enemies were bigger, which always isn't better in their case.
During battle, you could move around, and your attacks could have a different range of effect. After battle, your HP always replenished, and there was no MP. Although, when one teammate KO'd, you could revive them with a simple healing item, but when their corspe got hit again, they're out of battle until you or they get rid of all of the team.
Plus, your attacks had a charge time, and a turn would count as a character moving one square. How to win was to strike first, efficeintly and try not to drag the battle out too long.
My point? Read this:
Right analog stick is for the camera, left is for movement
Camera can be moved fully during battle as well as field
Cutscenes can be both paused and skipped
NPCs are all fully voiced, and their natter is proximity based, you don't need to engage them and press a button to hear them talk. They get louder the nearer you are
Attack chains are stocked and activated with triangle, and canceled with X buttons
The chain itself will change depending on the support party members you have with you
Spam circle button to batter weaker enemies
The battle system will be revised for the final release of the game
Demo's opening is same as final product's
All HP recovers after every battle
The MP system was lost.
Time gauge increases according to the growth of the character.
The party members are three people or less.
The stage of the trial version is bottom of the cocoon (boundary with pulse)
Only L'Cie can use magics
The casket has shape like a pending ball.
There are many Fal'Cie in pulse and cocoon.
TP is an element related to the summons beast.
While XIII is much more action based than Live A Live, no doubt that it is, in fact, a faster paced and more technical Live-A-Live system. Graphics do also somewhat matter too >_^, because fast paced action is better suited for 3d enviroments, IMO.
That aside, great battle systems equal a great game. The spirit of Live A Live is back!!!
Years ago, when Square Enix was just Squaresoft and Enix Co., Squaresoft made one really, REALLY cool unreleased-in-the-US for the Super Nintendo game called LIVE-A-LIVE.
http://www.fantasyanime.com/legacy2/livealive.htm
Live A Live was an RPG whose story's focus was on the heroic feats of history's greatest warriors, from prehistoric Cavemen survival, to the role of a Ninja on an assassination mission, to the Wild West in the shoes of an outlaw, to one man's quest to be the World's Strongest Martial Artist straight to a psychic teen lead Mecha Anime-like story.
All characters of each time era could be chosen via Mega Man and played out one by one, until the final chapter.
The battle system, was more action and tactical based, and highly engaging. You fought on a 7X7 grid, and while you were 1x1, your enemies were bigger, which always isn't better in their case.
During battle, you could move around, and your attacks could have a different range of effect. After battle, your HP always replenished, and there was no MP. Although, when one teammate KO'd, you could revive them with a simple healing item, but when their corspe got hit again, they're out of battle until you or they get rid of all of the team.
Plus, your attacks had a charge time, and a turn would count as a character moving one square. How to win was to strike first, efficeintly and try not to drag the battle out too long.
My point? Read this:
Right analog stick is for the camera, left is for movement
Camera can be moved fully during battle as well as field
Cutscenes can be both paused and skipped
NPCs are all fully voiced, and their natter is proximity based, you don't need to engage them and press a button to hear them talk. They get louder the nearer you are
Attack chains are stocked and activated with triangle, and canceled with X buttons
The chain itself will change depending on the support party members you have with you
Spam circle button to batter weaker enemies
The battle system will be revised for the final release of the game
Demo's opening is same as final product's
All HP recovers after every battle
The MP system was lost.
Time gauge increases according to the growth of the character.
The party members are three people or less.
The stage of the trial version is bottom of the cocoon (boundary with pulse)
Only L'Cie can use magics
The casket has shape like a pending ball.
There are many Fal'Cie in pulse and cocoon.
TP is an element related to the summons beast.
While XIII is much more action based than Live A Live, no doubt that it is, in fact, a faster paced and more technical Live-A-Live system. Graphics do also somewhat matter too >_^, because fast paced action is better suited for 3d enviroments, IMO.
That aside, great battle systems equal a great game. The spirit of Live A Live is back!!!