We give Square Enix some friendly tips for keeping the Fantasy alive.
EMBRACE THE ATB
Real time battle systems are all the rage these days. Thanks to the advent of the MMORPG, I think people have just gotten used to controlling a single character while the computer handles the work for other party members. That’s all well and good, but the consequence of that is that traditional turn-based RPGs on consoles seem to be going by the wayside. Final Fantasy has had a pretty fast-paced battle system for a long time, but I think this is the perfect opportunity to embrace their active time battle roots.
The problem with real time battles is that there’s less time to take in the epic nature of the fights. This was especially true for me with Final Fantasy XIII, a game that I spent more time looking at the battle gauges than I did the action on the screen. As a result, those screen-filling magic spells and summoned monsters are a little less impactful, and all of that detailed battle animation is largely unnoticed.
Going back to a turn-based system—either the speedy and classic ATB or a slower system like FF X—would allow players to not only enjoy the great graphics the series is known for, but open up another level of strategy. Again, I think the choice should be up to the player. I see no reason why there can’t be an option to use traditional ATB mechanics or switch to a faster battle system where the player controls one character and assigns AI routines to the other party members.
There needs to be a return to the risk and reward mentality of older Final Fantasy battle systems. Sure, you could have a mage break out a top tier spell, but in the time it takes to cast said spell the enemy may be able to get in two or more attacks. It’s about choosing a strategy and then committing to it, as opposed to the reactionary battle system Square Enix has been using with the more recent games.
Naturally, one of the common unfortunate side effects to a turn based battle system is the boredom that can set in from watching the same animations and actions unfold. I feel like technology can move us past this hurdle. Games like Uncharted have taken bold new steps in animation, creating multiple variations on some of the actions the player sees the most during the adventure. There’s no reason why a big, modern RPG like Final Fantasy can’t follow suite. Different animations for basic attacks, fancy camera angles for big spells, and critical hits that look like critical hits before you see the higher damage numbers are just a few ways the game can look cinematic without getting tired.
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