Combat in the FFVII Remake is a marvelous blend of frenetic button-mashing action, spur-of-the-moment tactical decision-making, and really unlike any game I’ve played to date. Here’s everything I garnered from the demo.
Introducing the formula
Fundamentally, fighting in FFVII Remake can be split into two aspects. There’s the regular attack-dodge-block button spam we’re generally used to seeing in RPG titles, as well as a slow-motion skill and item selection overlay.
Alternate Attacks Modes
1. All characters will have stronger, alternate attacks that will seriously give you a kick out of using. For example, Cloud’s regular slashes already have a rather satisfying oomph, in terms of sound and execution. But it’s his brutal Punisher Mode that’ll make you come back for more. You can swap to it by hitting the Triangle button, and while he can’t block ranged attacks in this stance, his sword moves sure feel (and sound) like they hit as hard as a truck. Another example is Barret, which comes in the form of an Overcharge that readies his Gun Arm to fire a special, super-powered barrage. This came in extra handy at many points in the preview, as will ranged attacks in general, given that there are some baddies that Cloud’s oversized butter knife can’t reach.
Pressured and Staggered Mechanics
2. If you’ve played Sekiro: Shadows Die Twice, this is conceptually similar to how the enemy “Guard” meter works. By continuously pummeling your opponent with attacks, they’ll be put under increasing stress and become “Pressured”, and eventually “Staggered” once the bar underneath their HP is full. In this mode, they take a lot more damage from player attacks, and are usually stunned for the duration.
Using abilities that that that an enemy is particularly weak against will make the bar fill up a lot quicker, kind of like how type matchups work in Pokemon.
Active Time Battle (ATB)
3. The Active Time Battle gauge makes a return, although it’s rather different from its previous iterations. For those who are new to Final Fantasy, it’s kind of like a “charge” meter that fills up as you get basic attacks in. Using abilities or skills will deplete it. Do take note that ATB is completely separate from the regular MP bar. Coincidentally, the skills and magic application is the other half of the combat system and is what we feel really sets the Remake apart from the competition.
Tactical Mode
4. By pressing the X button, players can bring up the Tactical Mode interface while the fight continues in slow motion in the background. Here, they can select different skills and items to apply, as well as their targets. From triggering fancy skills, Summons and LIMIT abilities, to replenishing allies’ health via items, this is always your first stop whenever you feel your regular attacks don’t have enough “oomph” to take down your foes.
You can hop from one character to the next within the overlay too, so you’re effectively coordinating a two or three-pronged-assault at any given time. It’s a nice way to sneak the original games’ fighting format into the Remake in some sense, while still giving the latter its own unique formula for newbies to get acquainted with.
Summons and LIMIT abilities
5. The highlight of combat in FFVII Remake, Summons and LIMIT abilities will make your regular skills look as flashy as cardboard by comparison. To be honest, it would be understandable if someone were to mistake your Summon for a boss in Monster Hunter: World - they’re just so awe-inspiring! Still, they don’t feel overpowering like when you add too much pepper into your soup – it’s just awesome enough to get your attention and keep it there, while still dishing out enough in-game hurt to knock your enemies for a loop. Plus, there’s no better way to end a boss fight than with your “Ultimate” technique, right? It’s Badassery 101.
PICTURE SQUARE ENIX, 123RF