Two saving graces for LR: Lightning herself and the battle system.
Okay, maybe one saving grace for the game...for non-Lightning fans!
I really don't like how reliant I'm gonna be on the AI of this game. It was tolerable with FF12 because you were literally programming your characters, but I doubt that will be the case here. I want to be able to switch to exactly what I need. I don't feel like I'm in control at all, from what's being said.... Automatically?
The weapon system description plus the defensive button is inspiring me with caution rather than confidence. But I'm not jumping the gun yet.
Any more information on how streamlined both are yet?
LR's battle system depth, difficulty and customization were all fantastic.
If what we read is true and final, then this game will offer non of that!
An automated one character theme park I guess.
This sounds like... they made it easy for casuals.
I absolutely hated FFXII's MMO-esque combat. If its the case for FFXV, it might be my most disappointing game of all time.
For those who thought it would be like FF Type-0, Tabata says it is a simplified version of it: http://dengekionline.com/elem/000/000/928/928259/
Battle system is essentially press A for Awesome. Awesome being what you have pre-selected in the configuration menu. =P
KH3's combat is totally going to kick FF XV's ass at this rate. At least we know KH is an action game at its core, and isn't going to be bogged down by what the developers think an FF game should be.
But I thought that was the best(or one of the best) FF game of all time.I absolutely hated FFXII's MMO-esque combat. If its the case for FFXV, it might be my most disappointing game of all time.
This sounds like... they made it easy for casuals.
This sounds like... they made it easy for casuals.
It almost sounds like Tabata took the complaints about Type-0's difficulty to heart.This sounds like... they made it easy for casuals.
Just how bad do you have to be in games for it to be this easy?This sounds like... they made it easy for casuals.
Casuals ?
KH is casual.
This is...idk...terrible,lazy design(if true and final)
This is just another reason why I don't like the idea of them forcing a spinoff to be a mainline game. The gameplay is basically going to have nothing in common with other FF games from the sound of it.
This sounds like... they made it easy for casuals.
Contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual contextual. This keeps popping up everywhere. I guess Tabata's method of making the sort of action Nomura envisioned for the battle in the game work in a way which won't confuse players is to just script everything and let players pick what sort of AWESOME they want to do in the menu, and then just hold buttons down strategically while moving around, and dong contextual actions.
I kind of wish they went back to ATB...I think an ATB system that allowed movement during the recharge time, to pick strategic locations or put characters close together for combo-ing would have been awesome. All this real time automation stuff that the last few games have had is just kind of lame at this point
The game will be gorgeous to look at though!
KH3's combat is totally going to kick FF XV's ass at this rate. At least we know KH is an action game at its core, and isn't going to be bogged down by what the developers think an FF game should be.
This sounds like... they made it easy for casuals.
Guess you can play the entire game with the DS4's touch pad!Their iOS one touch RPG system
kotaku interview
While Square Enix hasn't gone into great detail about how combat explicitly works, the way Tabata described it certainly sounded interesting. "The controls aren't you simply press a button once for a single action to happen," said Tabata. "Rather, they are a continuous flow of movements. It's more about the movements that are associated with the buttons and building upon them for actions through the combat system."
yeah seems like commands will just be queued like a mmo system or something.
confused about defensive movement. I assume there will be some sort of stamina or something, or you can just evade every attack?
Its pretty sad if they're trying to figure that out after 17 years. This is just SE trying to take a spinoff game with multiple perception issues and call it FFXV in order to kill two birds with one stone.KH3's combat is totally going to kick FF XV's ass at this rate. At least we know KH is an action game at its core, and isn't going to be bogged down by what the developers think an FF game should be.
For those who are unfamiliar with FF Type-0's control scheme, I will attempt to explain why it's not bad.
I did change the button configurations in my game so I will explain it by using mine as an example.
Holding/Tapping R will bring up a target reticle on enemies.
Circle is the basic attack button. Most characters have an attack for each circle and left analog stick combination, "O + nothing", "O + forward" and "O + backward". Some even have attacks for "O + left/right".
Triangle and Square are for special abilites like Ace's Laser Cannon (These consume the ability gauge) and offensive spells like Fire RF. Each character can be equipeed with 2 special abilities, 2 spells or one of each. Some special abilities change when used with the left analog stick.
There is no Jump button but Cross is for dodging and casting support spells like Cure. Pressing/Holding X while the left analog stick is tilted in certain direction will cause that character to dodge in that direction. Standing still and holding X will cause the character to charge the support spell and cast it.
Blindly dodging or attacking is a very easy way to get yourself since the game is pretty tough.
So you see, a single attack button and single dodge button can still make for an intricate battle system.
This sounds like... they made it easy for casuals.
Yep, perfect for Youtube watching. =P
So they shoehorned gambits into KH battle system. Yeah, heavily against until/unless demo proves wrong.
Eh... I'm not so sure on that. I get more of a Souls vibe. Granted, the only thing I'm basing this on is THIS precise scene.
https://www.youtube.com/watch?v=fnDxg2afpCE#t=119
The stumble and the weight of the attack... no HP thing could just be for the demo to show what happens etc but might also not be. Never know on that since that part wasn't directly confirmed.
For those who are unfamiliar with FF Type-0's control scheme, I will attempt to explain why it's not bad.
I did change the button configurations in my game so I will explain it by using mine as an example.
Holding/Tapping R will bring up a target reticle on enemies.
Holding L brings up a sub-menu that allows you to access reserve members, switch between any of the characters in play or access Special Orders.
Circle is the basic attack button. Most characters have an attack for each circle and left analog stick combination, "O + nothing", "O + forward" and "O + backward". Some even have attacks for "O + left/right".
Triangle and Square are for special abilites like Ace's Laser Cannon (These consume the ability gauge) and offensive spells like Fire RF. Each character can be equipeed with 2 special abilities, 2 spells or one of each. Some special abilities change when used with the left analog stick.
There is no Jump button but Cross is for dodging and casting support spells like Cure. Pressing/Holding X while the left analog stick is tilted in certain direction will cause that character to dodge in that direction. Standing still and holding X will cause the character to charge the support spell and cast it.
Blindly dodging or attacking is a very easy way to get yourself since the game is pretty tough.
So you see, a single attack button and single dodge button can still make for an intricate battle system.
Type-0's control scheme is fine. I think the concern here is that Tabata says it is a simplified version of it. It's pretty clear from how it's being described that instead of a dodge button and an attack button, they're changing it into attack and dodge stances which are activated by holding the buttons. In this case, the strategy in combat will be less about the specific actions the player takes during the battle, and more about how the weapons and abilities have been set up before a battle (or changed during a battle).
Sure, that makes it closer FFXII and FFXIII, but is that what people expected out of a game which was promised to be an action RPG like KH? I can't understand why people are upset, because it's going to be very different from what was expected, so I think for most people they'll have to play it for themselves before they really give it the benefit of the doubt.