's robust combat system is one of the game's greatest strengths, but it could also create one of the biggest design hurdles for to overcome. Combat in the series has evolved and experimented a lot over the years, going from the iconic Active Time Battle system that gave turn-based mechanics some added pressure to a number of recent experiments with real-time action. found a new balance in a unique hybrid of the original game's systems and real-time action, a powerful cocktail that doubled down on.
The core of 's combat system isn't all that different from the average, with a lot of whacking enemies with weapons and blocking or dodging their return blows. Layered on top of that are multiple arrays of menu-based commands, from magic attacks that exploit enemy weaknesses to synergy attacks that pair off multiple party members to deliver powerful techniques. Experience with or even the original makes an understanding of most elements fall into place fairly quickly, and players can ultimately figure out what they enjoy using and what they're comfortable ignoring.
There are more ways to tweak FF7 Rebirth's combat experience than just changing the difficulty, and some might even make it more fun to play.
The complexity of 's combat is a good thing on the whole, making a streamlined action title still feel like a proper RPG in one of the areas where it counts. It can be at its best when juggling the most complex mechanics, as showcased by the fun that can be had learning Red XIII's ability to turn defense into offense or Yuffie's, well, everything. At the same time, it's just a lot more than 's approach was, and it does raise the question of where can reasonably go from here.
Video game sequels are often defined by maximalist attitudes, and will probably be no exception. At minimum, Vincent Valentine and Cid Highwind should both be entering the fray as proper party members, adding spear attacks and a different flavor of gunplay into the mix. If the transition is anything
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