Developing a new numbered Final Fantasy game is a balancing act. Players have expectations of what they’ll encounter but still crave elements that change up and build upon established series traditions. But even those have to start somewhere: many elements commonly associated with Final Fantasy as a whole–Chocobos, Moogles, summons, and beloved job classes and abilities–were, at one point, completely alien to the series. Finding a delicate balance between tradition and innovation is always challenging, especially so with Final Fantasy XVI, the first numbered game in the long-running series to fully eschew menu-driven battles in favor of real-time combat.
Elements of action gameplay have evolved in Final Fantasy over time, beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV. This upped the pressure on players by forcing them to respond quickly and consider the order in which enemies and allies would be able to act. Waffling on crucial decisions could prove costly, as foes would continue their onslaught no matter how long it took you to input your commands. (If you want to check out the genesis of Active Time Battle, you can play the Final Fantasy IV-VI Pixel Remasters now available on PlayStation.)
Final Fantasy IV (left) and Final Fantasy XII (right)
Active Time Battle would serve as the mechanical basis for most numbered Final Fantasy games going forward, with the positioning-driven open-field combat of Final Fantasy XII and the dynamic, on-the-fly role-swapping battles of the Final Fantasy XIII saga building on many of the concepts ATB solidified. Final Fantasy XV moved many of the typical menu commands to face buttons, shifting combat in a decidedly action-focused direction.
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