has a lot of great combat mechanics in play, but probably won't be able to keep all of them around, and losing some arguably essential pieces could actually be for the best. Expanding on the action system introduced in, merges high-intensity gameplay with a dizzying array of menu-based options. It's a bundle of features bursting at its seams, but learning how to make all the pieces work together in perfect unison can be a satisfying part of the journey.
[Warning: Major spoilers for Final Fantasy 7 Rebirth and the original FF7.]
One especially great part of's approach to combat is how much distinction it brings to each character's participation in battle. Like the original, there's a lot of flexibility offered by allowing every character to equip any variety of materia, but there's also a lot that doesn't cross over between party members. Whether building up power through defense as Red XIII or swapping between ranged elemental attacks and quick melee hits as Yuffie, discovering how each character fits into the picture is more rewarding than ever before.
The basic features of Final Fantasy 7 Rebirth combat are generally easy to get the hang of, but one thing can escape attention altogether.
Although plays around a bit with Aerith's big moment, Sephiroth still ends her life, and severing her from the party in such a violent way leaves a sudden gap in the combat system. In, Aerith's status as a support character is significantly expanded through a number of unique abilities, and there's no obvious way to fill the void that her death will create. The biggest loss might be her various wards and defensive abilities, which make it possible to withstand assaults from intensely powerful enemies and bosses with some smart timing and positioning.
Aerith is also involved in a number of the best synergy skills and abilities in the game, and using Bodyguard can help keep her safe so that she can do the same for others.
The impact of Aerith's departure on combat isn't an
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