E3 2019 Complete Gameplay Breakdown / Analysis

Suzaku

Pro Adventurer
Watched and read a bunch of impressions videos and rewatched the gameplay presentation and trailer a few times to put together a complete breakdown and analysis of the way combat looks right now.

Caveats:
  • The game is still in development and many things will likely change between now and launch.
  • The Materia system will likely provide considerable means to manipulate and customize gameplay systems and playstyles.
  • This isn't an exhaustive list of mechanics that will be in the final game, as there are features they have yet to fully reveal.
  • Summons are confirmed via the pre-order Summon Materia DLC, but the mechanics remain unknown.

Field Controls

Field Controls have not been extensively demonstrated, but reports have provided the following information:​
  • During exploration you may only control the lead party member.
  • You can hold a sprint button to move more quickly.
  • Holding the sprint button while on a ladder allows you to quickly slide down it.
  • Examine (Triangle): You can interact with NPCs and the environment, including chests.
  • There are destructible crates that contain gil and items.
  • Enemies are encountered and fought on the field, with no transition to a seperate combat area.
  • Enemies may appear with cinematic introductions and camera pans upon transitioning into combat.

Combat Controls

Attack (Square): Default attack, can be used at any time. Deals minimal damage but quickly fills the ATB gauge.​
  • Cloud: Melee range. Can be held or rapidly tapped to execute a basic three-hit combo. Timed inputs allow you to activate a launcher, followed by a knockdown, followed by a knockback. Becomes Strong Attack in Operator Mode.
  • Barret: Long range. Can be held or rapidly tapped to fire continuously. Movement is slowed while firing. Holding the button down for long enough will transition to a finisher in which he fires a more powerful burst.
Special (Triangle): Characters have access to unique stances or special abilities.​
  • Cloud: Punisher Mode (balanced Attack speed and damage), Operator Mode (changes Attack into the slower but more powerful Strong Attack)
  • Barret: Charge (gradually accumulates Charge while attacking), Overcharge (release stored energy as a single powerful blast)
  • Aerith: Tempest
  • Tifa: Omnipunch, Bash
Command Menu (Circle): At any point, you may access the Command Menu to enter Tactical Mode, slowing time to a crawl. While in Tactical Mode you can freely navigate the Command Menu (D-Pad), switch between party members (L2/R2), and select targets. In Tactical Mode you can spend ATB charges to execute Commands (Abilities, Spells, Items, Limit Breaks).​
Issue Commands to Allies (L2/R2): Quickly access Tactical Mode to issue a Command to one of your party members without switching characters.​

Switch Characters (D-Pad): You can freely switch control between party members by pressing up or down on the D-Pad.​
Evade (Cross): Characters can execute an evasive dodge roll. Speed and distance depends on character, with Cloud being average and Barret being less agile.​
Guard (R1): Hold to take a defensive stance, lowering movement speed and reducing damage received (displayed as Blocked). The Limit gauge fills more quickly when blocking incoming damage.​
Command Shortcuts (L1 + Square, Triangle, Circle, Cross): You can map Commands to the Shortcuts menu, allowing you to spend ATB charges to execute them in real-time without entering Tactical Mode.​
Lock On (R3): The game defaults to a soft lock on during battle, pressing R3 activates a hard lock on. The right analog stick can be used to switch between targets.​


HP, MP, ATB, and Limit

HP (Health Points): Your HP gauge decreases when taking damage and can be replenished by using recovery items and spells. When a party member's HP is reduced to zero they are knocked out (KO). If all party members are knocked out you will get a game over and will be forced to restart from the last checkpoint or save point.​
MP (Magic Points): In addition to an ATB charge, MP is consumed when casting Spells, which require you to have the appropriate Materia equipped. MP can be restored using recovery items.​
ATB (Active Time Battle): The ATB gauge fills gradually over time and more quickly when dealing damage with your standard Attack. Filling an ATB gauge grants you one ATB charge, which can be spent to execute a Command via the Command Menu in Tactical Mode or via Command Shortcuts in real time. You can initially store two ATB charges.​
Limit: Your Limit gauge fills when taking or dealing damage, and fills more quickly when blocking incoming damage. Filling the Limit gauge allows you to perform a powerful Limit Break attack.​


Commands

Special abilities and spells that cost ATB charges. Can be accessed from the Command Menu during Tactical Mode or mapped to Shortcuts to be used in real-time.​

Abilities: Standard physical abilities that consume ATB charges, unique to each character. Some Abilities cost more than one ATB charge.​
  • Cloud: Braver, Triple Slash, Focused Thrust
  • Barret: Steelskin, Focused Shot
  • Tifa: Unrivaled Strength, Axe Kick
Spells: Magical abilities assigned by equipping Materia, which consume MP in addition to ATB charges. Elemental spells are subject to weaknesses and resistances.​
  • Recovery Spells: Cure
  • Offensive Spells: Thunder, Fire, Blizzard, Aero
Items: Consumable items that can provide a variety of effects. Using an item consumes one ATB charge.​
  • Recovery Items: Potion, Ether, Phoenix Down
Limit Breaks: Powerful unique attacks that can only be activated when the Limit gauge is full.​
  • Cloud: Cross-Slash (Damage your foe while making an ominous symbol with your slashes)
  • Barret: Fire in the Hole (Shoot an orb of energy that creates a large explosion)

Advanced Combat Mechanics

Special Attack Properties: Launcher (launch enemies into the air), Knockdown (knock enemies to the ground), Knockback (knock enemies away from the player). Exact mechanics aren't clear, but may allow the player to deliver continuous attacks to enemies (IE air juggle), interrupt attacks, and manipulate positioning.​
Combination Attacks: Exact mechanics aren't clear, but according to reports, executing certain Commands with multiple party members in rapid succession will result in a combined attack with cinematic camera angles and potentially unique character dialogue and increased damage.​


Enemy Mechanics

Focus & Stagger: Enemies have a Focus gauge beneath their HP gauge. When the gauge is filled, the enemy will be Staggered, temporarily disabling them and causing them to take additional damage from all sources. Exploiting enemy weaknesses will fill their Focus gauge more quickly, and some Abilities specialize in quickly filling the Focus gauge. At present, Staggered enemies take 160% damage.​
Range: Some enemies attack from a distance, out of the reach of your melee attacks, requiring you to use party members or abilities capable of ranged damage.​
Grabs: Enemies will on occasion grab a party member, disabling and dealing heavy damage to them after a set time. In order to free them, the player will need to switch to another party member and attack the enemy that has grabbed them. Enemies seen using grabs include the Scorpion Sentinel, Aps, and Sweepers.​
Barriers: Enemies may deploy barriers that reduce incoming damage (displayed as Blocked). In such cases, a weak point on their body may need to be attacked.​
Cover: Enemies may perform attacks that require players to hide behind cover to avoid damage.​
 
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Makoeyes987

Listen closely, there is meaning in my words.
AKA
Smooth Criminal
The combat system sounds amazing. It's literally a fusion of Lighting Returns battle system, and some of the best concepts from FFXV.

You have XV's Wait Mode, Party Member Switching, weapon properties, combination attacks, and use of the environment in battle.

And You have Lightning Returns' ATB system that manages and controls special ability use, blocking that comes with a price, enemy defenses that must be exploited with corresponding skills, breaking specific enemy limbs to render them helpless, and of course staggering which is the goal of successive combos that exploit an enemy weakness so massive damage can be piled on before it recovers.

...It's like my two favorites had a baby and this baby is the ultimate evolution with unlimited potential that is now unrivaled.

Im so hyped because this is going to make combat fun and really challenging. This sounds like you'll he able to do a lot and won't be able to faceroll by button mashing.
 

OdaDaimyO

Conqueror of Sugar
AKA
Mochi Lover
Somebody give a big shout out to @Vyzzuvazzadth!!!
This brilliant man predicted the whole battle system (except for the battle stances, something that was very difficult to figure out from the material we had). The rest was nearly 100% accurate, especially when it comes to the use of the ATB system. He deserves everyones respect for this alone!


Congratulations, @Vyzzuvazzadth!!! :salute:
 
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Vyzzuvazzadth

Yazzavedth Zayann
Thanks! :D

Though I was also wrong on Braver. That attack in the trailer WAS Braver, demoted to an ATB ability.
While I did mention that ATB could increase over time, my final conclusion omitted the time-based aspect.
A few button mappings were also off (L2/R2 and dodging for example).
But the rest was surprisingly accurate.

Edit: Haven't read the OP until now. Great writeup and covers about what I found myself and heard from reports from people at E3.
 
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