how would they utilize blue materia or enemy skills, and would they change the names of several skills and magic attacks like bolt, bolt 2 to thunder, thundara
I expect Steal to be part of Yuffie's two modes, rather then a Materia this time around.Command materia would be for abilities that are useful in battle regardless of who it is, since classing is more of a thing here. Deathblow, steal, enemy skill, scan, etc. They can be equalizers to fine tune to the party's melee and tactical abilities beyond just magic vs melee.
Now that we're in real time combat, support materia is arguably MORE important since it can be used to influence the behavior of spells. Range, pattern, potency, these are all factors you have to consider now.
I expect Steal to be part of Yuffie's two modes, rather then a Materia this time around.
You don't deserve her or the pilfered wealth she could bring you.As someone relies of amassing a wealth through steal, I do not want to be shackled to Yuffie.
Thanks to Opera Omnia, the Force Stealer is now one of his most iconic weapons as well! (It also much less a dick than in the OG, but that’s okay, that’s what our ForceStealer is for )
You’re thinking of how you can surprise the Item Shop clerk. Also, the side quest for the Material Shop clerk has never made sense to me. I have no idea why Aerith can’t hear the request, what a protein set is, nor why he becomes so motivated afterwards.
Like "Brutal" in Crisis Core?An accessory that breaks the damage cap for one character or for all characters in the party?
For what it's worth, I don't think you should put any stock in the lack of AP in the battle results. The trailer we got in May had different UI elements from the E3 trailer, which had different elements from the E3 demo people actually played. So a lot of that stuff is either still being adjusted or actively hidden. If anything, I think it's very likely materia levels up in the same way, since Nomura said the materia system is basically the same, with the only significant changes being due to the real-time battles.The one thing I DON'T want them to do is remove the Materia leveling system or Materia growth. The item screens after victories in the latest trailers showed EXP and Gil gained, but no AP acquired, which worries me. My biggest fear is that it works like it did in CC, where every level of every spell and every minor alteration of that spell was its own Materia. It just made equipping and organizing Materia a huge pain in the ass.
I get what you're saying, but I think it's a bit nitpicky. Modern tech and visuals allow for a subtlety and yet distinctiveness of differentiation between each iteration, at least IMO. Bear in mind too that by endgame in the OG, you barely used the original magic anymore anyway - a least I didn't. Fire 3 etc. got replaced by Ultima, Comet, Shadow Flare, etc.I understand how that addresses the issue of each game having it's own progression, but that becomes a very difficult line to walk. Either you get some serious power creep (EDIT: Ite ninja) such that by part 3 the party (and their opponents) are so absurdly powerful it doesn't make any sense why we were worried about Mako reactors at any point, or there's so little difference between a level 2 materia and a level 4 or 5 materia that the level-ups themselves feel meaningless.
And I agree that I didn't really like Crisis Core's system of each form of a spell (-ra, -ga, etc.) being it's own materia.
Obviously you raise valid points, and you just have to hope that the devs are thinking about these things carefully. Let's go back to the Fire example though. In the game demo snippet at E3, we saw Cloud cast Fire, which basically looked like a small fireball. For arguments sake, let's say Fire 2 could be two small fireballs (1 1/2x damage as Fire 1), and Fire 3 three smaller (or maybe slightly larger) fireballs (2x damage as Fire 1). Nothing too insane, and leaving plenty of room for meaningful powerups (visually and attack stat-wise) for Fira and Firaga in later instalments. At the end of the day, doing something like this will make that progression feel more meaningful across what may be a very long series of games, not to mention a long time. Not being able to level up base magic within each instalment will be quote frustrating, I think, in an RPG.For sure, RPGs are renowned for how your starting spells wouldn't be enough to start a campfire in the endgame. But if we're saying Midgar is a "full-length" RPG (man I cannot wait for someone to define what the hell that means), shouldn't we be looking at spells on the order of Ultima and Shadow Flare by the end of that game? (Even if they aren't, specifically, Ultima and Shadow Flare.) Because then the end of the next part, or the NEXT part should have spells equally more impressive than the endgame spells of the last. And all of a sudden why are we worried about Meteor when we have 8 people capable of ending all life with a minor cast
On the other hand, you're right that graphical fidelity probably allows for more differentiation between spells of the same type. But I just feel like unlocking Fire 7 of 10 will be inherently less satisfying than Fire 2 or 3 of 3.
I suppose it's this that has some people of the mind that subsequent parts could just be do-overs or even entirely different combat systems with just a small bonus applied for having completed save data of the last point.