Interesting to see how they've updated the MPs (if of course these aren't variations we'll encounter, which would actually be a nice way to differentiate those you'll fight as you progress through Midgar).
I think it'd be really neat if these were variations. They definitely have a much more armored look and seem like they'd be likely to be guards, whereas the other MPs are more of the sorts that you'd expect just miscellaneously patrolling the streets. The addition of the forearm guards especially brings attention to the white parts of their armor in a way that feels like it's intentionally differentiated on their shoulders and helmets.
Given that these are the very first enemy types that you encounter, they're guarding the train station in front of the first Reactor (which you can see just afterwards). Their armor has a look like it's designed for them to be in an area that's actively under construction or in danger of falling debris. I wonder if we'll get differentiation between enemies that's sort of specialized around what type of role they're responsible for in Midgar, and where. It'd be really interesting to see these types of MPs be more common down in the slums and other places, whereas the more shiny & chrome ones are up on the plate and the authoritarian oppression is meant to blend in a bit to their surroundings.
While the trailer itself is VERY much a teaser, I think that this one's really REALLY satisfying to pick through.
I like that you seem to be able to assign commands to your characters, and easily swap between them during combat with L2/R2. The combat itself feels like the camera positioning and lock on are a bit... tighter? Not like it's less open, but like it's a little more focused. What's interesting is that you can target specific areas of enemies, but that doesn't guarantee that that's where you're going to land a hit, which is still a lot like FFXV.
When he goes to fight the Sweeper, you can see that Cloud's initially targeted on its body, but changes to its right arm just before he attacks, but the attack animation actually has the Buster Sword hit both of its legs when he swings, because it's pulled its arm back and out of the way. I also like in the UI that you can tell the difference on-screen between holding the button down, or see every time that a button press is registered.
We don't see the Commands Menu being used, but it is open when Cloud's attacking the camouflaged MP, and it normally exists behind the Circle button. It seems like that's going to have specific moves other than the standard Square/Triangle which seem to be their "free" combat actions, and the ability to block. It seems like having the Character Swap hidden while that menu isn't open may be to allow them to use the shoulder buttons for more things.
If I had to guess, this Command Menu is how they're going to bring a feeling of the original's Turn-based combat back, since that menu has actions associated with it, and we can see that bar rebuilding slowly over time in a couple of the shots. When it's open, it has the Square as "Braver" (as Cloud's got his Limit Break bar filled) as well as the Circle set to "Potions x9" This makes it feel like healing items are on a time-based delay that's different per-character. That means that it'll likely have a bit of tactical difficulty that FFXV's didn't with the ability to access essentially unlimited items at any moment that you wanted them. I'd be willing to bet that Materia-based actions are going to be in this menu as well.
Yeah... I'm
definitely liking the look and feel of what they've got on display here. VERY much looking forward to them expanding more on it in June to see if I'm on the mark with any of this at all.
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