Suzaku
Pro Adventurer
After seeing the trailer in HD, I think I can glean the basic thrust of the combat system.
Contrary to some of the initial reactions, I don't think it's an action RPG like Kingdom Hearts or Final Fantasy XV. Rather, it looks more like the ATB system from Crisis Core or Chrono Trigger.
There are clearly gauges for ATB, HP, MP, and Limit. There appears to be no real time jumping, dodging, or blocking; Defend is on the command menu.
At this time, I can't tell if you can freely roam around the battle-field with the left analog like in CC, or if you remain stationary and only move when selecting commands like in CT or FFXIII.
In either case, I expect that you select commands with the d-pad, control the camera with the right stick, and perhaps cycle through enemy targets and switch party members with the shoulder buttons.
It appears that the ATB gauge constantly drains, and fills when you deal damage using the Fight command, which I'm guessing can be selected repeatedly to execute combos, like in KH, CC, and Type-0.
It looks like when the gauge maxes out, it turns red. In the footage, every time the gauge is red they perform a small, Limit Break-style attack, which I (perhaps incorrectly) assume to be a combo finisher.
Presumably, when the gauge turns red that basically means it's on cooldown; your "turn" ends and you have to wait for it to drain. When in a party, I expect that it's at this point that you swap to another character.
Though they weren't shown in this footage, I expect that selecting other commands probably ends your "turn" in the same way as executing a full Fight combo with finisher.
In short, I believe this is an ATB system where instead of waiting for your gauge to fill up, you fill it up by performing basic combo attacks. When it's full, you execute your command -- a combo finisher, a spell, or an item, and then end your "turn."
The fact that the gauge constantly drains should allow you to strategically attack and defend while "waiting" to min/max damage output while waiting for the perfect time to execute a specific command and end your turn.
If that's the case, I imagine that your party members will have AI options, so that they're not just waiting for you to act. They may even just perform basic attacks passively when not selected.
This would essentially end the feeling that battles are "waiting, then jumping forward and attacking," without necessarily changing the basic flow of combat too much.
Well, I think that's how it works, anyway. Time will tell.
Contrary to some of the initial reactions, I don't think it's an action RPG like Kingdom Hearts or Final Fantasy XV. Rather, it looks more like the ATB system from Crisis Core or Chrono Trigger.
There are clearly gauges for ATB, HP, MP, and Limit. There appears to be no real time jumping, dodging, or blocking; Defend is on the command menu.
At this time, I can't tell if you can freely roam around the battle-field with the left analog like in CC, or if you remain stationary and only move when selecting commands like in CT or FFXIII.
In either case, I expect that you select commands with the d-pad, control the camera with the right stick, and perhaps cycle through enemy targets and switch party members with the shoulder buttons.
It appears that the ATB gauge constantly drains, and fills when you deal damage using the Fight command, which I'm guessing can be selected repeatedly to execute combos, like in KH, CC, and Type-0.
It looks like when the gauge maxes out, it turns red. In the footage, every time the gauge is red they perform a small, Limit Break-style attack, which I (perhaps incorrectly) assume to be a combo finisher.
Presumably, when the gauge turns red that basically means it's on cooldown; your "turn" ends and you have to wait for it to drain. When in a party, I expect that it's at this point that you swap to another character.
Though they weren't shown in this footage, I expect that selecting other commands probably ends your "turn" in the same way as executing a full Fight combo with finisher.
In short, I believe this is an ATB system where instead of waiting for your gauge to fill up, you fill it up by performing basic combo attacks. When it's full, you execute your command -- a combo finisher, a spell, or an item, and then end your "turn."
The fact that the gauge constantly drains should allow you to strategically attack and defend while "waiting" to min/max damage output while waiting for the perfect time to execute a specific command and end your turn.
If that's the case, I imagine that your party members will have AI options, so that they're not just waiting for you to act. They may even just perform basic attacks passively when not selected.
This would essentially end the feeling that battles are "waiting, then jumping forward and attacking," without necessarily changing the basic flow of combat too much.
Well, I think that's how it works, anyway. Time will tell.