XxREUNIONxX
Rookie Adventurer
The decision by SE to implement action based battles in the upcoming FF7 Remake has been controversial amongst the fanbase. I, for one, would still have accepted and enjoyed a turn-based/atb approach. However, I can understand why SE has taken the current route. I believe that an action based system can potentially bring beneficial changes to the remake.
To preface; the original FF7 is widely considered to be one of the most influential games of all time. It is the game that opened up JRPG's to a global audience. In this light, it seems that SE would have interest in trying to replicate the success of the original. In order to do this, SE must attempt to please fans of the original while also creating a game that feels fresh and exciting for new-comers.
The developers have stated that they are approaching the title more as an expanded re-imagining rather than simply a prettier version of the classic. Despite the changes, they have conveyed thier intent to maintain the spirit of the original. However, in the modern gaming climate, turn based RPG's aren't bringing in new fans like they used to. In order for SE to bring in a wider audience they must consider the current gaming landscape in regards to how they approach it's development.
In the original game, party members functioned (apart from limit breaks) relatively the same in battle. For the most part, as long as you equipped the most beneficial materia, characters could be interchanged without much noticeable difference in combat. FF7 has such a memorable and recognizable cast, it'd be a shame to keep it that way for the remake.
With an action based system, the characters will likely play a more unique roll in combat. In the original, an attack was carried out by way of selecting an attack prompt followed by an animation. Aside from the different attack animation for each character, party members largely functioned in the same way. In contrast, for the remake, it stands to reason that each character will have a certain playstyle based on thier weapons and personal fighting styles.
This new take on the battle system can potentially bring new complexity in it's approach to how characters function in battle. The weighty mid-range offense of the buster sword. Tifa's close quarter speedy fist attacks. Barrets long range arm-gun. Each character will feel different to play and, if balanced correctly, may greatly affect the approach to party management.
SE is changing and reworking many elements of the original. Though we won't end up with same classic experience, I think there will be plenty of fresh surprises to enjoy. Perhaps some of them will be things we don't even know we want until we have it in our hands. Though there are potential drawbacks and pitfalls to this new vision of the game, I'm excited to experience FF7:R in the way it seems intended; for the first time.
Please be excited
To preface; the original FF7 is widely considered to be one of the most influential games of all time. It is the game that opened up JRPG's to a global audience. In this light, it seems that SE would have interest in trying to replicate the success of the original. In order to do this, SE must attempt to please fans of the original while also creating a game that feels fresh and exciting for new-comers.
The developers have stated that they are approaching the title more as an expanded re-imagining rather than simply a prettier version of the classic. Despite the changes, they have conveyed thier intent to maintain the spirit of the original. However, in the modern gaming climate, turn based RPG's aren't bringing in new fans like they used to. In order for SE to bring in a wider audience they must consider the current gaming landscape in regards to how they approach it's development.
In the original game, party members functioned (apart from limit breaks) relatively the same in battle. For the most part, as long as you equipped the most beneficial materia, characters could be interchanged without much noticeable difference in combat. FF7 has such a memorable and recognizable cast, it'd be a shame to keep it that way for the remake.
With an action based system, the characters will likely play a more unique roll in combat. In the original, an attack was carried out by way of selecting an attack prompt followed by an animation. Aside from the different attack animation for each character, party members largely functioned in the same way. In contrast, for the remake, it stands to reason that each character will have a certain playstyle based on thier weapons and personal fighting styles.
This new take on the battle system can potentially bring new complexity in it's approach to how characters function in battle. The weighty mid-range offense of the buster sword. Tifa's close quarter speedy fist attacks. Barrets long range arm-gun. Each character will feel different to play and, if balanced correctly, may greatly affect the approach to party management.
SE is changing and reworking many elements of the original. Though we won't end up with same classic experience, I think there will be plenty of fresh surprises to enjoy. Perhaps some of them will be things we don't even know we want until we have it in our hands. Though there are potential drawbacks and pitfalls to this new vision of the game, I'm excited to experience FF7:R in the way it seems intended; for the first time.
Please be excited