err what trailers are you talking about? all I saw was CGI and then more CGI. links?
err what trailers are you talking about? all I saw was CGI and then more CGI. links?
I LOVED X's battle system. It worked beautifully. However, it also wasn't anything new. It had pretty much been the same thing in Super Mario RPG: Legend of the Seven Stars.
My complaint about XII's system was that it felt like the game basically played itself. I, as the player, had almost no control. You could clear dungeons by just moving the left analog stick. Bo-ring.
Gametrailers.com - Final Fantasy XIII - Dengeki Special Edition Trailer There is a few more but SE has decided to go the route of showing the same damn trailer with 10 seconds of extra footage and announcing it as a "new"![]()
The one I've linked to shows maybe 15 seconds of "supposed in-game battle footage" Hope this helps
My problem with X's system is that its basically the ATB system put on Wait mode and they added the bar that tells you the order you and your enemies are going in. I liked it cause it allowed heavy strategy but the game lacked difficulty cause of the concept of your characters being skilled at 1-Hit-KOing specific enemies and cinematic options that practically crippled half the boss fights in the game. X wins the award for allowing random encounters to be even more tedious than other RPGs...
For XII, I noticed that for most it depends on how you approach the system, both the concept and the execution. Half seemed to view it as a powerful AI program that took the gameplay out of the players control cause you could program your party to do everything. Others (like myself) approached it as a means of relegating simple but tedious tasks so you can focus more on the battles themselves. Gambit: Party cast Hastega is useful cause now I don't have to watch for the spell to wear off, my party automatically does it and its one less thing I have to worry about while the Behemoth King kicks my ass.
I don't know about most but going through the hunts I learned quickly I can't rely on Gambits indefinitely, I still had to play a hand in it. Sure random encounters are tedious but XII's system shortens the tedium (or allows you to skip it altogether) I really enjoyed it. I don't believe its perfect and god knows many things can be retooled but I really felt the system showed promise. That's just my opinion though![]()
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
didn't seem like the player had any control over the character in that particular scene. Looks like cutscene about encountering enemies probably in the beginning of the game, e.g. FFIV Cecil defending Red Wings but with camera rotating madly (which I doubt will happen in actual battle)
Last edited by unfinished fantasy; 06-09-2008 at 03:52 PM. Reason: added more after e.g.
SE insists its actual in-game battle footage but I wouldn't be surprised if it was a pre-rendered battle sequence showing what SE is hoping to accomplish with XIII. The battle scenes have been present since the original trailer back in 2006 (might be earlier or later, I haven't been keeping tabs). but if it is real battle footage the question still stands of how it works.
Though the idea of it being a fixed battle is pretty damn plausible...
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
Part of it definitely is from an in-game battle. The bit where there it shows damage, and there is a little map showing all the enemies. But, that bit is definitely not continuous. They took bits & pieces of a battle and combined it together to make it look dramatic.
Honestly, I reckon it will revert to something very similar to VII with the Wait option activated. Your guy gets their turn, the game slows down as you make your decision and then BOOM!
Reckon there was also a limit break in that trailer.
all i have to say is.... so like, theres no more level whoring? my fiance isnt gonna like it. thats all he does.
since you cant just go around and pick random fights, how else are you gonna spend your random when-youre-stuck-and-dont-know-what-to-do-so-you-pick-random-fights-and-level-whore-until-you-get-an-epiphany time? idk. sounds kinda... idk
Oh gods, why? ಥ_ಥ
I'm certain you can still level whore. They will probably just respawn like in XII.
I did see a bit of new info (so its actually old news but I don't read all the threads in here) but apparently they are going to try to give the enemies back stories... I don't know how this will work but I'll find the link to where I read this...
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
As from what I've seen, you select a number of actions to be executed on the left that moves into the bottom and executes them in chronological order you've selected them.
I think you can switch within the selected commands to improvise on the unforseen enemy's next move. (I'm quite sure I saw something like that on the Cloud DVD Trailer, but I'd had to check it again)
The question is whether this is the actual combat system or the new Limit Break system.
Either way works for me, but if it is the first one, and the system is a cross of Xenogears, CC, and Legend of Legaia; I hope to hell its got good difficulty cause a system like that seems like it has many applications of being overpowered.
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
Okay. So I've been analyzing these images and I seem to have a theory. You can make of it what you will, this just make sense to me. It builds onto what Hyperion has said.
The first image seems to be before any action occurs. The ATB bar is full, and sequence seems to be growing from the left. The ATB count is 110/830. Attack costs 30 ATB and V Strike is 50 ATB. Two attacks and a V Strike equals 110 ATB.
Maybe there are caps on how much you can do. Maybe you can only queue 5 actions and then your queue must clear before adding more actions. Maybe you can execute the queue whenever. Maybe you don't need to queue 5 actions before they act. Or maybe as the actions clear, you can add more to the queue.
I think though that when your ATB reaches 0, you need to wait for it to recharge. Possibly you have to wait until it's 100% full or just full enough to take an action. If your ATB isn't charged you possibly can't queue.
The second image seems to be as the action is occuring. The count of 217/830 may be the ATB counting down, and this shot is as it's reducing. The actions are being cleared left to right, which gives my the impression that you may need to wait for all 5 actions to clear before acting again.
It obviously looks like the enemies are on the map with you, so it doesn't like like we're going back to the "I'm on this side, you're on that side" any time soon.
None of the battle sequences we've been given show use of more than one character, but I think that all in battle will be directly controllable. [/specuation]
If I think of something to add, I will.
As long as it's still turned based then I'm fine. I'm also wondering how flashy the limits are going to be this time.
There's a zero in front of the 8000+ HP there. I guess that means they've raised the standard limit. :P
I don't like it when then use unnecessary zeros. It makes it look quite clustered in my opinion. XII was horrible about this.