Get it right, and thousands of hit points fall off some giant robot like confetti. Instead, you queue up infinity's end with Cloud first, then jump over to Tifa and race to get the multiplier maxed before his hit connects. However, most enemies don't stay staggered long enough for you to do it that way. Push that percentage way high, and when it peaks you're in a perfect position to slam down a high-damage finisher like infinity's end. As well as being unable to attack, staggered enemies take more damage, multiplied by a percentage that can be increased by some attacks. Build pressure on an enemy-enhanced by targeting specific areas, exploiting elemental weaknesses, and so on-and they'll be stunned. Instead of sitting there watching an admittedly slick animation, you jump over to someone else and get the next move going. Cloud's got an attack called infinity end that costs two bars and does a heap of damage, but it takes ages to play out. It's an odd dance and the game doesn't teach it super well, but the ideal way to play is hopping between characters like a psychic frog, building up their ATB bars, choosing a special, then hopping over to the next while the animation goes off. What matters is spending ATB bars to cast spells or fire off special attacks, and those bars fill up much faster when you're controlling a character. Those dodges don't have invincibility frames, and some of the attacks have a lot of commitment-Cloud's big sword needs some big wind-ups. They still have ATB bars that fill up while this is happening, broken into chunks that can be spent on special abilities, but if you just watch it being played it seems like any other test of your button-pressing reaction speed. Characters launch combos, they block and dodge in real time. Even if you set it to the mode that pauses time in menus, you still have to wait for the bars to fill up before you're allowed into them.Īt first, the combat in FF7 Remake looks like an action game. You're either waiting for the game to let you play while nothing happens, or frantically navigating a menu, fighting against the abstraction that should be getting out of your way. The intent was to make you feel pressured, but it builds more annoyance than tension. All so you can get back to watching the bar fill again. When the gauge is filling, there's nothing to do but watch, and then as soon as it's full you rush through the menus to select an attack or drink a potion or whatever as quickly as you can. The basic idea is that you're only allowed to tell a character what to do once their ATB gauge is full. Watching the fastest drivers lap the others, he decided to incorporate speed into what had previously been turn-based combat. Hiroyuki Ito, working as battle designer on Final Fantasy 4, came up with its Active Time Battle system because he liked Formula 1 racing.
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December 2022
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