a big change for the revealed struggles, it promises

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a big change for the revealed struggles, it promises

Big, Change, promises, revealed, struggles

One of the developers commented on one of the expected changes for combat in FF7 Remake 2. He wants to surpass FF12 in a certain point.

Final Fantasy 16 is THE next big PS5 release. The new numbered installment of the saga is among the most anticipated games of the year. Between its universe that promises to be more mature than usual, its assumed and frenetic side of action, and its pretty face, the title has everything to please console gamers, fans of the license or not. What some early fans are waiting for, however, is the continuation of the adventures of Cloud, Tifa and the whole gang. FF7 Remake 2 is particularly discreet, Square Enix logically dedicates its communication to its next release. rebirth could still be released this winter and nothing rules out a presentation after the launch of FF16. In the meantime, players will have to settle for a few explanations, the latest of which concerns the combat system.

Better AI for fighting in FF7 Remake 2?

FF7 remake 2 will update you when the time is right. Yoshinori Kitase, the game’s producer, had asked for patience in his annual commentary in Famitsu magazine at the end of December. From his name FF7 rebirthThe sequel is the latest news expected later this winter between December 22, 2023 and March 20, 2024. So much to suspect that she’ll be out early next year. Fans are already hoping for some game-firsts at the big events that will take place after FF16 gets into players’ hands, namely Gamescom 2023 and The Game Awards. In the meantime, in order to be able to discover new images, the main combat programmer could have given a hint of one of the expected improvements FF7 remake 2.

In the book Final Fantasy 7 Remake Ultimania, which was released in the Americas just last March, Satoru Koyama explained that in his next game he wants to surpass FF12’s Gambit system, in other words, he wants to create for something FF7 rebirth an AI capable of juggling a variety of techniques and magic, in addition to simply attacking or blocking punches as in the first installment of the trilogy.

In FF7 Remake, AI teammates can only execute the attack command to allow players to switch between characters during battle. However, next time I would like to create an AI that can juggle a variety of techniques and magic. My goal is to top Final Fantasy XII’s Gambits system. I’d also like to put more energy into aspects that support the player, like the classic mode where characters fight automatically. I think it’s a shame that players can’t play a game that interests them because they don’t master the action-oriented mechanics.

Satoru Koyama – lead combat programmer of FF7 Rebirth

ff7 rebirth

A little FF12 in Rebirth?

The Final Fantasy license is indeed more action-oriented, with FF16 fully embracing that direction. Naoki Yoshida’s team faced the same challenge themselves: finding levers to accommodate players who didn’t have the skills or even the appetite for overly action-oriented gameplay. Final Fantasy 16 will then bet on accessories that allow certain actions to either be performed automatically (assisting the dog, dodges, combos) or help them with certain aspects.

On his side, FF7 remake 2 should therefore propose changes to the whole part where Barret, Red XIII, Tifa, Aerith and Cloud are controlled by the AI ​​to make the non-playing characters more effective and useful. The famous Final Fantasy 12 gambits mentioned by Koyama made it possible to program battle commands, thanks to which the characters would automatically perform the actions corresponding to the famous gambits, without having to give instructions during the battle. So this could be it FF7 rebirth offers a redesigned version of this mechanism with probably a different shape. By the end of the year we will surely know more. What would you think of such a system in the game?

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