Man the battle system in FFX is delightful. Between the ability to freely swap party members and Yuna's summons, I'm gonna have a lot of fun with this. It's a real bummer that some people see turn based battling as outdated because I think FF peaked with it on the last game they did a traditional turn based system.
It really is! No spoilers, but it keeps growing the whole way through. Even when you've reached the "end," there's a postgame twist to how the systems work.
I do want to see FF tackle these command battles again, it did a wonderful job of making systems that were both broadly accessible and interesting to play around with. When I go back to older RPGs, it's striking to me how bleeding-edge V through X all were compared to their contemporaries.
Also echoing this:
If you think FFX has a great battle system, wait until you try FFX-2, still my favorite Final Fantasy battle system they have ever had by a country mile.
X-2's battles feel so energetic, it approaches that "just one more" feeling of wanting to fill out each ability set. Even though I'm not really in love with how all X-2's parts fit together, I keep coming back for the battle system. The job design Square had going here with the Songstress and Samurai was stellar, tricks like
setting up Auto-Slow on your Songstress to make her dances last longer felt so clever.
I like turn-based, but not in ff series, because it's mostly boring "x" button mashing without any thought put into it.
I see this take all the time, but it's rather counterfactual. In FFX alone there's like ten different bosses players go running to GameFAQs for, because you can't clear them without ailment, buff/debuff, and/or speed manipulation. Like mashing through the Sanctuary Keeper falls apart as soon as it fires off Photon Wings.
When I look at the other games, IX for example, it's full of effects that encourage you to low-level it like
Tent-chucking, Limit Glove + Auto-Life, and Soul Blade while the shifting party comp across a run prevents relying on a single strategy. Even in normal runs, various bosses turn off your healing with Silence/Zombie/Freeze/Stop, debuff attackers with Mini, and make doing anything difficult with Heat. The games will happily send you back to the title screen if you don't stop to understand how they work.
If we are talking about typical jrpgs then for me the best implementations are in "shin megami tensei" and in the (now dead) "shadow hearts" series.
This is a weird contrast to set up when SMT's "cast Agi on Jack Frost" combat isn't substantially different from casting Fire on an Ice Flan, or switching Wakka in to hit an Ahriman.
No its not. I finished multiple ff games and it was mainly "click click click" as fast as possible to kill trash mobs. During boss fights you have to remeber to heal in-between clicks
I love ffx because of its story, characters, world and music, but gameplay is so mindless clicking. I hope there will be a modern remake.
Yeah, sure,
Yunalesca was totally mindless. Just healing and clicking. That's totally a thing that happens.
Here's a question for the thread that might be almost a topic in and of itself, but it's been on my mind lately. Given this is the RPG thread, seems a good place to ask it:
How do you all feel about puzzles in RPGs?
Now, disclaimer: I'm mostly talking about JRPGs here, and I'm going to use the term "puzzle" extremely loosely as a lot of these aren't really puzzles but things like traversal challenges, various dungeon gimmicks, gates and locked areas with backtracking, and so on.
I love puzzles in general, and have always loved puzzles in RPGs. Simple ones, complicated ones, it almost doesn't matter, I just love having something to do in an RPG that's different than "walk down dungeon corridor, fight stuff, grab some loot, repeat". In older RPGs, puzzles were usually basic things like mazes or warp tiles or slide tiles, and so on, but by the SNES and into the PS1 and PS2/Gamecube era it felt like puzzles in RPGs were really commonplace: You had Tales of Symphonia where nearly every single dungeon in the game had a different gimmick with the sorceror's ring acting almost like a Zelda dungeon item, and this continued into Tales of the Abyss. FFX had the cloisters of trials puzzles. Golden Sun 1 and 2, Lufia 2, Wild Arms 1-3, and many, many more games had great puzzles in them.
But for more modern RPGs... it feels like puzzles have really fallen out of favor, and a lot of RPGs have gone more toward the 'combat corridor' approach seen in most of the recent Tales games, FF13/16, and many others. I can think of a lot of reasons why that is, but honestly, it kind of bums me out given that I adore puzzle-heavy RPGs and they're pretty rare these days. Out of more modern RPGs, two that really spring to mind: Persona 5's Palaces have quite a few gimmicks and puzzles, and while they're not always great I really appreciate what they're going for and I mostly loved them. And while it's an action RPG, I have to bring up CrossCode here since it has probably the absolute best and some of the most devious puzzles I've encountered in an RPG in a very long time.
So, does anyone else have any strong feelings about puzzles one way or the other? What are some of your favorites or least favorites?
I want to see more of them again, and I agree they've fallen off. I feel this is partly a consequence of the asset pipeline. That window of time when everything was just diffuse textures on polygons left level designers eager to use the additional dimension for multi-room and multi-floor puzzles, and it was easier to iterate on and "find the fun" when there was less overhead to creating something thematic and interesting. Paper Mario immediately jumps to mind, because while it has to keep some things simple for younger players, it loves to use these multi-floor actions like draining the sand from Dry Dry Ruins into lower rooms to fill up gaps.
This is getting more into action RPG territory, but there's a 1999 Japan-only PlayStation RPG called Brightis that got very ambitious with Zelda-like puzzle and level design, despite having nowhere near the resources to do that. The game is only like 10 hours long, but almost all of the puzzles involve using "key elements" that are simultaneously light sources, platform switches, and door keys. When I first played it a few years back, I was shocked at how this game that came from seemingly nowhere (okay, not nowhere, it's Quintet) could build such big environments with puzzles spanning the whole dungeon. You would do things like pick up a key element to light your way through a dark corridor, put it in a switch hole to activate a moving platform, take it out when the platform was aligned properly, then carry it over to a door where you'd need to give it up to open it--and then find out that you didn't put it in the keyhole, you put it in a
mimic pretending to be a keyhole. The big dungeon-spanning puzzles involved figuring out how to retrieve a multiple key elements in different parts of the dungeon and unite them all in a particular place.
I think Tales of Symphonia actually marked a point where it was getting harder to crunch out all the rooms and setpieces on a 2-year production timeline. When I revisited it in 2020, I was surprised by how small the dungeons were; the Water Seal for example is basically just three rooms.
To me, puzzle design is fundamentally part of level design. Lufia II did something I don't see often, integrating a lot of optional puzzles outside the critical path. I remember getting "tricked" a few times by puzzles that appeared to be necessary to proceed, but were actually side content.
Per the CrossCode example, I think in the future we're more likely to see these kinds of design sensibilities out of 2D games than 3D ones. It's not as easy to implement the same visual depth, but it is easier to iterate until you get to something resembling it. The Sea of Stars demo has a bit of this going on with the prism-themed dungeon sending you to rooms with a lot of verticality, I expect the full game will be even more of that.