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Final Fantasy Games Now Put Battles before Stories

Final Fantasy Games Now Put Battles before Stories

When it comes to Final Fantasy games, there’s been a rather disconcerting shift as of late. Think about the recent titles you’ve played. What were you more likely to say to yourself over the course of play? “This story is blowing me away!” “I can’t believe how open the world is and how much there is to see!” or “The battle system is amazing this time around.” I guarantee you, the last statement would be the go-to assertion for anyone who has played a Final Fantasy game in the last five years.

It’s a sign of an unfortunate shift in priorities for Square Enix. Previously, anyone who picked up a Final Fantasy game could be guaranteed, at the very least, a good and entertaining story. Sometimes, it would even be a great one. Characters would easily find places in our hearts. Now, it seems like it’s all about the action.

The change began with Final Fantasy XII , when the battle system shifted from a more traditional, turn-based affair to the Active Dimension Battle, something a little more active. Instead of relying on the gameplay that supported the series through ten installments, Square Enix decided to attempt to emulate that of MMORPGs. Final Fantasy XII was far closer to Final Fantasy XI than X , with a focus on the player only dictating the actions of one, while setting directives for others. It was awkward, but successful enough to lead into the best part of the Final Fantasy XIII trilogy.

I’m talking, of course, about the Command Synergy Battle system. In the ultimate hallway simulator with a story bound to confuse even those who picked up the supplemental reading material, the Final Fantasy XIII battle system stood as the installment’s saving grace. It was fast paced and offered the opportunity to quickly stagger and exploit enemy weaknesses if you paid attention. In a game where players ran from point to point, the battles allowed some measure of diversity and control. In a game where much could confuse, the Command Synergy Battle was rather easy to understand, and interesting to boot.

Final Fantasy Games Now Put Battles before Stories

Some may find it distressing to know that this trend seems to be continuing. No one knows how Final Fantasy XV will go yet. However, we do know that it will introduce the Active X Battle, which is similar to Final Fantasy Type-0 HD ‘s system. There will be no more separate battle screens. Instead, it’s more akin to Skyrim or Dragon Age games. Enemies will be on the field, you’ll run up and, controlling only Noctis, deal out damage. Will it be good? We’ll have to wait and see. However, it could signal further focus on gameplay rather than story.

It’s a gradual shift, to be sure. Remnants of the turn-based and Active Time Battle remained until the PS2 era, but have since been abandoned. Perhaps it’s an attempt to keep up with other AAA RPG endeavors. Maybe Square Enix didn’t think the JRPG-inspired stories are as high a priority in this era? All I know is, it personally distresses me that there seems to be a shift in focus from one gameplay element to the other, instead of attempting to do both equally well.

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