Final Fantasy VII Remake's lead battle designer has said that he wants to eventually "surpass" the Gambit System that was featured in Final Fantasy XII
When Final Fantasy VII Remake released, its combat system was one of the things that almost everyone seemed to love. As great as it was, it seems that developers behind it are keen to make some big improvements to it in Final Fantasy VII Rebirth, as an interview with the lead battle designer, Satoru Koyama, has the lofty goal of trying to outdo Final Fantasy XII’s incredibly detailed Gambit System.
Some of the best PS5 games are exclusives like God of War Ragnarok and Astro Bot, but there are some indie highlights as well.
Discounts on the likes of Dynasty Warriors: Origins, Final Fantasy VII Rebirth and more for a limited time.
VGChartz's Mark Nielsen: "Halfway into the decade and the 2020s has been an interesting one for gaming in both good ways and bad, with the restructuring of the industry, a mix of innovation and the same old, and of course many, many long waits. But there have also been many quality titles, to be sure; the last three years in particular have seen a number of critical darlings. Something the most acclaimed ones have had in common (with the obvious exception of Astro Bot) has been an absolutely massive scope, easily boasting 100+ hours of content.
In my own experience that massive amount of content hasn’t always been a positive; in fact I would go so far as to call their slightly overeager strive for quantity a shared flaw of these games. I’ll be looking at four titles in particular here and going over the different ways in which these otherwise solid experiences became victims of having just a bit too much fluff."
To much unimportant content and bloat is mote likely to cause me to stop playing or never revisit it. Especially when it feels like you're forcing the player to do side quests to pad out your game length just to make it long enough so you won't have the player trade the game in to fast
One recent example for me is Hogwarts I enjoyed the story but despised the level gating there was no real reason to lock missions behind a leveling system it was just forcing the player to fly around doing side quests and puzzles so they could advance to the next chapter
Why don't we have more 12-15h single player stories for $45 is beyond me.
Totally agree. I'm tired of the same bloated fluff that games present as 'content.'
i feel like Rebirth only really had Costa del sol as a bloat. but its a long game, so i dont blame the author
That'll be interesting to see
Ff12 was great as was the gambit system, so hopefully ff7r leans more towards 12s systems.
I would rather them just keep it the same as part 1. Don't go chamging it even more please
The gambit system was horrible though. Since you had a tool that could automatically handle actions for you, it sped up the speed of battle so that you would be dependent on them. Then it was so overpowered that it turned the game into a movie. I literally got the platinum trophy and the only time I had to touch the controller during a fight was before I had heal on a gambit. I beat everything in the game, including the hardest optional bosses. I barely even updated my gambits that often and completely stopped touching them 2/3rds through the game with the exception of the reverse damage trick for the last 2 optional bosses I think. I'd rather FFVII Remake remain a game that you actually play.
I loved the gambit system in FF12, when everything was set up correctly in the old PS2 version (non Zodiac Age) you could have the game play by itself with very little micro management.
Unfortunately Zodiac Age changed how some of that worked with the job system only allowing one person to have a specific job.