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.
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.