The JRPG series constantly tries to innovate its gameplay, but not all ideas are good ones, as proven by these controversial Final Fantasy mechanics.
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In FF12 you can use 1) Turn Based Combat, 2) Active Turn Based Combat which is coumpled with the Gambit System.
Basically the "Gambit System" uses fairly simple Boolean algebra (upto 12 levels) that allows the player to configure each character (as explained in the article) when you choose "active turn-based combat" which is excelent when fighting hordes of enemies, however you can instantly switch to turn-based combat when confronting a tougher enemy or a Boss.
Yes you can play the game using turn-based combat only but the sheer number of enemies would be a massive turn off for some (probally many) players.
IMOH I find that turning off the "targeting lines" well worth doing as soon as possible. Personally I find them anoying.
Drawing spells in FF VIII is one of the most overstated non-issues in the entire franchise. If you put battle speed on fast and understand that you don't need 3x 99 spells of everything available to draw early on, you won't spend much time grinding for spells at all. Learning card mod and magic refinement early will give you most of what you need.
I also don't understand the hate for the card games. I've always thought they were some of the best minigames available in the franchise, especially in the case of Triple Triad.
And saying there is no strategy behind the combat system of XIII seems strange to me as well. Granted, It takes a while until the game actually gets challenging, but once you've progressed far enough and unlocked most of the roles you won't get far just by spamming auto-battle without understanding how to use paradigms effectively. I will say that XIII-2 refined the combat and also did a better job at challenging the player, but most of the core principles were already established in XIII.