![]() ![]() ![]() This is big as it means individual characters can switch up their basic attacks to better approach the enemies in front of them, and make sure they’re properly protected against the type of attacks and status effects specific enemies will try to inflict. Much like a lot of my favorite modern JRPGs, the mechanics introduced in FFX allows the game designers to set up almost puzzle-like situations that take time to think through and address properlyĪs stated before, that starts with the ability to change whichever weapons or armor each character is using at the cost of a short delay in their turn. That last part also plays into the most interesting part of Final Fantasy X’s combat, which is how so many of its core mechanics give the player more options on what to do in any given situation, adapt strategies on the fly and pull off maneuvers in ways that just weren’t possible in the previous three entries. ![]() Small tricks like changing weapons could even delay a character’s turn momentarily, even if you’re changing to the same weapon, letting the player choose which order they wanted their units to move in. The distance between character’s speeds are even shown in this timeline, meaning spells that had been used in the ATB system to speed up or slow down the gauge like Haste and Slow were easily able to return and effect battles in the same way: giving the player or enemies more or less actions. Instead of set turns where every unit is able to make an action per round, FFX sets every unit up on a timeline, with set intervals between unit actions based on their speed. Which brings me back to Final Fantasy X, which eschewed the ATB system from the previous 6 games for a more classic Set Turn Order system that not only iterated on how the classic systems function, but took aspects of ATB to do it.įinal Fantasy X took a freestyle approach to its turn-based order. For the latter, well, at that point, why not just use a Set Turn Order system instead? For the prior, though, it’s hard to gauge what “average” even is, and would invariable leave certain players out in the cold. Enemies can be programmed to take longer to move to account for the time difference expected of the average player, and time can even be paused while the player is selecting a move. This means that the skills you’re improving aren’t as much making quick decisions as much as how quickly you can navigate menus.ĭO YOU BELIEVE IN MIRACLES!! #FFVIII #NintendoSwitch /4M31rAsQxp Not being able to choose an action until the ATB gauge fills means that you’re often wasting more time choosing an option than waiting for the gauge to fill, which means the player will always be at a disadvantage to the computer’s instant decision-making. I don’t believe it does this well, and as a player, I would not prefer ATB to the two other systems it’s trying to bridge. The system attempts to bridge the gap between real time action combat and classic turn-based combat. In that way, it directly simulates the Set Turn order experience, but enemies will not wait on the player’s choice to attack, meaning the player has to be on their feet to make decisions and correct moves in certain moments or risk dying to a string of party-killing attacks. In Active Time Battle, characters have an action meter that fills up at a certain rate based on their speed and once that bar is full, it allows the player to select an action for them. Traditional Turn-Based Battle Systemsīefore I begin, I believe it’s important to note that my opinion of which battle system is the most enjoyable and best implemented in these four titles is heavily biased towards the one game that decided not to use the Active Time Battle first introduced way back in Final Fantasy IV. #FFX #NintendoSwitch /bejJVlhka3Īctive Time Battle vs. This game was significantly undersold to me. ![]()
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