sir_bumble_bee
Member
If you were a fan of RPGs in the 90s, chances are you've played at least one game with an ATB system. The Squaresoft of old pioneered this system in Final Fantasy IV and continued it's use through the next whole decade in the series, along with additional titles like Chrono Trigger and Xenogears. When I first experienced these games, the battle systems created a sense of speed, finesse, and urgency for unmatched in any turn-based combat I've played.
Fast-forward to 2016, as millions are anticipating Final Fantasy XV, the first game in the main-line series to use a completely action-based battle system inspired by Kingdom Hearts and western RPGs. However, there is a vocal group in the fanbase of the series that believe the Square of today view any type of menu-based combat as dated, and wish to see the series come back to it's roots and bring back the ATB system of old... and I used to be one of them.
However, after going through my library the past few months and replaying old jrpg classics like those listed before, I've realized I do not care for the battle systems at all. In my opinion, these battle systems heavily relied on high agility, powerful attacks, offensive spells, and the occasional "heal all" item/spell, with little room for strategic planning and character buffs/debuffs outside a boss fight or two. They created an illusion of fast battles when in reality they simply fixed your movement speed. On top of it all, it become flat out frustrating to pick the right move under the pressure of being "Supernova-ed" by a tough boss. It was then when I came to the conclusion the more traditional turn-based battle systems like those found in Final Fantasy X, Xenosaga III, the Shin Megami Tensei series, and the Dragon Quest series are more engaging and satisfying.
Am I in the minority? Is the ATB system a viable gameplay mechanic? Is there something I'm just not understanding? What are your thoughts GAF?
Side note: Yes, I know Square Enix still use it in heavily modified ways as seen in Final Fantasy XII, the Final Fantasy XIII series, and Type-0. However, these incarnations share only the most basic functions of the games in the past (the gauge itself in most cases) and could almost be considered entirely different beasts.
Fast-forward to 2016, as millions are anticipating Final Fantasy XV, the first game in the main-line series to use a completely action-based battle system inspired by Kingdom Hearts and western RPGs. However, there is a vocal group in the fanbase of the series that believe the Square of today view any type of menu-based combat as dated, and wish to see the series come back to it's roots and bring back the ATB system of old... and I used to be one of them.
However, after going through my library the past few months and replaying old jrpg classics like those listed before, I've realized I do not care for the battle systems at all. In my opinion, these battle systems heavily relied on high agility, powerful attacks, offensive spells, and the occasional "heal all" item/spell, with little room for strategic planning and character buffs/debuffs outside a boss fight or two. They created an illusion of fast battles when in reality they simply fixed your movement speed. On top of it all, it become flat out frustrating to pick the right move under the pressure of being "Supernova-ed" by a tough boss. It was then when I came to the conclusion the more traditional turn-based battle systems like those found in Final Fantasy X, Xenosaga III, the Shin Megami Tensei series, and the Dragon Quest series are more engaging and satisfying.
Am I in the minority? Is the ATB system a viable gameplay mechanic? Is there something I'm just not understanding? What are your thoughts GAF?
Side note: Yes, I know Square Enix still use it in heavily modified ways as seen in Final Fantasy XII, the Final Fantasy XIII series, and Type-0. However, these incarnations share only the most basic functions of the games in the past (the gauge itself in most cases) and could almost be considered entirely different beasts.