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Why does every Final Fantasy action game need weird mechanics?

lol, good point.

Maybe after enough games their crazy mechanic will just be the omission of any crazy mechanics.
 
But that's exactly what fans want. They don't understand that experimentation is how their favorite entries came to be.

Yeah, people always say that they want games to take risk, but seems to forget that it's called a risk because there's a chance it doesn't panned out.
 
Yeah I'm not sure whats up with SE. I get they want to make it "familiar to RPG fans" but geeze just make the game feel good to play. They need to take the hint that bogging games down in mechanics does not make them deep.
 
I don't know what's weird about FFXV. Press one button to attack. Press one button to defend. Hold the buttons to continuously attack/defend. It couldn't be more simpler than this

Except block only sorta worsts for a lot of attacks, but not all of them kinda and sometimes enemies have like multiple attacks and the first one blocks, but the second doesn't. But either way its really not clear which attacks can be blocked and which cant.
 
Innovation for innovation's sake, I guess. Spinoffs have more room for experimentation and less risk too. A bunch of these mainly handheld spinoff games from Japanese developers have weird mechanics and odd quirks.

We had that with Dirge of Cerberus and it was really terrible.

Being straight-forward isn't why DoC is terrible.
 
I'm always down for Action RPGs that try to bring more RPG than action to the table, but yeah out of the ones I've played in FF, Dissidia's the only one I've thoroughly enjoyed.

Conversely, KH gameplay experimentations have, mostly, been a hit for me.
 
Well there is an action RPG.. its called the Last Story. Which was a weird game itself, combining cover mechanics (like shooters) with action RPG gameplay. It worked quite nicely, even with a bit of practice. Always saw it as the natural evolution of Final Fantasy.

As for Crystal Bearers... so much potential.
 
I don't see anything wrong with attempting to make new and interesting mechanics. It's kind of one of the founding tenants of the FF series (and Japanese game design in general) after all.
 
Because being as pretentious as possible in as many aspects as possible is pretty much Square Enix's trademark, and they think that by making roundabout, quirky systems they can avoid thinking up legitimately good game design.

Out of the ones you listed OP, the only one I can tolerate is Dissidia, but I still spend a lot of time playing it thinking this or that would be far better if it were like in other simpler games. I haven't played Dirge, though.

I think pretty much the only game by them that uses a similar approach and it's genuinely better for it is Kingdom Hearts and most games in its series.
 
I legitmatwly think theae all could have better if the combat was more straight forward. Like do whatever youwant in the background with numbers ala Souls, but just make that base combat solid.
 
I kind of wish Square would move the focus of their experiments to things that are less gameplay-centric than all these weird combat systems

Like

Put in costumes (regular sensible costumes, not Lightning's weird combination of avant garde catwalk and comiket wardrobe)
Or day/night cycles
Or a game that takes place in space (Phantasy Star is functionally dead, no one will claim you of biting their style anymore)
Or a pacifist combat option
Or vehicle combat (think more Xenogears, less Halo)

Just... quit making the combat so weird. Action games are about mechanical complexity, not weird abstract systems that make your head spin.
 
I like Dissidia's combat. It actually is a plain action game. You just have one set of attacks for buffing damage and one set of attacks for doing damage. They easily could plop it into an action game fully with some modifications and have a super fun game in there.

Well there is an action RPG.. its called the Last Story. Which was a weird game itself, combining cover mechanics (like shooters) with action RPG gameplay. It worked quite nicely, even with a bit of practice. Always saw it as the natural evolution of Final Fantasy.

As for Crystal Bearers... so much potential.

Crystal Bearers would actually be a better game if it were part shooter. I found it weird but if you could combine the gravity and throwing with action shooting it would be so dope.
 
I legitmatwly think theae all could have better if the combat was more straight forward. Like do whatever youwant in the background with numbers ala Souls, but just make that base combat solid.

Can't speak on anything other than Dissidia, since I haven't played them, but that game's Bravery/HP system is what makes the combat good. By only allowing characters to do health damage with the much slower and less safe HP attacks, it gives the devs freedom to do very creative and interesting things with bravery attacks.

Bravery attacks can be super fast, have confusing attack patterns or debuffs without becoming an unbalanced mess since you still ultimately have to use a slower and more straightforward HP attack to win a match.

It also creates a system allows for really exciting swings in momentum. In a traditional fighter, a huge HP gap can be insurmountable due to chip damage unless you pull off some crazy Daigo parry shit. In Dissidia, a player on barely any HP can still kill their opponent in one or two HP attacks if they can keep their Bravery high enough.
 
..and yet people are celebrating the FFVIIR action hybrid system announcement.

Action in Final Fantasy never worked well.

I do remember a fair amount of backlash back when it was revealed. But either way, I was sure the remake was going to be not so break when it was announced... Then news about it being a series of game and it having action gameplay came and I was convinced it's going to be pretty bad.
 
Well for me its called innovation
For some people it might be hit and miss for each entry,but it better than stay doing cliche stuff that already common

I applaud them for trying to always creating unique and creative system
It give fresh feels and uniqueness for each entry,make each game special despite how classic it become
 
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