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On the Mechanical Richness of Final Fantasy VII Rebirth

Last year I wrote a post here complaining about the mechanical flatness of FFXVI. Playing FFVII Rebirth I could not help but compare it’s delightful mechanical richness to 16’s flatness, so I decided to write a post celebrating it.

First of all, there is the materia system. It’s such a powerful game mechanic, I can’t help but wonder why so few games have copied the core concept. The magic comes from three parts.

  1. Reifying powers into concrete items.
  2. Giving these items their own development paths.
  3. Making some of the powers meta-powers, changing the way others behave.

These three things together open a combinatorial explosion of character builds that is fun and intuitive to navigate, while feeling much more organic than a sphere grid like system. Decoupling the powers from characters lets you try out a maxed materia with entirely different characters. The meta-powers increase the size of the possibility space multiplicatively.

The materia system also interacts with other mechanics, making all of them richer. In my post about 16 I complained about how boring the weapons were. There were two stats, but they only changed in unison, making all weapons simple upgrades of the previous one. Rebirth takes full advantage of the separate Physical and Magical attack stats, but the materia makes things even more interesting. Do you want many slots, but a weaker weapon? Fewer slots, but more connections? All interesting choices, making most weapons occasionally relevant throughout the game.

And all mechanisms in the combat system benefit from the tweaks materia enables. You get the traditional fun with elements, but materia enriches blocking and character switching systems just as well.

And the combat system in itself has so much to offer. It’s still a bit slow for my taste (in the OG you get to enter ATB commands all the time, in Re* you have to wait for ages; I’m not that entertained by being able to pit pat tinsy bits of damage & dodge while I wait), but it’s definitely not mechanically flat. The way synergy abilities give you more to do while waiting for ATB and synergy skills incentivize switching between characters makes the combat even better than in Remake.

I do have a couple complaints, though. It is annoying how long limit breaks take. Way too many times I started my limit break not even half way to the stagger time of a boss and the stagger ended before the final blow. I even died to Sepiroth once, with a millimeter of his life remaining, because of this.

Also, Sepiroth is way too weak in the Nibelheim flashback. I suppose they wanted to keep the gameplay interesting for the action game nerds, but it fails to deliver the impact of the original. It was brilliant how they showed Sepiroth’s power with game mechanics by making him one-shot everything. In Rebirth, he is hardly stronger than Cloud. (Yes, his numbers are bigger, but with action combat you don’t really have time to see them. He does not feel different.) Sepiroth’s Limit Break, (Limit Break!) did not even finish off the flashback boss.

I also wish the Relationship Level affected the combat. It could eg. make synergy skills with the corresponding character cheaper. But it’s cool that the connection does go the other way.

These are minor nitpicks. As a whole FFVII Rebirth has embarrassingly rich mechanics, well tied to the story. I do hope they give us properly overpowered nonsense in part three, to keep in line with the original. Perhaps gated to be useless until you earn the second star, that was a fun OG idea they didn’t use yet.

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[Megathread] Final Fantasy X - Bi-weekly game discussion - #2
    • Yes, still stands the test of time. I skipped this in my youth, only played it for the first time.. no, wow, it's been ten years since then. Still, I played it long after the initial release and it played fine. The story and the gameplay were plenty engaging.
    • I would rate this right below VI-IX (and FF7R, if we are including it).
    • There was a piece of music I especially loved. I wish I knew the name. A choir piece that played right after the party collapsed under an icy lake or something like that.
    • This is where they dropped the world map and the series never recovered from that. Spira did not feel like a full world the way the older ones did, just a series of corridors. I've never understood why the world map was abandoned. It's amazing how non-linear the old games felt, even when they had like 3 optional side quests, and I credit the free roaming on the world map much of that.

    I loved the sphere grid, especially late game when you could break it open. The synthing thing was cool as well, although it opened up a bit late.

  • [Megathread] Bi-weekly game discussion - #1 - Final Fantasy VI
    • I always liked Locke.
    • I would rate this right below the golden three from the PS1 era.
    • Terra's theme, the world map music from the world of ruin.
    • I would make the esper system more interesting. It's been years since I played, so I may be forgetting something, but:
      • Give some espers abilities that affect the character-specific mechanics. eg. a stealing boost for Locke, an imaginary beast for Gau, etc.
      • Make the stat effects of Espers arise from AP overflow, that is, from keeping them equipped after you learn all their spells. Connecting the effect to level ups makes the optimal strategy include too much juggling.
    • I think I've played it two and a half times. First time the PS1 version, later the original on an emulator.

    A few things I love about VI

    • The distinctness of the characters, narratively and mechanically.
    • How wildly effective some accessories could be.
    • The story.
  • [Megathread] Bi-weekly game discussion - #1 - Final Fantasy VI
  • The story of VI may be the best, but I would agree that the esper system isn't that great. It is well connected to the story, which is is nice, but otherwise it is a bit simple. Although compared to how dumbed down modern games are, it's pretty interesting. The importance of the stat effects of the espers is a bit too subtle, though. And tying the effect to level ups makes the optimal strategy include a lot of tedious juggling. Of course, the game is balanced fine for all this being ignored, so it's the players fault for optimizing the fun out of it. Still, I think it would be better if, for example, the stat gains would arise incrementally from overflowing AP, such that keeping a STR-attuned esper equipped after you have learned all spells from it would increase STR.

    On the other hand I love how distinct each character is mechanically, and how parts of their mechanical development are tied to their "companion quests". There is a lot of pleasing ludonarrative consonance there.

  • On the mechanical flatness of Final Fantasy XVI
  • I used the accessory that gives you 20% bonus AP for normal fights. That and the ability to refund skills I didn't use made AP a non-issue by the halfway point. Especially since the upgrades were not very interesting for the most part, except for being able to mix between eidolons.

    Yeah, the massive piles of HP bosses and mini bosses had was the main reason I switched to Story Focused. It simply was not fun to do the same things in a loop that many times. I think the game would benefit tremendeously from adding a generous stacking damage bonus for combos, and making staggers scale up to 300%, like in earlier FF:s. That would make combat proficiency more rewarding. Also the skill bonus damage accessories should be more like 50%, giving your favourite skills a real boost.

  • On the mechanical flatness of Final Fantasy XVI

    I finished FFXVI yesterday and I have an urge to share some thoughts. I guess this is a review of sorts.

    Visuals

    Yes, the graphics are very high quality, but this game is a prime example of the fact that strong art direction has been more relevant since PS2. Most of the game is medieval towns and meadows. Don't get me wrong, they are beautiful, well implemented medieval towns and meadows, but just so utterly uninteresting.

    But credit where credit is due, the fallen ruins are magnificent. Ancient ruins is such a well-trod trope that it's impressive they managed to make them feel fresh, while still fully evoking a feeling of ancientness. If only they could have an equally distinct approach to the idea of a medieval town.

    The eikon fights were spectacular, but I eventually got bored with them, as all the spectacle was very samey after a while.

    Story

    I liked it. The worldbuilding and the character writing were excellent, and the political scheming worked much better than in eg. FFXII. It lost a bit of steam after all the human antagonists were gone, as Ultima just wasn't very interesting, but the well-establish characters carried it to the end.

    Also the writing side of side quests was good. They fleshed out the world and the characters, almost nothing felt like a meaningless errand. I ended up doing all the side quests, not because of an explicit decision, but because they felt narratively worth doing.

    Mechanics

    This is where the core of my gripes comes in. The game felt so disappointingly flat on a mechanical level.

    First of all, almost nothing in this game makes a meaningful difference Examples:

    • You go to pick up an item on the map. It's 15 gil. 15. At a time when weapons cost thousands. Almost every item pick-up was a disappointment, there is hardly any reward for exploration.
    • Combos. As far as I can tell, the reward for performing a 4-strike combo was that the last strike did 50% more damage. That comes to 1+1+1+1.5/4 = 1.125. A 12.5% advantage. This is supposed to be a core feature of combat and it barely gives a double digit increase.
    • Items that boost skills for 8%. An entire accessory slot dedicated to a skill I get to use once a minute, and they have the gall to give it a bonus below double digit.
    • Limit breaks, LIMIT BREAKS, give a damage bonus of 10%.
    • A new weapon is always 5 points better than the last one, always with equal stagger and attack. Only Ragnarok and Gotterdammerung were meaningful bumps.
    • Every weapon has equal stagger and attack values. Why even have separate values, if you aren't going to give the player a choice on which to prioritize.
    • Top-tier armor giving 50 extra hp when the current total is over 2000.
    • Even staggering, arguably the most central mechanism, gives a maximum of 50% advantage. 50% for 10 seconds once every minute. Bleh.

    I can only presume that they did this to balance the action combat. Slower paced combat is about making interesting decisions before and during the combat, action combat is just about being good at pressing buttons at the right times. People who enjoy action combat seem to feel very positively about it in this game so they apparently succeeded. I just wish they didn't do it at the cost of removing every single mechanically interesting decision in the whole game.

    Summary

    In the end I just switched to Story Focused and breezed through. It was an enjoyable enough experience, but left me dissatisfied. I'm glad the action people are happy, but I need to go and play some game with actual decisions for a change.

    PS. Yes, choosing your skill layout is the one mechanically meaningful decision you can make, and is fine. The skills are, a bit too well-balanced relative to each other to make this more than a stylistic choice. The only thing that really matters in combat is dodging and parrying, which are admittedly satisfying.

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