As your elder, let me say that you totally can be all about that... I just have no idea why you would.I'm a 45 yr old white American man with an office job and a wife, c'mon man I can't be all about that lol.
As your elder, let me say that you totally can be all about that... I just have no idea why you would.I'm a 45 yr old white American man with an office job and a wife, c'mon man I can't be all about that lol.
This basically sums up the entire argument long running fans have about these action based titles. One advantage of the "Turn-based and ATB era" games were that you knew that the combat was going to be solid with plenty of character management to get the most out of it. But in something like FF15, there was too much flash and not enough player engagement. Hold circle, press square, whatever. FF13 same problem even though it still used ATB systems it was like an auto-battler in way so that the player could watch all the flashy shit.
I guess this looks nice though there's the whole "Contents shown on the screen are from a special version made for media to experience, and contents may differ from the final version."
Feels so Devil May Cry. You even have a gun to just pelt the enemy with!
I have to wonder just what crack they are smoking to be bringing QTEs into this. Ain't this shit extinct already? The Eikon vs Eikon battle looks badass on first glance, but then I realize the controls for it look super simple and it's probably a bit like the wyvern riding from Monster Hunter Sunbreak. Also 3/4s of the damage seem to come from QTEs and cutscenes so I have to wonder what's the point.
Also the way the attack types flash on screen, and the QTEs being called CINEMATIC STRIKE and CINEMATIC CLASH.... ugh. Games trying their best to be 'cinematic' always seem to sacrifice gameplay and I've never enjoyed that.
These ones I don't mind so much, because they function more like ones in Asura's Wrath than Ninja Blade. QTEs are more or less dead, aside from being used as finishers or getting out of grabs. They still pop up minorly every now and then. The giant monster fights remind me of Bayonetta 3 and some of the sections where you become giant or control a large creature in a Cyber Connect 2 game. Though these look to have more polish than many of the Bayonetta 3 monster set pieces.Also the way the attack types flash on screen, and the QTEs being called CINEMATIC STRIKE and CINEMATIC CLASH.... ugh. Games trying their best to be 'cinematic' always seem to sacrifice gameplay and I've never enjoyed that.
No one was ever doubting that. FFXVI was always going to be better than Forspoken, regardless of the latter's quality.I'm confident it'll be better than Forspoken.
I always hated ATB. Just seemed like a visually confusing way to represent turns. Though I recall some games where the ATB continues to fill while you are selecting your move - which I suppose in a way adds time pressure on the player to make decisions but I just find it incredibly obnoxious when enemies can take their turn while I'm still selecting shit. Just give me a regular ass turn queue please if it's gonna be turn based.Also, ATB is turned based combat. You wait for a bar to fill based on your speed stat and once it does you can take your turn, and the same for the enemy. The only difference between ATB and "turned based" is there's an explicit bar filling up showing you when your characters turn is about to come up. Every Final Fantasy game up to 14 has been turned based.
Speaking of this style of combat, I will never understand the fun of turn based combat systems where you're locked in an area with the enemy, you can move around, and your attacks have a range that it can hit with (be it a cone, square, circle, etc)... and yet, it allows you to move 100% freely with no limitation of movement in either that entire combat area, or a large portion of it. Like, what's the point then??? Positioning? Who cares. If you and your opponent can move infinitely anyways then you'll never be out of range and neither will theyAnyway I think with stuff like FFXII with real time moving around, it gets a bit confusing as to whether it's a true turn based system or not. It kinda is sorta, since in a way everybody is still relying on cooldowns to do stuff so in a way everybody is taking turns. But there's also some movement/positioning jank you can do that doesn't quite fall into the whole turn based framework(though most of the time you don't need to and you can just let your programmed party auto everything....).
You might wanna take that one over to the hot takes thread, 'cause the consensus seems to be pretty negative about that one....FF15 was incredible in nearly every way even if it did peter out near the end of the game so any game that follows with it's formula is going to be excellent.
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That's not true, because in ATB you literally don't have to take turns taking actions-- which is sort of the definitive part that makes something 'turn-based'. If you ain't taking turns, then it ain't turn-based.Also, ATB is turned based combat. You wait for a bar to fill based on your speed stat and once it does you can take your turn, and the same for the enemy. The only difference between ATB and "turned based" is there's an explicit bar filling up showing you when your characters turn is about to come up. Every Final Fantasy game up to 14 has been turned based.
Yeah, ATB is just having a bar fill up to give feedback to the player as to when a character's turn comes up. As opposed to sitting there waiting and then PLINK! suddenly it's X character's turn. ATB is still just as turned based as it is without ATB, it's just that the player can see when each turn is supposed to occur, usually just on the player's side. This is true whether it's a game that pauses while the player is doing things in menus or keeps going regardless of what the player is doing.I always hated ATB. Just seemed like a visually confusing way to represent turns. Though I recall some games where the ATB continues to fill while you are selecting your move - which I suppose in a way adds time pressure on the player to make decisions but I just find it incredibly obnoxious when enemies can take their turn while I'm still selecting shit. Just give me a regular ass turn queue please if it's gonna be turn based.
Anyway I think with stuff like FFXII with real time moving around, it gets a bit confusing as to whether it's a true turn based system or not. It kinda is sorta, since in a way everybody is still relying on cooldowns to do stuff so in a way everybody is taking turns. But there's also some movement/positioning jank you can do that doesn't quite fall into the whole turn based framework(though most of the time you don't need to and you can just let your programmed party auto everything....).
I think it makes more sense to describe ATB as menu based rather than turn based. All the combat is controlled through menus but happens mostly in real world time rather than abstracted turn based time (although attack animations themselves stop time, functionally making them instant). Like fully turn based games, this happens in a separated battle instance with movement suspended. FFXII is also mostly menu based but combat isn't instanced and you can freely move during it.Yeah, ATB is just having a bar fill up to give feedback to the player as to when a character's turn comes up. As opposed to sitting there waiting and then PLINK! suddenly it's X character's turn. ATB is still just as turned based as it is without ATB, it's just that the player can see when each turn is supposed to occur, usually just on the player's side. This is true whether it's a game that pauses while the player is doing things in menus or keeps going regardless of what the player is doing.
We can have new threads, it doesn't cost anything.I also don't have a problem with a FF16 thread that can focus specfically on the new title instead of being buried pages deep in another thread. 16 having it's own thread makes sense in that regard.
Ill beat anyone's advertised price or your thread is fffffrrrrrreeeeeeeeeeeeeee!We can have new threads, it doesn't cost anything.
I have no idea what you're even talking about. By it's very nature, turned based is menu based. All turned based games use menus to choose your actions. ATB and turned based are one and the same thing.I think it makes more sense to describe ATB as menu based rather than turn based. All the combat is controlled through menus but happens mostly in real world time rather than abstracted turn based time (although attack animations themselves stop time, functionally making them instant). Like fully turn based games, this happens in a separated battle instance with movement suspended. FFXII is also mostly menu based but combat isn't instanced and you can freely move during it.
No, they're factually not. In ATB you're literally not taking turns.I have no idea what you're even talking about. By it's very nature, turned based is menu based. All turned based games use menus to choose your actions. ATB and turned based are one and the same thing.
ATB are turns, just because doesn't stop the enemies from taking their own turns because you're sitting in a menu doesn't make them not turns. The ATB meter is nothing more than a visible representation of when the player characters' turns will be available, nothing more nothing less.No, they're factually not. In ATB you're literally not taking turns.
If the enemy takes an action, then you spend 6-7 seconds deciding what to do, the enemy will go again before you do. They will not sit back and wait for you to act-- to take your "turn".
The ATB meter is a cool-down gauge, and crucially it doesn't depend on the actions of anyone else on the field, or whether they act at all.
In short, something cannot be called turn-based if there aren't any turns. That's the whole definition of it. ATB just shares a lot of characteristics with the most common form of turn-based combat, that's all.
It literally does make them not turns. That's what turns mean.ATB are turns, just because doesn't stop the enemies from taking their own turns because you're sitting in a menu doesn't make them not turns.
They're a visual representation of when the character's action will be available, which is not the same thing.The ATB meter is nothing more than a visible representation of when the player characters' turns will be available, nothing more nothing less.