I spent yesterday evening with the game's post/non-story content: the timed combat trials scattered around the map, chasing some trophies, etc. And I have some thoughts about the game's combat as it related to previous discussions about what is even "good" combat.
Is FF16's combat "good?" Seems like a dumb question because it's the only thing about the game getting universally praised, at least by those accepting or liking the action combat (complaining about it not being turn-based or "real FF" or RPG is beside the point right now). Is it good action combat?
And IMO, it... is... sort of.
What is it "good" at? It is extremely good at giving you the power to execute sequences of action that look and feel absolutely amazing. Stringing combos where the animation on screen look awesome and stylish on their own but- impressively- also somehow match the input you gave it thematically and in pacing, on a micro fraction second by fraction second moment.
I mean like- you land a couple attacks with your fire magic while switching to ice magic to chhecking that your ice magic AoE ability has cooled down, point your camera at the big monster, hit the ice magic thing and Clive goes WHAA- giving you a quick pause to register that yes indeed your tactic is working- then he slams his sword into the ground the monster loses significant stagger and your whole brain has shifted from stagger to damage and off you go... like everything works so goddamn perfectly in these moments.
It is also good at build variety. With all these abilities, you can go for much frequent attacks, tanking, flying up in the air, building up to BIG attacks, and many combinations therein. Each ability is interesting and is fun to try out. I am impressed that there is a shield ability and it can actually be useful, that is not my experience in most games (please don't ask me for examples just for some reason I see shields and I go BLECH except this game).
What is it "bad" at? It is bad at actually feeling like a fight. Your primary attack is a sword and no matter which builds, equipment, levels or whatever, it always feels like I'm hitting a skyscraper with a spork- sure if I do it enough it'll go down but.. yeesh. Most of the time, actually hitting things with your spork sword is just biding time until your abilities charge. So combat consists of dodging around while spamming spork and checking our abilities for them to be available. That is where the "button mashing" feels comes in.
If you play more strategically- where you create a build with certain abilities you only use when an enemy is staggered or you're surrounded etc- then you are implementing your battle plan and this is really what you should be doing but then it feels like playing a meta not having a fight.
It is also "bad" at letting you actually do all the cool stuff while actually playing the base game- and this is the combat's greatest failing. All that stuff I said about combos and abilities and strategy- if you're like me and mostly just wanna beat the game (and I do include side quests), you don't really need to worry about all that until the last couple boss fights and the most difficult monster hunts. No, you can just spork spam in between watching the endless cut scenes.
I suspect most players will beat FF16 without experiencing the best part about the game and that is a shame. They will complain about boring combat and they will be right. Fans of it will lecture them about how they didn't really dig into its deeper mechanics and they will be right in terms of that actual fight.
So in my opinion, this is bad game design, really bad- they should be encouraging players to experience the full range of gameplay through the game's core driving force which, in this case, is story. Yet they chose to allow- encourage!- us to beat the story without worrying too much about doing cool combat shit. Ugh.
This is why I maintain Witcher 3's combat is "good"- because it's good in context of the game. It fits with the quests, it's not there to give you sick combos and git gud skill checks, it's their to provide interaction and tension for quest progression.
The opposite extreme in style but also good is of course Soulsborne, where combat is the point and the "story" is just context for it so you experience core game THROUGH combat, and the mechanics are designed for that. Story, world design, mechanics, all working hand-in-hand in very different ways, each that fit what those games offer.
So where this leaves me w/ FF16- well I was able to complete 6 of the 7 times trials and got stuck on the last one. I wanted to see if I could do everything in NG before considering NG+, but if I can't beat this trial after a few more attempts that'll be it for me. A NG+ run where I skip the cut scenes and side quests to just focus on combat is intriguing, but I also am not up for re-doing those big kaiju battles because of course all that good combat stuff doesn't apply and they are so, so long.
And really how much can I- a general casual- get out of more combat? Because once I've tried all the abilities and messed around with builds, I've found the "optimal" approach (close to the one described on PowerPyx's NG+ guide) taking advantage on the last ability you get, which means that combat is again repetitive.
Which all means: I start the game, combat is repetitive boring button mashy. After like half the game, combat gets good cause I have abilities and experimentation and variety. For a short while near and post end game, combat is REALLY great in a silly way. Then with my optimal build, it gets back as it was at the very start- repetitive button mashy, just with more colors.