The recent Summer Game Fest gave fans a glimpse at plenty of new titles, and a closer look at some that were already known. The show ended with a more in depth look atFinal Fantasy 7 Rebirth, the much anticipated follow-up to the 2020 masterpiece as Cloud, Tifa, and Barret continue their journey after leaving Midgar behind.There are still plenty of unanswered questions concerning the Square Enix sequel, some of which will surely be reserved as a surprise when players get their hands on it in 2024.

However, the trailer showed at the June presentation confirmed that some things are staying, and will be developed upon to make the next game as good as the last. Combat seems to have been altered but not revolutionized, which is a huge relief for those who found enjoyment in it duringFinal Fantasy 7 Remake. However, with the level design being less on-rails this time, the battle mechanics could get old quickly inFinal Fantasy 7 Rebirth, and the developer has to find a way to prevent it from getting too repetitive.

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Final Fantasy 7 Remake’s Combat was a Perfect Fusion of Old and New

Turn-based combat definitely has a place in gaming, andPersonaandShin Megami Tenseiis showing that it still has potential in the AAA space. However, withFinal Fantasy 15Square Enix made a statement that action combat was the flavor of the franchise’s future, andFinal Fantasy 7 Remakehad the tough task of staying faithful to its roots while also adhering to the new philosophy. What resulted was arguably the best battle mechanics thatFinal Fantasyhas ever used.

It required precise timing not just to dodge attacks in real time, but also to know when was the perfect time to dip into the menu system to use an item, summon a primal, or perform a high damage maneuver.Final Fantasy 7 Remake’s combatwas kinetic and fluid, but players also had to be meticulously organized with the menus, and know when is the best time to swap characters. It was excellent, so it’s little surprise thatFinal Fantasy Rebirthwill use a similar philosophy when it launches.

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Final Fantasy Rebirth’s Open World Could Render the Combat Repetitive

Though there may be some changes to the core battle system inFinal Fantasy 7 Rebirth, much of the footage shown atSummer Game Festseemed to bear a strong resemblance to the mechanics presented in its predecessor. That game was a somewhat linear affair save for a few long-winded side missions, so encounters with enemies were far more on-rails and prescribed, whereas the freedom that an open world presents means that facing off against adversaries is optional and should be more fluid.

In games likeAssassin’s CreedorThe Witcher 3, for example, combat doesn’t break immersion - it’s as simple as players approaching an enemy and fighting them. But in moreopen-ended JRPG titles such asNi No Kuni 2andTales of Arise, the technical nature of the fights requires more of an arena-type environment so that the encounters don’t feel as random, which can get tiresome far faster than if they are more off-the-cuff. Repetition is something that a lot of JRPGs suffer from as gamers often grind in the pursuit of levels, but the unwavering anticipation forFinal Fantasy 7 Rebirthmakes the need for it to impress all the more necessary. The combat system looks to be a positive improvement on something amazing, but in an open world, featuring too much of it could prove to be a disadvantage.

Final Fantasy 7 Rebirthlaunches early 2024 for PS5.

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