Most Complicated Battle Systems In Final Fantasy Games

As a seasoned gamer who has spent countless hours immersed in the rich and intricate world of Final Fantasy, I must say that the battle systems in these games have always been one of the most captivating aspects for me. Each iteration brings something new to the table, challenging players and pushing the boundaries of what an RPG battle system can be.

The difference between Final Fantasy and Final Fantasy 2 is alarming. That happened a lot in the days of the NES wherein a direct sequel seemingly changed everything. The Legend of Zelda and its first sequel, Zelda 2: The Adventure of Link, couldn’t be more different either.

In a different way, not necessarily negative, it’s common for development teams to regularly incorporate fresh mechanics into the turn-based or action combat systems of “Final Fantasy” games. Change can be advantageous, but it doesn’t automatically imply that change is simple to accept. These battle systems, in particular, often left players puzzled when they were initially introduced to them.

6. World Of Final Fantasy

Stacking Monsters

In simpler terms, the game World of Final Fantasy blends elements from games like Kingdom Hearts and Pokemon. The story follows two characters, Lann and Reynn, who enter a magical book teeming with familiar Final Fantasy heroes such as Cloud and Lightning. In combat, the siblings engage in turn-based battles where they can join forces with monsters to help them win.

Instead of battling alongside the heroes, monsters were piled on their heads. If they received too much damage, these stacked monsters would disrupt their balance, causing the siblings to feel dizzy. Despite being odd, this stacking system added uniqueness to the game and eventually became easier to adapt to as time passed.

5. Dissidia Final Fantasy

Be Brave In Battle

In contrast to other games, Dissidia Final Fantasy wasn’t the initial fighting title to incorporate characters from the Final Fantasy series, but it was the first one entirely dedicated to the franchise. This game allowed players to engage with a vast array of protagonists and antagonists, ranging from Bartz to Ultimecia. Unlike traditional fighting games such as Street Fighter, players weren’t confined to small arenas for battles; instead, they could select their character and immerse themselves in expansive, open battlefields.

In this game, each character has the ability to wear gear, learn skills, and progress in levels. The skills you acquire can either boost Brave points or Health Points (HP). Your objective is to reduce the enemy’s HP to zero. However, shielding the enemy is a barrier made up of Brave points. Some abilities cause more Brave damage than others, and you can even steal Brave points from opponents to enhance your own output, allowing you to deal more damage. Despite its complexity for a fighting game, it was an intriguing concept that led to several sequels.

4. Final Fantasy 8

Drawing On Magic

As a devoted fan, I must say that Final Fantasy 8 stands out among the series with its contentious yet intriguing aspects, and the battle system serves as the cherry on top, wrapping everything up in an oddly appealing package. In this game, you’ll encounter Summon-like entities called Guardian Forces (GFs). These can be linked to characters in a unique way. Some GFs, affectionately referred to as “Certain GFs” within the game, open stat slots. Players then have the opportunity to place spells on these stats, enhancing them for attack power and defense capabilities.

In this game, players can obtain spells by executing a command known as “Draw.” This command allows them to draw spells from enemies. Instead of using Magic Points (MP), these drawn spells can be used to cast various spells based on the quantity gathered, much like an inventory item. For instance, a character might possess 29 Cure spells ready for casting. This is one of the most intricate systems found in any mainline game, and the explanation provided here merely scratches the surface of this peculiar turn-based gameplay system.

3. Final Fantasy: The Four Heroes Of Light

A Crowning Prototype

  • Developer: Matrix Software
  • Publisher: Square Enix
  • Platform: DS
  • Release Date: October 5, 2010 (NA)

The game titled “Final Fantasy: The Four Heroes of Light” served as a revival for the DS and can be seen as a precursor to “Bravely Default“. Following the title, players managed four characters, similar to the original game. A Job system was implemented using items called Crowns, allowing players to assign roles such as healers to their heroes by equipping them with items that resembled bishops’ hats.

Through embedding gems into crowns, these jobs gain new capabilities, which are paid for using AP instead of the usual MP. The gameplay is turn-based, and while players can provide direct instructions, characters tend to attack at random. It’s worth noting that this particular installment in the series is known for its challenging nature and excessive grinding.

2. Final Fantasy Tactics Advance

Judged By Cards

Compared to its predecessor, Final Fantasy Tactics Advance shifted towards a more child-friendly theme, departing from the heavy themes of blood and religious cults found in the original. Instead, it offered a heartwarming journey through an enchanting, colorful realm as an Isekai. Despite some occasional frustrations due to its rules, the gameplay continued to be well-crafted.

Similar to the initial game, players can assemble numerous characters and assign them roles for a variety of strategic battles. Prior to each fight, a Judge would dictate orders. Ignoring these commands could lead to fines or imprisonment for the offending character. For instance, a Judge might prohibit certain items during a match. At times, these rules were unbalanced, limiting player choice in what was otherwise an engaging tactical RPG on the Game Boy Advance.

1. Final Fantasy 2

The Beginning Of A Saga

In contrast to many other games in the Final Fantasy series or role-playing games (RPGs) in general, where characters level up by gaining experience points (EXP), the battle system in Final Fantasy 2 operates differently. Characters in this game enhance their statistics through repeated actions rather than EXP. For instance, a character who is frequently targeted may see improvements to their health points (HP) or defensive abilities.

A person who frequently employs magic can grow into a stronger sorcerer. The concept was initially difficult to understand within a turn-based combat setting, yet it didn’t deter the development team from revisiting this concept later on. Interestingly, the game “Final Fantasy 2” paved the way for the creation of the “SaGa” franchise, which shares the same battle system, although it has evolved significantly over time. This is quite an achievement considering its status as one of the less remembered games within the series. Across every release, from NES to Switch, the battle system has remained challenging, even if it’s been made slightly more straightforward with each iteration.

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2024-12-04 05:34