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by Ethos and Riddles

The Final Fantasy Awards: Best Battle System – Ethos

Monday, April 5th, 2010

wht_PS3_keyart_22_r04-80.inddEthos’ Pick: Final Fantasy XIII

Hey! Whaddya know? FFXIII cashed in on one of its very rare chances to win one of these awards. It has one other chance, but I’m not crossing my fingers.

I obviously feel differently about FFXIII’s battle system than Riddles, but that’s the joy of this series and these awards. While I agree with scattered complaints about the system – namely that the AI doesn’t always quite do exactly what you want – I still maintain that it’s an incredibly crafted system. It’s the only RPG (not just Final Fantasy) that fully draws me into all facets of its mechanics. While the action is super-flashy and fast-paced, I actually felt like a commander in the battles. Sitting up high and directing the flow of battle. Never before has quick victories or defeats felt so deserved. Excepting some really fucking stupid instant death spells that very few late game enemies have, every twist and turn is directly in my hands. The added pressure of fast completion times force quick strategic thinking and adaptability. In other games, I can just level-grind and plow through anything, but while this is marginally the case in FFXIII, stronger weapons enforce quicker completion times (not scaling enemies, thankfully), and thus a non-stop need to win battles as quickly as possible. And yes, the ranking is that important. TP skills are very useful, and rare loot drops are even more useful, and a high ranking is essential to both.

But even dismissing the satisfying sense of urgency and post-battle rewards, balancing the need to enhance, defend, or heal your party with the need to sabotage, attack, or distract your enemy combined with the vast benefits of raising and maintaining the chain gauge make for a perpetually satisfying user-powered experience. Fighting the same enemies over and over will even help to reveal new strategies for different fights.

Final Fantasy XIII is the best organization of all the skills and strategies of the past Final Fantasy games placed into a single near-flawless battle system. It is the one saving grace of nearly the entire main story portion of the misguided game, and I hope it’s not the only time such a system is implemented.

Runner Up: Final Fantasy X-2

While I agree with pretty much everything Riddles said about Final Fantasy X’s system (though not with his assessment of FFVII, none of the PSX games challenge the top systems at all in my book), the game’s controversial sequel edges it out in this category for me. Much like FFXIII, X-2 is a game with a lot of brilliant ideas surrounded by a “what the fuck?” casing. I suppose this should come as no surprise as my runner up since it’s the closest the ATB system could get to FFXIII’s system. The battle system alone is the biggest reason I’ve played through this ridiculous weirdness of a game almost twice total. Tied with its predecessor.

Dishonourable Mention: Final Fantasy II

I’d like to call out III here just because I hate that game, but it doesn’t have the worst battle system. I actually kinda like Final Fantasy II, and I found its stupid battle system amusing (I didn’t know the talk about it, I figured out how to attack myself on my onesies), but there’s no denying that it IS stupid. It was a kinda cool thought that turned out horribly, horribly stupid. Did I mention it’s stupid? A little dumb too.

The Final Fantasy Awards: Best Battle System – Riddles

Monday, April 5th, 2010

FFXIIboxartRiddles’ Pick: Final Fantasy XII

I can feel the flames already, but I frankly don’t care. Final Fantasy XII is one of my all-time favorite RPGs, and one of the main reasons for that is its battle system.

Final Fantasy XII marked the first time in the series that encounters weren’t random. Enemies are clearly visible on-screen, and engaging in battle doesn’t take you out of exploration mode – it’s all seamless, and all beautiful. People compared it to Final Fantasy XI and other MMO battle systems, which is fairly justified, although it’s hardly “FFXI Offline.” Rather, it’s just a seamless, more streamlined version of the same ATB system we’ve enjoyed for years.

The reason why I love Final Fantasy XII’s battle system so much is because it removes all the clunkiness of a turn-based system, but retains all of the strategy. The Gambit system is still the best example of player-programming ever featured in a game; individual character strategies can be programmed in-depth, to the point where many normal encounters can be overcome by simply sitting back and watching the slaughter. Sound shallow? Well. Hardly more shallow than pressing the X button every couple of seconds, wouldn’t you say? Also, the fact that Gambits can be accessed and modified at any time – even during intense boss battles – makes them that much versatile.

But Final Fantasy XII’s battles also maintained this crucial aspect: the ability to issue commands to any character, at any time. If you don’t like how the tide of the battle is turning, not only can you adjust your gambits – you can step in and issue manual commands. And it’s an immediate override – anything you command takes precedence over gambits.  This is exactly what Final Fantasy XIII failed to implement in its super-streamlined, super-flashy encounters. Final Fantasy XII’s battle system is, and remains, the best of the series.

Runner Up: Final Fantasy X

I’m tempted to give this to Final Fantasy VII, but X barely outdoes it, in my opinion. The new ability to switch characters in and out on the fly, coupled with the heavy focus on specific battle roles resulted in some of the most rewarding, strategy-intensive I’ve ever fought. Without a doubt, the greatest take on the traditional turn-based model.

Dishonorable Mention: Final Fantasy XIII

I hate to seemingly strip Final Fantasy XIII of the one honor it has, but unfortunately, I only do what I must. Final Fantasy XIII’s battle system is extremely well-designed, and it’s a lot of fun. It’s very good at what it sets out to be, and it’s certainly not an entirely mindless affair. But despite that, it’s undeniably more shallow than its predecessors. The Paradigm system is cool, yes, but it’s just a very simplified version of Gambits. The inability to issue manual commands is sorely missed. Oh, and the fact that you can’t control who’s in your party for the first 30 hours or so doesn’t help its cause. Is it mindless? No. But it is very watered down.