The co-director of the battle system Final Fantasy 7 Remake has commented about some major changes

Image Credits – Happy Gamer

If you are talking about major game releases in the year 2020, the major part of the conversation will be about Final Fantasy VII Remake. The co-director has commented about some real changes that are coming to the game that will help us reimagine the original.

The first installment of the epic retelling of Square Enix that is part of the story for the Final Fantasy VII has been nothing short of a breathtaking one. In the early days of the global Covid-19 pandemic, the game released and it gave the gamers a very familiar yet new story that one can sink into while they are stuck inside at their home.

The game has completely reimagined and remade the original version of the classic play Station 1 coming from its 1997 version, as both old and new environments are rendered in the stunning HD format and it has been presented with a daring and a fully voiced take on the game that is considered by many as one of the greatest of the RPGs in the history of the game. Final Fantasy 7 Remake Co-Director Comments On Some Of The Major Changes To The Battle System That Helped Reimagine The Original.

The co-director of the game, Naoki Hamaguchi has recently spoken in an interview about the actual number of elements that have helped in enabling the shaping up the original title through reimagining into something completely original that fans who are both new and old can find their enjoyment in them.

One of the biggest changes was the Combat System that has switched from a turn-based classic ATB system to live combat that is similar to Kingdom Hearts or Final Fantasy XV.

Hamaguchi went on to say that the concept that is there in the battle system in the game Final Fantasy VII Remake became very much clear to them at a very early stage. He also added that they are aiming for various ways to evolve the system of ATB in the game that is original so that the same concept can be expressed through a more modern system. He also stated that they went through the trial and error methods and tried a lot harder than before they thought to bring out the best in both the systems as defined roles for each one is laid out instead of just trying the integrate the system for ATB from a system that is action-based into something of a hybrid model.

A more genius aspect of the new battle system game is the fact that it managed to make total use of the ATB that is original while it is still delivering the action-packed and fast-paced system that is going to appeal to the modern gamers. The players can slash and hack physically and move on about the things in the battlefield while it fills up the ATB gauge. Once the whole thing is filled up the players can use those items and also use the system of Materia as special attacks are unleashed.

There happens to be even a ‘Classic Mode’ there that will help you automate special physical attacks and the players are allowed to make their selection of items along with special attacks that will happen on a turn-based level that is quite similar to how a player has done it in the version of the original game.

Hamaguchi also said that a foundation for the Classic Mode is also provided by the successful relationship that is there between the two elements. He continued by saying that in this particular mode AI automatically operates all the action elements as the players are allowed to focus totally on the identification of the correct timing so that the abilities are executed exactly with the help of the ATB as they would find out there in the original version of the game. One could very confidently say that this particular system has only been made possible through its very clear definition of the roles that are laid out there for the ATB and it also speaks about the action gameplay that they had already done for the Final Fantasy 7 Remake version.