Tempy wrote:Nomura is a hack but I liked what I played of the combat in the demo, so I guess we’ll see. I remain sceptical of the Remake until such time that I play it. I listened to the remake of Anxious Heart, one of FFVII’s best tracks, and it just isn’t a patch on the original. Fussy instrumentation makes it overbearing, misses the somber tome of the original.
Tempy wrote:By the sounds of it, yes
Minnesänger wrote:I’m likely being overly nit picky and unfair.
Sounds like you're still playing it more like an action game, but it's still sort of turn-based in practice and demands some adjustment. You can't get away with attacking relentlessly and then expect to dodge when the enemy responds. It's more like dodge/block/run until there's an opening, get some hits in, back off again, until you're charged up. Timing spells and abilites is also crucial - you can't sneak them in quickly if the enemy is already primed to attack. Or of course switch to another character who isn't being targeted to biuld up quickly.Minnesänger wrote:I wasn’t enamoured with the demo but the full game combat is worse. You have a combat system that has a block and a dodge, but the dodge isn’t worth much as tracking is insane, and block only works on certain attacks (sometimes with no way to know until you get hit by them). There’s no animation cancelling and windups are pretty much non-existent so you can’t block reactively. There’s huge amounts of stagger which isn’t so bad in the beginning but against multiple enemies it’s horrendous. You’ll constantly be staggered while enemies stand and take your biggest hits. If your attack is interrupted you’ll also lose whatever atb charge you were using for your upcoming attacks. The general rule is magic = not blockable while physical = blockable, but there’s multiple enemies that break this rule and attack windups are so fast there’s no time to react. There’s no iframes upon damage, it seems, so you’ll often get staggered and knocked back into other attacks and there’s nothing you can do. You can, technically, know which attacks are coming but: 1. The notice above the enemy for an incoming attack is small and combat is very busy and flashy...because Nomura. 2. Your animations are super slow, so even if you manage to see an attack is blockable it’s too late.
JonB wrote:Sounds like you're still playing it more like an action game, but it's still sort of turn-based in practice and demands some adjustment. You can't get away with attacking relentlessly and then expect to dodge when the enemy responds. It's more like dodge/block/run until there's an opening, get some hits in, back off again, until you're charged up. Timing spells and abilites is also crucial - you can't sneak them in quickly if the enemy is already primed to attack. Or of course switch to another character who isn't being targeted to biuld up quickly.Minnesänger wrote:I wasn’t enamoured with the demo but the full game combat is worse. You have a combat system that has a block and a dodge, but the dodge isn’t worth much as tracking is insane, and block only works on certain attacks (sometimes with no way to know until you get hit by them). There’s no animation cancelling and windups are pretty much non-existent so you can’t block reactively. There’s huge amounts of stagger which isn’t so bad in the beginning but against multiple enemies it’s horrendous. You’ll constantly be staggered while enemies stand and take your biggest hits. If your attack is interrupted you’ll also lose whatever atb charge you were using for your upcoming attacks. The general rule is magic = not blockable while physical = blockable, but there’s multiple enemies that break this rule and attack windups are so fast there’s no time to react. There’s no iframes upon damage, it seems, so you’ll often get staggered and knocked back into other attacks and there’s nothing you can do. You can, technically, know which attacks are coming but: 1. The notice above the enemy for an incoming attack is small and combat is very busy and flashy...because Nomura. 2. Your animations are super slow, so even if you manage to see an attack is blockable it’s too late.
I think it works well and in a way that maintains a sense of the original
I really didn't mean it like that. Just speaking from my own experience of getting frustrated with it at times, for the reasons you mentioned, but then finding ways to deal with it.Minnesänger wrote:Can we please not do the: If you don’t like = you’re playing it wrong Thing.
Kernowgaz wrote:I’m bad, I found the first boss quite hard.
JonB wrote:I'm not sure they will necessarily, but it depends where they go from here and we've still no idea about that.
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