J3CHT
Chocobo Breeder
The following information was again taken from the OPM Issue 107 August 2006 edition.
"For years, the directors of the Final Fantasy franchise have added their own spins to the Active-Time Batt (ATB) system. For FFXII, we wanted to create something revolutionary that would accurately depict the scope and size of the world of Ivalice. We put battle designer Kazutoyo Maehiro up to the task, and he created the Active-Dimension Battle (ADB) system.
"A radical departure from ATB, ADB is a true synergy of exploration and combat. One of the problems with many RPG's is that the combat system takes players out of the game world, wasting precious oppurtunities to completely immerse them in the universe.By placing both combat and exploration on the same plane, we are giving players a consistent system that keeps them beseiged in the game world. And since the action is [continuous], we needed to give players a tool that would allow them to exhibit full control of their charachters; this is where the Gamit System comes into play. When you're playing a console RPG, you consistently have to micromanage two or three other charachters. With the Gambit System, we've created a system that lets players customize each charachter to the level where the charachters would react and behave exactly as the players want, without having to micromanage each of their actions."
We noticed that Mist Quickenings (the new Limit Breaks, where you execute a powerful special attack that looks flashy as heck) can be chained together. While one charachter performs a Quickening, if you have enough power left on your mist gauge, you can press a button corresponding to another party member to have them perform a quickening right afterward. Chain a few in a row and you can perform an ultrapowerful one. When we asked, "Why can you chain attacks now?" Maehiro answered: "The previous FFs have utilized the Japanese Kabuki-like camerawork and portrayed [magic] with gorgeous visual effects. By making the battle seamless, we thought that it wouldn't be user-friendly if we took the camera control from the player as Frequently, and there were also some issues with the PS2 memory, so we had to inevitably give up some of those aspects. That's why we made the 'flashy' Mist Quickening attacks.
But one of our concepts of this game was to make a game, and we thought that it would be boring to just watch the effects, so we added a game aspect to this portion as well. We believe that, through this, we were able to correspond to various styles of gameplay."
-------------------------------------------------------------------
So now you have a little insight on the new Battle system for FFXII, i hope this has helped you out a little and if you would like to see some information on the New "Liscense Board" let me know and that will be my next new Topic.
KAWAZU on the Genesis Of The New Combat System
"For years, the directors of the Final Fantasy franchise have added their own spins to the Active-Time Batt (ATB) system. For FFXII, we wanted to create something revolutionary that would accurately depict the scope and size of the world of Ivalice. We put battle designer Kazutoyo Maehiro up to the task, and he created the Active-Dimension Battle (ADB) system.
"A radical departure from ATB, ADB is a true synergy of exploration and combat. One of the problems with many RPG's is that the combat system takes players out of the game world, wasting precious oppurtunities to completely immerse them in the universe.By placing both combat and exploration on the same plane, we are giving players a consistent system that keeps them beseiged in the game world. And since the action is [continuous], we needed to give players a tool that would allow them to exhibit full control of their charachters; this is where the Gamit System comes into play. When you're playing a console RPG, you consistently have to micromanage two or three other charachters. With the Gambit System, we've created a system that lets players customize each charachter to the level where the charachters would react and behave exactly as the players want, without having to micromanage each of their actions."
Quick Mistenings
We noticed that Mist Quickenings (the new Limit Breaks, where you execute a powerful special attack that looks flashy as heck) can be chained together. While one charachter performs a Quickening, if you have enough power left on your mist gauge, you can press a button corresponding to another party member to have them perform a quickening right afterward. Chain a few in a row and you can perform an ultrapowerful one. When we asked, "Why can you chain attacks now?" Maehiro answered: "The previous FFs have utilized the Japanese Kabuki-like camerawork and portrayed [magic] with gorgeous visual effects. By making the battle seamless, we thought that it wouldn't be user-friendly if we took the camera control from the player as Frequently, and there were also some issues with the PS2 memory, so we had to inevitably give up some of those aspects. That's why we made the 'flashy' Mist Quickening attacks.
But one of our concepts of this game was to make a game, and we thought that it would be boring to just watch the effects, so we added a game aspect to this portion as well. We believe that, through this, we were able to correspond to various styles of gameplay."
-------------------------------------------------------------------
So now you have a little insight on the new Battle system for FFXII, i hope this has helped you out a little and if you would like to see some information on the New "Liscense Board" let me know and that will be my next new Topic.