This Game Sucks Because You Just Auto Battle - Final Fantasy XIII

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  • Опубликовано: 25 янв 2025

Комментарии • 15

  • @olo703
    @olo703 14 дней назад +3

    I played 1,2,7,8,9,10,12,13,15, 16, Crisis Core, 7 Remake/Rebirth.
    This one was the hardest by far.

    • @tavar16
      @tavar16  14 дней назад +2

      I didn't talk too much about it but yes some of the late game fights are hard asf

    • @candyhandsjf7288
      @candyhandsjf7288 8 дней назад

      Give 6 a shot next!

  • @johnnyshins511
    @johnnyshins511 12 дней назад +2

    People just never attempted to understand the combat. As far as I'm concerned it's the best menu based combat square ever released. Like yeah auto battle is there but just mashing x removes the fun and can even get you killed by making you just run into attacks lmao. Timing matters, attack choice matters between aoe or single target, paradigm matters and while you can get through a lot of the game just using the diversity paradigm the game is gonna penalise you for it because battles will go slow as all hell.
    The entire point of the game is keeping up on your paradigms and knowing when to be aggressive and when to hop on defense which people just refused to grasp when it released.

  • @lucasgamer667
    @lucasgamer667 16 дней назад +1

    It's a cool way to look to it. I'm playing it right now after the platinum of crisis core reunion and I was kinda afraid I was gonna find the battle system boring, but, with this explanation I do think it makes a lot of sense.

    • @tavar16
      @tavar16  16 дней назад +1

      @lucasgamer667 it's worth trying went in completely open minded. The first part of the game is very simple but it gets better and better.

    • @lucasgamer667
      @lucasgamer667 16 дней назад

      @tavar16 I'lll trust you, gonna keep playing

    • @LyrisTheCat
      @LyrisTheCat 15 дней назад +1

      he still didnt explained much. each single atk has different properties and actions, both before and afterwards. a basic atk will ALWAYS make lightning do a backflip.
      every single magic spell has different properties when the enemies are in the air, the lightning is insta cast so its good for a quick stagger to not let the enemies fall, the air actually makes then go slightly up and the water is a VERY delayed atk that you can use to counter enemies atks. and fire is AOE.
      what he said on the game is just a veeery small fraction of what the game ends up being about and the game can get very VERY fucking hard, its a big skill check late game.

    • @tavar16
      @tavar16  15 дней назад

      You're right. Didn't want this video to be too long.

  • @Mar032891
    @Mar032891 15 дней назад

    Thanks for explaining this! The algorithm brought you right before I started my first playthrough of 13 when I was a kid and it first came out. My favorite was 12 and I loved the battle system for that. It wasn't perfect but I loved it. I was too young to understand it as well as you explained it and now I'm excited to get back into it.

    • @tavar16
      @tavar16  15 дней назад

      Glad it motivated you. Hope you enjoy!

  • @music4toli
    @music4toli 6 дней назад

    Auto battle is just easy mode. The game doesnt constantly throw you new enemy types so much that you didnt have opportunity to figure out hiw to best combat them for your play style. You're gonna be slow the first few times but then you figure it out. This is like every ATB system. The only difference here is you preload your attacks instead of waiting for it to fill.
    The reason people find XIII's system difficult without auto battle is very early on, you start to see you can't just attack and magic damage your way thru it like you can in most FFs and several JRPGs. And if you're expecting to just mash x, you're either going to lose or resort to auto battle.

  • @pnksmigge5324
    @pnksmigge5324 15 дней назад +1

    Good on you for making an effort to understand why it is the way it is, personally I like both X and XV better. Either go full action or stay round based, but this I didn't like at all, but I also only tried playing XIII-2 so it might even be different too.

    • @tavar16
      @tavar16  15 дней назад

      I can understand why people don't like it. So far it's a game i that love but really dislike the issues the game has. What u like about XV? Haven't tried it yet.

    • @vallejomach6721
      @vallejomach6721 15 дней назад +1

      @@tavar16 People did not understand XIII's combat...and many jumped on the bandwagon about the game's linearity which never really made sense when you actually thought about it for any longer than about 5 seconds. What it ignores is the fact that many of the games up to that point had also been extremely linear for large portions of the game...they just hid it in different (and arguably better) ways. The original FFVII is entirely linear for the whole of disk 1...even when you leave Midgar and have access to the open world there's not actually much of any real significance you can do other than push ahead on the main story until the end of the disk at the Forgotten Capital. Similarly, FFVIII is chiefly linear until you can pilot the Garden in disk 2...FFX also very linear for a large part of the game etc etc.
      XV overall is ok...not great, not amazing...just ok. Some will like it, but for me it has some major issues. It's no secret the game had a troubled development and at times it really shows. The story is passable, functional, it's not the best FF narrative by a long way. It was intended to be supported and delivered as part of a multimedia package...to get the best out of the story you need to watch the Kingsglaive movie, all the trailers, the audio clips, the Brotherhood series of anime shorts and play the DLC's at certain points throughout the game...all of these combined, and in the right order, lead to a better experience in terms of the story.
      Combat leaves a lot to be desired, and remains one of the most divisive aspects. Sometimes it's good, sometimes it's tedious...it's entirely possible very early on to go to a specific dungeon and get a weapon (if it drops) that you shouldn't really have access to at that point and from there you can go through pretty much the whole game holding down the attack button. It's all too easy to become nothing more than a spectator during the combat. Yes, it can be nuanced and you can become more effective by learning the fighting skills...but you really don't have to, and that's a problem and the less said about the camera positioning and movement whilst fighting the better....the open world itself is quite empty and devoid of enemies...to resolve that Tabata added the dropship mechanic whereby (far too often) a ship arrives and drops enemies off close to you...and it gets so tedious you just end up avoiding them.
      The magic system is weakly designed to a point where it's almost completely unnecessary to pay much attention to it at all. There's some good ideas in the system but they are, like other aspects of the game, wasted by not really being honed well enough to really stand out. For example, combining items to get different effects had potential to be interesting but then item collection for more advanced spells is a tiresome chore. The game manages to outdo FFVIII's drawing and stocking magic system, that many do not like, by making magic gathering even more tedious than that game with limits to capacity, availability and an irritating method of collection.
      Summons don't happen very often...specific conditions have to be met in order to trigger a summons events and the player isn't really in control of when that will happen. Titan may appear IF you have party members that are KO'd or he might not...Leviathan may appear IF Noctis is in 'danger' state for a period of time and somewhere with water nearby or she might not...Ramuh may be summoned IF fights drag on for too long (and this'll be the summon you see most often)...Shiva, you will rarely ever see outside of a boss battle and Bahamut can only be seen once in the game in chapter 14. It's all a bit underwhelming and it's a shame because they are quite spectacular when they do occur.
      Side quests are repetitive and the instanced dungeon designs are lacklustre...Tabata clearly decided to make almost every dungeon pitch black, not for atmosphere or aesthetic, but because by doing so, it was easy to skimp on detail and otherwise hide that they had been hurriedly designed and quickly shoe-horned into the game.
      Remember, Tetsuya Nomura was taken off the game and replaced by Tabata as the director because Nomura had spent years getting almost nowhere...they wanted the game finished and on the shelves and you can literally see how and where things where patched together after Tabata took over. (The dungeons, the latter part of the game compared with earlier parts etc...although the entire start of the game was completely redone/replaced by Tabata also...but as an example if you ever do play it keep in mind the deatil of say Altissia...and then compare that to basically everything after that chapter i.e. 10 through to 14 at the end.
      Is it worth playing...yes...is it amazing...no. That's my opinion and I've been through it a couple of times with around 200 hours or so on the clock.