Final Fantasy XIII-3 Gameplay
You know what I'd really like to see? An mmo with a combat system similar to the Star Ocean series. Where you can set different abilities to trigger buttons, and combat is more like an action oriented strategy. You combo attacks together, can chainstun with certain abilities, can do jump attacks, use items fluidly in battle, etc. If timed right you could basically juggle opponents to death with the right combo of moves, which was really fun. The game could still be challenging because all of the postgame content in the Star Ocean games was VERY tough without the best gear and overleveling, and even then was still a challenge.
And I don't want it to be like GW2, where they tried to turn that style of combat into WoW with hotbars. I always thought the combat UI for GW2 was so cumbersome... I guess the game I'm thinking is more console based or at least works better with a controller.
I've always thought this would translate well to an mmo because it would be great for both PVE and PvP. Also, the battle system can still be complex because there is still the trilogy in those games... tanks, melee, and mages/ranged. From what I can tell, Blade and Soul seems like it will have a somewhat similar combat system, but I haven't seen gameplay footage of that in a while so it might have changed.
Lightning sliding down a pole.
Players will take control of Final Fantasy XIII's main character, Lightning, as the sole playable character. She will traverse freely over the game's variety of terrain and can jump on obstacles, such as telephone poles, and use elements of stealth. Her abilities differ based on her elevated height. The player can either walk between destinations or use the monorail for faster travel. Chocobos will be available to use at some point in the game.
Monsters will range in size and can be enormous.
Enemies are found on the field and Lightning can sneak up on them to perform preemptive strikes, and if Lightning can strike first, the enemy will lose 10% of their starting HP; if Lightning can strike an enemy from behind, they'll lose 25%.
The battle system will be a heavily modified version of the Command Synergy Battle system the two previous games used and will feature real time features, such as freely taking control of Lightning's movements and attacks, and a real time block, dodge and counter system. The new combat system does not yet have an official name, but is tentatively referred to as "Amazing ATB" because it is derived from the classic Active Time Battle system. Combat
Combat in Lightning Returns: Final Fantasy XIII, showing Lightning attacking enemies.
Players can assign four commands to the controller's face buttons and instead of selecting commands, players will press buttons that correspond to the individual abilities. However, there will also be timing-based mechanics. Though the battle system is of an action-RPG, it will feature an ATB gauge and every action depletes this bar. Players will have access to several different custom-made Paradigm-like "Styles" that change Lightning's assigned skills on-the-fly. Each Style has its own ATB gauge, meaning the player can swap between Styles and maintain constant action while allowing the other Style to recharge. If the player run out of ATB and they cannot perform any actions, but the gauges will gradually refill as Lightning idles. By tilting the left analog stick the player can move Lightning on the battlefield.
Lightning will be fully customizable with wide array of costumes, weapons, and different battle styles. Styles allow players to put together a weapon, a shield, accessories and abilities to create different skills and attributes for battle. These abilities do not include just commands during combat, but also actions taken on the field. Players can preset different Styles and change between them, similar to how Paradigm Shift worked in earlier games. Abe states there is a lot of freedom in terms of customization, so the player can create a well-balanced character or an all-powerful one.
Lightning Returns: Final Fantasy XIII is said to feature tougher enemy types and boss battles with the key being destroying various body parts on the monsters. Enemies will have multiple weaknesses so the player can knock them down in multiple ways making for less repetitive gameplay.
The knockdown system replaces the stagger system seen in Final Fantasy XIII and Final Fantasy XIII-2. The icons under an enemy's HP gauge are attributes that govern its strengths and weaknesses. Lightning can assemble a Style that exploits the weak points. Via the Knockdown system Lightning can juggle an enemy in the air continuously with her attacks.
Status ailments inflicted on Lightning will not be removed after the battle is finished, but the player can go to restaurants to restore her lost HP and heal from afflicted status ailments.
Lightning will have a variety of movements and will be able to climb, jump, crouch, take cover behind walls and objects, climb over and hang off ledges, and a variety of other moves both in and out of battle.[