no img no img

Write what you are looking for and press enter to begin your search!

live-news-icon

Live News

Tokyo Underground Killer Is A Neon-Filled First-Person Katana Game Out Next Month: In an intense match, the Lone Wolves came out victorious. Read all about the big night here // Epic Action RPG Crimson Desert Is Getting Delayed To Next Year: In an intense match, the Lone Wolves came out victorious. Read all about the big night here // Remedy Entertainment's Control Is Doing Great; Part 2 & New Max Payne Duology In Progress: In an intense match, the Lone Wolves came out victorious. Read all about the big night here
post-16 post-13

How Three Decades of Final Fantasy Shaped VII Remake’s Combat [Part 1]

I-III – Finding A Foothold In Traditional Turn-Based

Final Fantasy

Vfyl118.png

We begin this story with the first Final Fantasy (1987).

The concept of a turn-based RPG wasn’t new, but Final Fantasy popularized the idea of utilizing elemental magic and weakness against enemies in battle. Similarly, the game was one of the few RPGs at the time to let players select between multiple classes. Battle planner Akitoshi Kawazu pulled inspiration from a variety of western RPGs, such as Dungeons and Dragons, as well as Wizardry.

The idea was to create a game where players could feel like they were truly embodying their characters. When starting the game for the first time, players were given four characters, and then offered a choice between six classes for each: Warrior, Thief, Monk, Red Mage, White Mage, and Black Mage. Each class had its own stats, strengths, and weaknesses.

Fancy a job focusing on defensive magic? How about taking out your enemies with overwhelming strength?

By choosing between these classes for their party, players were able to craft a gameplay experience that was uniquely theirs. At the time, it was as though the sky was the limit, as playthrough with a different combination of classes had to be approached differently.

Final Fantasy II

5UPxPha.jpg

Final Fantasy II (1988) kept plenty of the things that the first game did, but also gave a good shake to the formula. Rather than letting players choose classes, FFII offered a band of unique characters to reflect the game’s bigger focus on story. To offset this, players could instead have their characters perform actions repeatedly to build proficiency and build their party the way they wanted. For instance, using a shield in battle increased a character’s evasion. Likewise, using a sword raised a character’s strength.

FFII also introduced a row system, which essentially allowed players to set offensive or defensive positions for their characters. Characters fighting in the front row got attacked more frequently and received regular damage, while those in the back row couldn’t damage enemies effectively but received less damage.

Though the game is seen as the black sheep of the series by most fans, the row system and focus on unique characters were groundwork that set the stage for many future games. The proficiency system would also prove to be ahead of its time, having been conceptualized well before RPGs such as the Elder Scroll games popularized the idea.

Final Fantasy III

bVCEOsO.jpg

Final Fantasy III (1990) brought back the class system, this time giving players the option to switch between these jobs at will. Furthermore, the number of available classes was raised to a much bigger total of 22, on top of the original six classes that graced the original Final Fantasy. Characters were now able to level their main jobs by earning Job Points (JP) in battle.

Also new was a special skill that was exclusive to each class, which further set out to promote individuality between jobs. Many of these new classes, such as the Onion Knight, Bard, Dark Knight, Dragoon, and more, went on to become recurring names in future Final Fantasy games.

One influential addition to the series at this point was the introduction of powerful deity-like entities, called summons. Players could earn the blessings of these creatures by roaming the world, after which players could then call them forth in battle with to inflict powerful attacks. It was a popular concept, and so summons, with familiar names the likes of Shiva, Ifrit, Bahamut, and more would carry on as a core part of Final Fantasy’s identity going forward.

NEXT: The ATB

Related News

post-07
Deadpool & Wolverine: What To Know Before Watching The Only MCU Movie In 2024

Deadpool & Wolverine will be the only Marvel Cinematic Universe (MCU) movie coming out in 2024. It premieres in Malaysian cinemas on 25 July 2024....

post-07
Cozy Sim RPG Roots of Pacha Announced Release Date For PlayStation & Switch

Publisher and developer Soda Den has finally announced the release date of the cozy Stone Age farming sim, Roots of Pacha for PlayStation consoles and...

post-07
Blasphemous 2 Boss Guide & Walkthrough

Blasphemous 2 is out now for consoles and PC. If you loved the first game, you will be blown away by the second as it offers a ton of improvements and...

Write a comment

Your email address will not be published. Required fields are marked *

Tournament Tool Kit

Latest Video

Follow Us

Recent Posts

post-17
Asia Gaming Beat: 16 August 2025
post-17
EVO 2025: Results & Recap
post-17
Asia Gaming Beat: 2 August 2025
post-17
Asia Gaming Beat: 26 July 2025
post-17
Honkai Star Rail 3.4 Brings In A Godlike DPS Character: Phainon
post-17
Check Out The First-Ever China Tang Dynasty-Themed Interactive FMV Drama
post-17
Malaysia Played A Part In Creating Hideo Kojima’s Death Stranding 2: On The Beach
post-17
Warhammer 40K Gets Double Barrel Blast Of Boltgun News
post-17
Sea of Stars: Throes of the Watchmaker Walkthrough & Boss Fights Guide
post-17
Magic: The Gathering Final Fantasy Expansion New Cards Revealed
post-17
After 19 Years, The First Gears Of War Will Be Out On PlayStation Platforms
post-17
Check Out These Upcoming Nintendo Switch 2 Controllers & Gadgets From Snakebyte
post-17
Ghost of Tsushima Retrospective: A Meditation on Moral Compromise in Wartime
post-17
Schedule 1 – Mixing Guide
post-17
Nintendo Switch 2: All The Games Coming Out At Launch
post-17
New Ghost Of Yotei Information Unveiled; Still Slated For 2025
post-17
Path Of Exile 2 Dawn Of The Hunt: All New Loot & Support Skills Revealed So Far
post-17
Is Gaming Really A Tool For Terrorist Radicalisation? We Ask An Expert
post-17
Tokyo Underground Killer Is A Neon-Filled First-Person Katana Game Out Next Month
post-17
A Southeast Asian Artist’s Journey On Working With This Generation’s Biggest Game Franchise
post-17
Demon Slayer -Kimetsu no Yaiba- Hinokami Chronicles 2 Review: Slash or Bust
post-17
Epic Action RPG Crimson Desert Is Getting Delayed To Next Year
post-17
Remedy Entertainment’s Control Is Doing Great; Part 2 & New Max Payne Duology In Progress
post-17
RRQ TopUp Payment Service Now Officially Available in Malaysia
post-17
Samsung’s Folding Lineup for 2025 Hits Malaysian Markets
post-17
Ball X Pit Breaks Out This Mid-October
post-17
Demonschool Launches Early September
Logo