Final Fantasy Dissida's Battle System Explained

Square Enix is serving up quite a year of fantastic games across every platform imaginable for their 20th Anniversary of Final Fantasy. Many of the titles have been remakes and side stories of previous releases, and have not strayed far from the original formula that made them so great. When they announced Dissidia Final Fantasy for the PSP as a fighting game including various characters throughout the franchise, many fanboys were left scratching their heads. Sure it sounds great, but how will it play? Fortunately IGN went through the trouble of translating this week’s issue of Famitsu to unravel the mystery surrounding Dissidia’s battle system:
- Character skills are displayed through a command list on the bottom-left corner. Available options will change based on a variety of factors, such as distance from an opponent.
- The controls will be "simple enough that even players who aren't into action games will be okay."
- Destroying the environment is not only fun, it's encouraged: a character's "Brave" meter will go up, which allows for special attacks.
- Like a true RPG, winning can net players experience points, which can be used to level up.








Speak for yourself! Kingdom Hearts II did great thing with the foundation laid by the original Kingdom Hearts. If they continue to choose to implement an even more improved system in Dissidia, I think we're for something really spectacular. The 'action button' system implemented in KHII was especially great, because it allowed for the kind of awesome, jaw-dropping limit breaks and acrobatic feats in Final Fantasy to happen in real-time.
I, for one, am excited about this game. This may finally get me to buy a PSP.
I don't believe that liking "heavy action" is a definition of an "experienced gamer". I consider myself experienced in gaming, as in I've played a buckload of different games from different genres ever since I was little, but yet I'm not into heavy action.
So perhaps you were meaning "hardcore gamer" or something like that?
Anyway, I'm definitely liking what I'm reading, even though my chances of getting a PSP is close to zero.
Reminds me a bit of Ehrgeiz, if anyone remembers that game. It was mildly fun.
xoxo
All I can say is, they better include Zell from FF8 as a playable character or I'm going to be very annoyed.
And fighting as a Moomba (also FF8 for those of you who weren't lucky enough to play the best FF) would be insanely cute.
Kuja...?
Is that your metal codpiece I see..? *squints.*
The combat system in KH2 was actually pretty flexible and intuitive. It's not the combat system's fault that you can get through the entire game just by hitting X over and over without even looking at the screen. Chalk that up to designer error in making the enemies too easy and Square's decision to make magic completely gimped and unnecessary.