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KH13 · for Kingdom Hearts

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XII and XI have the same combat system
but I don't blame anyone for not knowing that
XI is FFXII combat but without gambits
you could say playing FFXI was a... revelation for me
after that a lot of things made more sense
V to IX were all ATB but they all had their own system on the side to make them stand out too. Materia with 7, junction and GF with 8, Trance with 9 but they all revolved around the same mechanic. That wasn't the case for any game after X.
ehhhh. XII is pretty much just 5-9 combat system with the difference that you can run around during combat
and that attack command got replaced with autoattacks
i'm expecting something new, but i don't think there is a hard rule for them to make a new battle system everytime
honestly the new battle systems aren't that different
since FF7 Remake
The only one we have had since 7 Remake is XVI
XVI just axed different spells and homogenized elemental weaknesses under a stagger value
it's pretty much the same mechanic
the goal of both combat systems is the same
I am genuinely confused where you are going with this
I am pretty much saying that XVI and VIIR have the same goal in their combat design. They just achieve it a little bit different. I'd compare it to how 7-9 differentiated their combat systems
I am still wondering what the same goal is, unless its about being an action game
Because they play wildly different and I seriously can't see a similarity between them
the goal is staggering enemies to do big damage
The ATB system of remakes, the magic system actually mattering, the playable different characters. These are all wildly different from XVI.
Even how the stagger works is different
the magic system in XVI matters too
it just doesn't have elemental weaknesses
I stand by what I said

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