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R P G A M E R . C O M   -   E D I T O R I A L S

An Attack By Any Other Name
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Howard Kleinman
FAN EDITORIALIST



For a long time, gamers have been complaining that they can get through RPGs just by hammering on the X-button and using the fight command. Developers have tried in various ways to combat this tedium. The most common method used is to try to add some novelty to the fight command. This is a mistake. What battles need is not more interactivity, but more strategy and challenge.

When I first played Final Fantasy VIII I had a lot of fun using the R1 button to get critical hits with Squall's gunblade. I had even more fun doing his renzokuken limit break. I liked the way that timed button pressed felt a bit less monotonous than just hitting the attack command. Unfortunately, I had little comprehension at the time that little novelty was a sign of boring things to come.

Although it was released before Final Fantasy VIII I got around to playing Xenogears in later 1999. The battle system had the seemingly novel idea of letting you use three different attack strengths to hit enemies and, with the right combination of strikes, you could string various hits to form ultra-powerful and impressively animated deathblow attacks. At first this made the battles seem very interesting and exciting. But Xenogears is a LONG game, and unlike Final Fantasy VIII it isn't loaded with multiple methods of character growth or a mini-game with the depth of Triple Triad. Instead, I got to spend nearly sixty hours learning more and more deathblows. While the deathblow animations became more and more elaborate and damaging, acquiring more of them didn't give me any more strategic options in battle. Your options were essentially hit, hit hard, and hit harder. The near uselessness of ether attacks, the only command in Xenogears's foot-based battles outside of the classic attack, defend and item commands, made the game little more than a celebration of watching the same, lengthy deathblow animations over and over and over again. While the game offered a somewhat more intriguing mech battle system, the sad majority of the gameplay was this repetitive, shallow pattern.

Xenogears was an early offender, but numerous games have followed suit. The Legaia series depends mostly on the attack command. Its unique spin is that you enter a combination of d-pad inputs to form various "arts." While this can be fun in the short run, by the time I reached the end of Legaia 2 I had found that the battles took forever to watch as my characters engaged in the same long strings of impressively animated attacks over and over and over again.

There are several other styles of overemphasis on non-standard fight commands. There are the timing based button presses of Legend of Dragoon's Additionals or Shadow Hearts' Judgment Ring. There's the semi-real time, super easy combat in Final Fantasy X-2. But none of these changes serve to make the gameplay any deeper.

Now, compare all of these rather standard RPGs with the simple yet deep battle system of a Grandia title. Like the above titles, the Grandia system doesn't have a standard fight command. You have the option to use a high damage, multi-hit combo attack and a single-hit, moderate strength critical strike. But unlike the above examples, the choice between combo and critical attacks means more than just hitting and hitting harder. The key to this is that the Grandia system uses a variable is unique to that series: the IP gauge. The IP gauge sets all of the PCs and enemies icon on a line that moves between waiting, command input, preparation for an attack and the attack itself. Some attacks, like combo strikes utilize no preparation time at all. Other attacks, like critical hits or most special attacks, take a certain amount of time to charge. Combo attacks do more damage, but critical attacks can slow and even cancel enemy attacks. While Grandia and Grandia II were rather easy titles, the more challenging Grandia Xtreme frequently forces the player to decide between taking the defensive approach to trying to prevent enemy attacks or to get off as much damage on the enemy as possible. Sometimes, when an enemy is about to use an extremely powerful attack and there's nothing to do to stop it I even found myself using the generally useless "defend" command to reduce the massive damage. Unlike in titles that use a similar amount of timing like in Final Fantasy X-2, the IP gauge gives you an opportunity to accurately guess at the timing of enemy strikes and deciding whether or not it's in your best interest to disrupt them.

Many RPGs have used variations on this setup to their advantage. In Final Fantasy X, Tidus' delay attacks have similar properties to critical strikes and in Suikoden III focusing your attacks on a spell-casting enemy have a chance of disrupting attacks. Games in the Star Ocean and Tales series utilize a more action driven approach in which you control one character and have the option to issue commands to his AI driven partners.

It's also important to give the other commands more value. In the early days of RPGs, magic attacks were significantly more powerful than standard attacks. Lately, magic attacks don't feel like a valuable alternative and tend to be best saved for major battles. There needs to be a better balance between using magical attacks and standard attacks. Further enemies need to be tough enough for players to consider using magic attacks, but not so tough as to force players to level up endlessly. I recently played Final Fantasy IV Hard-Type and the occasional need to call in a summon monster of a powerful spell gave the long dungeon crawls more of a sense of suspense as I found myself worrying about running out of MP before I reached a save point. That feeling of running on empty is all too rare in modern RPGs where the focus seems to be on mastering the fight command to do impressive attacks rather than to force you to make decisions about your resources.

But clearly, there needs to be more to RPG combat than just introducing yet another twist on the attack command. Strategy, not flash must be the driving force in battles. As games in other genres focus more and more on storytelling, the RPG genre needs to do more than just tread water. It needs to expand and deepen their battle mechanics and give the battle engine, one of the tent-poles of the genre, the focus it deserves.




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