Final Fantasy 16 took an enormous swing when it determined to eschew the franchise’s traditions and drop a command-based fight system for one thing that was utterly real-time and one hundred percent action-driven. It was, after all, a threat that paid off, with its character action-esque mechanics making for top-of-the-line and most slick fight programs we’ve seen from this franchise in while- however how does it examine to different motion video games which have excelled with their fight. How does it examine to more moderen releases in that style which have impressed in related methods. How does it examine, in paticular, to one thing like God of Battle Ragnarok?
It’s no secret that Ultimate Fantasy 16 has taken various cues from Sony Santa Monica’s franchise, with producer the builders at Sq. Enix even having stated as a lot within the lead as much as the sport’s launch. Curiously sufficient, nonetheless, they stated that it was extra the older God of Battle titles that they seemed to relatively than the Norse period ones, particularly drawing inspiration from the size and epic proportions of a number of the boss fights and fight encounters within the older God of Battle video games. In contrast particularly to God of Battle Ragnarok, whereas the similarities do nonetheless exist – what with each of them being combat-heavy motion video games – it’s additionally clear that they take completely different approaches to their fight.
God of Battle Ragnarok is about heft and energy. It’s about weight, deliberate actions, hard-hitting assaults that may typically have longer wind-ups. With what’s most likely been 1000’s of years of expertise with superhuman talents and imperviousness to virtually all issues that may be harmful to a mortal, Kratos is a veritable tank, however true to his characterization within the new God of Battle video games, he has additionally tempered his energy and powers with thought and persistence, which implies the fight in Ragnarok (and its predecessor) is targeted on touchdown deliberate sequence of assaults relatively than simply wailing on enemies.
Ultimate Fantasy 16, then again, is far sooner. It’s about agility and deftness of motion, about flitting from one enemy from the opposite with fast strikes, dodges, parries, and strings of abilities- once more, very like the older God of Battle video games in that regard. Even along with your beginning moveset, when you have got entry to only one Eikon’s talents, FF16’s fight has a quickness that you just’d anticipate from extra old-school character motion video games, and that solely will get emphasised extra as you play extra, improve Clive’s moveset, and add extra talents to his arsenal.
In fact, regardless of their completely different approaches, Ultimate Fantasy 16 and God of Battle Ragnarok do in the end have the identical finish objective in thoughts, as all motion video games do- they wish to be the final word energy fantasy. Each video games arm you with a veritable arsenal of assaults and talents and problem you to grasp their execution to the purpose the place you’re flawlessly chaining them collectively in inventive and flashy methods. And each video games are glorious at it. However given the completely different approaches they take, how do you pit them in opposition to one another, past merely saying that it’s going to be a matter of style?
Properly, you have a look at the ancillary components of the expertise, and see how nicely they again up the fight system. And each video games find yourself having a leg up over one another in numerous areas right here. In terms of the size of the sorts of fights you’re concerned in and the sheer visible aptitude of the issues that you just’re doing on the display, Ultimate Fantasy 16 is ridiculously away from God of Battle Ragnarok. Clearly I gained’t be going into spoilers right here, however FF16 is simply nearly as good at making the motion really feel satisfying and fascinating as it’s at making it look bombastic and splendidly over-the-top.
In fact, that’s to not say God of Battle Ragnarok is totally missing in scale. However although that’s been the bread and butter of God of Battle prior to now, with its new identification, the sequence has positively pulled again on these components by a big diploma, which implies the motion that you just’re really concerned in in Ragnarok by no means feels as high-flying as a number of the most gleefully extravagent sequences in Ultimate Fantasy 16 do. Which is all of the funnier whenever you cosider the truth that the previous God of Battle video games had been what FF16 checked out as inspiration for a lot of of these sequences.
However, you come to the development mechanics surrounding the fight system, and right here, God of Battle Ragnarok most likely comes out on top- which is amusing as a result of, strictly talking, Ultimate Fantasy 16 is an RPG, and God of Battle Ragnarok shouldn’t be. Ragnarok’s loot mechanics and its programs round construct selection and development aren’t particular by any means – the truth is, they’re really fairly normal of their execution – however they’re efficient, and most significantly, they supply a a lot better degree of funding and depth than Ultimate Fantasy 16’s development programs do.
To be honest to FF16, it does begin making up for this deficiences on this space by always including new Eikon potential units to Clive’s moveset, and deciding which of them go well with you greatest, which talents you wish to improve, and the way you wish to combine and match does inject a wholesome dose of choices. However although that helps with the construct selection facet, the sport’s overarching development mechanics are inclined to really feel disappointingly shallow and easy for probably the most part- particularly on the subject of the gear and improve mechanics, that are so shallow that it’s simple at instances to virtually even neglect that they exist.
On the finish of the day although, that each Ultimate Fantasy 16 and God of Battle Ragnarok deserve a ton of credit score for his or her fight programs could be a little bit of an understatement. On paper, you might say that the latter has a extra well-rounded and extra balanced fight system, particularly as a result of Ultimate Fantasy 16 doesn’t actually start difficult you till you’ve completed the sport and determine to leap in for post-game content material or replays on increased difficulties. That, after all, is the place its fight thrives much more although, as a result of that’s the place Ultimate Fantast 16 comes into its personal as a correct character motion expertise.
So sure, on paper, Ragnarok is perhaps the extra well-rounded fight system on paper, however for my cash, Ultimate Fantasy 16 edges it on this face-off- as a result of, going again to what I stated earlier, that is additionally a matter of various tastes. In the event you desire sooner and extra trendy motion video games, which I do, Ultimate Fantasy 16 greater than “edges it”, the truth is. I really like the brand new God of Battle video games, and Ragnarok’s fight particularly is clearly glorious, however as somebody who has been hoping that the sequence would swing again into its older tendencies somewhat bit, I additionally love the truth that Ultimate Fantasy 16 fills that void, and fills it in addition to it does. Calling it one of many higher character motion video games in recent times wouldn’t be an exaggeration within the slightest, as a result of not solely is that this the sequence’ first crack at this sort of a fight system, technically, it’s not even a personality motion sport.
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