Final Fantasy 7 Remake Lead Battle Designer Wants To Surpass 13’s Gambit System

Final Fantasy 7 Remake’s lead battle designer has said he hopes to eventually “surpass” the Gambit system employed in Final Fantasy 12.

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When Final Fantasy 7 Remake was released, its combat system was one of the things most people seemed to like. It seems keen to make some big improvements.An interview with lead battle designer Satoru Koyama has lofty goals of trying to surpass Final Fantasy 12.A very detailed Gambit system .

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The interview in question is from Final Fantasy 7 Remake Ultiania (shared by ResetEra), which was released in Japan some time ago but was translated ahead of the book’s worldwide release later this year. One section features an interview with Satoru Koyama, the remake’s lead battle designer. In it, he talked about some of the challenges he’d like to tackle in his “next work,” detailing how the remake’s combat could be improved, and dropped the Final Fantasy 12 name in the process.

gamer video of the dayscroll to continue content
Final Fantasy 12's Gambit system in action.

Mr. Koyama said, “This time, I made it so that the AI ‚Äč‚Äčally can only execute attack commands so that the player can switch characters and fight. However, next time I would like to create an AI that can juggle. Final Fantasy 12 Gyan Our goal is to surpass the bit system.We also want to focus on areas that support player operations, such as the classic mode where characters fight automatically.”

For those who don’t remember, the Gambit system was introduced in Final Fantasy 12 as a way to command characters. Players can set commands and actions to be executed under certain conditions. The game evaluates the action taken by the character at that moment based on whether those conditions are met.

It’s a bit like programming and fairly complex, but it offered a lot of options, especially when compared to Final Fantasy 7 Remake. As Koyama points out, the remake’s AI was actually only able to perform attacks while waiting to be swapped, so it seems possible that we’ll see some improvement to the system in reverse.

Whether or not Koyaka will return as lead battle designer for Final Fantasy 7 Rebirth remains to be seen, but if so, this interview gave us a little glimpse of what the team is aiming for with AI characters. future.

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