Final Fantasy 7 Remake: 9 MAJOR Changes We Can't Believe
5. Combat Is Revolutionary - Live Action Meets Turn-Based
Onto something far more gameplay-based, as the new combat system feels like what Square Enix have been trying to get right since the very first Kingdom Hearts.
Where both KH and the likes of Ni No Kuni have experimented with on-screen menus that have you D-pad'ing your way through options in real time - whilst also fighting whatever comes your way - FF7R finally hybridises the two in a supremely satisfying way.
By making it so you can also play in "Classic" mode - turns being taken one by one, as time slows to a crawl - there's also full-on, Devil May Cry-esque action that lets you pull off attacks using the face buttons, and specials by holding a shoulder button too.
The best way to play is mesh the two together. Go all out and attack based on identifying weaknesses or triggering specials, then tap a button to freeze time, hopping across to the rest of your party and heal, use potions, issue commands etc.
I had a blast switching to Aerith and playing the healer from afar, keeping my A.I. buddies' health topped up while I waited to deploy Limit Breaks, Summons and energy blasts from a safe distance.
You're essentially playing what all our minds imagined a battle from the original would look like in real time, and everything.looks.glorious.