Final Fantasy XIII Battle System Mechanics

Square Enix was nice enough to explain some of the mechanics of Final Fantasy XIII’s battle system this weekend.  I watched the short video highlighting battle more times than I can remember, and combining that with what I know now, it’s starting to make sense.  Here are the five battle mechanics that were explained:

Time Gauge

1. Battles revolve around the time gauge
Battles in FFXIII basically take place in real time.  As time passes, the time gauge (which is the blue bar divided into three sections) fills.  When it gets to a certain level, commands will become executable.  This system differs over the traditional ATB since there are some commands that are only executable as more time passes.
2. Commands have a set cost
Every command has a cost.  As the time gauge fills, it will have a value based on the number of full sections.  In the above case, values of “1″, “3″, and “0″ are shown from left to right.  As you can see certain commands (listed below the time gauge) have a number next to them indicating their cost. If the time gauge is at a value of 1, obviously commands which require a cost of 3 cannot yet be performed.

Commands that are already entered appear above the time gauge.  In the middle image, there are 3 commands listed: the first two are “attack”, and the third is “fire”.  To execute your string of commands, you have to select the little tab above the list of commands which has a ? in it (it’s the only one).  Once the commands are executed the ATB returns to 0 (see screenshot 3).

3. HP and time gauge display
If you look in the bottom right hand corner you will see two bars.  The top one is for Lightning and the bottom for Sazh.  Each bar represents a character’s time gauge, and the number above it is their respective HP value.  Each character has their own time gauge, and skill set to choose from.

You may notice that there is no MP value displayed, it is believed at this time that MP may no longer by a requirement for executing techniques.  Obviously this is unknown, but I think this would be cool since I always try to conserve MP like a hobo hoarding soda cans and rancid meat.

4. Connect a chain to perform a “BREAK” on the enemy
Stringing attacks together increases the gauge in the upper right corner labeled BONUS.  As the gauge increases, so does the damage dealt by your party to the enemy.  The goal is to fill the gauge which will change your opponent’s status to BREAK.  This should ring some bells with those of you who played Dissidia…  The number value listed next to BONUS is what I believe to be the amount of total damage being dished out.  It appears that a maximum of over 200% is possible…
5. It is possible to launch an enemy that you “BREAK” into the air
When an enemy is in BREAK status, a command will appear which allows a character to knock them up into the air.  When they are in the air, any attacks dealt to the enemy will deal more damage, and new attacks may become available.  Awesome.

The third screen shows a ranking after a battle.  The listed items which merited the 4/5 star rating are total time (I think, it’s really hard to read), highest attack chain, and number of BREAKs.  There appears to be TP which can be given after battle… I am gonna guess they are Technique Points or something used for learning new skills.  Mmm I love skills.

I enjoyed compiling this translation and think I learned a lot about the complex looking battle system of Final Fantasy XIII. Now it doesn’t seem all that complex. For those of you who purchased Advent Children Complete with the demo, I hope this helps you hit the ground running.

I reserved mine not that long ago and now am really excited to play it!  Expect a review on it and maybe a video.

If anyone has any questions, feel free to leave them in the comments section and I will try to answer them if I can.  At this time, there is still a lot that is unknown, but I’ll try my best.

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