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00:09Welcome to MojoPlays, and I couldn't quite work out how to title this video.
00:13Each Final Fantasy entry has a distinct way that it handles the turn-based battle system,
00:17with later entries scrapping it entirely, but with their own customizations and styles,
00:22each entry functions distinctively. So, these are the 10 best Final Fantasy battle systems,
00:28or rather, games with the best battle systems. Let's go! Before we continue, we publish content
00:34all week long, so be sure to subscribe and ring the bell to get notified of our latest videos.
00:41Final Fantasy Tactics
00:43Final Fantasy Tactics stands out straight away because it doesn't play like a typical Final
00:53Fantasy game, and at the time, this was a breath of fresh air. Instead of the usual turn-based
00:57battles, it goes all-in on tactical grid-based combat, putting it in a completely different
01:03style of RPG. That shift alone makes it feel fresh, but what's cool is that it still keeps
01:08some familiar ideas from the main series, and translates them so effectively that it's clear
01:13from the get-go that this is a Final Fantasy game. One of the biggest examples is its charged time
01:18system. Instead of everyone just taking turns in a fixed order, each unit builds up time before they
01:23can act. That means positioning, timing, and planning ahead all matter. You can't just rush in, you've
01:29got to think about when your next move is actually going to happen. Strategy is always going to be
01:33what makes a Final Fantasy game feel fun. If I'm just hitting X, get out of here.
01:47Final Fantasy VI
01:53Final Fantasy VI is easily one of the most loved games in the whole series, and it's not hard to
01:58see why. It's my favourite, and I'll take any opportunity to talk about it. From its massive
02:03story to its beautiful pixel art and memorable characters, it just gets so many things right.
02:08Instead of trying to completely reinvent the formula, the game focuses on polishing what already worked
02:14in earlier entries, especially when it comes to combat. Rather than bringing back the job system,
02:20Final Fantasy VI puts all its energy into its cast. Every character feels different, with their own
02:25unique abilities, and creating separate teams on separate journeys, or being forced to use particular
02:29characters together, adds something new that is so, so, so, so, so fun.
02:48Final Fantasy XII
02:58Final Fantasy XII tried to mix the classic active time battle system with something more
03:02action-focused, and the result was the active dimension battle system. And how much fun is
03:07that to say? Instead of battles cutting away to a separate screen, everything happens in real time
03:13on the map, which already makes things feel a bit more grounded. One of the biggest changes
03:18is that enemies aren't always forced on you. You can actually avoid fights if you want,
03:23which is pretty different for the series. Another interesting element to this system is how
03:27positioning comes into play. Each ability has a set range, so you can't just stand anywhere and
03:32attack. You gotta think about where your characters are and how they're moving. It was fun, and after
03:37Final Fantasy X, essentially being the last mainline single-player entry, they had big shoes to fill with
03:43combat. Final Fantasy XVI
04:00Final Fantasy has been experimenting with real-time combat for a while now, especially in games like
04:06Crysis Core, Final Fantasy VII, Final Fantasy XV, and even spin-offs like Kingdom Hearts. Those games
04:11still kept one foot in the classic JRPG style, with menus, abilities, and moments where you could slow
04:17things down and think about your next move, essentially mixing the old style with the new.
04:22That all changes with Final Fantasy XVI. This time, the series goes all in on action. Combat is fast,
04:29flashy, and much more focused on combos and real-time control instead of menus and turn-based planning.
04:34And this is a big change from what people usually expect from Final Fantasy. For some players,
04:40that might feel like a loss, but for others, it's a pretty smart move. Not everyone has time for a
04:45100-hour JRPG anymore, and this more immediate pick-up-and-play style makes the game easier to
04:51jump into. Let me make it clear, I want the 100-hour JRPG journey. If we could return to the
04:57style of the
04:5790s, I would, but this is fantastic regardless. Final Fantasy XIII
05:16Just let me explain, please. Final Fantasy XIII is one of those games that splits the fanbase pretty
05:23hard. A lot of long-time players tend to rank it lower because of how it plays, especially in the
05:29early hours. The beginning can feel super restrictive, and it doesn't really show off
05:33what makes the combat system interesting, especially not right away. But I'm going to put that aside for
05:38now, which is hard for me. If you stick with this game, there's actually a lot more going on than
05:43first scenes. The battle system is built around different roles, with each character taking on one
05:47of the six jobs at a time. Instead of just picking the strongest attacks and spamming it, you're
05:52constantly switching between setups to match what's happening in any given fight. Final Fantasy XIII
05:57definitely deserves more credit than it usually gets, for the combat. Just the combat.
06:11Final Fantasy VII Remake Series
06:21There's not much left for me to say about the Final Fantasy VII Remakes that I haven't already said in
06:2520
06:26other videos. I love them, and I'm excited for Part 3. Instead of sticking to the older turn-based style,
06:31it fully leans into a more action-focused system, bringing everything up to the level of newer titles.
06:36This makes the world of Midgar feel more alive, and honestly, it's so much more fun to explore
06:41than it was in the originals, even back in 1997. Even if you've played the original,
06:46this system makes things feel fresh again. It's familiar, but different enough to keep you engaged.
07:02Final Fantasy V
07:08With Final Fantasy V, the developers didn't try to reinvent everything, and they just took what worked
07:13in the earlier games and made it better. It keeps the active time battle system from Final Fantasy IV,
07:18but brings the party size back down to four characters, which honestly makes things feel
07:22a lot smoother. Where the game really stands out is its job system, bringing back the idea from
07:28Final Fantasy III. It expands it in a huge way. Characters can level up each job, unlocking new
07:34abilities as they go, which already adds a level of depth that we haven't seen yet. But the real twist
07:39is that you can carry abilities between jobs. That means you can mix and match skills to build your party
07:44exactly how you want. This game isn't even about the combat, it's about the planning. And it's really,
07:50really cool.
07:57Final Fantasy IX
08:05With Final Fantasy IX, Square basically went with a don't mess with what works approach. Instead of
08:10building on the heavy customization scene in Final Fantasy VII and Final Fantasy VIII, the game goes back to
08:15more defined character roles, similar to Final Fantasy VI. Each party member has a clear purpose in battle,
08:21so success comes from picking the right team rather than endlessly tweaking the builds. The combat itself
08:26sticks closely to the classic formula, but also brings its own spin on special moves with the Trance
08:31system, which works like a more expanded version of Limit Breaks from earlier titles. Some players
08:36weren't huge fans of this return to basics, especially after how customizable the previous games were, but
08:42after a hundred games of chess, it's nice to chill out with some checkers.
08:54Final Fantasy VII
09:06After Final Fantasy VI had really polished the ATB system, Final Fantasy VII decided to shake things up
09:12again instead of just playing it safe. The result was arguably the best Final Fantasy entry of all time.
09:18One of the biggest changes was getting rid of the old job system and replacing it with the materia
09:23system, which gave players way more control over their characters' magic and abilities. Instead of
09:28being locked into specific roles, any character could use magic, summons or abilities depending on what
09:34materia you equipped. That meant you could build your party however you wanted, which added a lot of
09:38flexibility and replay value. Characters still had their own unique touches, but overall it was much more
09:43focused on individual customization than Final Fantasy VI.
09:55Final Fantasy X
10:07This was it for me. There is no game I enjoy going back to for gameplay
10:12more than Final Fantasy X. Final Fantasy X is often seen as the high point for turn-based combat
10:17in the whole series, and it's easy to understand why. Instead of sticking with the active time battle
10:22system, the game switches things up with the conditional turn-based system. This removes the
10:28time pressure completely, letting you take your time to actually think about what you want to do next.
10:32One of the best parts is that you can always see the turn order on the side of the screen.
10:37That means you're not guessing. You can plan ahead and even change the order by using certain abilities.
10:42On top of that, you can swap party members in and out mid-battle, which makes fights feel way more
10:46flexible. If an enemy has a weakness, you can bring in the right character instantly. And this is all
10:52before we even talk about the sphere grid. Good Lord, this game rules!
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