In the 36 years since Final Fantasy's inception, fans have navigated a spectrum of combat systems, from the archetypal turn-based system to more sophisticated real-time mechanics. With combat serving as the pulsating heart of Final Fantasy, tracing its evolution provides a thrilling lens into the franchise's growth.

Although combat is a persistent element throughout the series, several installments within the franchise have challenged the ways that players approach a battle. Some entries utilize a slower system in which there is a higher emphasis on a calculated, strategic approach. Others, on the other hand, engage in real-time combat, which often proves more gratifying for those with an affinity for aggressive, rapid-fire gameplay.

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The First Three Final Fantasy Feature Traditional Turn-Based Combat

Combat screen of the original Final Fantasy game

Initially nameless, the combat mechanics for the inaugural three Final Fantasy games have since become recognized as the Traditional Turn-Based system. In this format, players randomly experience unseen adversaries while exploring, which subsequently transports them to a combat screen. Here, each character is assigned an action, the execution of which follows a predetermined sequence based on their Agility or Speed attributes.

Despite notable similarities, there are several disparities in the combat system across the first three traditional turn-based titles. Final Fantasy I permits the player to control four characters in combat. After all action choices are made, the characters will perform them based on the predefined order. Given the notable delay between selection and execution, combat can appear sluggish. However, this pacing does allow players to cultivate a more strategic approach.

The overall layout and control system is refreshingly straightforward. The combat screen is a stark black screen adorned with the player characters, enemies, and a modest display of graphical elements placed above the avatars and text menus. These menus are integral for action selection and provide essential information such as character names and hit points.

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The combat style and visuals are indicative of the era, though both aspects seem somewhat dated compared to contemporaneous releases in the series and other games of the period, like Dragon Quest or Phantasy Star. These two titles, released in 1986 and 1987 respectively, boasted more intricate details and quicker combat than Final Fantasy.

From Final Fantasy II onwards, the battle screens began to showcase greater detail, and combat speed typically increased. Both Final Fantasy II and III situated the textual menus at the screen's bottom half, where players can glimpse their characters' stats and select actions. The screen's top half showcases the player's team and their adversaries, with the background changing according to their location on the map.

Combat began to feel increasingly immersive from the point. Damage received is displayed adjacent to the affected avatar rather than at the bottom of the screen. Additionally, players are offered a choice between "Active" and "Wait" combat styles; the former accelerates the pace, while the latter slows it down to allow more decision-making time.

Final Fantasy III heralded the arrival of special battle commands. These introduced options beyond "Attack" or "Magic" during combat, with each special command correlating with the new job feature. Additionally, Final Fantasy III is the first of the series to include creature summons, an eventual staple to the series.

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Most FF Games Use the Active Time Battle (ATB) System

Characters fighting a Gilgamesh in FF5

From Final Fantasy IV through to Final Fantasy IX, all mainline entries have implemented the Active Time Battle (ATB) system, conceived by Hiroyuki Ito. This bears a significant resemblance to the traditional turn-based system with one key distinction: character turns now hinge on the filling of their ATB gauge. The recharge speed of the gauge correlates with the character's speed, and an option exists in the settings to accelerate the recharge process.

Even though the ATB system debuted in Final Fantasy IV, the ATB gauge remained hidden from the on-screen display. The battle screen echoed its predecessors, with characters and enemies arranged on the top section while the interactive menu and character data filled the bottom.

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The fourth installment allowed players to manage up to five party members, each boasting unique capabilities and vulnerabilities. Furthermore, numerous enemies gained the ability to retaliate with a counterstrike, effectively enriching the gameplay, injecting realism into combat, and encouraging players to strategize carefully to avoid being on the receiving end of a counterassault.

With the introduction of Final Fantasy V, the ATB gauge became visible near the character data. Players could watch the gauge drain and refill in real-time. Once topped up, the gauge would turn yellow, indicating the player's readiness for action. This iteration also allowed players to foresee the next character in the line. The fifth title also marked the debut of the emblematic "Accessories" equipment, granting specific passive abilities to its bearer—a feature that has since become a cornerstone of the franchise.

Final Fantasy VI largely mirrored its predecessor in both appearance and performance. Yet, this installment introduced the option to flee from battles and the "Defend" action, a move enabling a character to skip a turn. Another noteworthy addition was the Desperation Attack, which triggers randomly when a character teeters on the brink of defeat. This can be seen as a precursor to the Limit Break move seen in Final Fantasy VII.

Several of the Final Fantasy games have been remastered since their first release, including the first six games. While these combat systems have been updated to make gameplay faster, they still use similar combat systems as the original games.

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FFVII Masters the Active Time Battle System

Cloud and Barret in the original FF7 engaged in combat

With the shift to PlayStation, Square Enix was able to venture beyond established boundaries. Final Fantasy VII ushered in a more cinematic dimension to the battle screen, treating players to a panoramic view of the battlefield as the camera sweeps across the assembled teams. Special moves were similarly amplified with cinematic flourishes, honing in on the damage inflicted.

Yet, the enhancements were not confined to visual quality alone; combat options also increased. The lower display menu showcases the characters' hit points and magic points, accompanied by two gauges: one for Limit and the other for Time. The Time gauge, serving as the ATB gauge in this title, denotes when a player's turn arrives. The Limit gauge, on the other hand, measures the countdown for a distinctive move known as Limit Break. Echoing the Desperation Attack from Final Fantasy VI, the Limit Break is a unique move characteristic to each character.

Final Fantasy VII also marked the debut of the Materia system, offering players a fresh means to personalize the skill sets of their party members. Despite subsequent games adhering to the same Active Time Battle system, the increased customization options, cinematic nuances, and combat pace differentiate this combat system from those of the Final Fantasy titles released on the SNES.

The seventh Final Fantasy has also been remade with an updated combat system. While this game still has an ATB system, players will perform actions in real-time. These updates put it more on par with games being released around the same time.

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FFVIII's Combat Changes How Magic and Summons Work

Characters in FF8 fighting

Final Fantasy VIII maintains the series' cinematic approach to combat while also retaining key features from its predecessors. Players continue to enjoy a dynamic view of the battleground at the onset of fights and close-ups of special moves. However, this installment departs from the traditional blue boxes that previously housed menus and information, offering a comprehensive view of the battlefield with overlaying display information instead.

Final Fantasy VIII represents a significant departure from the conventional expectations of the series. In this iteration, players are devoid of magic points and navigate an alternative leveling system. Contrary to the established experience-based progression, players now acquire new abilities and spells from enemies and draw points scattered across the map. This shift signifies a substantial departure from the usual emphasis on level grinding, especially considering VIII's enemies scale with players, so it's important not to over-level too early on.

VIII also reworked the Limit Break system by basing it on a character's Crisis Level. Crisis Levels are based on factors such as a character's remaining HP or how many status effects they're inflicted with. These high stakes make Limit Breaks feel especially satisfying in VIII when they are executed successfully.

Most important is Final Fantasy VIII's Junction system, which utilizes summons called Guardian Forces (or "GFs" for short) and their unique abilities. Grinding in VIII is mainly based on gaining Ability Points ("AP") to build up GF abilities, such as unlocking Quetzalcoatl's Card ability to turn enemies into Triple Triad cards, convert those cards to items, and then refine those items into magic. Magic refinement can also refine lower-level spells into higher-level spells early on. Players can even unlock the ability to junction certain spells to different stats, such as Str or Mag—and even character weapons.

This Final Fantasy entry allows players to use status magic in perhaps the most effective way since the franchise's beginnings, as there's a 100% chance to inflict effects like Poison or Blind through weapon swings if players have a full stack of status effect magic equipped; this means players can inflict status effects without wasting a turn, effectively crippling the enemy while also dealing damage. VIII is infamous for how its battle system allows players to break the game very early on and its combat system remains one of the most contentious in Final Fantasy's history.

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Characters in FF9 fighting in the desert

Final Fantasy IX bears a strong resemblance to its predecessors. As the sixth main installment employing the ATB system, Square Enix had minimal aspects left to refine. This game incorporates the Active and Wait modes, giving players the leeway to tweak the difficulty level to their preference. Mirroring its predecessor, Final Fantasy IX favors a comprehensive battle screen with minimal interference from superimposed boxes.

The Limit Break concept returns under a new moniker: Trance. Once the Trance gauge is topped up, the character transitions into an altered state, unlocking an exclusive set of skills reserved for this mode.

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FFX Conditional Turn-Based (CTB) System Shows Attack Order

Tidus, Kimahri, and Lulu fighting in the jungle

Final Fantasy X marks a significant departure from the tradition, as Square Enix opted for a new battle system for the first time since 1991. The Conditional Turn-Based system eschews the conventional notion of rounds, requiring players to perform actions based on their positioning in the Act List. These positions are not fixed and can often be manipulated by special moves like Haste or Slow, thereby altering the sequence of action. Moreover, characters with a higher speed statistic typically get to act more often than their slower counterparts.

Despite this shift, Final Fantasy X maintains the series' commitment to cinematic excellence. It persists with the concept of random battle encounters, signaled by an animation and sound effects that herald the onset of a fight and transition to a new screen. Both enemies and allies can launch counterattacks and even interact with certain items—for instance, striking a motor to electrocute enemies—during combat.

A distinguishing feature of this game is the newfound ability to swap party members mid-battle, a boon that facilitates faster experience gain and ensures the deployment of the most potent fighters against pertinent adversaries.

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FFXI and XIV Have Used Real Time Battle

A player's character in FF11 fighting a rabbit

Final Fantasy XI and XIV, both MMORPGs, introduce an entirely different gameplay dynamic where players create and customize a novel avatar for exploration, veering away from the pre-scripted characters and narratives. The multiplayer facet necessitated a new approach to the battle system, leading Square Enix to deploy the Real Time Battle system, designed by Akihiko Matsui.

Shifting away from the norm of teleporting to a separate battle screen and engaging in random encounters, battles now unfold directly on the main map. Enemies are visible and can be strategically evaded or encircled for a surprise attack on the field. Despite these alterations, certain hallmarks from the earlier games persist, such as the cooldown period required for specific items and spells before their subsequent use.

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FFXII's Active Dimension Battle Features Seamless Combat

Character in FF12 in combat

Final Fantasy XII preserves key elements of its combat system, encompassing magic, summoning, and Limit Breaks, with experience still garnered from defeating enemies. Yet, this installment represents one of the most significant departures from the conventional battle system. Embracing the seamless nature exhibited in the eleventh game, Final Fantasy XII abandons the concept of random enemy encounters, enabling enemies to roam the map freely while players can choose to engage or bypass them.

The innovative Active Dimension Battle system grants players control over a single character during combat, who can attack adversaries or heal allies, provided they are within range. Players can exploit these capabilities by targeting enemies at the edge of their Area of Effect for surprise attacks. Moreover, XII allows players to utilize its unique Gambit system, which assigns AI routines for characters that allow them to act independently of player commands—even the character they are currently controlling.

The integration of combat and exploration within a single screen heralds a novel gameplay experience. It empowers players to strategize more effectively before engaging in battle and promotes a quicker combat system. However, the Active Dimension Battle system does cater to thoughtful decision-making; gameplay pauses when navigating sub-menus, providing players with a moment to reflect on their strategies.

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FFXIII's Command Synergy Battle Is a Faster ATB System

Snow, Lightning, and Fang in combat in FF13

The Command Synergy Battle system, featured in Final Fantasy XIII, is fundamentally grounded in the Active Time Battle system. Players can spot enemies during exploration and can choose to either confront them or steer clear. If a battle is initiated, the player is promptly transported to a distinct battle screen.

In a departure from other Final Fantasy installments where the characters and foes remain largely stationary, Final Fantasy XIII grants players the liberty to maneuver around the battlefield. Since control over a single character is the standard, the remaining party members are automated. However, the Paradigm feature allows players to influence these members' actions. Mirroring the job classes from earlier games, Paradigms govern how a character strategizes during a skirmish.

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Final Fantasy XIII introduces a notable modification to the ATB gauge. It's now divided into segments, and performing actions will deplete a certain number of them. A more potent move will typically exhaust more ATB segments, demanding players to meticulously plan their attacks and strike a balance between delivering high damage and swift strikes.

Furthermore, after a battle concludes, players receive a grade reflecting their performance. A score ranging from one to five determines the tactical point recovery rate and influences the drop rate's quality.

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FFXV's Active X Battle Eliminates the Menu Controls

All four Final Fantasy 15 character in battle

Embracing a more exploratory style, Final Fantasy XV offers players the freedom to roam and choose missions at their leisure. This shift to an open-world format necessitated a modification to the combat system. The Active X Battle system—pronounced "Active Cross Battle"—reprises the seamless approach to combat seen in FFXII, as well as the MMORPGs FFXI and FFXIV.

Upon encountering an enemy, a gauge materializes. Players have the duration it takes for the gauge to fill up to either depart the area or prepare for the ensuing battle. When a fight breaks out, control is restricted to a single player, while AI governs the actions of the remaining members. Actions and evasive maneuvers deplete MP, which, like HP, gradually regenerates over time. Throughout combat, players can execute special maneuvers with their teammates. These potent moves occur automatically, provided teammates are in close proximity and positioned correctly.

While Final Fantasy XV retains traces of the menu-navigating gameplay of its predecessors, combat now hinges on particular button presses controlling character actions. Unlike previous installments, where menu navigation significantly slowed gameplay, players now depend more on their reflexes and muscle memory to triumph over adversaries.

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FFXVI's Real-time Action-based Battle System is Brand New

Final Fantasy 16 combat

Marking a continual evolution of its combat system, Square Enix debuts Final Fantasy XVI, which once again integrates seamless battles onto the main screen. Yet, in a bold departure, it wholly abandons menu and time-battle systems. Instead, Final Fantasy XVI grants players control over a single character, their moves dictated by button inputs. Reflecting the early titles, party members drift in and out according to where in the story the player is. These characters, with Torgal the loyal dog as the sole exception, can't be directly controlled or equipped. Torgal can be directed to undertake certain actions during combat.

Within the battlefield, players enjoy the freedom to roam, carefully strategizing whether to retreat for protection or approach for a better angle. Occasionally, though, they are confined to the combat area, obliged to eliminate enemies before proceeding.

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Many foes, in addition to displaying hit points, feature a unique "Will Gauge," which reflects the enemy's fighting spirit. When depleted, an enemy becomes staggered and more susceptible to damage during recovery.

Despite being the most radical departure from traditional gameplay in the franchise's history, the updates in Final Fantasy XVI align with past transformations. Each iteration of the Final Fantasy series represents a relentless pursuit of improvement by the developers. Although echoes of familiarity pervade the series, no two Final Fantasy games are identical. Every main series entry interprets combat in a unique way, sometimes refining an existing system while other times introducing an entirely new one.