
The overall battle system is rather easy to pick up; attacking with the square button deals the amount of damage currently in your "Brave" gauge while attacking with the circle button drains your enemy's Brave, replenishing your own and then eventually putting enemies into a "Break" state as you can see here in these videos. Now while the general concept of the game's battle system is easy to grasp, mastering the play style of the individual characters is another story. After having played as both Squall and Tidus for a solid amount of time, we noticed that neither character played like the other. Even though their special moves use the same button inputs, they move and attack completely different.

Playing first as Squall made the game feel sluggish for Squall in Dissidia has slow sword swings and most of his attacks awkwardly link together. Tidus on the other hand is swift and his attacks easily chain together, making it easy to slice and dice an opponent (pun intended). This, to us, seems like we're going to have very unique experiences for each individual characters. As this is a fighting game, that will probably make mastering another character not only a challenge but will also carry excellent replayability.
Each character has special moves which they can do and apparently these mimic their respective limit breaks, overdrives, etc -- Squall can do some of his limit breaks such as Blasting Zone where he smashes a beam of light over his enemies (pictured). No doubt it's a smart way of injecting even more fan service into an already fan service-heavy title.
Battles can drag on depending on how well you keep watch on your enemy. Sometimes you may be leading and other times your opponent may start chaining you and take over. It can be a seesaw battle at times, and others can be over in a hasty minute. You really have to focus on maintaining a balance between your HP-based attacks and Brave-based attacks; do this by keeping watch over Brave points and making sure there's enough to actually do any damage and also stay out of Break status.
Trying to avoid enemy attacks as much as possible is also (and obviously) a great strategy. Sometimes enemies can get away with extra hits as you recover quite slow after an attack; for example, if an enemy attacks with multiple long range projectiles and you fail to dodge it, chances are you'll get hit by all and won't be able to dodge the successive ones. This then brings us to an apparently missing block option, which may or may not be there as we didn't actually find one. A block option would help greatly as the alternative of constantly running around can get a bit tedious.
As for other areas outside of the battle arena, we unfortunately did not get much experience with those. The chessboard-like sequences you may have seen in our trailers in the past was not available to try out, and of course there's not much shown on the story side of things. Anyway, that was our time with Dissidia at this year's TGS. The game is releasing in Japan on December 18, while an announcement aimed for locales outside the island nation are still yet to be heard of.
Reader Comments (Page 1 of 1)
10-09-2008 @ 11:50AM
strike said...
AAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGGGGGGHHHHHHHH!!!!!!!!!!!!!!!
Pure Awesomeness..............
Reply
10-09-2008 @ 11:55AM
strike said...
"The overall battle system is rather easy to pick up; attacking with the square button deals the amount of damage currently in your "Brave" gauge while attacking with the circle button drains your enemy's BRAVE"
Don't you mean Life? Instead of that second BRAVE?
10-09-2008 @ 12:02PM
Majed Athab said...
No it drains Brave. Watch the video link to understand what's happening a bit better.
10-09-2008 @ 12:31PM
strike said...
So once all your brave points are gone, you lose? =p
I thought you drain brave points and drain HP, the more brave points you have, the more hp your oppenent loses, when you attack them =p
Thanks for clearing that!
Reply
10-09-2008 @ 12:51PM
dsvw56 said...
There are two types of attacks in Dissidia, Brave Attacks and HP Attacks. Brave Attacks will steal your opponents Brave Points and add them to your own. An HP Attack does damage to your opponents HP equal to that of your Brave Points and using up your Brave Points in the process. By attacking your opponents Brave and reducing it to Zero, you will send them in to Break status. This will award you the Brave Points found between the two health bars on the screen. Once a player enters Break, their Brave points will start to recover automatically, but they will not be able to do any HP Damage until they exit Break status after a period of time.
10-09-2008 @ 12:58PM
strike said...
That was what i initially thought.......... thankz =p
10-09-2008 @ 12:44PM
TJF588 said...
*Frioniel
Anyway, a discussion on gunblades'd been goin' on the past while on GameFAQs, and the point of the Revolver series's awkward swing motions seems to've played into how Squall handles the thing. Nice to see that they aren't making uber-god characters... as some are wont to make these guys in their respective games (ah, but it Junctions well, pet).
I.. should probably fully read the article now, eh?
Reply
10-09-2008 @ 2:13PM
Joe said...
Does any one at PSPFanboy know why SE made Tidus look different. I liked his old way better.
Out of this and the game that was like this on the PS2 what game is better.
Reply
10-09-2008 @ 6:50PM
Dreadhead541 said...
all of the character art of dissidia is a mix between Nomura and Amano's version of the characters. The reason Tidus looks different is because Nomura has incorporated Amano's version into Tidus' character design.
Here's Amano's Tidus, you can clearly see the similarities:
http://i35.photobucket.com/albums/d198/Leki_Loony/Final%20Fantasy/FFX/yoshitakaTIDUS.jpg
10-10-2008 @ 2:43AM
o_o said...
Nomura claimed he designed Tidus to look younger in this game to "fit in" with the other characters.
Which I personally think is odd, considering the fact that he's not older or older looking than any of the game's other protagonists.