Hey guys! I am so excited about this one. If you remember, not long ago I did a preview based on the already launched Final Fantasy spin-off Dissidia NT. In that preview, I stated that the game does look promising and might be something that will define a new era in the RPG action-packed games. Well, was I right? Let’s find out.

I got my copy of the game and with no time wasting, I jumped to the den. This is one hell of a cool game. You saw what I did there…? ‘Hell’ and ‘cool’ in the same sentence, sounds crazy right? But that’s how it is with Dissidia Final Fantasy NT. You might think I am ass-licking by now, so let me get on and dish the food before it gets cold. As a fan of the game, I knew that the core appeal of the game is buried deep and it will take a significant time to root it up. Basically, what I mean is that the initial steps of the game are a pain in the ass. You might even get some brain freeze trying to understand the freaking moves and get hold of the strategies. To be frank, this is an ongoing review and I might come back to edit some stuff as I am yet to cover a great number of hours. Right now, I have managed to grasp the fun, although it took me a couple of hours to reach the climax. I have to admit, there is a wave of Stockholm’s Syndrome there. Reeling through an initial couple of hours might have been a pain but I later on figured out that it’s all entirely a great experience.

First things first, Dissidia Final Fantasy NT is a chaotic game that has got everything happening at the same time. The 3-on-3 fights promote this mess and at times it can be overwhelming. With so many things happening in your surroundings, the game requires you to make quick moves, know when you are targeted, and master precise locomotion. With that said, the game presents unique combat mechanics that will keep you glued to it for hours.

This is not just a simple game, it is indeed a fantasy. I know, some of the Final Fantasy goons have already started bashing the changes implemented yet they fail to recognize reasons behind those changes. I mean, this is a 3-vs-3 3D combat game. Implementing the mechanics of a 1-on-1 into the new combat system wasn’t going to work. So, it actually makes sense for the game to perform drastic changes. So, suck it up folks and open your hearts to accept change. Remember, where there is change, there is progress.

The issue that I have experienced so far is the net-code. A 3on3 online mode means there are 6 players involved. So, if one of the players has got a bad network and their game starts to lag, it means y’all are in for a high jump. The hole sh*t will begin to lag which is not a better way of instigating an online system. Cool features such as the loot-box system are a praise as they can be purchased using the in-game gil. Another thing is that this game is creepily strange. Dissidia NT has a way of bringing the weird divergent type of heroes together but in a more satisfying manner. This is where the game excels in its storyline with the new gods starting to pop up. The reason why this feature is relevant is due to a more dynamic gameplay.

Dissidia manages to introduce a Bravery based system. I have to admit that at first, I wasn’t sure that this is a good idea. It felt like I was testing my patience. When playing, there are two meters displayed on the screen. The bottom one with the numbers is a Bravery meter while the other one is health bar. Now, if the health meter runs out, it simply means I am dead as f*ck. The Bravery meter when filled, allows you to perform an attack that will inflict damage to your opponent. Why do I say it was testing my patience? A normal attack will not inflict damage unless and until your bravery bar is full. Then, and only then you, can perform an attack that will deal damage and the cycle goes back to reset. When you receive a normal attack from your opponent, your bravery meter bar will reduce. Same applies when performing bravery attacks, they drain your opponent’s stamina while increasing your bravery bar. Basically, the game is all about timing, knowing when to attack, who’s attacking you and where to perform locomotion.

What makes the game more interesting is that you have to keep an eye on all three of your opponents. What I mean is that if you focus on one dumbass and you forget about the others, they will build their bravery and with one shot, drop one of your mf*ckers down to death. However, the team life system allows any of your team members to hop right up after they have been KOd. Now, this team life system has got its pros and cons. If you have a weak-ass crackhead by your team, then he will punish the entire team by using the team life bar to null. On contrary, a good player can do a lot and contribute much to the team with this team life bar. This means you need to be quick in analyzing your opponent. Identify their weakest player and target them in order to run their system down. However, you need to be careful when targeting your opponents as classes play a major role. Remember, classes, are presented in a rock-paper-scissors format. This means that if you are not careful and target a class that is a notch higher than your protagonist, then they can drop you to ashes with a single shot and you will be left counting your teardrops.

One of the most intriguing features in Dissidia Final Fantasy NT is that each character fights differently. Take for instance Cloud. He has got a huge-ass sword that when swerved across your face it will leave you ugly as sh*t. However, Cloud uses a slow attack pattern. Thus, when faced by a character like Onion Knight, a couple of spells sent towards him will slow him down and eventually cripple him. So, basically, there is a subtle but excruciating balance to keep these protagonists on a similar level in order to fairly interact in the battlefield. Not that I am over with the battlefield shenanigans. There is this feature that allows you to summon a god. It’s also called a giant summon. When you trigger this feature, a god will be summoned and you will have a certain advantage over your opponent. For example, let’s say you summon Shiva. For the next 13 seconds, your opponent’s bravery will not rise. There are different gods to be summoned with all of them having different effects on the battlefield. For instance, when you summon Magus Sisters, your opponent’s bravery will be decreased by 50% for the next 33 seconds. All of these features make this game unique and an interesting one.

Now, going back to the storyline, I know I might sound like a philosopher that argues with himself. However, although I have said it that the storyline is great, the way it is implemented is ridiculous. The cut-scenes take up to 30 seconds or so to watch but in order for you to get to those cut-scenes, you need to perform a 20 minute of action completing some random fights. It’s like there was a writer’s block and they were like, oh, yeah, the best way to motivate these goons is to make them fight for half an hour only to get a 30-second cutscene. What the hack? To be honest, that’s lame especially if you are to consider that to get to the first cutscene, you have to fight a single player mode for some time.





Author: Vin

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