WhenClair Obscur: Expedition 33was revealed, fans quickly took notice of its inventive combat system. Blending turn-based commands with real-time dodging mechanics,Clair Obscurhas managed to pull off something many modern RPGs struggle with: honoring the past while embracing the present. ForFinal Fantasyfans who still mourn the gradual move away from strategic combat toward fully action-based systems,Clair Obscuroffers hope.
Square Enix could use this hybrid model as inspiration for its next mainlineFinal Fantasygame. A modernized Active Time Battle (ATB) system, fused with reactive dodging or timed defense, could allow the series to retain its roots without feeling outdated. Implementing such a system carefully could please both veteran players and newcomers, ensuringFinal Fantasycontinues evolving without losing its soul.
Clair Obscur’s Combat Could Transform Final Fantasy
InClair Obscur: Expedition 33, combat maintains a strong turn-based foundation. Players see an upcoming turn order similar toFinal Fantasy 10, allowing them to plan carefully. However, real-time elements are layered into this system. When enemies attack, players must time dodges or blocks in real-time to mitigate or avoid damage altogether. This fusion of strategy and reflex tests multiple skills, creating an experience that feels simultaneously tactical and kinetic.
It’s easy to imagine how this could translate intoaFinal Fantasygame. In a three-character party system likeFinal Fantasy 7 RemakeorFinal Fantasy 10, players could manage each character’s ATB gauges to trigger abilities, while also manually dodging major enemy attacks. Critical dodges could provide bonus effects, such as faster ATB regeneration or temporary defense boosts, giving attentive players even more strategic opportunities.
Clair Obscur’s real-time defensive mechanics do not yet offer auto-dodge options, butFinal Fantasy 16’s accessories like the Ring of Timely Evasion show that optional assists can make challenging systems accessible without watering them down.
Incorporating this flexibility would ensure that both hardcore strategists and casual players feel equally welcome. The key would be offering adjustable difficulty layers; for instance, allowing players to telegraph enemy attacks more clearly if they choose, or enabling an automatic-dodge assist for those who prefer a more traditional experience.
A Modern ATB System Could Bridge The Gap
TheATB system has been aFinal Fantasyhallmark sinceFinal Fantasy 4, but as action elements grow more prominent, its original strategic pacing risks being lost.Clair Obscurpoints toward a solution: modernize ATB by maintaining its strategic framework while integrating a reactive layer. Rather than simply waiting for gauges to fill, players could have defensive actions to engage with between commands. For instance, if an enemy prepares a heavy-hitting move, a visual or auditory cue could signal players to dodge or parry. Successfully doing so could impact the next ATB cycle, perhaps hastening the player’s next turn or delaying the enemy’s.
Final Fantasy 7 Remakealready flirted with real-time and ATBhybridization, butClair Obscurproves it could be pushed further without tipping into full action-RPG territory. A more evolved system could bring back the deliberate strategy that defined earlyFinal Fantasytitles, while offering constant opportunities for skill expression and decision-making.
The turn-order display inClair Obscuris a direct evolution ofFinal Fantasy 10’s Conditional Turn-Based (CTB) system, but with additional emphasis on visualizing enemy states and weaknesses, giving players even deeper insight during battles.
This kind of tactical depth could also lend itself well to potential remakes. IfFinal Fantasy 10ever receives a full reimagining or if a long-rumoredFinal Fantasy 10-3is produced, layering a hybrid system atop its CTB mechanics could modernize its battles without betraying its original spirit.
Final Fantasy 17 Could Be The Perfect Test
Looking ahead,Final Fantasy 17could be the perfect projectfor this kind of experimentation. After the fully action-based structure ofFinal Fantasy 16, returning to a more structured, ATB-rooted combat system would signal a major shift — one that honors the series’ heritage while still feeling innovative.
This hybrid system could also encourage creative character design. Different party members could offer different defensive mechanics; perhaps one character specializes in perfect dodges while another focuses on well-timed parries. The diversity of defensive styles could add even more tactical layers to party composition and battle flow.
Just asFinal Fantasy 6emphasized party rolesthrough unique commands like Blitz and Sketch,Final Fantasy 17could emphasize defensive styles as a core party mechanic. Mixing classic job system influences with personalized real-time interactions could offer a combat experience that feels uniquelyFinal Fantasybut also fresh in the broader RPG landscape. Square Enix has a chance to redefine how players think about turn-based combat. By studyingClair Obscur: Expedition 33’s strengths (particularly its careful balance of command-driven and reaction-driven gameplay) the company could truly have its cake and eat it too.