Dissidia Final Fantasy: Difference between revisions

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* '''[[Dissidia Final Fantasy/Characters/Other|Additional NPC Assist Characters and Other characters]]''': [[Final Fantasy VII|Aerith Gainsborough]] ([[Assist Character]] only), [[Original Generation|Cosmos]], [[Final Fantasy I|Chaos]] {{spoiler|and Cid Of The Lufaine}}; Gilgamesh and {{spoiler|Feral Chaos}} have also been put there.
 
The campaign mode features storylines for the individual characters that [[Rashomon Style|interact]] to form a much larger storyline, as well as a simple Arcade Mode, Quick Battle and a Duel Colosseum. Being that they're intended to pay homage to twenty years of ''Final Fantasy'', the games have a lot more fun with themselves than you might expect from the series. There are a million [[Continuity Nod|Continuity Nods]]s and [[Mythology Gag|Mythology Gags]]s, and quite a bit of [[Lampshade Hanging]]. The storyline is also chock full of allusions to previous games, from story parallels to line dropping. Being that it ''is'' a fighting game, players also get to have fun [[Video Game Cruelty Potential|beating up their most hated characters with their most beloved]].
 
Combat in ''Dissidia'' revolves around the "Bravery" system, which is an elaboration on the [[Break Meter]] idea. You have two kinds of attacks, Bravery and HP, and reducing your enemy's BRV to zero will (of course) Break him. What's unusual about BRV is that yours goes ''up'' as you damage your opponent's, and if you Break him you get an additional bonus. Plus, HP attacks do damage ''equal to your current BRV'', with the caveat that once you land one your BRV drops to zero and has to go through a short recovery process. (Landing a second HP attack during this time will do no damage but will regenerate you to full BRV on the spot.) Long story short, if you build up enough Bravery and put your opponent in Break, a [[One-Hit Kill]] is very possible... and if you miss, an unexpected reversal is just as viable.
 
Each character also has their own fighting style, which take different angles on the synergy between the two types of attacks: Squall has a powerful BRV game but slow HP attacks, while the Onion Knight has weak BRV attacks but can quickly chip away at your HP directly. Still other characters do completely different things with their Bravery games--Shantottogames—Shantotto's specializes in [[Standard Status Effects]] BRV attacks to stun the opponent for her HP combos, while most of the Emperor's Bravery attacks aren't meant to actually hit the opponent so much as set them up to fall into his [[Death Trap]]-based HP attacks. There's also [[Summon Magic|Summons]] that modify Bravery in different ways, or mess with the opponent's Summon. Not to mention the air vs. ground games, the different effects of the stages... the short version is, this is an intricate game.
 
Finally, there is a [[Limit Break]] mechanic, as you'd expect from the franchise of the [[Trope Codifier]]. As you and the opponent land hits on each other, glowing blue/white orbs called EX Force appear in the air, and now and then an EX Core will appear on the stage and absorb all the stray EX Force floating around it. These fill the EX Gauge, and when it gets full you can go into a [[Super Mode]] called "EX Mode", where your character transforms and gains an increase to their damage output in the form of more critical hits, as well as numerous character-specific abilities like gliding in the air, landing more hits when you attack, special super-attacks, and so forth. And then when you land an HP attack in EX Mode, the ''real'' Limit Break begins, called an "EX Burst". Usually based on the character's strongest attack in their original game, EX Bursts are flashy cinematic attacks where you use [[Action Commands]] to power up your attack (tap a button to fill a power meter, execute a sequence of button commands, etc), landing more hits of Bravery damage as you build up to a powerful HP attack. EX Bursts more often than not turn out to be [[Finishing Move|Finishing Moves]]s due to the huge amounts of damage they deal.
 
In addition to [[Experience Points]] and gil, you also get [[Tech Points]] for adding mastering the abilities in your character's [[Point Build System]], and "Player Points" used for buying yourself new bonuses, gameplay options, characters and etc. Finally, the game has [[RPG Elements]], meaning that almost any boss is surmountable with sufficient [[Level Grinding]].
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As a result, the just-announced '''''[[Theatrhythm Final Fantasy]]''''' came to be, marking the series' [[Genre Shift]] ''to a [[Rhythm Game]]''. No, really. This attempt at creating "something new" by [[Square Enix]] must be given all the deserved credit if it proves to be [[Crazy Awesome]] [[Crazy Enough to Work|Enough To Work]], but its nature as a [[Widget Series]] is likely to doom it with a [[No Export for You]] status... or so it seemed until [[Square Enix]] [[Averted]] this big-time, with a widget no less, by registering the ''Theatrhythm'' trademark in all regions.
 
Anyway, for another disclaimer--backdisclaimer—back to ''Dissidia'': no relation to [[Ehrgeiz|the other]] ''[[Ehrgeiz|Final Fantasy]]'' [[Ehrgeiz|fighting game]].
 
Has character sheets, as well as pages for [[Mythology Gag/Dissidia Final Fantasy|Mythology Gags]] and [[Foe Yay/Dissidia Final Fantasy|Foe Yay]].
 
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[[Category:Eastern RPG]]
[[Category:Fighting Game]]
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[[Category:Dissidia Final Fantasy]]
[[Category:Video Game]]
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