The 2020 releases for games have been stacked since before the year even started, and one of the most anticipated releases isFinal Fantasy 7 Remake. Fans have wanted the remake for this game for years, but there’s always been a lingering question for those who have played the original game: Will it still have turn-based combat?
The answer forFinal Fantasy 7 Remakealways seemed like a resounding “no,” but the truth is a little more middle of the road now. Mainline FinalFantasygames in the past had always been turn-based, so many fans assumed thatRemakewould be the same. And while to some extent the combat system is similar, Square Enix has made steps to make sure thatFinal Fantasy 7 Remakeappeals to both sides of the argument.

Designing The Remake’s Combat
Like any JRPG from the 90s and early 2000s, the originalFinal Fantasy 7had turn-based combat, which made sense. Due to the scope of the game and the popularity in other JRPGs using the same system for combat, it was the only real possibility. Not only was there no frame of reference, but older generation hardware would’ve struggled to run action combat in any meaningful way.Final Fantasy7’s turn-based combat was one of the simplest and easy-to-understand as well, eschewing the character jobs and magic systems of old away for a straightforward approach with Materia, skills, and Limits. It’s understandable why attempting tobe authentic to the originalFinal Fantasy 7could be more problematic.
Now withFinal Fantasy 7 Remake, the decision was made early on to make it entirely action based.Square Enix would take inspiration and influence fromFinal Fantasy 15when initially designing the remake’s combat mechanics. The thought process according to game director Tetsuya Nomura in the beginning was to eschew the concept of an ATB system from the original game in favor of special skills/abilities that could be used several times in combat. Now with Materia this was vastly different from the original, where like many other JRPGs, Materia casted magic using a magic-points meter that would run out.Final Fantasy 15’s magic functioned similarly in that it was a craftable item that could be used in combat as many times as it was crafted.

Over the years many of these mechanics have been changed and finalized, meaning not all of the aforementioned mechanics are in the final game. Now, only a little over a month away from release,Final Fantasy 7 Remake’s combat has changedand shifted into somewhat of a hybrid system of these ideas.
Now the (presumably) finalized version of combat inFinal Fantasy 7 Remakecreates an amalgamation of these ideas into an action-based battle system with strategic elements. The ATB gauge,Materia system, and magic-points meter returns while also allowing players to attack, evade, and block at any point during fights like other action-RPGs.
Players can swap between different characters on the fly, each with their own respective playstyles instead of the standard one basic attack, magic, skills, Limit, etc. Examples would be how Cloud andTifa’s basic attacks fight enemies up close and personal, while Barrett and Aerith’s basic attacks are ranged/long-distance attacks.
Certain fans were ecstatic to learn thatFinal Fantasy 7 Remakewould also be adding a new “Classic Mode” for combat, essentially allowing players to reduce the action aspects of the combat in favor of something more akin to the original’s turn-based battles. Rather than mashing a button for a full basic combo, players would make individual selections which would execute pre-determined attacks and for the most part hold characters and enemies stationary. Square Enix has been using this as a way to bridge the gap between new and old players, attempting to allow everyone to enjoyFinal Fantasy 7 Remakehow they would like to.
How FF7 Combat Has Improved
After getting hands-on with the game for the first time, it’s hard to tell why the player might want to swap to Classic Mode at first. WhileFinal Fantasy 7’s combat is just as great in its own right,Final Fantasy 7 Remakehas found a solid balance in melding the original mechanics with modern touches. Basic attacks do follow one button inputs from players,similar to that ofKingdom Heartscombat, but there’s still the same elements for special attacks and magic from the original game available for use.
What’s most important is that the fights themselves have been adapted to engage more with environments themselves when compared to the original game. Similar to howFinal Fantasy 10introduced enemies and bosseson different planes of the battlefield,Final Fantasy 7 Remakehas enemies both far and near that players have to battle. Like how Wakka could only hit airborne enemies inFinal Fantasy 10, the same goes for Barret inRemake. The reason players can swap between characters mid-battle acts in service to this new battle mechanic.
The defining difference is even thoughFinal Fantasy 10was also turn-based,Final Fantasy 7 Remakeincludes the environments as part of the battle. The demo featured the Guard Scorpion boss battleat the Sector 1 Mako reactor in Midgar, but it’s very different compared to the original game. Rather than having players wait a turn when the Scorpion’s tail raises up like in the original, players have to actively seek cover behind debris on the battlefield. Later on in the fight, the Guard Scorpion leaps off the main platform and attaches to the wall, meaning only Barret can attack the boss in this phase. These are purposeful mechanics that justify action-oriented gameplay, which in turn make the boss fight more engaging.
Overall, turn-based mechanics are available to players who want it, but if moments like the Guard Scorpion battle in theFinal Fantasy 7 Remakedemo are throughout the game, then players might be better off with the new system anyway. Either way, fans will likely be happy just to play the iconic game again.
Final Fantasy 7 Remakereleases on July 22, 2025, on PS4.
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