Square Enix's Final Fantasy VII Remake has charmed new and old fans alike in the few weeks since its release, refreshing one of gaming's most iconic adventures with upgraded visuals, lovable characters and a frenetic action-based battle system that grows deeper and more complex as the game progresses. And while the default gameplay is more fast-paced and active compared to the original's turn-based approach, the developers still went as far as including a Classic mode aimed at satisfying those looking for a more traditional experience.

Unfortunately, what sounded like an intriguing gameplay feature ended up falling flat in its actual execution. Classic mode feels more like a dumbed-down version of the game's existing Easy mode rather than a nostalgic rework of the original's battle system and needs a major overhaul if it wants to become a viable alternative to the already stellar gameplay.

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What is Classic Mode?

The original Final Fantasy VII employed a unique take on turn-based combat called the active time battle system, where both enemies and player-controlled characters performed actions based on a time gauge constantly filling up during encounters. This gave a sense of urgency to each battle, as you'd continue to take damage regardless of whether you've chosen your next action or not.

Final Fantasy VII Remake's Classic mode is distinctly different from that. Instead of selecting whether to attack, use a spell or perform a skill-based on a timer, Cloud and friends will instead automatically attack and defend against enemies to fill up their ATB gauges. Players then simply select actions as they become available and watch the events play out on-screen without having to think about positioning or dodging enemy attacks.

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Why It Needs an Overhaul

While Classic mode may be a great option for those looking to breeze through the story on the easiest difficulty, it utterly fails as a recreation of the original title's engaging active time battle system. Taking away the player's ability to directly control the characters results in the game feeling more like a series of quick-time events rather than the immersive storytelling experience it's meant to be, which certainly isn't what the developers intended.

It's clear that Final Fantasy VII Remake's engine was not designed for turned-based gameplay. Attacking and defending is an integral part of the battle system, putting a focus on avoiding or minimizing damage taken while positioning your party around an enemy's weak points. A Classic mode in the same vein as the original game would only work by fundamentally changing how each battle plays out, something the developers may not have had the time or resources to pull off properly.

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What Could Be Changed

For Classic mode to truly feel like an engaging experience, the team at Square Enix would need to make some big changes to the gameplay itself in order for it to become a viable option. Instead of taking away the player's ability to control the characters, it could instead try and implement a constantly-filling ATB gauge similar to the original active time battle system, where players are able to attack, defend or use abilities when they choose based on their available resources.

This approach would let players feel like they still had some control over their actions while maintaining the more methodical turn-based combat of the original Final Fantasy VII. It would definitely be a lot harder to implement from a design perspective, especially for some of the more intricate set-pieces and boss battles, but it would certainly go far in making Classic mode feel like an experience worth playing.

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