So! Now that the game is out (or the demo for us not in Japan), we can assess it! All the little mechanical changes and whatnot. I'm going to try to compile a list of pros and cons, and anyone else who cares to, please add to the discussion!
Cons first
1)Chase Sequences are BAD now. In the original Dissidia, it was impossible to take a hit in them so long as you were careful and paid attention. Now it is literally almost impossible NOT to. Brave attacks have next to no warning at all, and even if you see them coming, not pressing X before they launch means you're going to take the hit no matter what. This leads to hitting X preemptively, which causes you to eat HP attacks when the computer switches to those.
Chase Sequences did need to be fixed, yes. But this is a bad, bad change to a major aspect of the game, rendering what should be a test of calmness under pressure and reflex into a coin toss.
2) Assists are fairly pointless. It's not that they are a BAD mechanic - they don't detract from the game in any concrete way. But they're a pretty meaningless addition that only serves to clutter up your options and the screen while playing - the intention of them, to balance out character weaknesses, was simply excessive from the get-go. Characters are SUPPOSED to have weaknesses and strengths, it's what makes for varied play style. So we're stuck with a cool-looking but meaningless and annoying extra system.
3) the various tiny alterations to improve the usefulness or scale back the overpowered nature of attacks are sometimes too much in one direction or another. Many attacks are almost or outright impossible to avoid now, which is a problem for HP attacks.
Pros
1) Forcing the player to expend their full EX guage when using it to interrupt an attack is probably the best possible change they could have made. In one simple change they altered an entire aspect of gameplay, and simultaneously rendered one of the most broken characters (Gabranth) into a MUCH more balanced and manageable opponent. By extension, using the EX gauge in the Assist system takes that meaningless add-on to the game's engine and gives it an element of strategy that makes it less meaningless, since you now must choose between having a full Ex Gauge or calling in your assist character.
2) The various tiny alterations to improve the usefulness or scale back the overpowerd nature of attacks are sometimes very effective. Some attacks that were near-useless in the previous installment have been bumped up to exceptional usefulness.
3) Damage on EVERYTHING has been scaled down to a huge degree. This is a simultaneous pro and con, as while it makes for longer, more varied fights, it can also make those fights take stupidly-long as each character tries desperately to build up enough brave for an HP attack to matter at all. At high levels though, this will likely eliminate the infuriating one-move kills that some characters were capable of (Cloud in Inward Chaos anyone?), which can only be seen as a good thing.
The only other complaint I've managed to find about the game so far involves the incredible negligence/incompetence/ evil on Square Enix's part regarding the omission of characters from 6 and 9 and how that information was related to the public (or rather, kept from the public explicitly). While I'm tempted to include that in the discussion here, it runs a huge risk of sidetracking things. So, I'll tuck my thoughts on that into a spoiler; let's try to keep any responses to it in the same, to avoid sidetracking more meaningful discussion.
Cons first
1)Chase Sequences are BAD now. In the original Dissidia, it was impossible to take a hit in them so long as you were careful and paid attention. Now it is literally almost impossible NOT to. Brave attacks have next to no warning at all, and even if you see them coming, not pressing X before they launch means you're going to take the hit no matter what. This leads to hitting X preemptively, which causes you to eat HP attacks when the computer switches to those.
Chase Sequences did need to be fixed, yes. But this is a bad, bad change to a major aspect of the game, rendering what should be a test of calmness under pressure and reflex into a coin toss.
2) Assists are fairly pointless. It's not that they are a BAD mechanic - they don't detract from the game in any concrete way. But they're a pretty meaningless addition that only serves to clutter up your options and the screen while playing - the intention of them, to balance out character weaknesses, was simply excessive from the get-go. Characters are SUPPOSED to have weaknesses and strengths, it's what makes for varied play style. So we're stuck with a cool-looking but meaningless and annoying extra system.
3) the various tiny alterations to improve the usefulness or scale back the overpowered nature of attacks are sometimes too much in one direction or another. Many attacks are almost or outright impossible to avoid now, which is a problem for HP attacks.
Pros
1) Forcing the player to expend their full EX guage when using it to interrupt an attack is probably the best possible change they could have made. In one simple change they altered an entire aspect of gameplay, and simultaneously rendered one of the most broken characters (Gabranth) into a MUCH more balanced and manageable opponent. By extension, using the EX gauge in the Assist system takes that meaningless add-on to the game's engine and gives it an element of strategy that makes it less meaningless, since you now must choose between having a full Ex Gauge or calling in your assist character.
2) The various tiny alterations to improve the usefulness or scale back the overpowerd nature of attacks are sometimes very effective. Some attacks that were near-useless in the previous installment have been bumped up to exceptional usefulness.
3) Damage on EVERYTHING has been scaled down to a huge degree. This is a simultaneous pro and con, as while it makes for longer, more varied fights, it can also make those fights take stupidly-long as each character tries desperately to build up enough brave for an HP attack to matter at all. At high levels though, this will likely eliminate the infuriating one-move kills that some characters were capable of (Cloud in Inward Chaos anyone?), which can only be seen as a good thing.
The only other complaint I've managed to find about the game so far involves the incredible negligence/incompetence/ evil on Square Enix's part regarding the omission of characters from 6 and 9 and how that information was related to the public (or rather, kept from the public explicitly). While I'm tempted to include that in the discussion here, it runs a huge risk of sidetracking things. So, I'll tuck my thoughts on that into a spoiler; let's try to keep any responses to it in the same, to avoid sidetracking more meaningful discussion.
Now let's be honest - when you realize you are running out of space in your game for things that every reasonable customer will be expecting, you either cut the extemporaneous shit (Full CG cutscenes introducing characters, needless cluttering add-ons to mechanics, etc. etc.) out to make room for the more important elements, or you tell your target audience some time BEFORE you release the game, instead of the day you put it in stores so that a few thousand people own it by the time anyone realizes something's amiss. The only excuse for that kind of PR is being new to the industry, which Square Enix is not, or being pretty much evil, waiting to release the information until you're sure it can't meaningfully impact sales. Seeing as Square Enix IS a business, the latter is much, much more likely. So all of us who were waiting for new characters from games that just happened to be our favorites have to accept the colossal, explicit "fuck you" from the company, and carry on.