# 《FF共鳴》16連打得我回憶都出來了，這不就是傳統的FF嗎？真是意想不到 | 遊戲老實說

**Channel:** Arjen Play
**Source:** https://www.youtube.com/watch?v=-yHpTPDesn8
**Transcript page:** https://www.withtranscript.ai/video/-yHpTPDesn8

## Chapters

- 0:00 — Opening Reaction and Game Premise
- 1:53 — Development Background and Intent
- 4:48 — HD-2D Visuals and Cinematic Presentation
- 8:42 — Combat Systems and Build Optimization
- 16:32 — Final Verdict and Nostalgia Value

## Transcript

**[0:00]:** In FF-Resonance , I ran into a boss : Sephiroth . Usually , in a game that relies on nostalgia like this , shouldn't he just join your party ? I figured , hey , let's just fight him , what could go wrong ? And then , Sephiroth wiped my entire party . I was frustrated , honestly . As a veteran who’s played every FF game , if word got out that I couldn't beat Sephiroth , people would die laughing . This was mid-game , so I thought , fine . I’ll grind for skills , rethink my party composition , study ability synergies , and challenge him again . Weakness ? Then I’ll just create one . With the right skills and party setup , my characters could pull off that classic FF5 or 6 style — Dual Wield and Flurry , landing 16 hits a turn , breaking his defense every single round until Sephiroth started

**[0:41]:** questioning his existence . I mean , he only became a villain because he started questioning things anyway . You and I both pushed him over the edge . At that moment , I realized something : I never thought I’d be playing the most traditional FF in 2026 . I was tearing up . Hello everyone , it's your gaming buddy , Ah Yang . FF-Resonance — let's just call it Resonance — repurposes content from the old mobile game FFBE into a console title . Looking at the airships , Chocobos , the familiar pixel art , and seeing characters from across the series together in HD - 2D , using a traditional turn-based system ... it’s clear Square is playing the nostalgia card again . Nostalgia is a double-edged sword . What we played as kids were masterpieces , but as adults , sometimes all we're really buying is the memory .

**[1:20]:** So , I was a bit worried about Resonance . I was worried it would be like * The After Years * , just a lazy recycling of mobile assets . We gamers are older , but we’re not blind . So the question is : is this a love letter to long-time fans , or just our youth repackaged , asking us to pull out our credit cards one more time ? Does this game actually have any substance ? Grab a chair , get your dinner , or bring your toilet paper — whatever you need . After this , it’s time to talk shop . Let's check it out .

**[1:53]:** Same old rules , let’s talk off-script . Since the game is based on the mobile title FFBE , isn't it just a phone game with a fresh coat of paint and a tweaked system being sold to us again ? That’s what I thought at first , but I may have underestimated them . This is the producer for this project , Kifumi Nakajima . Looking at his resume , he’s from the mobile games team and was a co-producer for FFBE . I thought , " Oh , this is trouble ; he hasn't made console games before . Can he really pull this off ? " Why would they want to make a console version ? Nakajima mentioned that the project , " War of the Visions , " was proposed as early as the end of 2020 . What Nakajima wanted to do was actually quite simple : let people who don't play mobile games experience the story and adventure of FFBE .

**[2:32]:** At that point , people were saying , " It's coming out next year , thanks to the microtransactions for letting us have a game to play ; flip a mobile game and sell it on console again . " Nakajima also felt that the classic Final Fantasy elements were present in the mobile game FFBE he made . His goal was to reorganize these classic elements into an RPG that can be enjoyed on consoles . That’s what this project is all about . But the question arises : if they wanted to make a traditional Final Fantasy , why not just remake FF1 through FF6 ? Isn't Dragon Quest doing exactly that right now ? However , in the interview , Nakajima avoided this topic . You guys get it , right ? There will definitely be remakes of the old ones ; he just can't talk about it .

**[3:06]:** That's understandable . The producer mentioned that he got into the series through Final Fantasy and is a big fan of the fifth and sixth games . So , what he wanted to create was : suppose the series had continued to develop with pixel art instead of shifting to 3 D — what would a Final Fantasy game look like today ? Okay , so their goal was set , but then a problem emerged : what art style should they use to present it ? Something like Romancing SaGa ? Or maybe like Octopath Traveler ? In the end , they chose HD - 2D . How to make character animations fluid , how to utilize camera work and effects — they spent two years just researching this . With the visuals and art style decided , they spent another four years crafting this work , because another problem appeared : the assets from the mobile predecessor , FFBE , were not as easy to use as they had

**[3:50]:** imagined . As players , we might think , " Well , just copy and paste it ; how hard can it be ? " But the development team had to design the combat system , revise dialogue , even adjust the sequence of some plot points , and add side quests and more background descriptions for the characters . Their goal wasn't to simply remake a classic entry , but to create an all-new Final Fantasy . From the initial concept to completion , six years have passed . That is a really long development time . The most interesting thing about this game's production team is twofold : one part is the original FBE developers , and the other is a team with extensive HD - 2D experience . From the start , this wasn't just a low-effort cash grab like Octopath , recycling mobile assets for consoles ; rather , these guys tried to reimagine our familiar traditional FE as a parallel world " if " scenario ,

**[4:32]:** or perhaps an FE17 , and that’s how this title was born . But honestly , nostalgia might get us to buy in once , but whether the game is actually fun is the real deciding factor . Moving on .

**[4:48]:** Let's talk about the visuals I saw at first ; the game had a demo for the first chapter , and I thought , " What the hell ? The graphics are terrible . Are you guys reusing mobile assets again ? " Then , when the full version came out , I wondered , " Wait , why can't I carry over my save data ? " After another " what the hell " moment , I just restarted it , and suddenly the graphics looked pretty good . Turns out I had downloaded the Switch 1 version for the demo ; the joke was on me — the visuals on the NS2 are actually perfectly fine . But that’s not the biggest factor , though I do think it's okay . Anyway , as I mentioned , the game’s core visual framework is the HD - 2D style everyone is familiar with .

**[5:22]:** Characters retain pixel art , while environments are 3D , using modern lighting , depth of field , and post-processing effects to create a sense of depth between foreground and background . Having gone through years of HD - 2D games — from Octopath to 2R , DQ 1 through 3 , Triangle Strategy , and Eiyuden — wow , I’ve basically bought every one of them . I’m sure you’re all familiar with this HD - 2D style , but previous games tended to stick to isometric angles ; while this game uses HD - 2D , it’s different from those others . How so ? Look at the cutscene camerawork : zooming in and out , panning , tracking , and crane shots — I’d describe it in one phrase : cinematic pixel presentation . Typical pixel RPGs have characters standing still to talk with a few effect animations before jumping to the next scene , but this game actually animates the whole sequence : a character draws a sword and charges , they clash

**[6:11]:** , and the camera follows the action , rotating and switching angles throughout . In the past , pixel characters were basically paper dolls , but now , watching the performance in this game , it doesn't feel stiff at all ; we can clearly see the poses and interactions between characters . The game clearly features meticulous adjustments and redrawing of character pixels to prevent them from looking unnatural when the camera rotates . But there’s a problem here . With so many zoomed-in shots , and since this game is coming to consoles and will be played on TVs , am I supposed to just ruin my eyes watching these pixelated enlargements on a 55 - inch 4K screen ? But everyone , is that all it takes to get upset ? It’s not jarring at all , and it’s actually completely acceptable . How on earth did they pull it off ?

**[6:48]:** These are pixels , after all ! I didn't get it , so I was genuinely curious and did some research on it . What’s pretty impressive this time is that they created something called " cinematic pixel . " The cutscenes we see were first crafted with complex movements , camera angles , and large-scale scenes , then converted into a pixelated visual style , allowing them to showcase dynamics that traditional pixel animation struggles to achieve . Hey , this is an incredibly extravagant case of " dimensional strike " by Square Enix ! Using top-tier production technology for pixel art is like using a legendary dragon-slaying sword just to kill a chicken ! But I honestly never imagined that pixels could be used like this . I’ll give a quick conclusion on the visuals : it’s the best HD - 2D available today , pushing the limits of pixel art presentation even further .

**[7:27]:** It’s not that there isn't any sense of unnatural jarring , though . During combat , when each legacy protagonist uses an ultimate move , it triggers an animation , and suddenly you get these ultra-detailed CG scenes . Switching back and forth between pixels and CG does create a kind of surreal , otherworldly vibe , and that might be the reason why . For example , when Tina uses her ultimate , the level of detail made me think it was live-action . It's like you're halfway through a bowl of plain noodles , and the owner suddenly takes your bowl away and replaces it with a beef noodle soup — it's such a shock . Suddenly , the restaurant that didn't have great food starts tasting absolutely amazing . But honestly , besides the nostalgia , seeing the clothes from the older titles , Squall’s cool gunblade , and Lightning’s pink hair — which is both tough and sexy — it really is just cool and beautiful .

**[8:10]:** It gives you that sense of being " old school . " The FF series has always had this signature trait : every generation strives to break the technical limitations of its time . Like moving from 2D in the past to pursuing cinematic realism later on , now they’ve flipped the script . They’re using 3D to pursue pixels , continuing to chase larger scales , more complex movements , and more immersive camera work within a pixel-art framework . Wow , I can't find any faults . Square Enix , you've done well !

**[8:42]:** Next , let’s look at the combat system , specifically the featured " Visions " system . Has anyone here played the mobile game FFBE ? Let me vent a little — I don't play many mobile games , but how could I miss FFBE ? But I quit that game pretty quickly . I remember back then , I tried pulling for Lightning , but my luck was terrible . I didn't get her , so I called it trash and quit immediately . If you can’t pull the characters you like , what’s the point of playing ? But this time , you can use them all . I mean , let’s say it costs 1,350 to pull one protagonist ; you can use all the protagonists from FF 1-16 . If you do the math , that's over 20,000 bucks to collect them all . How much does this game even cost ?

**[9:13]:** 1,490 ? Damn , that’s such a steal , right ? Also , watching those Visions join your party brings up scenes from their past games one by one — wow , I’m tearing up ; that was my youth . The eponymous Vision system is arguably the most attractive design in the entire game , but nostalgia is one thing , and gameplay mechanics are another . The smartest part of this system is that it turns nostalgia for past characters into " stand " spirits . " I'm not your Lightning , I'm your cholesterol ! " Hey , that's a Vision you're talking about ! You can equip characters like Cloud , Tifa , or Terra as Visions to your party members , letting your characters learn different skills . This system is brilliant . By equipping these Vision " stands , " you can use their abilities .

**[9:51]:** That’s no problem , it's very intuitive . But you can also gradually unlock more skills , and some learned abilities can still be used even after you swap out the Vision . So , it all comes down to how you mix and match . Visions aren't just for selling nostalgia anymore ; they've become real tools for researching builds . At first , I just wanted to make my characters stronger , but later on , I started researching if this skill combined with that passive ability could create an even better combo . Wait , hold on — this is literally turning the protagonists of past games into a job system ! It feels like the job system from FF3 and 5 , or the equipment proficiency skill learning from FF9 . That old-school feeling is coming right back ; isn't that the most charming part of traditional Final Fantasy ?

**[10:31]:** I’ll talk more about what I’ve leveled up in the combat section later . Of course , while this system is fun , it’s also pretty time-consuming and kind of ridiculous . It's quick to level each Vision to level 4 to get those AP-boosting passive abilities , because the more AP you have , the more abilities you can equip . Man , after every battle — the fight itself doesn't last long — I end up spending way more time just looking at my characters . Wait , did I level up this Mirage yet ? What about that one , did I train it ? I’m there fiddling with the menus and clicking around , probably longer than I actually spent fighting . It’s just like going to the gym with a friend . We want to lose weight , lift a few times , but end up spending more time calculating calories to burn or mapping out our next meal .

**[11:07]:** Why do we spend more time talking about food than actually lifting dumbbells ? This Mirage system is a massive gathering of legacy characters . Cloud shows up and hands over his skills , Tifa shows up and does the same . It’s hilarious — are they here to save the world or run a vocational training center ? It’s turned into a giant skill-training academy . But overall , Mirages aren't just there for me to watch legacy characters pull off a flashy finisher and call it a day . The characters in the game are your foundation , while Mirages decide what those characters actually become . The design is great and all , but my biggest fear is that only a few will actually be worth using — and honestly , that’s exactly how it feels . I told every — I started the game on Hard mode , but I found the mob fights take forever .

**[11:54]:** Long boss fights are fine , as this series is built on strategy and trading blows , but normal enemies take way too long too . It’s not that Hard mode is impossible , but for a working person , there just isn't time to waste on mobs . You work an eight-hour shift , stop by the shop for a chicken bento on the way home , ready to eat and have a good time gaming , but the shop owner says they’re still out back killing the chicken and you have to wait . Who could put up with that ? I couldn't wait ; I wanted a thrilling boss fight , so I just switched to Normal difficulty . Wow , taking down mobs is so much faster now , so I'll just stick to Normal . The combat system overall has that familiar feel of a traditional RPG turn-based system , while adding mechanics like elemental weaknesses and a turn-order break system .

**[12:30]:** Of course , this break system is the core thrill of combat — we figure out the enemy's weaknesses , go all out on their weak spots , and once the break succeeds ... The enemy gets stunned for a turn , their defense drops , and we get an extra turn to act . Hey , as they say , if you’re " borrowing " from your own people , it doesn't really count as plagiarism , right ? We are obviously familiar with this process , and it feels great , so this entry adds a feature where if you time it right , you can not only trigger an extra turn for the whole party against all enemies , but also follow up with a Resonance Limit Break from your party members . It's easy to trigger Resonance against one enemy , but against multiple , it becomes a puzzle of how to arrange each turn to break their defenses simultaneously .

**[13:02]:** That feeling of breaking everyone at once and climaxing the battle is really well done ; it's like playing Big Two , throwing out a two , following up with a straight , then throwing out a King , and following up with another straight . You tell me , how satisfying is that ? Anyway , never mind how much damage it actually does ; the flashy ultimate animation has to be shown , right ? OK , so I just played along and leveled up the party members ' skills as I went . I had the long-haired Laswell build rapport with the protagonist from the second game to learn " Double , " and I had Cid follow Squall to learn " Double Action . " It took a while to master , but now both can attack twice per turn , which is great . " Double " lets you act twice , which is fun , but it consumes so much MP .

**[13:36]:** Where would I get that much MP early on ? Squall's " Double Action " lets you pick two physical skills to use , which is awesome and doesn't cost MP . Now that's useful . So I had the long-haired guy go build rapport to learn " Double Action " too . After learning it , wait — turns out you can use " Double " and then pick " Double Action . " Doesn't that mean 2 times 2 , for four hits ? Normal difficulty was no longer a challenge , so I switched straight to Hard . Later , when the protagonist from the fifth game joins with his " Magic Sword " move , any enchanted weapon skill can hit twice . Characters like Cloud , Lightning , and Clive have many such enchanted weapon skills , so I thought , could I multiply it by two again ?

**[14:08]:** It turns out it really is 2 times 2 times 2 ; you can hit eight times in one go ! Damn , I've mastered the ultimate technique ! What kind of enemy could possibly be a match for me now ? Well , there are some . If the equipped party member's skills don't happen to match the enemy's weakness , and you're on Hard difficulty where enemy HP is 1.5 x and the break gauge is 1.6 x , the fights can still take a while . That's when the Machinist girl and the Soldier guy need to step in . The Machinist's skill can add a new weakness to the enemy , making it easy to break them . Even Bahamut gets blown away by me before he even gets a chance to move . Pair that with the Strategist , and it gets even crazier .

**[14:39]:** My best character doesn't even need skills , just load them with limit gauge boosters . With passive skills that start you with extra gauge and double or triple the charge , it’s basically like using an ultimate every single turn . The ultimate lets everyone act twice — what was eight hits becomes 16 , and magic users can cast at least eight times in a row . Even the tough bosses in the late game can be wiped out in just a few turns . Mana hungry , you ask ? Just stack crit rate with mana-on-crit recovery , and your MP never even drops . Figuring out this " two to the fourth power " strategy feels just like a department store anniversary sale . When you realize the formula — buy the second item at 40 % off , add member discounts , credit card rebates , and extra vouchers — suddenly , it’s basically free , right ?

**[15:17]:** Needless to say , it’s incredibly satisfying . That 16 - hit turn is just a classic , traditional feature . Though it’s incredibly satisfying to pull off — I love it — it is a shame that this game still has its flaws . Once you’ve mastered this god-tier strategy , combat becomes a fixed routine . Because it’s so efficient and easy , you just keep using it , and battles eventually turn into a mindless spreadsheet simulator . Identify or create enemy weaknesses , cast buffs , have everyone act twice , hit their weakness 16 times , and repeat the process . The game has special enemy mechanics , but not many . Things that counter this playstyle , like enemies that retaliate , are rare . Even if they exist , you just swap in a damage-nullifying skill ; there's no need to change strategies , just execute the familiar routine efficiently .

**[15:57]:** Which character is most efficient to swap in , and which skill combo deals the highest damage ? Even if you pick the hard difficulty , higher enemy HP doesn't necessarily mean the combat gets any harder . So , it slowly shifts from " Yeah ! I pulled off a beautiful tactical combo ! " to " Eh , spreadsheet simulation complete , job done . " After all , higher difficulty just means more HP and defense , which only pushes us to choose this most efficient playstyle ; otherwise , battles would just drag on forever . Plus , those ultimate attack animations — wow , the first time is great , the second time is moving , but the third time ? " Okay , this is getting a bit long , isn't it ? " I can only say this is a traditional , over-the-top , time-consuming performance .

**[16:32]:** Moving on to the final part — so , is it worth recommending ? Let’s skip the plot details this time around . To be honest , I didn't care much for the story this time ; my personal rating is average , just follow along if you like . But don't worry , no spoilers ! Crystals to save , the world in crisis , companions joining along the way , villains with schemes , plus a few twists and turns for good measure — it's got everything you'd expect . The characters are interesting and playing it never feels boring , but the real question is , once you finish , does anything actually stay with you ? Like the freedom , bonds , and loss in V , the reasons to live in a dying world in VI , or human progress versus environmental destruction in VII — there's so much more .

**[17:07]:** I won't even mention the other entries ; I'm sure you all know them like the back of your hand , right ? I have to say , this entry's story isn't quite good enough to be compared to the series ' true classics . Although this title only covers the first season , does that mean all five seasons make for the complete experience ? I dropped the mobile game pretty early , so I'm not sure ; friends , feel free to chime in and add your thoughts . In this video , I want to talk about two things : first , are you willing to pay for nostalgia ? Second , aside from nostalgia , how is the game's system actually designed ? Nostalgia eventually runs dry , and without a solid system to back it up , once you're done , that's pretty much it .

**[17:40]:** Whether on console or mobile , so many games that bank on nostalgia end up this way . This title unexpectedly integrates nostalgia into its mechanics , and for that alone , I’m recommending it to everyone . My feeling is that they genuinely found a way to make that nostalgia a part of the gameplay experience . It's the best HD - 2D game I've played , and judging by the launch , it set a new record for concurrent players for a single-player FF title , with " Overwhelmingly Positive " reviews , proving that many players still love traditional turn-based FF . Many players kept complaining that modern FF isn't like the old ones , but now that SE has delivered a classic turn-based experience , everyone is buying in . It turns out the Warriors of Light were always here ; they were just forgotten .

**[18:23]:** That's it for this video , thanks for watching . To all the Warriors of Light out there , what are your thoughts ? Leave a comment and let everyone know . See you in the next game , bye ! Bye . M.
