Dissidia: Final Fantasy NT Rewards the Already Invested

Squall zips around the sky. He’s locked onto some enemy, Kefka maybe, and he’s holding the dash button to fly toward him at maximum speed. He’s going to unleash some kind of nightmarish attack, a thing that will brutalize the evil clown’s bravery and make him vulnerable to the most devastating of maneuvers. My teammate, Terra from FFVI, is doing some kind of magic over to my right. I’m Shantotto, a rhyming little creature from a Final Fantasy title that I haven’t ever played, and I’m doing elemental magic that is, for the most part, missing every target.
This is Dissidia: Final Fantasy NT. This is all happening at once. Meters are going up and down. I am competing with the other team in order to better accrue summon points that might allow me to get one of the great monstrous beings from the Final Fantasies past, Alexander or Bahamut, one of those big beaters that’s going to rain down pain on the battlefield.
This is, as I am given to understand, a lot different from previous Dissidia titles. Both of the titles that predate Dissidia NT were more traditional 1v1 fighting games in which two characters from the Final Fantasy series’s long history would square off against each other in complicated vertical arenas. These were games that focused on creating the kind of fight events that have existed in the series since the PS1 era: big characters have big moments where their weapons clash, and they’re probably screaming the entire time that it is happening.
Dissidia NT is a wider experience than those games. It’s a 3v3 rumble where your team is attempting to fully counter the moves of the other team by reducing their Bravery and, eventually, their health. For me, this basic system is one of the most compelling in the game, despite its simplicity. You hit other players with character-based attacks (like Ultimecia’s boss-battle moves from Final Fantasy VIII), and makes part of their health bar blink. This means that they are less brave, and when you finally crunch them with an “HP attack” they lose all of that health in one fell swoop. Tactically reducing a player’s Bravery and their HP in all one intense combo is an amazing feeling. It’s truly great. It’s also rare.
The tragedy of Dissidia NT is that it must become more complicated. In becoming more complicated, it drives me out of it. It’s an arena-based 3D fighting game, and so the attacking I just described is heavily complemented by a full suite of dodges, blocks and counter-moves. There are combo setups and team-based moves that I only have the smallest understanding of. This is a game that significantly rewards dedication to its systems with a deep knowledge about how to manage it all.