Thanks to this threadhttp://www.neogaf.com/forum/showthread.php?t=900371http://www.neogaf.com/forum/showpost.php?p=131386901&postcount=8http://www.neogaf.com/forum/showpost.php?p=131434958&postcount=129
I've got a much clearer understanding on how the battle system may work.
Basically in traditional FF and KH combat systems players used battles menu interfaces and the O/A buttons to control what commands they could use. In FFXV this is replaced and done though positional movement and the deck system.Preparations:
Before the battle start players will assign abilities and whatnot that they want to use on the Deck system (think of it as slots where attacks etcs can be equipped) and have their priority set through what order they were placed in. For example theoretically a simple deck would be something like this;Deck1:
More importantly however is that these 3 actions will have a set range and condition (Noctis' proximity to his target) in which only they can be activated. In this case the Sword will only be used when Noctis is close to the enemy, the Gun when he's a short distance and the Spell when he's far.
So the deck will now look something like this:Deck1:
|Sword (Short)|-|Gun (Mid)|-|Spell (Long)|
Now here is where everything really comes together:
So now when you get into actual battle, you will first pick a target(s) (probably through R1 or L1). Once done whatever Noctis relative position to the target at the moment will determine the kinds of actions you can take. So if you what to get up close strike, simply move Noctis there, hit "O" he will take out his sword and strike. Similar if you want to engage at distance just move him back a bit and hit "O" and he will shoot with gun. Same thing with the spell just further back.
None of these actions are random as you can see, the A.I is only prompting the actions yourself have chosen to set, which is displayed through a kind of invisible menu. It's player decision on whether that current command it's used or not. So it's actual no different then picking abilities from a battle menu yourself, but instead using the D-pad on a menu to pick and chose, you use your movement to do that. Now combine that with unique animations and properties for various abilities and I think you can now see where strategy and combos will come into play.
Like say your fighting a difficult boss with powerful short melee attacks on top of having a specific weakness you can't hit with close weapons like swords or axes.Deck2:
|Sword (Short)|<|Axe (Short)|-|Boomerang (Mid)|-|Spell (Long)|
(BTW, "<" means that these two commands are part of string you can do)
However on your deck you have two ranged type commands set in; boomerang and spell. Boomerang is mid-range and the Spell, long. You want to combo these two skills into each other for maximum efficiency. The boomerang's animation has a part where Noctis will step back after he throws it and that will be just far enough to where he can follow up with a spell directly. Which can be done by moving back a bit and pressing and holding the "O/A" button. The boomerang with also have the bonus of striking any other targets in it's immediate trajectory.
So ultimately, with this system you don't actual have any less control your over you characters then you had in the earlier games, it's just a different more evolutionary form of it. You can likely also configure Noctis utilize any kind of play-style you desire, such using two-handed swords only.
More importantly unlike FFXII and Xenoblade, movement here truly matters because it determines everything you can do, which makes for much more involved game.