The Dissidia NT beta is a cruel reminder that I stopped playing the original PSP game a long time ago. You might remember Disposable Media covering the game’s announcement back in June, and at the time the details of the Dissidia NT beta hadn’t been revealed. However, colleagues in online communities helpfully shared links when beta sign-ups became available. I’m not someone who signs up to every beta going, but as a fan of the first PSP game I liked the idea of getting an early look at this new entry in the Dissidia series. Luckily, at around 11am this morning I received a confirmation email and download link for the Dissidia NT beta, so what follows are some initial impressions of the game.
The Dissidia NT beta lets you view a tutorial, practice against AI or jump straight into matchmaking. Since it had been a while since I last played the game, I looked at the tutorial first – it opens by fading in the controller layout (annoyingly, it automatically fades out so you’d better burn that controller image into your mind when you can) and then proceeds to show numerous captioned videos that explain the various techniques. Triggers target foes, bumpers guard and dash, circle jumps, square and cross handle bravery and HP attacks respectively and triangle (when pressed with an analogue stick direction) performs special EX skills that are governed by cooldown gauges and selected when picking your character. You can also vote on a summon for your team – each one comes with passive perks (whilst unsummoned) and active perks (whilst summoned) and there are seven to choose from. Think of it like the grooves in Capcom vs SNK or the Infinity Stones in MvC Infinite, but for the whole team.
Lobbying and battling in the Dissidia NT beta
The lobby system feels a bit rough, but that’s to be expected in a beta – there’s lots of waiting for a match to initiate, sometimes I wasn’t sure if the lobby had broken or not, and attempting to back out could sometimes result in the game failing to respond to your button presses. On a more positive note, the presentation of the lobby is tidy – it shows both teams, the characters the loadouts, the summons and the battle location. You can also chat to others by selecting preset messages, which is a thoughtful inclusion.
When you’re finally in a match the battles are fast and flashy, and it’s a harsh learning curve at first. The Dissidia NT beta showcases traditional Dissidia gameplay; that is, using bravery moves to boost your attack power, and then cashing it out for big damage. (A nice touch is being able to see how much damage you’ll do at your current bravery level, indicated by glowing highlights on enemy health bars.) However, until you learn to use dashes effectively and jump cancel out of animations, you’ll be cornered and pounded by attacks in moments. Movement plays a big part in the Dissidia NT beta, as you want to get out when you’re on the ropes, but a stamina bar prevents continued dashes. Even when you’re on the offensive, some attacks can take a while to come out and so if you try and go in on someone without checking your surroundings, their allies can sweep in and stop what you’re about to do. The most bizarre elements of the initial learning curve come from the strangely sluggish startup of certain attacks and the equally slow recovery after each knockdown, although you quickly learn to jump cancel… and often with the PSP game there would be a trade-off between speed and damage, so it’s probably worth experimenting with the roster. Besides, the strongest attacks are never free – you have to work to get the opportunity for the big damage, and if you’re the one on the receiving end of that big damage then you deserve what’s coming to you.
Picking and choosing in the Dissidia NT beta
Where general fighting game box ticking in concerned, the roster in the Dissidia NT beta features 14 characters – each from the first 14 Final Fantasy games – and whilst playing online I didn’t really see any single character dominating. How much of that is due to players experimenting with the cast of characters, or the game being genuinely balanced, remains to be seen. With this game being released after Final Fantasy XV, I have to wonder if the developer will look into DLC in the future.
Dissidia was a hard game to get into back then, and going back to it now hasn’t been easy. Players have to get out of the fighting game mindset of wearing down an opponent’s health bar with a series of blows, and instead pay attention to bravery values and work towards doing significant damage – or preferably taking someone out – in one strike. There’s a lot of visual information to help you figure out when this is possible, so the game does a lot to inform players, but you still have to adjust to that ruleset. Even so, there’s still nothing else out there quite like it, and it just makes determining the next big thing in fighting games even trickier – this, Marvel, the new Arika game and DBZ all look excellent. As always, if you’ve tried the Dissidia NT beta and would like to share your thoughts, leave a comment below.
Dissidia NT is coming to PlayStation 4 in 2018

