As with
an RPG after each battle you get to level up your character based on experience earned, putting points into a wide range of stats.
Not exact matches
Paper Mario: Color Splash is a step in the right direction for the series
after the 3DS's Paper Mario: Sticker Star, continuing its shift from
RPG to action - adventure game while also introducing some smart changes to its
battle system.
As with most strategy
RPGs, expirience is gained
after each
battle that will make your heroes and army stronger.
Gil does not come easy in Final Fantasy XV, as unlike most of the Final Fantasy games and other
RPGs,
battles do not always award gil
after they end.
After playing any
RPG for awhile, you really want to be able to settle in and know how to properly prepare for
battles instead of having to learn a bunch of new mechanics so deep into the game.
After running into enemies or commanding your team to attack in order to initiate combat, each character (provided that you first recruit them by completing small side quests for them) has his / her own unique and silly attacks that can be used in
battle — such as how the VP's Mom can scold enemies or the Baker can use pastries, instead of typical Fight, Defend, and Heal commands seen in most
RPGs — which reinforce the game's oddball and charming humor.
Unlike other
RPGs where your character's level is usually high enough
after completing one segment of the game before moving onto the next, Rainbow Moon requires the player to fight additional
battles and enemies to farm XP and Rainbow Pearls, used for upgrading the base stats on characters.
Where many
RPGs have to feign length and content by forcing you to fight
battle after battle with the same enemies over and over again to obtain a rare drop or level grind in order to fight a ridiculously powerful monster, Rogue Galaxy has a downright obscene amount of stuff available for you to do, and it just keeps piling on as the game progresses.
A feature I noticed that I haven't seen in other
RPGs is that health and magic is automatically restored
after each
battle, so you don't have to worry about refilling those gauges when outside of
battle.
Like in any standard
RPG, experience is gained
after winning a
battle, which increases your level
after accumulating enough and allows you to increase one of your stats.
After finishing this, I had three of the four main screens of a classic console - style
RPG: a
battle screen, an area map screen, and a world map screen.
It's not quite as flashy as some other Super Famicom
RPGs, and the plot is fairly typical, but the innovative
battle system sets it apart from practically every title released before or
after it.
Without the standard
RPG option of «revive character, heal at inn»
after every fight, the game's
battles never become irrelevant and you are kept from being able to simply plow through the game carelessly, further heightening the level of caution the game has to be approached with.