Again, you can take some of the pressure off by activating Easy Mode, which is done by pressing the Y
Button during a battle's introduction, but this doesn't dumb down the punishing A.I., instead primarily giving you extra health to better survive enemy attacks.
If you ever forget how to beat out a particular command, you can hold the Select
button during battle to have all available commands displayed at the bottom of the screen.
Game system bug fixes Fixed the bug where players are unable to send messages via the Communication
button during battles
Not exact matches
-- Features several new monsters — Subtle improvements and embellishments — 1080 native — Rextextured rather than rebuilt in HD — Improved loading times — 50 % more content than Tri — Most of the new content comes from the upper levels of the game like the G class quests — New monster: Brachydios — Brachydios is like a cross between a poisonous rhino and an extraordinarily aggressive, volcanic T - Rex — Brachydios enjoys slobbering explosive neon - green saliva all over its stumpy arms and then pile - driving you into the ground with them, leaving a residue of slime wherever it treads — Brachydios will go into rage mode after you hit him a few times and the green nodes on his head start to glow read — Expanded monster stamina system in Ultimate — Can more easily see when a monster is weakened or hurt — Monsters tire out more visibly — AI companions Cha - Cha and Kayumba can be used in single - player — Cha - Cha and Kayumba sing stat - boosting songs and have the odd stab at a monster
during battle — The two are mainly used to distract the monster's attention — GamePad shows map — Mess around with your inventory on the GamePad as well — Target
button in both versions lets you actually lock on to monsters
The basic attacks are simply executed with a
button press and you can try to attempt to control the flow of combat
during some of the
battles by issuing commands to your party members, however the game isn't exactly difficulty enough except for some boss
battles so you can breeze through the majority of the game just keeping with the default party AI.
During the strategy RPG
battles, and there are visual cues for when to press the X
button for critical hits.
This could get repetitive quickly if we were forced to play with just one character but we can keep a party of four main characters that can be switched at any point
during the
battle with the press of a single
button.
During battles, attacks are mapped to the face
buttons while vectors can be quickly accessed with the D - pad.
What does help alleviate the time
during battles though is the ability to repeat a character's actions, or even the entire party's to save you rapidly pressing the select
button, just to get the
battle over and done with as quickly as possible.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke
during on - foot exploration or navigating between menus whilst
battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain
buttons have different contexts.
While you do have plenty of skills at your disposal, which are upgradeable by collecting currency
during each chapter, you can pretty much win most
battles by mashing
buttons.
The mass amount of enemies throughout did not slow down the game in any way and they all kept me interested throughout the countless hours of
button mashing
during the
battles.
Targeting is handled with the shoulder
buttons, and is fairly competent to the point where I have to wonder why anyone would bother with the Circle Pad Pro — which just complicates things as I never had a problem with the camera
during battle or exploration without it.
During battles, whenever a status effect is afflicted, you can press a
button to see exactly what it is and what it does at any time.
The Triangle
button has been updated to act as a contextual action
button - used for opening chests, talking to people, and also activating abilities
during battle such as Sonic Blade - while «Summon» menu option has been moved to the menu slot that was once used to perform these actions.
Also,
during battle you can still press the A
button to perform say an extra jump or defend an attack like previous titles.
Players plot orders for their armies
during their turn, then when they hit the End Turn
button, the armies start to move, and if opposing forces meet, a
battle occurs.
During battle, you control one character, while the other three are AI controlled, you have two different types of attacks, normal physical attacks with the X
button, and Artes based attacks with the O
button, which uses up TP (Technical Points.)
Special
button combinations can be utilized
during the heat of
battle to execute more powerful moves, though relying on the most basic attack seems to be the most efficient tactic.
There will be moments
during the
battles where some maneuvers will command the player to respond with successive timed
button presses.
During battles, users can tap
buttons to attack enemies or dodge oncoming attacks.
This includes specific weapons being mapped to directional
buttons (a feature based on player feedback from the demo), along with special commands that players can issue to Noctis» allies
during battle that range from marking enemies as warp - points to stunning them with flares.
Players must make well - timed
button presses to enhance their performance
during battles and challenges.
Whilst I'm on the subject of boss
battles, quite why the dev team felt the need to put
button prompts for simple actions on screen
during one of the final fights in the game is absolutely beyond me.
It can make a big difference
during tight
battles and also encourage players to steer away from simply
button bashing their way to victory.
The rules of
battles are quite simple on paper, since you can freely move any of your units
during your side's turn, switching between them with the L and R
buttons, so long as they're within a designated movement area.
During every
battle, you can call up to two assist characters and pull off last minute escapes with a
button catered to evasive maneuvers.