The gameplay is fairly straight forward and will be familiar to any strategy game player: You order
your characters around a battlefield, trying your best to flank them and get off shots before it's their turn.
- you can manually maneuver
your characters around the battlefield - if you have an energy wave that shoots forward in a straight line, you can now move into the best place to strike - environments you visit in The Lost Sphear will offer more diversity when compared to I Am Setsuna - the world is composed of different cultural regions - one is based on machinery, while another is focused on magic - the imagery of the moon is still a consistent visual theme tying the game together - the team is aware I Am Setsuna's skill system created problems for some players, and it is working to tweak it here - the game will have inns where you can rest to restore your health and magic - there are more unannounced features to be revealed
Not exact matches
Last but not least for this section, the Weapon Triangle also shows it's face, which means while it's all well and good using the same
character over and over again, it's not when you're on a tough to beat level and you insist on using a unit that is weak against the unit you are fighting like using Chrome against Hinoka, or Cordelia against Takumi as Archers can take down fliers in no time at all, but I have to admit, there really is nothing quite like flying
around a
battlefield, waiting to strike on an unsuspecting victim, even if that victim is an archer.
You can have your
characters take cover behind the well - known brick blocks so that you don't get hit, and there will be warp pipes
around the
battlefield (that have been given the Rabbids flair) that you can use to get
around and flank your targets.
Additional Mario - themed elements like sewer pipes that transport you
around the
battlefield and chain chomps that take a bite out of the nearest
character offer more wrinkles to the gameplay, and reinforce Kingdom Battle's unique identity.
Normal combat requires the player to hack and slash foes, while balancing out magic and allies, while another mode put you in on the
battlefield, controlling a squad of melee soldiers and a squad of ranged soldiers, who you could actively rotate
around your
character.
This strategy can be used to quickly jump
around the map, or even to take down tough bosses by thoughtfully placing
characters at strategic positions on the
battlefield.
EA wasn't fooling
around when they tapped DICE to handle this, even if the modes offer a completely different look and feel can give gamers a sense of disconnect between the two, as the
character models, weapons, environments, and what not, have that «
Battlefield «look and feel to them.
Child of Light makes a few changes to the basic Grandia system — you only have 2
characters at any one time (Grandia had a 4 person party) but you can swap
characters in and out mid-battle with ease, there is no positioning aspect (in Grandia, allies & enemies moved
around the
battlefield & different attacks had different ranges & areas of effect), ALL attacks can interrupt enemies (in Grandia, only specifically marked interrupt abilities did this), and you have a firefly friend who can slow enemies down.
Judges are neutral
characters who wander
around the
battlefield, enacting laws prohibiting the use of certain elements or weapons, making players switch up their strategies on the fly.
Last but not least for this section, the Weapon Triangle also shows it's face, which means while it's all well and good using the same
character over and over again, it's not when you're on a tough to beat level and you insist on using a unit that is weak against the unit you are fighting like using Chrome against Hinoka, or Cordelia against Takumi as Archers can take down fliers in no time at all, but I have to admit, there really is nothing quite like flying
around a
battlefield, waiting to strike on an unsuspecting victim, even if that victim is an archer.
Well, your
characters will move
around the
battlefield to carry out their attacks, causing their formation and positioning to change every turn.
Players will run
around a
battlefield as the most badass
character in the conflict, swiping down hundreds, if not thousands, of insignificant enemies while completing sub - and main - objectives littered
around the map.
Playing as each of the different Locust
characters feels different, too, as some of the bulkier classes move
around the
battlefield sluggishly and rely on powerful melee attacks to take out opponents.
The core gameplay in Anomaly 2 remains practically the same with you controlling a human
character you can move
around the
battlefield while your squad moves along a path you select.
The enemy will not just sit
around the
battlefield waiting for your
characters to wander into aggro range or trigger a script — the AI will actively maneuver and seek out ways to get at your most vulnerable
characters.
Moving on to exclusive features of the PS4 version, we see the battle system, which includes two different styles: the free movement mode that lets
characters move freely
around the
battlefield, and the auto camera battle that gives the turn - based fights a more cinematic look.
There are a handful of other battle enhancements, including some unusual new playable
characters: Juno, a magician who can travel
around the
battlefield as a ghost if she dies; and a member of the antagonistic Dredge, who joins your party in opposition to their race.