Not exact matches
After a brief detour into trans - dimensional platforming with Wii's Super Paper Mario, which eschewed many of the role - playing trappings associated with the franchise for a more streamlined design, Sticker Star embraces its RPG heritage, placing a renewed emphasis on
item management and turn - based
combat.
This is the largest Zelda game to date that features a robust
item creation system, an awesome
combat mechanic and a weapons system that is new to the series in which you will find hundreds of differently leveled weapons that will deteriorate and fail
after using it for a certain number of hits.
- Ophilia and Cyrus have been announced as the last two playable characters - Cyrus is a scholar working at the royal university who is an incredibly curious and knowledgeable person - Cyrus» Path Action is «Explore» which lets him find out hidden details and information about other characters - during
combat, Cyrus can reveal the weaknesses of enemies and exploit them using fire, ice and lightning magic - Ophilia is a priestess and her Path Action is Lead, which allows her to guide characters to certain places by having them follow - in
combat, she's a classic white mage - type who can heal allies, buff their stats and use light magic to attack the enemy - Ophilia can also call upon the character she's guiding to aid her in battle - character's special abilities are called Talents - Olberic can take hits in place of other characters in battle - Primrose, like Ophilia, can call upon the character she has charmed and have them aid her in battle - Tressa can sometimes find money simply by walking around the overworld - Alfyn can mix
items to damage enemies or heal allies - Therion can unlock treasure chests - H'aanit can capture beasts during
combat - your active battle party can consist of four characters, but you can swap them out with the other four characters at any time - even
after you've met up with the other playable characters, you can still pursue each character's individual story - you do this by making them the «main» character of your current party
After combat is over, you get experience, possibly an
item and may level - up.
There's also no equipment, and health and MP are fully restored
after combat, making it entirely possible at least on normal difficulty to get through the game without using
items at all.
After players have grown used to the new combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous game, which is the by - product of the revamped equipment system and the fact that you never need to heal outside of combat; your party is automatically restored to full health and status after every encounter (except for a few gauntlet - style fights) without demanding any consumable items from your inven
After players have grown used to the new
combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous game, which is the by - product of the revamped equipment system and the fact that you never need to heal outside of
combat; your party is automatically restored to full health and status
after every encounter (except for a few gauntlet - style fights) without demanding any consumable items from your inven
after every encounter (except for a few gauntlet - style fights) without demanding any consumable
items from your inventory.
Item attacks are now introduced which add a ranged
combat element along with the new bounce feature resulting in players no longer being able to tech roll
after a knock down.
While some of them stack, others aren't just useful for a short time
after they're gained, but can be implemented in
combat and searching for hidden
items and upgrades throughout the experience.
These came in the form of
item descriptions and small amounts of dialogue from NPCs, this allowed those that were
after just the game play with out much of a story line (not that it was without its story driven progression) to focus more on arguably its most renowned feature, it's
combat system.
Unlike many MMORPGs,
combat is not
item - centric where players must worry about equipping tons of healing
items to use
after each
combat instance.
You can find these
items scattered around the places you go or
after defeating enemies in
combat.