Doing this gives you the opportunity to Fast Travel to other activated Forge Towers, thus saving you a lot of time traveling, along with
less enemy encounters along the way.
If SEGA is concerned that the overzealous random battles in the Dreamcast original wouldn't sit well with gamers today, they could opt to base the HD release on the Nintendo GameCube version — Skies of Arcadia: Legends, which featured
less enemy encounters and quicker battles.
Not exact matches
Firstly, the number of
enemies you
encounter is drastically
less in Trinity, with a bigger focus on boss
encounters and team - play.
On a
less positive note, I
encounter some severe inconsistencies with
enemy difficulty.
This means with the limited amount of
enemy variety, we can easily learn the moves and weakness of each of them and this makes each of the subsequent
encounter with them
less terrifying and often feeling repetitive.
It makes combat a lot
less obvious to read on a purely visual basis, and you'll find yourself feeling your way through
encounters without the knowledge that your character has an immediate advantage over an
enemy.
A big factor is that every
encounter plays out more or
less the same way regardless of
enemy type.
The (semi --RRB- permanent damage taken differs with each difficulty level, so on the lowest one, the Way of the Acolyte, you'll start most
encounters with almost full health, while you have to face much
less and weaker
enemies than on the higher difficulties.
Once you figure the game out you begin to die
less and start to enjoy how every every
enemy encounter is a chal...
Some
enemies will regenerate lost limbs, albeit deadlier, mutated variations of them, which means they're never
less than interesting to fight, whilst the bosses are memorable
encounters and look as lovely as you'd imagine, which is to say hideously ugly but technically amazing.