Sentences with phrase «of battle system»

At this point, I'm fond of the battle system but would have to spend more time with it to gain further understanding of the magic and weapon options.
One key component of the battle system that instantly won me over is how all of the protagonist's abilities complement one another.
For those who have experienced the real - time battle system sported in Crisis Core - Final Fantasy VII -, you'll be instantly familiar with the inner workings of the battle system for Final Fantasy Type - 0 HD.
The main point of the demo is to experience a preview of the battle system (which they also mention will feature a level - up mechanic!)
While many people were big fans of the battle system, the first thing that you are going to notice about this game is how beautiful it is.
Even without the ATB, the importance of speed was still very much at the forefront of the battle system in Final Fantasy X. Commands could be executed without the pressure of time but rather, how fast the characters are, the kinds of spells that have been cast and other general conditions.
I particularly liked the power up animation as Marty charged up like he was a saiyan in Dragon Ball Z. On the other side of the battle system, defending is a key to survival.
Drawing a majority of the battle system from Shin Megami Tensei with a turned based system with characters and enemies having strengths and weakness to balance and exploit.
- Understandably due to the early version of the battle system the animations are pretty choppy, but there's also very little sense of impact and the slice's «chop» noise sounds a little... flat.
In the next dev blog I plan to dig a little deeper into the inner workings of the battle system itself.
So here we are, with the initial framework of a battle system in place.
A complete redesign of the battle system was out of the question, so I went with what I thought looked best.
This is a complex game, and even in my short demo session, I could feel the strategic implications of the battle system blossoming in my head — a nice sensation.
It was one of those face palm moments — a moment so strong I wanted to call up the developers and ask why they thought this type of battle system was a worthy choice for the game.
A lot of aspects of the battle system seem half - hearted; if Hitmaker had given the player some options or even the ability to customize the characters in some way, it may have added a little oomph to the gameplay.
The game desperately needed one, not only to explain how to use certain elements of the battle system, but also to explore how the parts all fit together in the overall scheme of things.
They're not major, and have mostly to do with pathfinding while sprinting (an artifact of the battle system).
This video covers the first chapter of the game and does a great job showcasing the basics of the battle system while giving a quick tease of the story to come.
I think it works better in games where system limitations are obviously present but if developers can find a way around it they should go with something more real time... Anyhow, this game would have been a lot better if it played a bit similar to how Tales of battle system works.
Although the tutorial part of the Platinum demo glosses over some of the battle system's more sophisticated elements - such as the Warp attack which lets you hit enemies from a distance are nevertheless present - there are a wide selection of magic attacks.
A major part of the battle system is about selecting the right Digimon for each battle.
Speaking of the battle system first, there is nothing revolutionary here — it is menu driven and straight forward.
There is plenty of interesting banter between characters and instead of a battle system, gamers play poker.
So, with the rudimentary basics of the battle system implemented, I decided it was time to go back and reimplement the overhead map portion of the game in the new engine.
So you think Final Fantasy is as big as it is today because of the battle system and not it's ability to tell a story, create a world, and a usually colorful cast of memorable characters?
Meh, not a huge fan of the battle system.
Explore and learn new techniques as your level increases, witness a new type of battle system for online gaming.
Enemy designs and 3D dungeon designs will be the two main things I can show until we get more music tracks and a really cool preview of the battle system ready to roll.
Paris Games Week is just a gift that keeps on giving, as we can now see a brand new direct feed look at Type - 0 HD, showing off a big chunk of the battle system as well as a number of characters from the game.
Another weird aspect of the battle system is how it emphasizes your trainable monsters over your main characters.
It can take some time to adjust to the speed of the battle system, but even its pace offers opportunities to develop tactics that take advantage of multiple Blades and various character builds.
My absolute favorite feature of the battle system is the rolling HP meter.
By the time felt like I had the basics of the battle system down, I proceeded to farm it as much as I would in a standard JRPG, and in a way I guess you can call it that, a JRPG.
In terms of the battle system, while it's overall very strong, the weaker enemies DO bring some of the game's more repetitive features to light.
I was having a brilliant time with Romancing SaGa 2 before the glaring issues of the battle system came to light.
With this sort of battle system, no two matches will be the same and it will take your ability to strategize, your skill on the ground, and your ability to think on the fly to win each match.
The combat doesn't get off to the same blistering speed as the story does, as the game spends the first ten or so hours slowly feeding you the basics of the battle system and this is a good thing, as throwing the unique and complex mechanics at once could've been too much to handle for some.
While the demo was early enough in the game that I didn't really have to rely to heavily on the depth of the battle system too much — I actually dragged out one battle about six turns longer than I needed just to see how high I could boost my damage with the Style system and a well - timed buff — the potential for exciting encounters down the line is clear.
My only real criticism of the battle system is that the post encounter experience distribution is a little uneven.
The mechanics of the battle system include «EX Revenge» and «Assist.»
The increased pace of battles was appreciated, with several reviews describing it as «thrilling»; [13][111] Edge's description of the battle system summarized it as «among the genre's finest».
It's easy to learn the basics but mastering the nuances of the battle system can take a while since it is better to just go with the flow and not over-think things.
To finish, a new video of the battle system against a boss with a WIP cutscene before, there are still a lot of bugs that we are working hard to fix and things to improve!
The news screenshots feature some shots of the battle system and some very over-the-top summon animations.
These moves are not just extra fluff added to the battle system, but rather the core of the battle system towards the end of Normal mode and a necessity on the higher difficulties.
Unlike previous titles of the franchise, this new entry isn't quite as simple in terms of the battle system.
- one that increases the damage dealt by attacks taking advantage of elements of the battle system - one that increases the speed of attacks (equivalent to Chrom's Spatha, previously available only via the Chrom amiibo)- one that increases all stats, except movement speed (equivalent to Tiki's Tear, previously available only via the Tiki amiibo)
PLANNER Battle Planner Duties: · Preparation of proposal and specification sheet · Planning, design and construction of battle system · Planning, design and construction of character growth system Under the above specification, AI setting of character and enemy Qualification requirements: Those who can understand and understand specifications and progress of other sections, and can plan, design and build battle contents
There are more aspects of the battle system such as spells that gradually recharge, elemental weaknesses, status ailments, etc..
The evolution of the battle system from I am Setsuna means you can now freely move around in the battle field and this lets you strategically position your party around the enemies so you can take them down as quickly as possible while receiving the least amount of damage from them.
a b c d e f g h i j k l m n o p q r s t u v w x y z