"Random battles" refers to unexpected or unplanned confrontations or disagreements that occur unexpectedly or without any specific reason.
Full definition
I'm glad I got it so this type of game can be supported, but I don't consider 2 hours
of random battles for 10 minutes of dialogue a fair trade off.
Featuring a stellar international cast, and told from the perspectives of both sides, it is a fascinating look at the massive preparations, mistakes and
random battles in history.
The general idea stays the same and you'll still level up
through random battles, purchase gear and complete small quests.
I'm an advocate
for random battles disappearing entirely in favour of visible enemies, so this is a worthwhile change.
At it's worse, by the time the screen has fully faded in from the battle, it'll already be fading out to a
new random battle.
As there are so
many random battles though, I was pleasantly surprised that there is a tactics option that really helps power through battles quick so that I could continue on my journey.
Most random battles aren't all that interesting, due to the very low difficulty level and the glacial combat pace, with things moving too slowly even at the highest possible battle speed.
If you don't mind tapping through menus to grind for XP, or having your exploration interrupted
by random battles, then I reckon you'll enjoy it.
No
extra random battles are required and no DLC is required, so in my opinion this is far away from grinding.
There's a high abundance of
random battles along the way too, which is only to be expected for an aging game and perhaps even embraced by many an old school gamer.
Explore mode opens out
random battles if you need to acquire more cards, but is grind heavy and not for everyone.
Had Persona 3 included such a feature I probably wouldn't have given up after losing the better part of an hour's progress to an ill -
timed random battle.
You start off extremely weak but over time (and
many random battles) you gain strength and become powerful!
While purists and traditionalists may be turned off by this admittedly large alteration, it does defeat the stop and go interruption of
random battles as well as creating a more cohesive and realistic experience.
You'll also get caught up in
random battle encounters while you're out exploring, plus there's treasure chests to discover and weather conditions to be aware of.
For fans of Pokémon lore this is a very neat and interesting look at Pokémon from all generations just existing in a world that isn't strictly built to get
into random battles and fight.
He doesn't carry the same scythes the whole game, but rather upgrades to higher tier ones as they drop
after random battles.
If you're a seasoned RPG veteran, I highly recommend playing on King difficulty with the encounter rate set to Low — not only will this ensure
random battles occur at a more comfortable rate, but it will also ensure those battles are more challenging (since the lower number of them will mean less leveling - up along the way).
I eventually determined that the way it
did random battles was, apparently, at the conclusion of your last battle, it calculated a random number which would be the number of steps until your inevitable next «random» battle.
There are enough
random battles between save points that you're always in a bit of danger of running out of MP to keep everyone patched up, which I suppose is a good thing when I'm writing about the game, but fairly unpleasant when I'm playing it.
Most missions tend to play out in a predictable way — do a small amount of investigating, run around
fighting random battles in EDEN, then tackle a boss or Domination Battle.
Your first prayer will cost 100G earned through
random battles on the battlefield, and each subsequent prayer will add an extra 100G to the previous price.
Like any RPG you'll gain levels
from random battles, and you'll meet new characters that can help you along your journey.
I «m pretty sure if you
added random battles to the equation, I wouldn't have been able to handle it.
This new map introduces the new Holdout sub mode into the Survival mode and drops players into a new
random battle location each and every wave.
All this is coupled with one of the era's best soundtracks, and a freewheeling combat system that abolishes
tiresome random battles and amps up the turned - based action.
This is especially frustrating
since random battles tend to be unforgiving, and there is no way to revive fallen allies outside of towns until the game is nearing completion.
This is especially frustrating since
random battles tend to be unforgiving, and there is no way to revive fallen allies outside of towns until the game is nearing completion.
While random battles can sometimes drag on just a little long for my liking, bosses are immensely satisfying, and the game is still very nice about letting you pace yourself with its content.
There may be a peppering of long in the tooth
JRPG random battles as you walk through the streets.
I never thought I'd see the day a Final Fantasy game included online leaderboards and social media functionality, but didn't allow you to
grind random battles in order to level up your team.
None of this changes the key thing for me: I dreaded entering every
single random battle in the game, bar none.
Like in those games, you progress through the game as you travel around the World Map, encountering
random battles out in the wilderness, going to shops for information and equipment and magic, and roaming through dungeons to encounter boss fights and find key pieces of story information.
Although you have the standard turn -
based random battles, Suikoden II also has some larger scale battles.
Other changes, like the lack of
random battles also are structured toward this goal, but on a more tangential level.
While the graphics and music may not be the most ideal, Square Enix makes up for it by
removing random battles and improving quality - of - life.
Personally, I like the freeform battle system as opposed to a rigid turn - based design seen in many JRPGs as well; this probably stems from my lack of patience and interest in
repetitive random battles, as well as typically favoring western games.