While you can run away from
random enemy encounters, I would've preferred seeing enemies roaming around on the map so I could avoid them better.
The reason I mention that this feels like an RPG is because, while the elements of your traditional RPG are there, with
random enemy encounters and turn - based combat.
There are
no random enemy encounters, but with the amount of forced battles you will fight in succession, it's actually far worse at times.
The sweeping narrative grabbed thousands of gamers and made it easy to ignore the game's mindless
random enemy encounters, sometimes - confusing plot and clunky, unfulfilling gameplay.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although
random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
Travel on the overhead world map remains a dull experience, too, as there's still
no random enemy encounters.
Etrian Odyssey IV works on
a random enemy encounter model, with a gauge to help estimate when an enemy is likely to interrupt you, so the game expects the player to use the map - making system to chart out a dungeon in the least amount of steps possible.
Not exact matches
Way back in 2013, the 2001 PlayStation game Dragon Warrior 7 got an extensive Nintendo 3DS remake in Japan that upgraded the entire game from 2D to 3D, added a ton of new content, and updated the battle system to feature visible
enemy encounters rather than
random encounters.
As you progress, you unlock new areas to explore, as well as the abilities needed to fully explore them, dotted with
random encounters with
enemies.
There are no
random encounters either, so you can avoid as much of it as possible if you want by evading
enemies.
Move past that basic set of elements, though, and you start to see the quirkiness that is quintessentially SEGA: old - school combat where you initiate
enemy encounters with
random punks on the street JRPG - style; mini games that involve cooking noodles to the correct hardness and following the rules of the road with passengers in your taxi; and best of all, a ton of missions that just come out of left field, like helping a student cram for his exams by answering questions about physics and grammar.
But again, the real problem is, your choices often feel irrelevant and the outcomes arbitrary — you can lose (or gain) an entire vehicle from a choice in a
random text box
encounter,
enemies ignore your attacks and just suicide run on your MCV, and tactical creativity never seems to be more effective than maneuvering your vehicles so that
enemies crash.
A quintessential RPG from Square Enix Explore a massive, beautifully designed world Battle 250 + different monsters designed by famed artist Akira Toriyama Travel, win turn - based battles, earn items, manage them, and grow stronger No
random encounters — watch as
enemies roam and chase you on the field!
This isn't necessarily a bad thing, however, as the lack of
random encounters means the game's leveling system and
enemy difficulty must be tuned well.
The only negative is that the game uses
random encounters; every few steps an invisible
enemy attacks and you are pulled from the field to an arena to do battle.
These can include treasure dash levels which allow you to grab as much treasure in a level as you can before reaching the end of it, or even
random rival
encounters with
enemies who aren't members of The Order of no Quarter.
Firstly, the girls you
encounter aren't
random nameless characters, but come from a roster of well over 60 girls in the game, spanning all 3 years of high school as well as a handful of teachers and staff, and you'll repeatedly
encounter each of them as
enemies.
Fortunately, micro-transactions are no longer a thing in Asdivine Hearts, so all of the currency you need for the special in - menu Shop can be obtained from special
enemies during
random encounters.
Monsters fill Lemuria, but unlike the
random encounters of early «Final Fantasy» and «Pokemon» games, «Child of Light» presents
enemies that players can see and sometimes avoid.
Helpful NPC's will offer quests that can be undertaken and completed for XP rewards, or players can simply explore, engage in
random encounters with
enemy Grineer, and even participate in mini-games like fishing.
The game would have been better served with specifically crafted
enemy encounters, rather than
random horde rushes.
The
random nature of
enemy encounters made firefights more chaotic, and gave an added element of challenge to the myriad battles you'd fight throughout the game.
Enemies actually appear in the third person segments, meaning no
random encounters.
upon entering a fight (by bumping into an
enemy on screen — no
random encounters here) you are placed into an «arena» type situation — a small section which is decorated in the same textures of the place you are currently in.
In stark contrast to the
random encounters prevalent in most traditional role playing games, hack and slash action games are littered with
enemies that pose an immediate threat the moment you enter a new screen or area.
If
random encounters aren't to your liking, you can purchase equipment that will cause
enemies to avoid you, although walking right up to them will still trigger a fight.
It was also the first to be initially released for a handheld game console, and the first to feature spawning of
enemies, rather than
random encounters.
Also,
enemies can be seen on the map (and in dungeons), which means there are no
random encounters to worry about while exploring.
To start, there are no
random encounters — instead, you see the
enemy on the screen, but you are rarely able to avoid confrontation.
Instead of
random encounters, running into an
enemy in the world triggers a battle reminiscent of Grandia, in which the player takes turns controlling 2 party members against a group of up to 3
enemies.
The Bad: The Brave & Default system that is so good in boss
encounters turns out to be incredibly broken in
random encounters with most
random encounters being possible to beat in a single turn, often without the
enemy taking any moves at all.
There are no
random encounters, when an
enemy sees you, it will run towards the character to attack and the battle will commence.
Some
enemies only appear at
random, though, so in order to unlock certain missions, players must grind through already - completed missions in the hope that they will
encounter the right
enemies.
It's mildly frustrating occasionally — I can't count the number of times I got into a
random encounter with trash mobs, auto - battled, missed at least once, and then had both
enemies curb - stomp one of my demons — but it's made the game a lot more tense.
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.
This means that Wakka has a chance of petrifying
enemies with a single hit, which can be used to deal with most of the
random encounters in the game, as you will still get Ability Points from turning monsters to stone.
The 3DS version includes many enhancements and new features, including two new playable characters, an alternate ending, and visible
encounters (that is,
enemies appear on the field instead of in
random encounters).
Another major alteration sees
random encounters reduced to purely an annoyance at sea — when trekking about an area on foot,
enemies show up on the world map to give you an idea of what you can expect to fight, should you elect to throw down.
Better yet, it's so slickly done that this rarely feels laborious;
random encounters might occasionally draw a weary sigh — and if necessary, they can be turned off completely — but multiplying your attacks lets you slap down low - level
enemies with a satisfying wallop.
Enemy encounters were
random like in Dragon Warrior, but the battle system itself was designed as a top - down turn - based tactical fight similar to the tactical RPG genre we have today.
Keeping with Dragon Quest IX,
random encounters are gone, and
enemies are now visible on the field.
In the game, players could travel around maps and
encounter enemies that initiate a battle sequence, much like
random encounters in older Final Fantasy titles.
As the party traverses the landscape and various dungeons, they will be forced to fight (or, if they choose, flee from)
enemies based on a «
random encounter» system.
Enemy encounters in Dragon Quest Swords are not
random.