![]() ![]() Then, when the indicator changes, releasing the button prompts an animation that gives the character a chance to initiate an attack or special attack on the enemy. Instead of incorporating a more sensible dodge and/or counter for the player-controlled character, someone thought it would be a good idea to make the player stand still and charge a button. Basically, “Blindsiding” an enemy is like a fancy dodge/counter. Each character’s Blindside animation is different. If you like changing up your gaming experience and controlling different character just for fun (though you will for necessity’s sake at times also), this is even more true. The new Blindside mechanic is a whole different beast that definitely takes time to practice and master. One of the only good things I have to say about this game’s AI setting is that characters will go into Rage on their own and make themselves useful. Unless your idea of fun is constantly swapping between characters set to “Manual” to keep them from getting the boss to Rage status within the first 5 seconds of a battle. It is also nearly impossible to strategically stop them from doing so. Bosses LOVE to Rush and pound you when they do so. Keep in mind enemies have Rush capabilities as well. When it reaches 100 you can activate it, causing the character to do more damage and if you’re controlling said character you can initiate special moves that do a metric crap ton of damage, especially if another character joins in on the fun. As the characters do damage to enemies or receive damage, their Rush increases. The Rush Gauge is your typical rage/limit/overdrive meter. There are plenty of new battle aspects Star Ocean veterans will have to learn, mainly the new Rush Gauge and Blindside mechanics. I’m one of those people who needs time to absorb and learn new information and would rather be shown and taught different elements of the battle system over the course of my journey. While I don’t dislike tutorials, I dislike it when a game teaches you everything it’s going to teach you in the first half an hour. One of the first things you do when beginning TLH is partake in a battle simulator/tutorial. And, more than TTEOT, I felt completely overwhelmed with the game’s enormous scope and layered battle system at the onset of the journey. Between the sound effects, skills, battle system, and overall atmosphere, I knew this was a Star Ocean game through and through. From the story, to the large cast of characters, to the large maps to explore, to the layered battle system, to the post-game content, there’s enough to keep me busy on this blog post for a while.įor those of you familiar with the Star Ocean games, I am happy to say this entry preserves the overall atmosphere of the previous installments. The Last Hope has a considerable amount of playable content and things to rant (I mean write ) about. This entry is written as a prequel to the rest of the Star Ocean games. Especially since I did enjoy my time with Star Ocean: Till the End of Time (minus the whole “Deux-Ex Machina” crap in the end) back in the PS2 days. Considering my old love affair with JRPGs and the considerable lack thereof in this generation of gaming, I’m shocked at myself for not picking this game up sooner. I realize I am a little late to the party with this game. ![]()
0 Comments
Leave a Reply. |