![]() All three of them are really cool! I like Mavelle and Phia equally, but storywise, they seem to be a set with Ashlay/Ioshua and Cyuss respectively, so I usually choose depending on who I recruited earlier. T'nique is a lycanthrope who can turn into a werewolf during battle. "different" weapon (fights using floating orbs). Mavelle is the most unique/interesting, with pretty strong physical attacks and a very. I would never use Ioshua and Ronyx at the same time, so maybe factor that in when deciding who you want to use in battle. Out of the mages, Ronyx is a pure offensive mage (Black Mage), Ioshua is a mix of healing and offensive magic (Red Mage), Millie is a pure healer (White Mage), and Erys is also the Red Mage archetype. I just think a grizzled army vet from the worst war the world has ever seen with only one working arm is cooler than big tough guy Cyuss (although Cyuss is much lighter and more fun than Ashlay is). Spellcasters only work like this if you control them directly otherwise, they have access to their entire arsenal of abilities, although you can turn their spells on or off in the menu.Ĭlick to shrink.I personally prefer Ashlay over Cyuss, although they both provide interesting backstory to the world. Physical attackers need skills assigned whether you are controlling them or not (as far as I can tell). If you use each skill a certain number of times, it will become more powerful. ![]() Characters have two skills assigned to the L/R buttons. You can hit up to three times in succession for a normal attack. Also, experiment with what physical attackers you like to play as.Įdit: Also keep in mind combat and item creation skills share the same SP pool, so you might want to designate certain characters for certain professions, or choose to focus on a certain element of combat with a certain character, etc. In short, level your skills, micromanage your spellcasters and don't play as them, and level up the techniques you like to use. Some non-combat skills affect combat as well, such as Knife, which is used for cooking but also raises STR. The combat skills affect, well, combat, and can range from power bursts to increased defense to increased evasion to even sometimes teleporting directly to the enemy if your skill is a high enough level. These are labeled Knowledge 1, Combat 1, etc. ![]() Spellcasters only work like this if you control them directly otherwise, they have access to their entire arsenal of abilities, although you can turn their spells on or off in the menu.Ī big chunk of the combat comes from the skill system, which you'll find in skill stores across the game. I'm enjoying this.Ĭlick to shrink.You can hit up to three times in succession for a normal attack. It's simple, it gives justification for magic and swords and caves and monsters while also having spaceships and lasers in the same game. Hoping it turns around.īut I like the Star Trek-inspired mashup of evolved sci-fi species helping out some lesser fantasy-inspired planet solve a larger threat. Skills aren't additive or helpful to utilize beyond your simple 3-hit combo by any stretch, so until a boss or a real threat emerges to truly prove an actual combat engine exists, its by far the weakest link. It feels like I recall Star Ocean 2 playing, but in two hours there has been zero need to do anything beyond mash attack and trade blows. Combat is mashtastic and probably the least compelling reason to play this. Getting off that high horse though, the game is fine. Problem arises and you are immediately tasked with sussing out a solution, not emphasizing the problem and its roots too deeply. The storytelling isn't deep and is riddled with logical pitfalls, but it moves. I'm reminded how quaint, simple, but effective 16-bit jRPG's could be with this. It's been an issue in many jRPG's as of late. There is a lot to appreciate in DQ11, but it also felt like a drag simultaneously when it came to narration. The opening mountain climbing ceremony was chock full of excessive gamesplaining, the castle trip and mystery, and so on with every step of the journey. To compare, DQ11 kind of threw me off given how much it felt like it was wasting time over-emphasizing or embellishing plot elements for little justification. I think what I'm enjoying most is how quickly it moves. Famicom version waaaaaaay back briefly, but have played and enjoyed SO2+3, but this is my first proper play of SO1. ![]() About two hours in so far and quite enjoying it.
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