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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Feb 15, 2014 12:38 am Post subject: Lightning Regurgitates |
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Is anyone going to try this out? I might, when I get a new PS3 for DS2.
I've read a couple of reviews that describe the game as achieving an imbalanced balance of oddness that would never fly nowadays in a spotlit S-E title, and I'm curious what the reasons for this are, aside from silly costumes in the midst of a dead-serious story. If that's all -- well.
The way battles work sounds interesting, though. How much of that is a consequence of the mechanics, and how much is just "Oh, huh, it's closer to an action game" is hard to tell from words alone. If it's enough to sustain a JRPG where you're only ever using one person to fight, and where the story is almost certainly not worth trying to understand, that's a bit commendable. Right? Maybe?
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The battle system doesn't much resemble that of FFXIII and FFXIII-2; those games saw players issuing general commands to a party of warriors with a hands-off approach, whereas Lightning Returns is almost like an action RPG, with Lightning fighting (mostly) solo in real-time against groups of enemies.
Most importantly, Lightning Returns retains the "Stagger" mechanic that causes effective attacks to greatly weaken an enemy and leave it temporarily vulnerable. It works much the same way here, except that while you're pushing an enemy toward its breaking point, you're also forced to defend against its attacks (and those of other foes), and defending draws on the same pool of action points as your own attacks.
The switch to an action-RPG style creates surprising new dynamics for familiar enemies. Some work like you'd expect; those armadillo-like creatures with nearly indestructible shells once again require you to stagger them with magic so their armor shatters and leave the tender creature inside vulnerable to melee strikes. But others, like the bizarre Flanitor slime-monsters that prioritize healing their allies above all else, allow you to use their behavior against them. The emphasis on proximity and positioning in combat means that when they start clustering together to cure their companions, you can blast them with an area-of-effect spell to make short work of them. By mastering the timing of Lightning's skills, you can interrupt or evade enemy attacks, too.
Crucially, healing for Lightning herself comes at a premium here. There's only one curative spell, which exists outside of your standard powers and draws on a separate pool of resource points (EP, which also allows you to do things like freeze time, warp across the world instantly, and more); and you can only carry six items at a time to begin with, which includes curative, resurrection, and stat-affecting supplies. |
Should also point out that this has the wildest track for a final boss. |
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Sat Feb 15, 2014 1:19 am |
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| Outright enthusiasm seems weird to me too, 'specially considering the two games that precede this. I'm still into the mixture of expansive landscapes + dynamic(er) fights + monster hunts + time limit + Hamauzu/Suzuki/Mizuta soundtrack, just in terms of potential. I guess, personally, it'll come down to how explorable the world and how ignorable the story are. |
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