![]() ![]() Preemptive Attack: Player runs into an enemy from the back.When players engages enemies out in the field, three types of encounters will occur: Whenever the party battles, the Battle Bonus Board will start accumulating colored jewels as rewards for accomplishing various skills, and gives bonuses at the end of an encounter. As combat experience increases, the team can achieve higher BEAT bonuses and unlock Action Upgrades. The BEAT System allows the player to enhance active team members' preferred fighting styles through stat bonuses. ![]() Other features include Jumping, and the Blindside system in which the player can evade an enemy's attack and dash behind them, leaving the enemy open to a counterattack by leaving their line of sight. Each team member can unleash special or preemptive attacks by building up their Rush gauges during normal attacks. The main new feature in battle is the Rush Mode. Both ability types require MP to perform in battle, and through usage of SP, their level increases and get much stronger and damaging. Link Combos can be created by chaining abilities together. In addition to support skills, physical-oriented character can make use of special arts, while spell-oriented characters cast symbols to damage an enemy. This installment returns to having a four player fighting party, but includes the "Real Time Member Change" that allows switching active party members for reserves during battle. The game uses the same real-time battle system as previous games in the series, although with variations. ![]()
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