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MFrontier
Joined: 13 Apr 2014
Posts: 15049
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Posted: Mon Jun 12, 2023 12:54 pm
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Looking good!
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Kiwi93
Joined: 08 Dec 2022
Posts: 449
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Posted: Mon Jun 12, 2023 1:29 pm
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Cannot wait for this! My most anticipated game of the year.
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Sandstar
Joined: 06 Dec 2006
Posts: 196
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Posted: Tue Jun 13, 2023 6:00 am
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If you're playing this game, and you don't already know what orbments and crafts are, you're going to be screwed regarding the storyline.
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b-dragon
Joined: 21 Apr 2021
Posts: 515
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Posted: Tue Jun 13, 2023 8:18 am
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Sandstar wrote: | If you're playing this game, and you don't already know what orbments and crafts are, you're going to be screwed regarding the storyline. |
While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all.
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NeverConvex
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Joined: 08 Jun 2013
Posts: 2631
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Posted: Tue Jun 13, 2023 9:59 am
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b-dragon wrote: | While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all. |
I actually kind of loved the gameplay in TiTS.
The orbments system in use then felt like it had decent scope for experimentation/skill expression, and I really liked figuring out how best to exploit the turn-timing advantages and disadvantages, and looking for game-breaking skill combinations.
I feel like there was a general reduction in difficulty and complexity in the Cold Steel games, though, which is kind of the opposite of the direction I would have liked to see them go with their turn-based combat
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flamemasterelan
Joined: 17 Apr 2022
Posts: 504
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Posted: Tue Jun 13, 2023 11:37 pm
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NeverConvex wrote: |
b-dragon wrote: | While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all. |
I actually kind of loved the gameplay in TiTS.
The orbments system in use then felt like it had decent scope for experimentation/skill expression, and I really liked figuring out how best to exploit the turn-timing advantages and disadvantages, and looking for game-breaking skill combinations.
I feel like there was a general reduction in difficulty and complexity in the Cold Steel games, though, which is kind of the opposite of the direction I would have liked to see them go with their turn-based combat |
I mostly agree, but I think Azure actually had the best orbment system. It took the previous elemental levels to create spells of the Sky series and Zero, and introduced Master Quartz that you could level up and acted as the central orbment slot at the same time.
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