![]() ![]() I used to play Raine most in ToS, and since Marta's healing and holy also, I guess it'll be an easy transition to her, except that I'll get to kick butt more with actual weapon abilities! Yay!Ĭlick to expand.I know IGN has been floating that November release and the $40 price point. Marta: No, not really, but thanks for coming anyway! Marta: No, he probably won't come save me without me there telling him to. This type of scene better be in the game:īadguy that kidnapped Marta: Ha, you think your prince is going to come save you now?! I was also worried I would hate Emil and Marta, because he seemed like a whiny wuss and she seemed like a clingy priss at first, but they are turning out to be pretty likeable for me (the fact that although Marta wanted Emil to be her "prince" yet accepts him for who he is anyway because he's a good person is cool). Maybe some kind of combination system with the monsters. Something similar better be there for this game. I really enjoyed ToS's younger cast and story much more than ToA, even though the FoF system was fun to work with. You hate Jade and Anise too and think ToA's pacing is messed up and thet theGod Generals are meh-ish too?! Awesome!! ++ There is also an entry by Daigo Okumura, on, essentially, how difficult it was to be the main character designer for a Tales of game, and to actually redesign the old characters so they could fit the new design, with as an example : At first glance, she is the typical back up character, serving to protect and heal the Knight, but the director insists that she is in fact pretty much as powerful as Emil, and perfectly serviceable as a main. When it comes to Marta, she is specialized in ground attacks, as well as healing and holy magics. The skills that Emil learn also influence enormously his aerial offense.Thus, you can easily disturb the enemy and pull off more than 20 hits with a single combo, but you better not let your guard down when comes the time to land. He can send the enemy upward and connect aerial attacks (by pushing the control stick and hitting the A button with good timing). ![]() about the play style of the protagonists : Emil is mostly aerial based. Instead, they choosed to map the regular attack to the Wiimote buttons, and to offer two different options to pull off special techniques (aka ougis) : the purely buttons based one (mapped to the four directions of the D-Pad) and the motion based one, which implies to swing the Wiimote or the Nunchuk vertically or horizontally to pull off the four differents ougis which are mapped on each sense and on each controller. they ditched the purely waggle-to-attack battle system because from their experiments, they found out that it was too tiring. There are also some tidbits I thought were somewhat interesting, from the official blog of the game : ![]()
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