Quote:
Originally Posted by rcabronx
ok. i just looked at that vid of a battle, and i must say, that really blows the bone pony. GAHD. why couldn't they just keep stuff the same. pisses me off. one of the reasons i HATED crystal chronicals was for the very same reason i just saw in that clip... there's no trnasition into a battle, and you do everything right there.... ew. i no likes. :mad: just my oppy tho.
before we get into any flaming thing about one persons opinion being better than anothers or trying to impose ones opinion on another i have to say i respect what you just said and am not criticising your views, i however disagree. For starters i think this new system will make a fresh change, i get the impression it will run as something of a cross between final fantasy and knights of the old republic in so much as you will see enemys appear on the screen before you fight them and are free to move about how you wish during the battle, but command inputs, the waiting time before an action is made and the action taking place work in much the same way as atb, essentially it is atb where you can move around your enemys. I dont think the transition into battles will be missed once you start playing the game, as all this system means is you can see your enemy before acting and either a battle is unavoidable (just like the random battles) or you can avoid it, similarly to running from battles in previous games. Also it shouldnt be too reminiscent of crystal chronicles as the game can be set to pause when you encounter an enemy in order to enter your first commands (which i suppose can be seen as the "battle transition") and the action in chronicles was more like an action game, pressing A to attack etc..., where as this will still b menu based. I think this system will be very strong, as those used to atb will still be able to control their characters in the atb fashion, where as those who wish to make use of the free movement aspect will be able to. And let's not forget this will add another level of strategy, planning and realism to combat, which i think is exactly where rpg's need to be heading.
wow, that turned out to be a lot more than i planned to write...