Battle Chasers: Nightwartells the story of Gully, the girl above, with enchanted gloves that have been left to her by the deceased father: intent on answering the recall of the adventure, our protagonist will be accompanied by the gigantic Calibrator, a war golem which has as its sole purpose in her life to protect Gully.
With them, there will be other characters who dress the classic clothes of the most disparate RPG jobs, from swordsman to thief: in the party we will have the opportunity to deploy only three of the warriors we learned to know not only in the comic but also in the events that will take foot in Nightwar.
Everyone will be able to walk around the entire world map through a classic setting: moving takes place on rails, crossing outposts and boxes that almost emulate a board game. When, however, you decide to enter a specific area you will find yourself in a 3D world that will call you repeated fighting with monsters that allowed us to appreciate the high variety of beast.
As it happened in theFinal Fantasyof a time, the spring-loaded ones in which we had to wait for our turn, as soon as the battle moment comes, the screen will shatter and the camera will be pushed down, with a 2D view that will abandon the bird’s eye.
The clashes are based on the Active Time Battle, by which each action chooses the waiting time before its execution, so depending on what you do, a simple attack or a skill, you will have to wait several different amounts of seconds: this is why you need to carefully measure your strategy by alternating a simple attack on using magic.
From yours, as the only real difference from what is a standard tested by various video games generations, you will have the Burst system, which will allow you to accumulate, for each shot scored by a standard attack, a given amount of charge, to be exploited then at one time to give life to a combined action to spectacular.
The fights have been tackled without much difficulty, all sliding and pleasing: clearly stratification of the strategy was not very high, but we are still talking about a non-final version of the game. In the absence of a job system, we have also taken the liberty of deciding what to do to our characters: if Calibretto was, as the plot suggests, prepared to defend Gully with recovery spells, we were not the same warning and we thought it might be more useful to assault opponents with a strong and giant war golem. The result is satisfied, however a given amount of charge, to be exploited then in a single moment to create a combined action to spectacular.
The fights have been tackled without much difficulty, all sliding and pleasing: clearly stratification of the strategy was not very high, but we are still talking about a non-final version of the game. In the absence of a job system, we have also taken the liberty of deciding what to do to our characters: if Calibretto was, as the plot suggests, prepared to defend Gully with recovery spells, we were not the same warning and we thought it might be more useful to assault opponents with a strong and giant war golem.
The result is satisfied, however a given amount of charge, to be exploited then in a single moment to create a combined action to spectacular. The fights have been tackled without much difficulty, all sliding and pleasing: clearly stratification of the strategy was not very high, but we are still talking about a non-final version of the game.
In the absence of a job system, we have also taken the liberty of deciding what to do to our characters: if Calibretto was, as the plot suggests, prepared to defend Gully with recovery spells, we were not the same warning and we thought it might be more useful to assault opponents with a strong and giant war golem.