STAR OCEAN THE SECOND STORY R

STAR OCEAN THE SECOND STORY R

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D# Apr 3 @ 12:05pm
Is the combat like psp SO1?
Ive played a small amount of the psp version of SO 1 and I am not a fan of the combat, slow movement, and obtuse UI/systems. It felt very clunky ( at least at the start of the game). The story and pacing at the start was also really poor. I have heard good things about SO2, so I am curious what peoples opinions are. I will likely install the demo depending on the feedback but rather not waste the data if it the same.
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Showing 1-8 of 8 comments
The combat has new features, but it's still very similar to First Departure and Second Evolution (the PSP remakes of Start Ocean 1 and 2).

If you didn't like it before, you probably won't now.
D# Apr 3 @ 5:34pm 
Thanks for the info
It's more accurate to say the PSP version of SO1 is like SO2... but I really enjoy the combat. It's just that the game struggles to give you actual difficulty that isn't just hard stat checks.
D# Apr 18 @ 10:35pm 
I found the npcs were faster than the character i was controlling so they would run off and i was playing catch up. Perhaps that changes later on. I ended up wishlisting it and will wait for a sale to pick it up.
Action Man Apr 20 @ 12:26pm 
Originally posted by D#:
I found the npcs were faster than the character i was controlling so they would run off and i was playing catch up. Perhaps that changes later on. I ended up wishlisting it and will wait for a sale to pick it up.
I find that when you have your character attack/use a special art, they will move faster to where they need to go to use the ability. The AI is always trying to do something.
Originally posted by Action Man:
Originally posted by D#:
I found the npcs were faster than the character i was controlling so they would run off and i was playing catch up. Perhaps that changes later on. I ended up wishlisting it and will wait for a sale to pick it up.
I find that when you have your character attack/use a special art, they will move faster to where they need to go to use the ability. The AI is always trying to do something.

Since most players prefer to control Claude through most of the game, you get around the lower movement speed by bring Head Splitter to jump across the battlefield (usually to protect Rena). This can also be mitigated by more thoughtful formation use, though, as you don't usually have to worry about things targeting your backline if you start between them and kill everything as you push forward.
Originally posted by Albinosaurus:
Originally posted by Action Man:
I find that when you have your character attack/use a special art, they will move faster to where they need to go to use the ability. The AI is always trying to do something.

Since most players prefer to control Claude through most of the game, you get around the lower movement speed by bring Head Splitter to jump across the battlefield (usually to protect Rena). This can also be mitigated by more thoughtful formation use, though, as you don't usually have to worry about things targeting your backline if you start between them and kill everything as you push forward.
Yep, that's how I did it in the PS1/PSP versions. Now it's way more costly, so I don't use it nearly as much.
Combat in this game is greatly improved over the original. Every fighter now has a three hit combo string with their normal attack button, and when you get the Combo Link, it's a system mechanic instead of an accessory, so everybody gets access to it. Except the mages, anyway. But their spells are greatly improved, too.
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