Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Although the devs recommend using the action combat for lower level enemy's.
From what I've seen field combat is more dynamic akin to action RPGs, for me monster hunter first comes to mind due to how main character seems to move and dodge with some weight.
You can hit roaming enemies like in at least first two Trails of Cold steel games but you can actually damge them and get the advantage in normal combat
can't speak for Trails into Reverie
yet...
Traditional combat looks like mix of mainline SMT and Persona with Persona equivalents serving as character classes or vice versa.
In SMT there's press turn system which (in my limited understanding)
turns = alive party members.
You can pass the turn to other party member and gain a turn whenever you hit enemy weakness or lose when enemy hits yours.
Main difference in Metaphor so far looks like some spells/skills cost different amount of turns.
Hope the turn-based enemies are indeed dangerous doe.