GRANDIA II HD Remaster

GRANDIA II HD Remaster

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What makes the turn-based combat...
So much better than other turn-based games?
It's gotten a lot of praise for it, just wondering what you guys think made it so much better
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Probably because of the rtb elements. You want to attack the enemy? Well Ryudo has to get to it first, and the enemies have to do the same when they attack. It takes time for you and the enemy to get to eachother, but you can manipulate that with certain items like warp shoes to flank enemies by teleporting next to them and not having to waste time running to them (you can also run out of stamina running to the enemy if you are unlucky and your character has to run around lots of enemies to get to their target and not attack at all). This is especially useful when you see an enemy about to cast an annoying spell - instead of risking it getting the spell off while you run so you can hit him you can just warp next to them and execute a crit to cancel the spell cast. It is not a game where you select an attack and it lands no questions asked, it might not even happen due to a number of factors.

Sorry if this is a bit confusing. I will try and simplify it. It takes time to do anything. You can take advantage of that time if you wish. Your offensive special abilities will almost always cancel an enemy's turn and this is extremely useful on bosses. You of course don't have to and just press X through combat on normal difficulty with little trouble except for bosses and mid-lategame. But if you play on hard you will need to take advantage of defending, spellbooks, items and abilities and build your characters to suit the role you want them to fill.
Последно редактиран от Grad; 30 ноем. 2015 в 4:36
The combat system in Grandia series is better than the old boring turn based combat system in most other RPGs. In Grandia you have a lot more control over the combat and requieres you to plan, strategize, and what not, making the combat much more fun. In fact the combat system in this series has spoiled me as I can't enjoy fighting in any other RPG any more.
So it's much like older final fantasy, but when the bar is charging to have your turn you can instead place your people around on the batllefield?
Първоначално публикувано от Kreddi:
So it's much like older final fantasy, but when the bar is charging to have your turn you can instead place your people around on the batllefield?
no. Its obviously difficult to explain so I advise to either pay up the 10€ and just risk being dissapointed or check out some youtube-videos. I bet there is alot of em...

[EDIT] but if you want some wordy explanation, take a look at http://www.gamefaqs.com/dreamcast/197485-grandia-ii/faqs/10611
Последно редактиран от old Charlie; 30 ноем. 2015 в 12:43
I would describe it as active/reactive turn-based combat. I think most people enjoy the combat system because at it's core it is very simple, but at the same time can be very deep and technical depending on your playstyle. Fighting takes place in a birdseye view on a 3-D battlefield with a HUD showing your party's pics,hp, mp, etc... On the screen is also a bar that has each combatants icon on it. Clever use of the bar and icons can allow you to avoid attacks and cancel enemies actions.

Combatant's icons move from left to right along the bar faster or slower depending on stats/buffs/debuffs. When an icon gets to about 4/5ths toward the right, that character gets their turn and selects an action. When the icon moves the last 1/5th of the way to the right on the bar the action is performed. Depending on what was chosen that last 1/5th of icon movement may happen fast, slow, or instananeous. It's also during that 1/5th a combatant could have their action canceled by an enemy. That's where distance and timing come into play. You don't really directly move your characters around the battlefield, but depending on the action you choose they will move accordingly.

I know it might sound confusing but it really is a lot easier to understand its nuances by playing the game and doing the in game tutorial. Or like someone said above youtubeing it might be a good idea.
1: it incorporates positional elements and timing-based disruption elements
2: it gives you several layers of customization with regards to character and skill development
3: it has buffs and debuffs that are actually worth using

These elements make it very responsive tactically and strategically, while also giving you time to think through your decisions.
I think it's because there are a ton of options to consider with every turn, which isn't the case for most RPG's. Most RPG's, it's pretty simple to decide whether to heal, attack, or defend; there might be some variation regarding what kind of magic to use to exploit elemental weaknesses, but that's about it.

With Grandia II, there are a ton of options with every Command that can turn the tide of battle. Defending can actually prove useful, Combo vs Critical for a regular attack, discerning whether your attack can counter an enemy's long enough for another character to provide support, magic vs. special attacks, buffs or debuffs, etc.

Combine that with a rich, deep customization toolbox and you've got a winning combination. You can have characters be tanks, use speed and agility to their advantage, be item/special move/magic masters, and I'm sure there's more. There is nothing else like it.
I play most Jrpgs for the fanfair and story and cutscenes , so for battle systems i like very basic turned based games , FF-7 is perfect for me .If a game has a auto fighting system yeah i will admit I am all over that , so for Grandia for me its A fair play etc, once i set them up and give out mana eggs . its tap one button put down controller , while i watch TV while they fight .lol.. but I havent wiped , the healing is slow on auto though .For some bosses were cancel is important for a boss fight , then of course I will play manual . but for grinding auto is awesome
I know i seem like a lame gamer saying all this , but when its time to hack and slash then its pvp on world of warcraft .
Последно редактиран от rbubbaray; 23 дек. 2015 в 12:31
Probably the fact that it isn't turn-based, but ATB.
It's hard to explain, but timing plays a vital role in combat, as you push enemies' turns further and further back and exploit movement speed bonuses, additional hits, etc.

There are many reasons why it's so well lauded, look up a couple combat videos. I'm not sure they'll do it justice, since it's something you pick up on as you begin to play, but you may understand more. You don't just blindly choose attacks, you have to be aware of the whole battlefield and whether or not your attack will even make it or if it'll be better to defend so you don't get interrupted and come back around on your next turn (which comes super quick after defending) -- things like that.

It's veeery tactical, which makes it super satisfying!
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Дата на публикуване: 30 ноем. 2015 в 1:01
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