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Member
(10-26-2009,
10:11 AM)
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#1901
Originally Posted by Windmill:
...i always felt ToA was ruined by Luke and his personality even before all the other gripes come into play... :/ |
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Member
(10-27-2009,
03:22 AM)
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#1902
Well, it appears that besides being able to link any arte and using Chain capacity, Graces won't be using the same mechanics as Destiny at all in regards to CC (though it's still very easy to see that the concepts used are still based on ToD). On the other hand, this does bring some balance to ToD's system. I'll have to explain some stuff though:
1.) For Style A, the artes have no set amount of CC consumption. Instead you have the ability to assign up to 13 artes, based on a "tier" (for lack of a better word). You have CC 1, CC 2, CC 3, and CC 4. You can only assign one arte to CC 1 (and that arte applies to any direction you point the stick in), but you can assign up to four different artes for 2, 3, and 4, one arte for each direction. When you use one arte, you go up a tier to the next arte. So after using a CC 1 arte, you use any of your four CC 2 artes, then any of your four CC 3 artes, then any of your four CC 4 artes. If CC 4 has no assigned arte, it starts over back at CC 2. Of course, this means that doing a full combo from CC 1 to CC 4 will use a total of 10 CC. 2.) Some characters appear to have two slots taken up by just one arte, I don't know if this means you start out with only one arte per "tier", and later on you'll gain the ability to assign more artes to them, or if there is some kind of quirk with these characters and their artes. 3.) For Style B, it works the same as the previous Tales games. You assign four artes, one to each direction. 4.) In Graces, you have something called a critical gauge. Unlike Tales of Destiny, your CC doesn't increase when you recharge it. Instead, it recharges to the same number, and to increase it you have to max out the critical gauge. You fill the critical gauge through attacking the enemy. Once you max out the CC gauge, you gain one CC. 5.) Like Tales of Destiny, each character has a minimum CC and a maximum CC. You start out a fight at minimum CC. For example, Asbel's CC is 8~11 (minimum~maximum). When the fight starts, he starts out at 8 CC. As he fights, he maxes out the CC gauge, until he reaches his maximum of 11 CC. I assume that once he maxes out the gauge again at 11 CC, like in ToD, his CC will restart back to the minimum and you have to fill it back up again to 11. Last edited by Rpgmonkey : 10-27-2009 at 03:33 AM. |
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The 'H' stands for hentai.
(10-27-2009,
03:24 AM)
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#1903
Originally Posted by rykomatsu:
Well, Luke aside, Abyss had one of the best cast of antagonists and protagonists in an RPG. Sure Vesperia had a great cast of protagonists, but it fell way short in the Villain department compared to Tales of the Abyss. Here is hoping that Tales of Graces will be more like Abyss in that it has a strong central cast and a great team of Villains. |
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Banned
(10-27-2009,
03:30 AM)
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#1904
Originally Posted by rykomatsu:
Which Luke are we talking about? Original Luke was a jerk (Still paradoxically a nice guy) Ambassador Luke was a douche (I mean, really douche-y) Reformed Luke was annoying (The apologetic and weak crap was supposed to irritate) Determined Luke was good (Unfortunately he came too late, though still welcomed). Uber Luke was Uber (All mysterious and whatnot). I see some solid character progression(wonky writing aside).
Originally Posted by Rpgmonkey:
Time for Destiny and Rebirth to be dethroned? Last edited by lorddarkflare : 10-27-2009 at 03:34 AM. |
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Member
(10-27-2009,
05:10 AM)
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#1905
Originally Posted by Hcoregamer00:
I completely agree with this. Alexei was alright, but his motivation (for being a villain) was too simple. I wasn't feeling Duke at all either. Last edited by Seda : 10-27-2009 at 05:28 AM. |
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Member
(10-27-2009,
11:21 PM)
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#1907
One more update on the battle system explanation, lol.
I would say this game's battle system and gameplay mechanics are starting to get as convoluted as Rebirth's, but I think it's just the lack of info and elaborate detail. Styles Absel: Style A=Sheathed Sword, Style B=Drawn Sword Sophie: Style A=Martial Arts, Style B=Magic Cheria: Style A=Throwing Knives, Style B=Magic Hubert: Style A=Twin Blade, Style B=Guns/Magic Pascal: Style A=Staff/Rifle, Style B=Magic Malik: Style A=Blade, Style B=Magic Richard: Style A=Sword, Style B=Magic/Etc. Style A is the flashy stuff. Style B has high power and rapid hits. Every character has a certain amount of Style A artes, one for each slot. Asbel, Sophie, and Hubert have 13. Cheria, Malik, and Pascal have 10. Richard is still unknown. The artes in these slots are not interchangeable (that or it's something unlocked later). A CC 4 arte stays a CC 4 arte and can't be moved to CC 2. Style A works differently, and it's actually quite similar to the "Base Arte->Arcane Arte" system. You have four tiers, based on CC consumption, which are CC 1, CC 2, CC 3, and CC 4. Like the classic system, Style A artes have a strict order in which they can be used. You use a CC 1 arte first, then a CC 2, then a CC 3, then a CC 4 arte. Should you have the CC left over to use another, you go back to CC 2 and start again from there. There is only one CC 1 arte, and it applies to all four directions with the analog stick. but how the character uses the CC 1 arte changes depending on the direction/position you have the stick in. Basically, every character's CC 1 arte is Tales of Graces's version of the "normal attack", it's just in the form of an arte instead. After the CC 1 arte, you go to CC 2, and you are able to use any of the four (or three) artes in that rank, provided you have enough CC. The same goes for CC 3, and CC 4. Style B works more traditionally. You have the same four positions as Style A, except that you are free to add any arte you choose to these directions. Of course, this implies that you're getting a good deal more than just 10-13 artes to use. I assume this system works more the AR-LMBS of Hearts and Destiny, and style B artes can linked in any order and as many times as your CC will allow you to. Critical Gauge In Graces, you have something called a critical gauge. Unlike Tales of Destiny, your CC doesn't increase when you recharge it. Instead, it recharges to the same number, and to increase it you have to max out the critical gauge. You fill the critical gauge through attacking the enemy, evading attacks, and defending against attacks, but keep in mind that it also decreases by being hit. Once you max out the CC gauge, you gain one CC, and you also get a critical hit. Like Tales of Destiny, each character has a minimum CC and a maximum CC. You start out a fight at minimum CC. For example, Asbel's CC is 8~11 (minimum~maximum). When the fight starts, he starts out at 8 CC. As he fights, he maxes out the CC gauge, until he reaches his maximum of 11 CC. Chances are that once he maxes out the gauge again at 11 CC, like in ToD, his CC will restart back to the minimum and you have to go through the process over again. Arles Break/Rise Arles Break/Rise are basically new concepts, designed so that some balance issues can be fixed, but also to give battles a little twist. The Arles Break gauge, which is the red one, is filled by fighting. As you attack the enemy, the gauge fills and Arles Break activates when it's full. During Arles Break, the critical gauge will neither fill nor drop. This serves as a temporary delay from reaching maximum CC, but on the other hand, if you're at maximum CC already, it also serves as a method of keeping your character at maximum CC more easily. Arles Rise, which is the blue gauge, is filled by doing combos with party members. Once the gauge is full, press the L button and Arles Rise activates. For a short time you appear to have infinite CC. Also, when it activates you have a gauge, which can probably be taken to certain levels, as it's only at "1" in the demo. This gauge is what allows you to use a Blast Calibur (fancy name for a Mystic Arte/Hi Ougi). Presumably you'll also be able to use a stronger BC in the final version at higher levels. This serves to fix the issue of pulling off these attacks being too easy and simple in Tales of Destiny (and several other Tales games for that matter). Around Step Around Step is used for dodging attacks. Characters are on a 360 degree plane around the targeted enemy in Tales of Graces, similar to 3D Zelda games with you lock onto an enemy. If you properly evade or counterattack an enemy, you can recover some CC back. Keep in mind that you can also use Around Step inbetween linking attacks (we can call this a "cancel"). Last edited by Rpgmonkey : 10-28-2009 at 01:14 AM. |
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Member
(10-27-2009,
11:36 PM)
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#1909
Originally Posted by lorddarkflare:
Sounds like Graces already did, but I can't speak for Rebirth.
Originally Posted by Rpgmonkey:
Nice to hear they're building more incentives for playing defensively. I always liked in Destiny remake when you blocked an attack well, your BC gauge shoots up fast. |
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Member
(10-28-2009,
01:32 AM)
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#1910
Originally Posted by Peff:
Styles can be changed mid-combo. IIRC, in the demo the characters who only have magic for style B and melee for Style A couldn't style shift, but given the whole point to this battle system is being able to switch between two different styles, I'd be surprised if they had no way to switch between their Style A and Style B artes/spells. For an example, this is an example of how style shifting is with Asbel: Style A arte -> Style A to Style B transition attack -> Style B arte As an interesting thing I've just noticed, it appears the animation to an arte may change depending on the previous attack. Asbel has the arte "Raizanshou", in which he slams his sword to the ground. Except Asbel used it once, and it was a downward slash, but when he linked the same move to the previous one, the animation of the attack changed into an upward slash. Usually in Tales they use the same animations, regardless of whether or not the animation of the next move flows properly with the previous one. This was an odd occurrence as it's the only case of this I've seen so far in the game, but they may be trying to make attack animations more fluid in Graces. |
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Member
(10-28-2009,
06:37 AM)
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#1912
Originally Posted by Jezan:
yes, arte = skill. basically demon fang and stuff are arte. |
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Member
(10-28-2009,
06:53 AM)
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#1917
Originally Posted by I should be doing hw:
There is an english version of the theme song so the chances are high. I wouldn't say 100% since no one knows what namco is thinking.
Originally Posted by bigosc2k:
no news of it coming to states |
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Special Vehicles Sec. 2
(10-28-2009,
06:53 AM)
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#1919
Originally Posted by Rpgmonkey:
TODr has a max of 8 per character, no? X + Directions, R1/L1 and then you could potentially do your own skills in R2/L2 instead of setting someone else's. Been awhile since I've played it but I'm pretty sure you could do that. |
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Master of the Google Search
(10-28-2009,
06:57 AM)
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#1920
Originally Posted by bigosc2k:
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Member
(10-28-2009,
07:01 AM)
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#1921
Just watched the TGS '09 gameplay and it was the first media I've been exposed to of the game. I realised that I now have a Wii so looking at upcoming games is now worth my time.
Looks great graphically, seems to run at a perfect framerate and there seems to be zero battle loading time. I was shocked The last Tales game I played (or tried to) was Abyss on PS2 and the loading/slowdown was awful. The fact that this game has none of is strangely off putting Question: Is the main character meant to look like Elvis or... Like is Namco aware of this? I mean it looks cool/funky but surely they must have been channeling that when designing him. |
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Member
(10-28-2009,
10:17 PM)
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#1923
Originally Posted by Shouta:
You could assign stuff to R1/L1? It's been a while since I've played it as well, so I don't remember. ![]() |
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Member
(10-28-2009,
10:30 PM)
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#1924
Originally Posted by Rpgmonkey:
You could definitely assign stuff to R1/L1 (Although, the most millage I got was assigning Leon's Heal to L1). Don't remember if you could do R2/L2 as well, though. |
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Member
(10-29-2009,
01:12 AM)
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#1926
Originally Posted by Shouta:
Pretty sure L1 is for BC and R1 is to look at enemy info/change target during battle. |
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Member
(11-05-2009,
02:54 AM)
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#1927
They talk about the Arles gauge and Mystic Artes in Jump this week. However, the information they have to say doesn't really say anything, so real detail will have to come from Famitsu next week.
Asbel's Blast Calibur is Juuhagoushouzan, and Sophie's in Critical Blade. And for buying BoA's single CD, you also get a DLC costume for Cheria. Looking a Vesperia PS3 and this, it looks like they figured out how to "properly" use DLC to milk Tales games... |
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BUDDHA AND JESUS
ROLLED INTO ONE (11-05-2009,
05:02 AM)
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#1928
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Member
(11-05-2009,
05:08 AM)
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#1929
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Banned
(11-05-2009,
05:08 AM)
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#1930
Originally Posted by neo2046:
"HOLY SHIT that's Bishe" ![]() |
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Banned
(11-05-2009,
05:42 AM)
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#1932
Originally Posted by Dice:
Yeah, N/B really whores out the Tales franchise big time. |
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(11-05-2009,
07:20 AM)
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#1937
Originally Posted by Dice:
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Member
(11-05-2009,
07:21 AM)
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#1938
Originally Posted by Geneijin:
Quote:
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(11-05-2009,
07:26 AM)
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#1939
Originally Posted by neo2046:
Last edited by Tenbatsu : 11-05-2009 at 07:31 AM. |
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mashadar's neko-mimi slave
(11-05-2009,
03:19 PM)
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#1940
http://www.4gamer.net/games/088/G008879/20091105056/
Wow, why do the skits in ToG look so awesome? :o |
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Member
(11-05-2009,
03:30 PM)
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#1941
Originally Posted by duckroll:
Wow, much better than talking heads. |
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Member
(11-05-2009,
07:15 PM)
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#1942
Originally Posted by duckroll:
Isn't that the Team Destiny style? |
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Considers fanny-packs to be the utmost in haute fashion. :x
(11-05-2009,
08:34 PM)
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#1945
I was just thinking. You probably need the jp wii shop channel to get the DLC huh? Is there any work around for domestic wiis? D: It's making me want to get that bundle really bad. Not to mention the art on it is super gorgeous
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Member
(11-05-2009,
08:54 PM)
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#1946
Originally Posted by duckroll:
Well I'm sure you already read up on it on that page, but for those who don't know, the skit system (known in this as "Groovy Chat") uses a lot more cut-ins and stuff during the discussion to "pep it up". Tales of Destiny PS2 did something a tad similar where each character was in a card, and the character's background would change with their emotions and stuff. It was pretty cool. Graces seems really nice though and it looks to be my favorite style yet. It appears that they might actually look at each other while talking for once, they use more than just talking heads (which usually allows more interesting animations to be used more often), and there seems to be a much greater variety of animations and cut-ins. Last edited by Rpgmonkey : 11-05-2009 at 08:57 PM. |
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Member
(11-06-2009,
02:20 AM)
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#1949
Originally Posted by Dice:
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