OricWindstar
Member
I'm doing research for some art I'm doing for an RPG and in doing so have realized I've never given much thought to how turn-based RPGs present their battles. At first thought, everything seems to just be some variation of Final Fantasy's presentation, but the more I compile, the more I'm seeing just how varied it can be. Even just little things like the way HP is presented or how close the fighters are too each other makes a huge difference on the feeling of combat.
So, what are some of you guy's favorite "battle screens," for lack of a better term? One I always come back appreciating is:
Paper Mario: The Thousand Year Door
The presentation throughout is wonderful, and the way it depicts its battles is no different. It takes what the original Paper Mario did and brings it to the next level by just making combat a straight up play on a stage. Information such as HP and FP are clearly presented, while also being very eye pleasing. And, gameplay elements aside, just having the audience their growing and shrinking based off your performance adds so much ambiance; anyone who's played the final boss knows how well this is used in key moments.
So, what are some of you guy's favorite "battle screens," for lack of a better term? One I always come back appreciating is:
Paper Mario: The Thousand Year Door
The presentation throughout is wonderful, and the way it depicts its battles is no different. It takes what the original Paper Mario did and brings it to the next level by just making combat a straight up play on a stage. Information such as HP and FP are clearly presented, while also being very eye pleasing. And, gameplay elements aside, just having the audience their growing and shrinking based off your performance adds so much ambiance; anyone who's played the final boss knows how well this is used in key moments.