This terrain difference is appreciated and barely scratches the surface of the many details that make a Tales game special. The range of monsters suit whichever type of environment they are in for example, the beach includes starfish creatures. Encounters are not random, but if no fight occurs for a short period of time, a monster will barrel into the lead character, forcing a battle. Tales of Symphonia follows the familiar gameplay of going from one area to the next in the overworld, with monsters portrayed as amoeba-like blobs before changing into detailed characters once touched. Strategy can be altered at any time, so the non-dominant party members follow specific actions, like focusing on near or far enemies, always keeping a reserve of TP, which is the energy level for conducting battle skills. This choice is more than cosmetic, as it can affect how NPCs react to the party. Other party members can be used, as well, if they are set as semi-auto, but less confident players may prefer sticking with one character. It is always cool being able to pick who to control. This strange way of organising the active party is as confusing as it ever wasm and definitely could have been tweaked or given a tutorial. Unfortunately, the original controls are kept, and it is not explained clearly that just because a character is selected to be the leader does not automatically make it the lead character - they need to be put in the first number of the party list.įurthermore, their Tech (specific fight moves) needs to be changed from auto to either semi-auto or manual depending on how much of a helping hand is desired with landing blows accurately. Nostalgia hits hard for returning fans in the first notes of the upbeat opening song.
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