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MFrontier



Joined: 13 Apr 2014
Posts: 11494
PostPosted: Mon Jun 12, 2023 12:54 pm Reply with quote
Looking good!
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Kiwi93



Joined: 08 Dec 2022
Posts: 318
PostPosted: Mon Jun 12, 2023 1:29 pm Reply with quote
Cannot wait for this! My most anticipated game of the year.
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Sandstar



Joined: 06 Dec 2006
Posts: 196
PostPosted: Tue Jun 13, 2023 6:00 am Reply with quote
If you're playing this game, and you don't already know what orbments and crafts are, you're going to be screwed regarding the storyline.
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b-dragon



Joined: 21 Apr 2021
Posts: 464
PostPosted: Tue Jun 13, 2023 8:18 am Reply with quote
Sandstar wrote:
If you're playing this game, and you don't already know what orbments and crafts are, you're going to be screwed regarding the storyline.


While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all.
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NeverConvex
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Joined: 08 Jun 2013
Posts: 2324
PostPosted: Tue Jun 13, 2023 9:59 am Reply with quote
b-dragon wrote:
While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all.


I actually kind of loved the gameplay in TiTS. Embarassed

The orbments system in use then felt like it had decent scope for experimentation/skill expression, and I really liked figuring out how best to exploit the turn-timing advantages and disadvantages, and looking for game-breaking skill combinations.

I feel like there was a general reduction in difficulty and complexity in the Cold Steel games, though, which is kind of the opposite of the direction I would have liked to see them go with their turn-based combat
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flamemasterelan



Joined: 17 Apr 2022
Posts: 452
PostPosted: Tue Jun 13, 2023 11:37 pm Reply with quote
NeverConvex wrote:
b-dragon wrote:
While I'd agree as a general rule, its probably not the worst idea to remind people how the gameplay goes. The mechanics aren't why the games are remembered, after all.


I actually kind of loved the gameplay in TiTS. Embarassed

The orbments system in use then felt like it had decent scope for experimentation/skill expression, and I really liked figuring out how best to exploit the turn-timing advantages and disadvantages, and looking for game-breaking skill combinations.

I feel like there was a general reduction in difficulty and complexity in the Cold Steel games, though, which is kind of the opposite of the direction I would have liked to see them go with their turn-based combat

I mostly agree, but I think Azure actually had the best orbment system. It took the previous elemental levels to create spells of the Sky series and Zero, and introduced Master Quartz that you could level up and acted as the central orbment slot at the same time.
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