That said, having your entire party friends with each other can yield a lot of combat benefits. It's just another widget in a game full of widgets. It's a bit shallow IMO and doesn't really add to the narrative much. The same is true in reverse if they don't like each other. But TLDR, people are on good terms with each other and skills on each hero removes stress or grants buffs for their friend when used. Or maybe it comes out more in a full playthrough. You really have to push it to get good or bad results out of it. Can set up some good synergies once you've taken the time to really study the skills and all the hero classes. Some moves do additional things if another move puts a "Combo Token" on a player or enemy. So many more buffs, debuffs, enemy moves, all of it tied to skills. Especially because the tutorial handles things a little different than the full game.Ĭombat feels about the same but there's just a ton more things going on now. There's so many bits and bobs on this game compared to the last one, the first few runs were a bit confusing. But there's plenty of meta progression, and the roguelike nature of play means if someone dies you don't feel like walking away from the game in frustration or feeling compelled to save scum. Granted, it loses the individual hero progression so it's hard to feel attached to your heroes. Way more things to look at moment to moment. It's a completely different flow than the first game.
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