Tag Archives: battle system

Atelier Escha & Logy: Alchemists of the Dusk Sky – Battles at the End of the World

cropped-atelier-megafeature-header-1.pngThis post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


While, as we’ve already seen, much of Escha and Logy’s time in their own game is spent living the corporate life and doing things that other people tell them to do, there are times when the pair of them have to take their own initiative.

We’ve already looked at how this works inside their workshop; today it’s time to take a closer look at their work out in the field, and particularly at how they fend off the foes they encounter during their investigations.

Yep, it’s combat time again; make sure you’ve got a basket full of bombs, ’cause we’re going to be out for a while!

Continue reading Atelier Escha & Logy: Alchemists of the Dusk Sky – Battles at the End of the World

Atelier Lulua: The Scion of Arland – The Fight For What’s Important

cropped-atelier-megafeature-header-1.pngThis post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


In keeping with how Atelier Lulua: The Scion of Arland’s alchemy mechanics aren’t just a straight rehash of the other Arland games, the battle and exploration mechanics also feature a pleasing blend of old and new.

By taking the basic structure of battles from the earlier Arland games and then supplementing this with a variety of brand-new tactical considerations, Atelier Lulua provides us with an enjoyable combat system that keeps things consistently interesting for the game’s duration. And some really nice “quality of life” features mean that the whole game feels nicely streamlined and efficient to play without sacrificing any sort of mechanical depth.

That’s how you do a good follow-up — from the perspective of game design, anyway. Let’s take a closer look at these specific elements of Atelier Lulua: The Scion of Arland.

Continue reading Atelier Lulua: The Scion of Arland – The Fight For What’s Important

Atelier Iris 3: Grand Phantasm – Bursting Into Battle

cropped-atelier-megafeature-header-1.pngThis post is one chapter of a MegaFeature!
< Prev. | Contents | Next >


As we’ve seen so far, each game in the Atelier Iris series reinvents its core mechanics quite significantly from its predecessor; this was a rather experimental period for Gust.

In this article, we’re going to take a specific look at the combat and progression mechanics in Atelier Iris 3: Grand Phantasm, including the elements carried across from prior installments and some all-new considerations for this specific title.

Strap on your Mushroom Armour, rev up your Pyre Blade and get ready to fight — we’re going in. Watch out for the Punis!

Continue reading Atelier Iris 3: Grand Phantasm – Bursting Into Battle

Death end re;Quest: The Art of Fighting

This article is one chapter of a multi-part Cover Game feature!
<< First | < Previous | Next > | Latest >>


One of the things Compile Heart’s Galapagos RPG project has been keen to do ever since its inception is experiment with mechanics, particularly when it comes to combat.

Death end re;Quest is an excellent example of this, featuring several layers of mechanics that keep things consistently interesting as you play through the main story and the optional side content. It’s also one of Compile Heart’s better balanced games to date, featuring a smooth incline in challenge factor rather than sudden, unexpected spikes.

Let’s take a closer look at how it all works.

Continue reading Death end re;Quest: The Art of Fighting

Evenicle: Fightin’ Waifus

This article is one chapter of a multi-part Cover Game feature!
<< First | < Previous | Next > | Latest >>


We took a look at an overview of how Evenicle works as a game back when I shared my first impressions of the game, but it’s time to delve a bit deeper.

Much like AliceSoft’s other games, Evenicle is an RPG in which its narrative and mechanical elements are intertwined rather nicely, giving the whole experience a pleasant feeling of coherence. The party members you gather over the course of the game feel like people rather than collections of stats and abilities — but there’s some interesting mechanical depth there for those who care to explore such things.

Let’s dive in, then.

MILD NSFW WARNING

Continue reading Evenicle: Fightin’ Waifus

Xenoblade Chronicles 2: Combat Complexity Without Chaos

This article is one chapter of a multi-part Cover Game feature!
<< First | < Previous | Next > | Latest >>


Role-playing games, by their very nature, tend to deal in abstract representations of reality.

The exact way in which they do this varies somewhat from title to title — and significantly between typically Eastern and Western approaches — but one challenge developers of this type of game always have to confront is exactly how complex they can get away with making their games.

Xenoblade Chronicles 2 strikes a good balance, with none of its individual mechanical systems being dauntingly complex by itself… but its sheer number of different interlocking parts create an experience that is extremely satisfying to learn, explore and master. Today we’re going to look specifically at how you fight in the game.

Continue reading Xenoblade Chronicles 2: Combat Complexity Without Chaos