#1 Posted by kamui22 -
I bought 0 when it came out; however, despite appreciating many aspects of it, I ended up trading it in without getting too far into it. This was mainly due to my dislike of having one big grid where you and your enemies have to move around tactically. I didn't like it because I felt it was there for no good reason because the real goal was to move your units into some sort of position that they linked up to as many others as possible. I love the whole idea of linking characters to pull off big combos and such; however, I just felt the one big grid caused turns/battles to take way too long, and with as many battles as there are to do in the game along with the grinding it becomes a borefest. I also think it made things more complicated than they needed to be. For example, if you do a combo with a few characters that are linked up and one of them performs a one space away move, they move next to the enemy if they are not already right next to them. This in turn moves them to that spot after the assault has completed and you end up losing whatever tactical position you may have had going for you beforehand. I believe having to plan that far ahead during your movement phase to not get in that sort of position while still setting up a good link to other characters was just a bit too daunting; nonetheless, I felt the movement phase itself just slowed the battles down way too much.
So my question here is that I have seen that this game does not have one huge grid shared amongst both your team and enemies anymore; thus, does this mean that there is no more tactical aspect to the game as in moving your units into tactically good positions? Basically, since you and your enemies both have your own smaller grid does this mean I don't have to spend half the battle moving my characters behind and to the sides of enemies anymore? Is the link up system even still in the game?
Basically, I am hoping that the dragged out tedious move phases of the first two games are gone so that it concentrates more on the aspect of changing formations to link characters together for combos?
Sorry for the long post. Can anyone give me some guidance to how movement plays out in this one?
#2 Posted by Ryuni -
Also the really hard fights are going to be harder because unlike AW 1/0 where you could just send in a sacrifice tank to take all the damage, that won't be possible anymore. Also I heard that if any character dies, you won't get awarded anything, no SP.
The average fight is shorter in AW2 and require less time just moving your characters so I think it's going to be a great game. I personally loved Cross Edge's battle system and this seems to be very similar.
#3 Posted by MasterLL -
You really have no control on movement now as your position is predetermined based on your "Leader" when you start the battle.
During battle, different attacks may affect where you are on the grid though (a caster doing a melee attack could end up at the front).
Also enemy's position can affect where you are on the grid too, if an enemy is "Outside" of the range, you may end up on the Enemy's side of the grid (which makes it easier for the enemy to attack you).
During your turn, if you are not in the correct "position" based on the leader's formation, you can not combo with whoever is not in the formation. This is easily fixed by assigning a new Leader (whoever is the current character's turn will be the new leader) which will change the formation and get everyone into position at a cost of 1 SP.
BUT if it is the "Leader's" turn, everyone will automatically return to the position of the Leader's Formation UNLESS an enemy is blocking (aka, in the space) of the grid which is part of the formation.
So unlike Agarest 0/1, you plan more on how you want to attack than positioning since the more you attack the longer your WAIT recovery is. But yet, you still need to make sure they don't get grouped up or else you can get instantly killed by the enemy's Specials.
Playing: Diablo3 (PC), IM@S2 (PS3J) | Want (PS3E): Agarest 2, Atelier Meruru, Ni no Kuni