White Kinght Chronicles 2, #3
June 01, 2011

Hm.. well. Combo-system.

The combo-system is based on, basically, that you should hit something with a few normal strikes, fill up the AP bar, and then spend them on executing combos. The combos are made up of the different basic attacks.

There's not.. that much variation you can have. Specially in the beginning. And then when it comes to performing the aerial combos, the moves are more limited again. Still - if you wanted a particular set of three-four moves or so, it's possible to set it up. The problem is that you might not want that. The creatures usually have one single weakness, and it doesn't actually change during a knock-back or something of that sort. So there's no real strategic point to having a bunch of stagger-moves followed by slashes to weak areas, etc.

Instead, you'll end up needing to chain all the similar attacks in order to even have a chance at winning against the large bosses.. So here's something else I'm hoping they've improved when I end up at the WKC2 story..

Still - you can chain up your own set of moves, and trigger them by mashing the x-button. Not exactly graceful, or extremely immersive in any way. But it looks pretty good, and the way the animations are fitted together is neat.

The fighting stances, on the other hand, are pretty bad. If you start running around in a boss-battle - which you have to, then the boss homes in on you, and starts hovering around. The hits from any and all directions are the same, there's no blocking dependent on where the hits come from, that kind of thing.

This is the kind of thing you don't want to see - if we compare with a.. pretty old title by now.. Phantasy Star Universe - WKC2 is a step up on the character animation and the model-physics. While the hit-detection and so on is just about the same. Not terrifying, but not exactly beautiful either. The bosses that respond somewhat to the hits and so on is a good attempt, I'll give level 5 that. But it doesn't actually look any better than a more or less scripted boss-fight would. And that's kind of a shame.

On the other hand, the way you can use combos, and make a few pretty hard hits if you pick the right combo - and then break the defences on the boss, etc. That creates something unique that the more action-oriented PSU doesn't have. And which goes a bit further than the RPG-games where you choose which set of axes to attack the same person, etc.

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