![]() ![]() It can lead to combat feeling pretty smooth, but only if the encounter lasts long enough to do it.Īgain, I would have preferred if they only existed to be tagged in, acting as more of a support role. That being said, there’s a really neat tag-in system where you’ll get notified to tag into a character, where they’ll do one of their skills and you can fill up your Showtime meter upon tagging in. The party mechanics also feel odd, because having 3 Phantom Thieves running around the stage alongside you can get pretty frustrating since they’ll often wreck any attempts at trying to style on enemies. Because rather than style on most bosses, it’s way easier to get into a loop of just blowing all your SP on their weakness-spell and then wailing on them when you get the down. Each character has Master Arts, obtained by just playing as the character more.Ĭonsidering the game gives you pretty decent movement options like dashes, I kinda wish the bosses were designed more like Devil May Cry’s, and actually tested your competence at action games instead of being so gung-ho about wanting to still play like a turn-based RPG. ![]() The forced SP shortage is a pretty great way for players to realize this, but the combo-spell does significantly less to break a boss’ shields. This spell is lower potency than if you cast it manually using the cast button, but it has the added advantage of not draining SP. At various points during your character’s basic combo, they can hit the Special button for a “Persona Attack”, which summons their Persona to cast one of their spells. I’ll give the game credit here though, it’s a great teaching tool. The early game really struggles with these fights because you don’t unlock SP management items until later on, which makes a lot of the game just hoarding your spells until the big fight so that you can break shields. Worse still, that it’s barely doing any damage and yet still the most damaging tool in your arsenal. They use the gimmick of having shields that you need to break by exploiting their weaknesses, after which you can get an All-Out Attack to do, well, medium damage.Ĭonsidering how the All-Out Attack is supposed to be the climax of a good fight in Persona 5, it feels lame that you’re just using it over and over again in Strikers. The game’s bossfights are probably the lowest point of the combat, since, once again, your moveset is clearly not designed for single-target fights. But then again, given the game’s high encounter rate, it’s probably for the better that you have a “win fight” button instead of slogging through each one. It’s great I guess, but sometimes I do wish the game gave you more stages to actually flex your stuff. This works really well, often ending the fight there and then. Similar to Persona 5 there’s an ambush mechanic, where if you ambush an enemy you start with them open to an All-Out Attack. The enemies can also go down a little too easily, often feeling like some weird tease where you rarely get to flex your combo skills unless there’s a bigger mob. ![]() This wouldn’t be too bad if it didn’t make Strikers’ combat feel imprecise, since it’s much more geared for big hordes of enemies rather than focusing down certain ones. However, for the most part fights are limited-enemy encounters, more like a classical RPG. Every character’s broad-hitting moves really shine here, and it really feels like the spells do something since you can put a large mob of Jack-O-Lanterns to sleep while you focus on the next horde of Shadows. Those moments where you are playing a Musou game are some of the best parts of the game, especially if you’ve leveled up your character’s Master Arts and unlocked all their moves. This is where I feel that Strikers gets most frustrating, cus it really does give off the feel of indecisiveness. Save for a few setpiece moments, the fights are actually designed like RPG encounters, so you’re usually only fighting a handful of enemies. You’re not doing any of the Musou staples like taking territory or the like, the only thing you have in common is that you fight a lot of enemies at once.Įven then, I find you’re not actually fighting too many enemies at any given point in time. Follow us on Twitter Follow and Tweet us Tweet to it first debuted a lot of people thought this was a Persona-style Musou game, but that’s actually quite far from reality. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |