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Air Realtime Linear Motion Battle System |
The new battle system being implemented into this installment of the series is dubbed as Air Realtime Linear Motion Battle System, or AR-LMBS short. It is an enhanced version of the LMBS constant through the series, and is quite possibly the fastest battle system ever present in a Tales game. Battles take place on the ground, but a large emphasis is placed on airborne brawls, with characters staying up in the air for long periods of time.
Chain Capacity, or CC, is a new system introduced in this title that takes the place of TP. The CC shows up on screen as a number, and the player is able to link as many attacks as they can with their availible CC. So if a player starts with 9 CC, they will be able to connect 9 regular attacks. Of course, more advanced skills, such as majinken for example, will use 2 or more CC. CC can be recovered by not attacking or by ending a battle. Learning how to links attacks while still watching the CC gauge is the key to victory in this game.
One of the many capabilities of the swordians is the ability to increase max CC and learn new skills. If a ability is equipped during battle and the player wins, they will then master that skill.
When the Blast guage under the character's HP becomes full, whether by attacking the enemy or being attack, that character will be able to perform a blast calibur. Blast caliburs are similar to Hi-Ougis of past Tales games, as they fill the screen with huge, flashy attacks, and combos that dish out tons of damage.
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