One thing I didn't like in the battle system was that all the little monsters shared the same MP. You only got a few attacks in and then you had to switch back to the main guy to drink a coffee, slowed things down a lot.
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Thread: Ni no Kuni demo coming Tuesday!
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12-06-2012 #51Chipmunk Enthusiast







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Last edited by Dave-The-Rave; 12-06-2012 at 10:06.
Trophy-licious!
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12-06-2012 #52
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12-06-2012 #53Supreme Veteran







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I played the first part of the demo and it was definitely beautiful and charming, however I'm not sold on the battle-system yet.
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12-08-2012 #54
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12-08-2012 #55
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12-10-2012 #56Super Elite







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I finally got around to playing the demo last night. The game is beautiful. That aside, it's hard to imagine how they could have made this game any more of a traditional JRPG than it is. It's definitely going to turn into an extremely niche game. I enjoyed what I played of it but I did feel that the encounter rate was too high and agree with those talking about dropping back to your character to drink coffee. Seemed like bad game design, why not just let you select it on the monster's wheel and have Oliver drink it over in the corner?
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12-10-2012 #57Supreme Veteran







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Yeah I'm not a fan of the battle system and I also agree the encounter rate is too high. My greatest pet peeve with JRPGs. You can't even avoid the enemies if you want, unless you're on the overworld.
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12-10-2012 #58Super Elite







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The overworld had WAY too many enemies. They knew you would try to avoid them so they added extras. IMO all they have to do is halve the number of encounters and double the XP per fight. What's so hard about that? Sure I enjoy the fights but it becomes tedious. Most people are into these games for the story. It seems like the Japanese devs don't get that.
I'm definitely buying it though.
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12-10-2012 #59Supreme Veteran







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Great minds think alike! That's what I always say too.
The battles should be a break to the exploration, instead of the exploration being a break to the battles.
Especially when battles transfer you to another screen. If everything occurs seamlessly on the field, then the pacing won't be as jarring. That's something I loved about FFXII. That game had a bit too many enemies as well, but the pacing was smoother due to the seamless battles.
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12-10-2012 #60
Agree with what you two say actually. I thought the encounter rate was too frequent. I still think the battle system is pretty fun though.
The overworld music was brilliant. Too many enemies as mentioned though
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12-10-2012 #61Apprentice







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Another thing I liked about the battle system was the timing and positioning. Switching between player and familiar would give you a strategic advantage at times. I was able to avoid a lot of physical attacks changing between. Or using your monster to rotate to the opposite side of the battle area, getting a few attacks off and drawing attention then switching back to player was kind of a RPG teleport if ya will. Could get a position advantage.
As far as healing hp and mp it paused while choosing and didn't take up that much time or make ya feel like you 'lost' a turn like older games.
I can see this game being really fun at high levels with a great grasp on the battle mechanics.
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12-12-2012 #62Earthbound







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I've done a blog post on Ni no Kuni!! Such a wonderful game, I truly can't wait now. Only question is, do I bite on the limited edition?!
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12-12-2012 #63Super Elite







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12-12-2012 #64Elite Guru







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12-12-2012 #65Earthbound







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12-13-2012 #66
I finally got around and played the demo. I really like it. The encounter rate seemed a bit much, but I think I'll like the fighting system. Not a fan of, "Hey since you know zero buttons and played a grand total of zero seconds, fight this boss!" Think I might have to get it when it comes out.
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