Having auto-battle available for key stages tied to progression feels cheap and detracts from the story somewhat. However I do think that 6's story was a lot better. And there's some things I do think 6 does better even - but 6's gameplay problems are Significant, both during the main game and post game experiences. I think its use should have been limited to grinding in the item world and other nonessential stages. 5 is the better game, but it's also a significantly more complicated one, even if it's much more straightforward than some Disgaea titles. The only downside is that it can sometimes feel as though battles aren’t worth playing manually, as a well thought out auto-battle strategy is often the fastest way to clear a stage. The previously tenuous 'summer' release date for Disgaea 6 Complete has now be cemented in stone: The game will release on the 28th of June for the PS4, PS5 and PC. Having this level of control makes auto battling surprisingly skill-based, as you have to consider how the AI can get the best use out of each unit. For example, you could set a support unit like the Clergy to check for their allies’ health levels, heal them if they’re low, check their own health, heal themselves if they’re low, or attack an enemy if none of those statements are true. This allows you to give specific units more defined instructions as to how they should act during auto battles. Rather than just having generic presets to instruct the AI with, the game implements a flow chart mechanic. It’s also one of the best implemented auto battlers I’ve seen in any JRPG.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |