The battle system is far from ordinary fare, however, featuring a rock-paper-scissors format and a focus on predicting your enemy’s attacks.Įach turn you choose a string of actions for your Servant to carry out, with support from the playable Master slotting in over the top. This string of moves will go up against your enemy’s, with Guard beating Attack, Break beating Guard, and Attack beating Break.Īs you face the same type of foe in battle multiple times, you become more familiar with their fighting patterns, making it easier to choose your Servant’s set of actions to maximum effect.Įven intimidating bosses like other Servants follow this formula, and the game incorporates how knowing an enemy Servant’s identity helps you take them on by giving you more clues as to their next moves and an indication of when they’ll use their powerful Noble Phantasm based on how much information you’ve accrued about them beforehand. It’s wildly different from most of Kingdom Hearts, but it’s a good time.įate/Extra Not pictured: the power of umu.įate/Extra moves from the standard visual novel format of many other Fate titles to a JRPG, with dungeon-exploring and level-grinding in tact. It all seems daunting at first – and more so if you ever take a break from it and come back in the middle somewhere – but stringing together chains and re-organising decks to take out particular enemies becomes natural and oddly thrilling as you progress. These are stored in a separate menu (making it easy to forget about them) and are often cards with strong passive abilities you obtain after defeating bosses. This builds up a counter, making it take longer and longer to reload to the point where you just have to hope to get enough of a breather to refresh your useful cards.Īs if all this deck nonsense wasn’t complicated enough, there are Enemy Cards too (not to be confused with the cards your enemies use, seeing as they’re following the same rules as you). When you run out of cards – which is easy to do when they’re used so quickly and can also be discarded by an enemy’s card with a higher number – you have to reload your deck. How many times are we gonna have to do this, Riku? You also have Friend Cards which pop up in the middle of battles and allow you to call on an ally such as Donald, Goofy, or whoever the assisting character for a particular world is to do an attack. Every swing of your Keyblade is a different card, as well as every summon, spell, and item. While games like Baten Kaitos slot cards into a more familiar turn-based structure, Chain of Memories doesn’t stray from being more action-based just because you now have a deck. There’s card-based battle systems and then there’s Chain of Memories. Everything in Chain of Memories uses cards, be it selecting which world to go to or attacking and calling on your allies for aid in battle.
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#Baten kaitos games series
Here are some notable ones!īeing the second game in the Kingdom Hearts series, Chain of Memories doesn’t exactly have a set series formula to break, but it manages to stand out in its unique card-based spin on everything anyway. While there’s something to be said for a trusty familiar battle system, it’s always interesting to see the crazy things developers come up with. Some of these games see a departure from standard formula for other entries in their series, which draws particular attention to them, while others just came in swinging with weird but good battle systems straight away.