LordLucaBlight
Mad Prince
ive heard alot of ppl say that they think the DMW is poo. (not necesarily on here but in general) i would like to say why i think its really a deeper version of the Limit Break system and not some random piece of dook thrown in their to cheaply add some excitement to combat.
first of all, yes the slot machine aspect may seem strange when compared to Limits from 7... but really, what are Limit Breaks? they are a gushing torrent of emotion that give the host a burst of power right, and in turn enable special abilities right?...
but people cant control emotion, they cant pick when they want it to surface and when a thought will pop into their head that could fuel such emotions. in this way, i actually find the DMW realistic, although ill admit at first its like wtf.
my next point is how the 'times 5 chance with certain characters' for the limit is relevant. you see in crisis core the emotion towards X character is influenced by events with X charatcer in the story. in this way the plot has a direct affect on how Zack is fighting due to who is inducing intense emotion at the time. this is reflected in battle by increasing the chances of performing the limit relevant to that character. which makes perfect sence...
this is also coupled with the fact that by various means (lucky starts etc) his general emotional level shown with the graph displaying 'normal' 'very high' 'heavenly' affects the rate of limits.
these two elements, combined with the slot machine reels (which to me represent uncontrollable emotion) create a limit system that although different, is actually quite good.
in relevance to how the game works, ok you cant strategise and plan when to use your powerful limit break, but i must say in hard mode, theres nothing like lucking out and getting an assault rush lvl 5 against a tough monsta in a "very hard" mission
does anyone agree? or think im full of crap :S
first of all, yes the slot machine aspect may seem strange when compared to Limits from 7... but really, what are Limit Breaks? they are a gushing torrent of emotion that give the host a burst of power right, and in turn enable special abilities right?...
but people cant control emotion, they cant pick when they want it to surface and when a thought will pop into their head that could fuel such emotions. in this way, i actually find the DMW realistic, although ill admit at first its like wtf.
my next point is how the 'times 5 chance with certain characters' for the limit is relevant. you see in crisis core the emotion towards X character is influenced by events with X charatcer in the story. in this way the plot has a direct affect on how Zack is fighting due to who is inducing intense emotion at the time. this is reflected in battle by increasing the chances of performing the limit relevant to that character. which makes perfect sence...
this is also coupled with the fact that by various means (lucky starts etc) his general emotional level shown with the graph displaying 'normal' 'very high' 'heavenly' affects the rate of limits.
these two elements, combined with the slot machine reels (which to me represent uncontrollable emotion) create a limit system that although different, is actually quite good.
in relevance to how the game works, ok you cant strategise and plan when to use your powerful limit break, but i must say in hard mode, theres nothing like lucking out and getting an assault rush lvl 5 against a tough monsta in a "very hard" mission

does anyone agree? or think im full of crap :S