![]() ![]() Indeed, there have likely been many newcomers in recent years, as the series has begun to make the jump to the Nintendo community via a couple of well-received re-releases for the Nintendo Switch. The sheer amount of complexity and micromanaging offered up by each game is nigh peerless in the genre, and though these games are a veritable feast for those who love a nice thousand-hour grind in their RPG, it can be rather intimidating to approach Disgaea as a newcomer. Having auto-battle available for key stages tied to progression feels cheap and detracts from the story somewhat.The Disgaea series has always been one of those in gaming that could best be described as an ‘acquired’ taste. I think its use should have been limited to grinding in the item world and other nonessential stages. 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. 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. ![]()
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