Hows Vita remote play? Are L2 and R2 primary controls for the game? Hows text size, etc.
Back in the first dungeon, every time we got to a save room, Morgana would be like "it's still a long ways to go," and generally manage expectations of dungeon length pretty well. Fast-forward to the fifth dungeon, and "the treasure is right behind that door" every time there's a door. An hour and five doors later, the treasure is still right behind that door.
L2 is useless and R2 is used for running. Running isn't really essential since you're sneaking around palaces for the most part but it can cut down on traversal time in areas with no enemies. It's not useless but not hugely important either outside of a couple specific instances.Hows Vita remote play? Are L2 and R2 primary controls for the game? Hows text size, etc.
She stalks around a different area each day from what I saw.Yes - at school on most days, and on some days she will even follow you around Shibuya
Yeah, I realize that but I don't think it makes a whole lot of sense.
She stalks around a different area each day from what I saw.
I love her pathfinding. It's absolutely terrible. You run past her and instead of her just turning round normally, she'll literally run to the end of the corridor/street and u turn at the end, like a car or something. XD
Hows Vita remote play? Are L2 and R2 primary controls for the game? Hows text size, etc.
Hows Vita remote play? Are L2 and R2 primary controls for the game? Hows text size, etc.
They probably didn't bother to figure out the coding for every circumstance, then.i kinda get it but eh... it's the same reason why you can't trigger a holdup by hitting an already downed enemy with its weakness again, there's got to be bits of game design rules that supercede expectations
If you bust her in Shibuya she'll literally exit the map and come back again, so I think it's deliberate
Back in the first dungeon, every time we got to a save room, Morgana would be like "it's still a long ways to go," and generally manage expectations of dungeon length pretty well. Fast-forward to the fifth dungeon, and "the treasure is right behind that door" every time there's a door. An hour and five doors later, the treasure is still right behind that door.
Just got to the second half of the first palace and I have no clue how the turn system works. Why are enemies suddenly getting turns after just one of my team has attacked? It's frustrating, and I've been wiped twice on easy!
She stalks around a different area each day from what I saw.
I love her pathfinding. It's absolutely terrible. You run past her and instead of her just turning round normally, she'll literally run to the end of the corridor/street and u turn at the end, like a car or something. XD
Just got to the second half of the first palace and I have no clue how the turn system works. Why are enemies suddenly getting turns after just one of my team has attacked? It's frustrating, and I've been wiped twice on easy!
Pretty good.
L2 is rarely used during battles and R2 (sprint) isn't used that often. Only in dungeons and when backtracking.
It works well, provided Remote Play works well for you in general, in terms of connection speed, etc (mine usually doesn't).
R2 / L2 are used very rarely - only for sprinting in dungeons as far I remember, which is not really ever necessary.
Text size is a bit on the small side but again, assuming your connection is good and you're getting non-compressed IQ, it's perfectly readable.
L2 is useless and R2 is used for running. Running isn't really essential since you're sneaking around palaces for the most part but it can cut down on traversal time in areas with no enemies. It's not useless but not hugely important either outside of a couple specific instances.
It's not that they didn't code it but rather the conditions for triggering a hold up are:They probably didn't bother to figure out the coding for every circumstance, then.
She lived in America for a while which is why she can speak English. And she is quarter American and 3/4th Japanese, which is suppose to be the explanation for why she has blonde hair and blue eyes..lol. Cause somehow in her case the 1/4 recessive genes ended up coming on top of the 3/4 dominant genes.
Spoilers for November:
It's a little disappointed how obvious that "twist" was. Everyone could figure out who the traitor was. I remember Persona 4 being much more surprising. Anyway I'm still really enjoying it. I got a bad ending here, but moving on right now.
Spoilers for November:
It's a little disappointed how obvious that "twist" was. Everyone could figure out who the traitor was. I remember Persona 4 being much more surprising. Anyway I'm still really enjoying it. I got a bad ending here, but moving on right now.
It's not that they didn't code it but rather the conditions for triggering a hold up are:
1. All enemies must be knocked down
2. You have to have a 1 more
When you kill an enemy after knocking down the rest without hitting its weakness or getting a critical, you do not get a 1 more so you've failed condition 2.
When you hit an already knocked down enemy with its weakness, you do not get a 1 more as it would break the game balance. As such, condition 2 is not met.
Hit a couple of bad localization lines when I'd say 95% of the time it's been good. Surprise, one of them was Sae. I wonder if different members worked on different characters? She talked about "cognitive psience". I mean maybe that's intentional but strange.
The other was Makoto saying they need to "talk to (char name) once" instead of at once.
That last sentence is the part that breaks it.
P5's twist here is better to me than any surprise P4 had.
Finished up the tutorial dungeon, seems like I'm gearing up for my second major targetMudarame.
Question: does most of the story revolve around relatively minor situations like this or do the stakes get higher later in the game?
Whoops. Forget about it then.Uh, what? I'm talking about Makoto's pathfinding when she's stalking you.
I don't know what you're on about.
Hit a couple of bad localization lines when I'd say 95% of the time it's been good. Surprise, one of them was Sae. I wonder if different members worked on different characters? She talked about "cognitive psience". I mean maybe that's intentional but strange.
Hit a couple of bad localization lines when I'd say 95% of the time it's been good. Surprise, one of them was Sae. I wonder if different members worked on different characters? She talked about "cognitive psience". I mean maybe that's intentional but strange.
The other was Makoto saying they need to "talk to (char name) once" instead of at once.
Uh, what? I'm talking about Makoto's pathfinding when she's stalking you.
turn order is based by agility, but certain enemies (particularly sub-bosses or bosses where there's only one) will get two turns per 'round'.
turn order is based on agility
Almost done with palace 5. There's a lot of legitimate complaints, but I'm enjoying large parts of it.
Honestly the thing that's triggered me the most is the fucking ambush/attack mechanic. Several times I've been in a position where I should've had an ambush, or at worst a normal attack, but I've gotten jumped and it's really screwed me over. It's worse in this palace becauseof all the timers with the hydraulic presses. I'm fine with the timer mechanic, but when you throw several enemies into an open area you have to jump into in a limited time, I'm going to get super pissed if they get a jump when it's clear they shouldn't.
That's how much they hate himIt's strange to see how many people brazenly don't care about spoiling shit on Morgana.
I mean, it does happen. I have light hair/blue eyes and neither of my parents do.She lived in America for a while which is why she can speak English. And she is quarter American and 3/4th Japanese, which is suppose to be the explanation for why she has blonde hair and blue eyes..lol. Cause somehow in her case the 1/4 recessive genes ended up coming on top of the 3/4 dominant genes.
How many days of free time to you get after palace 6?
I'm trying to figure out how many conidants I can still finish (without save scumming) before the game ends.
Back in the first dungeon, every time we got to a save room, Morgana would be like "it's still a long ways to go," and generally manage expectations of dungeon length pretty well. Fast-forward to the fifth dungeon, and "the treasure is right behind that door" every time there's a door. An hour and five doors later, the treasure is still right behind that door.