MRORANGE said:
I must have played about 5hrs of Last Remnant and I still have no idea on how the battle system even works :s I know I can arange my troops by formation but that about it.
Scythian said:
Already had The Last Remnant, but felt really overwhelmed with the battle system. I din't know what was going on most of the time. Maybe I'll try it again soon.
I wrote this before when somebody was confused by The Last Remnant's (terrible) demo, so here we go again:
HTOWN'S GUIDE TO WHAT THE HELL IS GOING ON IN THE LAST REMNANT
Basically when you go into a battle, all of your individual characters ("units") are broken up into a few squads (called "unions"). So are the enemies. Units pool their hit points together, so each union has the HP of all its dudes put together, and they all act together. You're basically telling each union how to act during that turn. (So for example, you can say, "go attack this group" or "use special attacks" or "attack this group while healing" or "heal this other union" or "do some buffs", etc.) Then when the turn starts, your guys will engage the enemy, union by union.
When your union attacks an enemy union, each individual character will perform actions based on what skills they have, what weapons they have equipped, etc. So if you say "attack while healing", the characters in your squad with weapons will hit dudes, while the characters with healing magic or items will throw out heals if your health has dropped. (You can actually hit a button to see exactly what attacks each person in the union will perform, though it can change dynamically based on how the fight is going.) The enemy union will be counterattacking at the same time, with actions happening based roughly on the speed of the characters. So usually you'll start fighting an enemy, one or two of your guys will hit, then an enemy might hit, then your dude, than a couple enemies, until every unit in both groups has performed an action. When a fight between unions starts, you can actually see the order of the turns on the left side of the screen.
Now here's where it kind of gets confusing if you don't know what's happening. Basically when one of your dudes is about to do a critical hit, it starts a kind of QTE chain. It'll go into slow motion right before you hit, and if you hit the button on screen with the right timing, it will automatically skip your next attacker in the union ahead of any other enemy actions. Then THAT attacker will get the slowdown prompt, and if you hit THAT, your NEXT attacker fights immediately, and so on. Basically you're comboing through the turn, and your last attacker (assuming they're set to hit dudes instead of heal or something) will do a special attack with substantially increased damage. (You can also get a QTE prompt on defense, and if you hit the button quickly you can counter the enemy's attack for good damage as well. The timing's a little tighter for the defense stuff, though.) That's what the QTE stuff is about.
There is a morale meter at the top of the screen. Blue is good, not blue is bad. It swings back and forth depending on how the battle is going. If you're getting your ass kicked, or your guys keep getting flanked, or another bunch of enemies runs in, your morale drops. If good things happen during the fight, like you destroy an enemy union, or you hit one of those QTE chains, or you flank or intercept the enemy, your morale goes up. There are also skills you can use (basically taunts) that raise your morale. (The enemy can do this too, so keep an eye on that.) Basically your dudes fight better when morale is high, and worse when morale is low.
I mentioned flanking, didn't I? Okay so basically, positioning matters. When you start the battle, and between turns, you'll see a minimap at the right of the screen. This shows the position of your unions and the enemy unions on the battlefield. When you give commands, you tell your unions which enemies to engage. The AI does the same thing. At the start of the turn, the combatants literally run at each other across the battlefield. If your union and an enemy union are close and they just run up on each other, it's called a "deadlock". This is basically a straight up, regular fight. If, however, you send one of your squads to attack a group in the back, and another enemy squad catches them on the way, they have intercepted you, and they get a morale bonus and a bit of an advantage. You can also intercept enemy units in the same way. Flanking happens when you already have one of your unions and an enemy union deadlocked in a fight, and a third unit runs up to join the fray. So if you send two unions to attack one enemy group, your second set of dudes will flank the enemy and gain a morale bonus and increased damage. Also, when two groups attack each other, that deadlocked status lasts across turns. Turning away from the enemy you're currently deadlocked with to do something else gives the enemy union the opportunity to do substantial extra damage against you.
END OF HTOWN'S GUIDE TO WHAT THE HELL IS GOING ON IN LAST REMNANT
There's more stuff, too, like the "special arts" (which are basically like super moves or limit breaks) and how to level skills that I haven't even gone into, but that should be enough for you to figure out how the hell to fight some dudes.
Any questions about TLR, ask away. I'm no expert, but I did really really enjoy the game.