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Lost Odyssey: A Review PDF Print E-mail
Written by Alex "APZonerunner" Donaldson   
Thursday, 07 February 2008 05:33
Article Index
Lost Odyssey: A Review
Battle Mechanics
Story / Closing Comments
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A brand new RPG from the creator of Final Fantasy and Chrono Trigger is less than a week away from release, and APZonerunner has gotten his hands on an early copy. Read on to see why this is the spiritual successor to Final Fantasy for the 360, among other amazing things.

 


 

As a JRPG fan I can say this game is JRPG by numbers, but that's what makes it so cool.

This is like FF4 + FF8 + FF10, and I honestly think if Sakaguchi was still at Square this game would be Final Fantasy XIII. They'd just change the name.

Some of the FF elements are even there. Technology touting old-man character is called... Sed. There's a child mage duo very reminiscent of Palom & Porom, stuff like that.

It's pretty much a simple old turn-based system but the immortals aspect mixes it up. Allow me to explain:

Mortals learn moves and tricks like characters in FF9. Abilities are attached to accessories, and getting SP (this game's AP) allows you to use the abilities without the relevant item equipped. Characters also learn vital abilities naturally via level progresstion, which helps enforce the basic classes like Mage, Knight and so on.

Immortals can't learn moves from accessories and items. You can equip them - which gives you the move - but you can never learn them from the item. What you have to do is learn them from a person. Say you want the main character to have the skill that tells you how much HP an enemy has left automatically - you must make a mortal learn it, and then the immortal must 'skill link' with the mortal and be taught the move like that. Skill linking is similar to equipping, and uses SP to learn once more - but it makes it harder to grind/spam to get the skills you want as a mortal has to learn them first.



Last Updated ( Thursday, 07 February 2008 05:38 )
 
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