chronoluminaire wrote:Just out of interest, what was it about the battles in Grandia / LoD that are better / less boring?
I can only speak for Grandia II (the only one I've played) but I have to agree with DaFool that it's probably the best battle system I've seen in a JRPG by a fair margin. The two things which are good about it from my point of view were:
- The activation/initiative system: You have a bar along the bottom of the screen which each combatant moves along from left to right; when they hit three-quarters of the way along, you have to select an action for them, but they don't perform that action until they're right at the end. Additionally, depending on the action their speed along that last quarter changes, and some attacks knock the target back towards the left. So it's entirely plausible sometimes to say "I'll just hit that enemy with a quick stab that won't do much damage, because it'll knock him back quarter of the bar and out of activation and give my spellcaster time to activate and cast a really damaging spell" - if you're careful, you can sometimes manage battles so that the enemy barely gets a look-in, but it takes planning.
- The non-fixed positioning: G2, at least, had a 2-D field which the battle took place in, and your characters ran around inside that. You couldn't directly control them, if you told them to physically attack a target then they'd run over to next to that target, hit them and stay there until their next activation. If they were right the way over the other side of the field, or if the enemy coincidentally moves away from them as part of its own activation, they might run out of time and not get an attack in at all. Area of effect spells existed, so again, with careful planning you could manoeuvre all the bad guys into a group and hit them all with the same explosion or whatever.
Unfortunately, both of those things were deemed far too complex to get into a NaNaRenO entry. :/
(And personally, I quite liked the
battle engine in Skies of Arcadia; the reason it was bloody tedious was because the random battle incidence rate was far too high; in one section, fighting against a headwind, I was making backwards progress at times 'cause I didn't have time to hold down 'forwards' after one battle and before the next and got blown back a bit. :/)