Jade Empire combat system

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(I've played the demo once so far.)

Is it just me, or is Jade Empire's "real time combat system"
more or less just KOTOR's, except (1) you have to press a button when your
turn comes to attack, and (2) movement doesn't (seem to) cancel out attack
state?

I dunno, maybe I'd been too hyped up by Video Fenky's statement
long ago that it was like a fighting game that did not rely on split
second timing[a], but the demo's combat system was kind of a letdown.


[a]: "Seeing it in action, it looks something like a strategic 3D fighter,
as if you were directing Heihachi's moves without actually having to
worry about the precise timing behind them."
- http://www.video-fenky.com/archives/000097.html

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Archived from groups: alt.games.video.xbox (More info?)

On Fri, 8 Apr 2005 04:19:34 +0000 (UTC), archang@sfu.ca (Andrew Ryan
Chang) wrote:

> (I've played the demo once so far.)
>
> Is it just me, or is Jade Empire's "real time combat system"
>more or less just KOTOR's, except (1) you have to press a button when your
>turn comes to attack, and (2) movement doesn't (seem to) cancel out attack
>state?
>

They're not really similar. Kotor was 100% turn based, which gave the
impression of almost being real time, but behind the scenes, a lot of
calculations were being made on hit percentages, damage, etc. The game
had nothing to do with fast reflexes.. Jade Empire is completely real
time, although you do have the option to pause the game to change
fighting styles or remap them to the d pad. But at it's heart, combat
is 100% real time.

> I dunno, maybe I'd been too hyped up by Video Fenky's statement
>long ago that it was like a fighting game that did not rely on split
>second timing[a], but the demo's combat system was kind of a letdown.
>
>
>[a]: "Seeing it in action, it looks something like a strategic 3D fighter,
> as if you were directing Heihachi's moves without actually having to
> worry about the precise timing behind them."
> - http://www.video-fenky.com/archives/000097.html

Well, his statement is true in the sense that the game doesn't have a
very complicated fighting system that relies on counter moves,
reversals or anything else that involves split second timing.. The
moves also appear to be very easy to perform so you wont have to
remember any long or complicated combos.

I've played the demo numerous times and I was disappointed at first.
The combat system seems to be overly simplistic and would probably
make a terrible fighting game, but in the context of an RPG, I think
it will work.
 
Archived from groups: alt.games.video.xbox (More info?)

Imperium <frankmelo@sbcglobal.net> wrote:
>On Fri, 8 Apr 2005 04:19:34 +0000 (UTC), archang@sfu.ca (Andrew Ryan
>Chang) wrote:
>
>> (I've played the demo once so far.)
>>
>> Is it just me, or is Jade Empire's "real time combat system"
>>more or less just KOTOR's, except (1) you have to press a button when your
>>turn comes to attack, and (2) movement doesn't (seem to) cancel out attack
>>state?
>>
>
>They're not really similar. Kotor was 100% turn based, which gave the
>impression of almost being real time, but behind the scenes, a lot of
>calculations were being made on hit percentages, damage, etc. The game
>had nothing to do with fast reflexes.. Jade Empire is completely real
>time, although you do have the option to pause the game to change
>fighting styles or remap them to the d pad. But at it's heart, combat
>is 100% real time.

It doesn't feel /real/ time. It feels like KOTOR's high-speed
turn-based system with a default "skip this turn" if you don't input your
command in time. The way JE's player character and enemies seem to take
distinct intervals between attacks gives it the rhythm of a game a bit
like Grandia 2, where each combatant's turn came up in a varying number of
seconds, but they still take turns.

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cents per pound." - USA TODAY editorial, March 25 2004.
(Right now, Canada and the US plan to increase test coverage by a
factor of ten -- which will still test less than 1% of all cattle.)