B confirms and A cancels.
Sorry to open up like this, but this game is backward. A confirms and B cancels, and this is how it should be. It's like forcing people to press start on an intro screen instead of being able to press start or A.
Anyway, Unchained Blades has finally reached the 3DS and my dungeon crawling needs will probably be satiated until Etrian Odyseey 4 pops up.
The structure of the game is nothing out of the ordinary: go to town, rest, gear yourself up, go to dungeon. Movement is tile-based and the map is automatically drawn as you progress through the current labyrinth.
The party is composed by up to four elements, but this is where Unchained Blades twist things a little: any party member under the player's control can have up to four followers, servants of sorts that can follow up their master's attacks, link to skills and even take damage in his/her place. Extra followers can be gained in the dungeons by reducing an enemy's HP below half and wait for a random counter to come up; when the counter comes up, succeding a QTE will make the enemy join the party as a follower.
A master can "equip" up to four followers and up to his/her charisma points, which are gained by performing well in battle. After a battle, followers can ask their master something and depending on the answer their mood can go up or down, affecting the chances of extra actions.
Skills are by unlocking them by spending the SPs gained when levelling up, and so far each character's skill tree seems self-centered, no merging and intertwining of skills like in Etrian Odyssey (and one of the factors that made me particularly appreciate the series).
Certain events are called Judgment Battles: essentially one active party member will lead all followers against someone's else followers and the battle is controlled by pressing buttons at the right moment...a bit too many QTEs for my liking but at least battles are still fought with turns against enemy groups...that can take up more than one screen.
Oh yes, in certain battles the party will face more than a single screen worth of enemies, and there are skill that actually affect all battlegrounds instead of attacking enemies one by one.
In the few hours I've spent with the game, everything felt in place for a good dungeon crawler. Except the A-B thing.
Sorry to open up like this, but this game is backward. A confirms and B cancels, and this is how it should be. It's like forcing people to press start on an intro screen instead of being able to press start or A.
Anyway, Unchained Blades has finally reached the 3DS and my dungeon crawling needs will probably be satiated until Etrian Odyseey 4 pops up.
The structure of the game is nothing out of the ordinary: go to town, rest, gear yourself up, go to dungeon. Movement is tile-based and the map is automatically drawn as you progress through the current labyrinth.
The party is composed by up to four elements, but this is where Unchained Blades twist things a little: any party member under the player's control can have up to four followers, servants of sorts that can follow up their master's attacks, link to skills and even take damage in his/her place. Extra followers can be gained in the dungeons by reducing an enemy's HP below half and wait for a random counter to come up; when the counter comes up, succeding a QTE will make the enemy join the party as a follower.
A master can "equip" up to four followers and up to his/her charisma points, which are gained by performing well in battle. After a battle, followers can ask their master something and depending on the answer their mood can go up or down, affecting the chances of extra actions.
Skills are by unlocking them by spending the SPs gained when levelling up, and so far each character's skill tree seems self-centered, no merging and intertwining of skills like in Etrian Odyssey (and one of the factors that made me particularly appreciate the series).
Certain events are called Judgment Battles: essentially one active party member will lead all followers against someone's else followers and the battle is controlled by pressing buttons at the right moment...a bit too many QTEs for my liking but at least battles are still fought with turns against enemy groups...that can take up more than one screen.
Oh yes, in certain battles the party will face more than a single screen worth of enemies, and there are skill that actually affect all battlegrounds instead of attacking enemies one by one.
In the few hours I've spent with the game, everything felt in place for a good dungeon crawler. Except the A-B thing.
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