The combat in Battle: Chasers Nightwar follows a traditional JRPG pattern. Moving your character around and drawing foes into favorable fights is still very much possible and, indeed, required in dungeons as well. It’s worth noting that while lore pieces can be found on all difficulties, the legendary variants of dungeons seem to be the only place to find certain lore snippets as well as some side quest objectives. Whenever you pick one of the three difficulties (normal, heroic and legendary) the game will let you know how tough it is for your party, helping you gauge whether or not you should throw yourself into it. Lastly, dungeons are basically large areas comprised of more exploration zones (or rooms) that are filled with a variety of foes, coming in three difficulties. Furthermore, foes can move around and you have access to certain skills which can give boons if used prior to a fight, draw enemies so that you don’t face too many at once, or steal resources from them. Exploration zones are smaller areas where you, again, control your party members, however, this time it’s from an isometric perspective. The overhead map bears some combat but also involves trading, gathering and blink stations for quick travel needs. The map is split into a couple of areas which are part of the game’s linear story, generally being inhabited by monsters of increasingly higher levels. Firstly, there’s the Overworld, an overhead map which allows you to move towards objectives, or back to Harm’s Way, the hub area where you can refill on potions and learn recipes for crafting. The gameplay is sectioned in three big portions. From its visually varied dungeons to great character design, the game looks good, with the exception of certain moments when the camera closes in on a handful of character’s faces.įor the most part, Battle Chasers: Nightwar will have you killing lycelots, bandits, undead and other kinds of nasty things inhabiting the island where your ship crashes. From a distance, Garrison does remind of a certain horseman that’s more belligerent. A bit of Darksiders inspiration is noticeable in the stylized visuals the game employs. Aside from having kept a similar style in drawing the characters, cutscenes are presented as static shots while, outside of them, characters speak through thought bubbles. If anything, the first videogame incarnation of the IP doesn’t forget its roots. Fast forward to today and, after a successful Kickstarter campaign, the graphic novel’s creator, Joe Madureira, alongside Airship Syndicate, founded by ex-Vigil devs, have finished work on Battle Chasers: Nightwar. The last issue of Battle Chasers saw the light of day in 2001 which, by my calculations, is more than a month ago.
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