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Pro Mix of real time and turn based battles
Combat is really the shining star of Child of Light. There's icons that scroll along the bottom of the screen, indicating who will act next. Attacking an enemy that's preparing a huge spell, for example, will interrupt his cast and send him back on the timeline.
The battle system really forces you to think two or three steps ahead, so you can interrupt your enemies and keep them from doing the same. It's all about planning for the bigger picture, instead of releasing the most devestating attack you can here and now, like most RPGs.
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