UPDATE #3
In traditional Japanese RPGs, turn based fights usually pit players against various kinds of flora and fauna, politely giving and receiving beatings in an orderly fashion. Instead of this back and forth, the emphasis here is on recreating the sensation of a soldier on the battlefield. The cinematic angles are meant to give a more realistic flow to the combat, and it will not be a passive affair where you just select "attack" and watch your party jump over an invisible line separating friend from foe. After you choose an action, you will need to adapt to changing circumstances, which might require you to perform a series of timed button presses in mid-attack. Success in these situations can score you a critical hit, while failure might mean you deal less damage. For those traditionalists that are scared off by real time RPGs, don't worry; the fights still take place in a turn based framework. This isn't a real time hack n' slash like Dynasty Warriors.
Rush plays the role of one soldier among dozens as players group him and his companions into different Unions - small groups of five that can be ordered to perform actions on the battlefield. Though they are unified, the characters in Unions don't sacrifice their individual strengths. Different characters have special attacks and unique abilities, though these may vary depending on the current situation on the battlefield. "The commands can differ depending on the combination of Union members, the target of the battle, and morale. Players must make decisions based on these factors," says Takai.
The morale Takai refers to is another pivotal factor on the battlefield. Represented by a meter on the top of the screen, it fluctuates throughout the battle, resulting in different consequences. "If morale is low, characters will not be able to exert their powers. Players must aim to continuously improve their battle-styel and commands, or they may end up with a very difficult battle," Takai cautions. We saw an example of these shifting tides as two armies met in the middle of a field. Outnumbered, one side was immediately at a morale disadvantage. That changed as soon as a magic user summoned a monstrous flying beast, which sent the opposing army's morale into the gutter. Then Rush came in to save the day by calling forth a lumbering golem onto the field, which once again tipped the scales in his favor. It is easy to imagine that this seemingly simple match of tug of war will become the key to victory, especially considering that up to 70 units will be engaged in combat at once.
The conflicts in TLR aren't limited exclusively to such a grand scope. However, with the potential for massive clashes, there is certainly an effort to avoid throwaway fights and make each encounter matter. "Our main objective was to create a gaming experience in which the players can fully enjoy the battles as opposed to thinking of them as a grind fest," asserts Takai. "The story is definitely scripted to keep players on the edge of their seats, and we have prepared an abundance of short quests. However the main draw of this game will definitely be the battles."
No matter how stunning your battle system or how intriguing your world, the first step to captivating games is by ensuring them they can play your game in the first place. SE has a long and successful history of making console exclusive games, but TLR breaks that pattern. "We made the decision to go multiplatform after researching global ownership rates and overall marketability," says Takai. But there is more to the story than simple numbers: "As game developers, we would like to have as many users play as possible, and we are confident that we can create an RPG with the best specs imaginable at this point in time." While contractual issues prevent SE from specifically confirming which platforms the title will appear on, the issue is hardly puzzling. Since the game is too graphically intensive for the Wii, that only leaves the Xbox 360 and Playstation 3.
There is no denying that TLR is an incredibly ambitious title. Whether it's the epic combat, the game's global aspirations, or a multiplatform release, there are a number of challenges to be addressed in the next year of development. Even when faced with these issues, Takai's main concern is ensuring that TLR lives up to its potential in the eyes of RPG fans. "The most difficult challenge is to provide a quality RPG that SE fans have come to expect, while giving it its own unique s.tyle" he tells us. "By combining an engrossing story and a ground-breaking battle system, we are seeking to create the ultimate RPG experience." Coming from the company that already dominates the genre, that's definitely saying something.
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