Tales of Destiny continues the trademark Linear Motion Battle System (LMBS) of the Tales series,
with the E-LMBS (Enhanced Linear Motion Battle System), there are some
graphical enhancements to the system as it was first implemented in
Tales of Phantasia. Nevertheless, the combat is still very similar to
the first game in the series, taking place on a 2-D plane where
characters and enemies act in real time. Typical RPG onventions of HP,
TP, experience, and leveling apply. Melee and ranged attacks are
executed in real time, with spell casting
requiring a chanting time that increases directly with the complexity
of the spell being cast. When the chanting of a spell is complete,
game-time temporarily stops as the spell animation is carried out and
damage is assigned, so spells essentially act as interrupts. Special
melee and ranged attacks do more damage or have more hits than normal
attacks, but require technical points, or TP, to be consumed for use.
Also, the battle system rewards the player with extra experience for
stringing together multi-hit combos. The end result of this break from
traditional turn-based RPG battle systems is a more fast-paced and
reaction oriented system that behaves more like a fighting game and
less like a typical Final Fantasy-esque title.Pre-battle options
include assigning spells and special attacks to buttons and
button-directional combinations,
changing the party's battle formation or order, and assigning AI
behavioral patterns for your computer-controlled allies. Certain spells
can also be taken off the active casting list for computer-controlled
allies. At any one time, the AI is controlling the other characters in
the party that the player is not directly commanding, taking general
strategic orders into consideration when acting. The player controls
one character directly at a time, but can switch to other characters
and issue special attack or spell orders for any character on command
using an in-battle menu system. This menu system enables the player to
use items, spells, or special attacks on the fly in battle. Also, the menu
system allows the use of general commands given to the entire party
during battle, along with instant adjustment of previous strategy or
formation orders. All of these control options were innovative at the
time, even when considering that Tales of Phantasia was released in
1995 with nearly identical tactical options.
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