Panzer Dragoon Saga - Battle System

Battle System

Compared to many of its contemporaries, such as the Final Fantasy series, Panzer Dragoon Saga has a cinematic combat system, making use of dramatic, sweeping camera angles and elaborate animation sequences to dramatize battles. Combat takes place in mid-air rather than on the ground, and is based on a traditional turn-based model, though maneuvering takes place in real time. Like most RPGs, the player is able to attack, use items, or cast spells (called Berserks).

The player may confront multiple opponents at a time, and many enemies have multiple points that may be targeted. The player is also given the opportunity to circle the enemy and attack from different sides, allowing the dragon to attack a specific weak point that may only reveal itself from different angles. The risk is that this may also leave the player character open to a strong attack from that direction. Enemies are also able to adjust their positioning. A radar in the HUD indicates the areas surrounding the enemy as being safe, neutral, hazardous, or inaccessible. Safe areas—and the enemy’s weak spots—often change. Therefore, the player must frequently assess the strategic advantages and disadvantages of the player character's positioning in order to gain the best advantage.

The combat system makes use of three action gauges that deplete with each move made. A move constitutes a normal attack, a Berserk attack (see below), or the use of an item. Basic moves such as firing Edge's gun or unleashing a laser attack from the dragon cost one gauge, with Berserk attacks consuming anywhere from one to three gauges. The gauges refill in real-time; the speed at which they do so dependent on the form that the dragon is currently in. The player can use whatever moves one likes, whenever, as long as there are enough Berserk Points and fully charged action gauges. Therefore, if all three gauges are charged, three single-gauge moves can be carried out consecutively with no hold between them. This enables the player to "beat the enemy to the punch", initiating a basic attack or avoidance maneuver before the enemy is able to react.

There are numerous means of using the action gauges. First, there are two forms of basic attack: the dragon’s homing lasers or Edge’s own gun. In the first case, the dragon fires a stream of lasers that attack multiple targets regardless of player input. (If there are fewer targets than lasers, multiple lasers will strike a single target.) Edge’s gun is used for causing concentrated damage to individual targets. Unlike the laser attack, the gun can be modified through the use of items (attachments) found during the course of the game; for example, the Sniper modification increases the damage the gun causes to weak points.

There are also special moves called Berserks that are comparable to the magical spells found in other RPGs. Unlike the basic moves that are initially available, the dragon will learn these as it levels up. Each use of a Berserk costs an amount of Berserk Points (BP), which may be thought of as traditional "spell points". Unlike the action gauges, BP do not recharge of their own accord (unless the dragon is in a form that allows BP regeneration, elaborated below). They must replenished through items, rest, or those Berserk moves that serve to replenish, rather than expend, BP. Some berserks are hidden in certain areas.

At the end of a battle, the player is ranked depending on how quickly and efficiently they handled it. The better the rank, the more experience points are received, eventually allowing the dragon to level up and learn new battle techniques or even evolve into a different dragon type. These evolutions are generally plot elements that occur after a critical boss battle.

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