I'm going to describe the battle system because I always find it to be the worst part of these Compile Heart/IF games. It is so not the case with this game, the battle system is actually fun. Note I am only 6 hours into the game, there is sure to be more to find. Also worth noting I did not play the second game in the series, only the first so I can't be sure how much the second improved the poor gameplay from the first.
I find it hard to get an idea of how these games actually play before I play them, so consider this a PSA or something. Now, let's go!
It's a turn based affair and in battle you have full control of your character's movement within a circle who's size is determined by your characters MOV stat. You have a cube in front of your character that represents your attack range and moving it into an enemy (or two if you finesse it) allows you to attack it.
It's not just a simple attack though. You can set up your (mercifully simple compared to the first game) combos outside of battle. These combos contain three kinds of attacks types: Rush, Power, and Break.
Rush hits many times but has lowered damage and guard damage. Rush seems to be used for filling up your Drive Gauge faster.
Power does what you'd think, it hits hard but typically only once and has moderate guard damage.
Break hits vary in combo length, deal low damage but high guard damage.
You customize three attacks for each type that you choose to use in battle. A 3x3 grid with each type moving across horizontally (i.e Rush takes the top row, Power the second, and break the third). As you preform an attack in battle it moves to the right of the grid opening up the next attack in the column. Each type of move requires CP to equip and the limited amount (at least at the point I am in) makes you have to "specialize" each character.
For example I removed the third and fourth hits for rush on Neptune and replaced all of the power hits with a more powerful, more CP consuming skill making Neptune a damage dealer instead of a guage filler or guard breaker. You could of course, set your best break skills by sacrifing the two others making a character who will guard break an enemy which would then let your other characters wail on the enemy for maximum damage.
It seems to be a pretty versatile setup that allows for strategy.
Also, this is only the 'attack' option. There are still many more systems going on, like the above mentioned Drive Guage which will let you lengthen combos as the bar fills up with more powerful attacks that don't neccesarly represent the Rush, Power and Break motif. SP skills which function like skills or magic would in any other RPG; healing, powerful but costly attacks, buffs, etc. A freely entered transformed mode that used 20% of your SP to enter the state but buffs your stats considerably. EXE Drive skills which expend the drive guage for a (presumably, I don't have any of these skills yet) high damage attack.
This game also has it's own version of FOEs that roam the lands. I get the idea that they are not supposed to be battled until a much higher level than when you first see them since the first one I encountered was a 15ft talldragon that I stayed the hell away from. Fortunately they do not actively pursue you on the map.
Log in to comment