Tags: Star Wars: Knights of the Old Republic
There's a <a href="http://www.mixnmojo.com/php/site/resource.php?feature=/e32003/knights/knights">preview</a> based on some E3 fun they had with <a href="http://www.swkotor.com">Star Wars: Knights of the Old Republic</a>. Here's a bit about what the <A href="http://www.mixnmojo.com">MixnMojo</a> guys saw of the combat in the title:
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<blockquote><i>Combat</i>: The combat in Star Wars Knights is unique. It's a true mix of real-time fighting and more traditional turns-based rules. But how the heck does that even work? Basically, when you run into "hostile" characters, you can engage them immediately, flaring up your lightsabers and charging in. The members of your party (there can be two companions at a time in Knights) will rush in to your defense, or hang back and take pot-shots at the hostiles, depending on his or her individual style. However, the guy who was demo-ing the game hit "pause", which not only gives the player a nice 360° view of the battle, but also opens up a menu of special fighting commands and "spells" (force powers), where the main character and his/her companions' attacks can be micromanaged. What amazed me is that players really have a choice about how they want to play these combat sequences. For people who are more fans of direct action, they can just run in and start swinging, occasionally throwing in a disabling force attack. The companions will help you out by way of AI, until you instruct them who and how to attack. Hardcore RPGers will be satisfied because the fights can be paused at any moment to adjust the commands and take much more control over the actions of the character and his party. I was very impressed with this, overall.</blockquote>
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Unique, yet seen before in all the other <A href="Http://www.bioware.com">BioWare</a> games.
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Spotted this at <A href="Http://www.ve3d.com">VoodooExtreme</a>.
There's a <a href="http://www.mixnmojo.com/php/site/resource.php?feature=/e32003/knights/knights">preview</a> based on some E3 fun they had with <a href="http://www.swkotor.com">Star Wars: Knights of the Old Republic</a>. Here's a bit about what the <A href="http://www.mixnmojo.com">MixnMojo</a> guys saw of the combat in the title:
<br>
<br>
<blockquote><i>Combat</i>: The combat in Star Wars Knights is unique. It's a true mix of real-time fighting and more traditional turns-based rules. But how the heck does that even work? Basically, when you run into "hostile" characters, you can engage them immediately, flaring up your lightsabers and charging in. The members of your party (there can be two companions at a time in Knights) will rush in to your defense, or hang back and take pot-shots at the hostiles, depending on his or her individual style. However, the guy who was demo-ing the game hit "pause", which not only gives the player a nice 360° view of the battle, but also opens up a menu of special fighting commands and "spells" (force powers), where the main character and his/her companions' attacks can be micromanaged. What amazed me is that players really have a choice about how they want to play these combat sequences. For people who are more fans of direct action, they can just run in and start swinging, occasionally throwing in a disabling force attack. The companions will help you out by way of AI, until you instruct them who and how to attack. Hardcore RPGers will be satisfied because the fights can be paused at any moment to adjust the commands and take much more control over the actions of the character and his party. I was very impressed with this, overall.</blockquote>
<br>
<br>
Unique, yet seen before in all the other <A href="Http://www.bioware.com">BioWare</a> games.
<br>
<br>
Spotted this at <A href="Http://www.ve3d.com">VoodooExtreme</a>.