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Anonymous /vg/527839145#527887226
6/18/2025, 3:55:44 PM
>>527881309
I've been playing Divinity Original Sin recently, and I've been wondering if the same style of cRPG would be possible with Dragon Ball
Fusions is the immediate point of comparison with its party turn based combat with consideration of your position on the battlefield, but where it falls short in that comparison is in the transition between the combat state and exploration
cRPGs like DOS are elegant in that regard, with combat taking place in the very same locations, each explorable area potentially doubling as a unique battle arena. You can see enemies in advance, attack them preemptively with the same abilities you'd normally use in combat, or even position your party in advance
Fusions in contrast is more disjointed, each of its states existing in a vacuum, like a jRPG (shocking). 3D exploration and Zenkai attacks are cool, but their relation to the actual main battle system is tenuous at best
Now I understand part of it is a setting problem, it's hard to justify a lot of level design quirks if everyone can fly, or caring about terrain and line of sight if you can sense opponents anywhere and destroy any terrain, but ultimately you could say that about a lot of games, and it is forgivable in service of a good experience
Of course changing design philosophy from easily generated random enemies in two or three static areas to full on static encounters in a wide world is a difficult proposition, but there are many choices and compromises that could be a point of discussion if Fusions 2 was made to iterate on what we got in 1.
Instead the devs have been saddled with a MOBA.