Namco's big media day couldn't go by without another round of hands-on time with one of our favorite RPGs, Eternal Sonata. Not a lot has changed since the last time we deeply covered this adventure, but there are a few new bits of information we're happy to pass along.
First, the gauge that runs down the left side of the screen, the one that slowly depletes as you attack in battle mode, can be minutely increased by continual attacks. So you've got five seconds of "action time," where you can run up to a monster, do some damage and then try to get out of its retaliatory reach. If you spend all that time hacking and slashing, the action meter drains slower than normal, so the more time you spend fighting and not running around, the more damage you can inflict.
The battle system, which we've already gushed about here, handles like a mix of Kingdom Hearts and Grandia - that is, it's turn-based but you still have total control of where your character is on the battle screen and actually push buttons to swing or cast spells. Items are easily accessible via an onscreen list that's both readable and unobtrusive. Loading times from overworld to battle are almost totally gone - it's a near seamless transition from one to the other.
Facebook
N4G



