Eternal Sonata - hands-on

Bountiful-yet-macabre world aside, Sonata 's got a few gameplay assets that should set it apart from the glut of Japanese RPGs (or attract new fans to the RPG-starved 360). The battles, for instance, are really hot. They're encounter based, so you'll see the monster roaming the field and make the call if you want to bother it or not. Let's say you do - bam, you're whisked into the battle mode, where a host of new options await.

You'll slay enemies in real time by bashing out combo attacks of the "X-X-X-X" variety, while the Y button performs a character-specific special move that ends the combo with some kind of flashy performance. So far, so familiar, right? Don't worry, there's more to it than that - namely the huge meter running down the left of the screen. It's fully charged at the beginning of each battle. This point is known as "Tactical Time," where you can scope out the area and see where the enemies are placed and how deadly they look. Once you start moving though, that meter starts falling and you've got five seconds to run within range, break out the attacks and lead your character to a relatively safe place. When the meter's empty, you're staying in that spot until the next turn comes around.

Basically, you're not just worrying about which attacks to unleash, but how much distance there is between your four party members and the enemy. Also, do you have enough time to place your character in such a way that it'll lessen any incoming damage? If you're facing the enemy you can attempt to parry its attacks with time-sensitive button presses as in Paper Mario. Heavy weapons take longer to swing, so that affects how much you can do in each turn as well. Speedy party members will be able to run in, heal and get back out before time elapses. Similarly, as you all gain experience, you'll be able to execute more moves within that five second timeframe.

For some developers, this one addition to the battles would constitute a full, brand new game. But Sonata's not about to stop there, oh no. Even with this Grandia-style distance bit going, there's room for a whole "light and dark" motif as well.

Brett Elston

A fomer Executive Editor at GamesRadar, Brett also contributed content to many other Future gaming publications including Nintendo Power, PC Gamer and Official Xbox Magazine. Brett has worked at Capcom in several senior roles, is an experienced podcaster, and now works as a Senior Manager of Content Communications at PlayStation SIE.