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L99: LIMIT BREAKER
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- 16 Apr 2006
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Neuer IGN-Blog 8)!
Too Human Blog The Secret of Mana
The concept of Mana goes by a lot of names including magic points and spell power, but whatever the name its almost always the lifeblood of an RPG in that it fuels most of the powers in the game. One of Too Humans design pillars is to blend fast-paced action within a deep RPG in a way that is fun, accessible and perfectly tailored for the Xbox 360.
One of the first things we looked at was the age-old concept of Mana. You need it. You live or die by it, and its often the most boring and passive thing you can possibly think of. Sure, you can normally raise your Mana caps, and running around with the largest Mana bar can feel rewarding until the moment of dread hits as someone states or you realize .OOM (out of Mana)!!! Now that your super-sized Mana bar is empty, what are your options? In most RPGs, you get to wait patiently for it to refill and the Mana bar is about as passive as you can get. One of the first things we considered for Too Human was making the Mana bar active and fun.
In Too Human, each class has a combo meter. As you fight and kill enemies, you increase your combo meter. When the meter reaches the top, it fills into a combo level. Levels can be stacked, and some classes can have more levels than others. Striking enemies and killing them fills the meter at a slow rate, but using techniques (combos, 2-in-1 attacks, air combat, etc ) gives you bonuses that fill your combo meter faster.
In fact, everything you do in combat gets translated into the combo meter. Swing and kill a Goblin? Add a tiny bit to your combo meter. However, pull off a slide into a juggle (2-in-1), then air slide up to your enemy, kill him in the air with a finisher, and then just watch your bar fill with a massive amount of combo.
Approach the battlefield strategically. Shoot down some missiles fired at you, destroy a Light Polarity enemy with your fierce attack and then a Dark Polarity enemy with your finisher to reap massive combo as a benefit to your well-planned attack. In a nutshell, not just everything you do, but how you do it in Too Human fuels your combo meter.
Now what does this combo meter system based on combat and technique have to do with Mana? Well, it is your Mana in Too Human in that the combo meter powers the many special abilities just as Mana would in most RPGs.
Simply raising your combo level will also give you benefits. Youll be able to slide quicker and further, do more damage, and even shoot faster at higher combo levels as you get your character in the zone, so to speak. Youll also earn experience point bonuses for all enemies killed. If you want to unleash area clearing Ruiner moves, you will need to spend combo to activate them. In addition, each class has their own unique Battle Cries they can specialize within their skill trees. These Battle Cry skills are activated by pressing the X button and also require combo to use. Battle Cries are long duration, buff-like powers that provide benefits to all the players in your game, such as three-times air damage, various stat boosts, explosive shots, critical strikes, and super combat speed. Instant Battle Cry moves include heals and taunts. Using Battle Cries and Ruiners at strategic times can easily be the key to success in an otherwise seemingly insurmountable situation.
Balancing your use of the combo meter and being able to regain or regenerate your combo meter is extremely important in Too Human. While there are obviously a great number of stats and bonuses you can collect to alter these things, it still hinges on active action participation in combat. This more active approach really helps cement the action/RPG dynamics and blend that Too Human was built upon, and separates Too Human from other RPGs that have come before it.
Note:
TooHuman.net experiences some problems this week and could not get us questions for this contest, so we will be posting those next week.
Sorry for the delay.
http://blogs.ign.com/silicon-knights/
Too Human Blog The Secret of Mana
The concept of Mana goes by a lot of names including magic points and spell power, but whatever the name its almost always the lifeblood of an RPG in that it fuels most of the powers in the game. One of Too Humans design pillars is to blend fast-paced action within a deep RPG in a way that is fun, accessible and perfectly tailored for the Xbox 360.
One of the first things we looked at was the age-old concept of Mana. You need it. You live or die by it, and its often the most boring and passive thing you can possibly think of. Sure, you can normally raise your Mana caps, and running around with the largest Mana bar can feel rewarding until the moment of dread hits as someone states or you realize .OOM (out of Mana)!!! Now that your super-sized Mana bar is empty, what are your options? In most RPGs, you get to wait patiently for it to refill and the Mana bar is about as passive as you can get. One of the first things we considered for Too Human was making the Mana bar active and fun.
In Too Human, each class has a combo meter. As you fight and kill enemies, you increase your combo meter. When the meter reaches the top, it fills into a combo level. Levels can be stacked, and some classes can have more levels than others. Striking enemies and killing them fills the meter at a slow rate, but using techniques (combos, 2-in-1 attacks, air combat, etc ) gives you bonuses that fill your combo meter faster.

In fact, everything you do in combat gets translated into the combo meter. Swing and kill a Goblin? Add a tiny bit to your combo meter. However, pull off a slide into a juggle (2-in-1), then air slide up to your enemy, kill him in the air with a finisher, and then just watch your bar fill with a massive amount of combo.
Approach the battlefield strategically. Shoot down some missiles fired at you, destroy a Light Polarity enemy with your fierce attack and then a Dark Polarity enemy with your finisher to reap massive combo as a benefit to your well-planned attack. In a nutshell, not just everything you do, but how you do it in Too Human fuels your combo meter.
Now what does this combo meter system based on combat and technique have to do with Mana? Well, it is your Mana in Too Human in that the combo meter powers the many special abilities just as Mana would in most RPGs.

Simply raising your combo level will also give you benefits. Youll be able to slide quicker and further, do more damage, and even shoot faster at higher combo levels as you get your character in the zone, so to speak. Youll also earn experience point bonuses for all enemies killed. If you want to unleash area clearing Ruiner moves, you will need to spend combo to activate them. In addition, each class has their own unique Battle Cries they can specialize within their skill trees. These Battle Cry skills are activated by pressing the X button and also require combo to use. Battle Cries are long duration, buff-like powers that provide benefits to all the players in your game, such as three-times air damage, various stat boosts, explosive shots, critical strikes, and super combat speed. Instant Battle Cry moves include heals and taunts. Using Battle Cries and Ruiners at strategic times can easily be the key to success in an otherwise seemingly insurmountable situation.
Balancing your use of the combo meter and being able to regain or regenerate your combo meter is extremely important in Too Human. While there are obviously a great number of stats and bonuses you can collect to alter these things, it still hinges on active action participation in combat. This more active approach really helps cement the action/RPG dynamics and blend that Too Human was built upon, and separates Too Human from other RPGs that have come before it.

Note:
TooHuman.net experiences some problems this week and could not get us questions for this contest, so we will be posting those next week.
Sorry for the delay.
http://blogs.ign.com/silicon-knights/