![]() ![]() The whole game is set in an underground city full of people that have no idea what the outside world is like. And while it's hard to get a sense of SacriFire's story from just an interview, I am very intrigued by its premise. Two worldsĬombat is only one side of the JRPG coin, though. ![]() That all sounds cool, but I feel a little silly that what really excites me is that SacriFire won't have random battle encounters like the early Final Fantasy games, and combat won't be a way to pad out the main story by jamming a few hundred battles in between major story beats. "But if you're in a boss fight with a lot of difficulty, you'll need to be thinking about what body parts should I damage, what should I break, what weapons should I have on me?" That system is present here, too, though it's something that's more prominent in boss battles. Punch a boss in the head enough, and you might blind them temporarily for example. One of my favorite features of Vagrant Story's combat is being able to target certain body parts on enemies to inflict certain status effects. You'll need to be thinking about what body parts should I damage, what should I break, what weapons should I have on me? Bartosz Łojewski You always have to keep in mind what enemy you are facing, what weapons and skills you have, and you have to tailor that to the enemy you're fighting." "You cannot really spam the same attack mindlessly. "Every encounter is different in that way," Łojewski tells me. SacriFire has a system where you string different attacks together to create powerful combos specifically tailored for each enemy and its unique weaknesses. What's unique though is that you're not just going to be spamming the same few attacks again and again like in most JRPGs. The main character doesn't fight with conventional weapons, but has something called a Divos gauntlet that basically materializes a bunch of different weapon types that each have their own strengths and weaknesses. ![]() Like Vagrant Story, the trick is to exploit enemy weaknesses against certain elements and damage types. Instead of locking the player into one playstyle, the combat system is designed to reward players for being adaptable and thinking strategically. I don't want to bore you.This is where Vagrant Story's influence is the strongest. I'm told it's interesting to read, so, phew. The second is a long interview with Laura Hudson of Comics Alliance. The first is the podcast Comics News Insider with Joe Gonzalez and Jimmy Aquino, I was there for their 300th episode and they had some great guests! The Store is actually starting to update with new material bit by bit, there are several shirts and mugs coming in, plus the onesie I mentioned! But in the meantime, there are always prints available, which I keep not mentioning but let me tell you, it's true.Īnd I have two interviews to tell you about, done with two very lovely and informed people! It was a pleasure. Anyway.īy the way, have you ever read Dracula? It's a very good read, you may be surprised. As you deserve! Thanks Bram! I wrote it down so as to remember it.īut don't get me wrong, I prefer my vampires to be moustachioed 1890s types more than the sexy kind you see nowadays. I love it when Halloween comes around and I get to make comics for it! Here we have Bram Stoker's Dracula, a book written to tell ladies that if you're not a submissive waif, society goes to hell and ungodly monsters are going to turn you into child killing horrors and someone is going to drive a bowie knife through your heart/cut off your head/etc. ![]()
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