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==Gameplay==
[[File:TheLastRemnant.jpg|250px|left|thumb|The battle screen, showing the morale bar at the top, a compass showing the relative positions for each group, the status of the current fighting union, and the order in which each unit in the two fighting unions will take their turn|alt=A group of people and monsters in light armor fight, with Rush facing away closest to the viewer. Gauges and boxes filled with text and numbers ring the perimeter of the image.]]
The game is split between a world area, a battle area and a world map.<ref name="GTreview"/> The player controls Rush Sykes, the protagonist, and moves him around the world screen within an area, with the camera floating behind and slightly above him. Within the world screen, the player can talk to anyone, enter buildings and other areas, or exit to the map screen. The map screen allows instant travel between different cities and areas, or between different areas within the city. On the battle screen, the game has a three-dimensional area like the world screen with a setting reminiscent of the location, where every character and enemy appear. Instead of [[random encounter]]s, players enter the separated battle when they touch an enemy on the main world screen. The player can enter a battle with multiple enemies at once, by using a "time-shift" system, which slows the time for Rush to provoke
The game features a battle system labeled by Hiroshi Takai as a "turn-based, command-based system using symbol encounters".<ref name="PSM-TLR"/> During a battle, each enemy from the world screen is represented by a group, or "union", of enemies ranging from one to five individual units; similarly the player's forces are composed of multiple unions of three to five units each. The skills of the units in the player's unions, which include both story characters and hireable units not appearing outside of battle, vary according to different parameters.<ref name="GTreview"/> One such parameter is the "morale" bar, which is affected by the events in battle and can have positive or negative effects on the battle forces.<ref name="GTbattle"/> Each unit can also learn different attacks, which are divided into categories such as blade attacks and healing magic. At the beginning of each turn the player selects from a group of choices what attack types each union will perform; the player is unable to select the individual attack of each unit. Special attacks require "action points", which continually accrue during each battle.<ref name="GTreview"/> The player selects at the beginning of each turn which enemy union each of their unions will attack. As the enemy makes their selections at the same time, it is possible for a union to be "deadlocked", or forced to fight a different union than the player or enemy had selected. When multiple unions are deadlocked onto the same enemy, some of the unions can flank the enemy or attack from the rear for more damage.<ref name="IGNPCreview"/>
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