It’s a little moment that feels ripped from the annals of the Mario and Luigi RPG series or Paper Mario, and it works incredibly well. One early Spare option involves either jostling a wire until it comes loose off the face of an enemy, or alternatively, Susie throwing Kris like a javelin to snip the cord. The party unity is really felt in moments where these characters interact with each other in battle. While player-character Kris is the primary user of the ACT command prior to Chapter 2, both Ralsei and Susie learn to ACT (somewhat) on their own here, and the crew has plenty of team-up ACT options as well. Each character can heat or cool, so it becomes all about working together to get the right enemies to the right shade. One of my favorite ways to spare an enemy involved heating and cooling them all to the same color, identified by the shifting colors of their fancy suits. Deltarune Chapter 2 dives further into those in-party interactions, and this time not only through in-fighting and friction, but the camaraderie you’ve formed.
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