There was also Mega Man X: Command mission, in which I felt the battle system felt under-utilized. You got to see how much HP was left by an energy bar, a rechargable MP bar (under WE), and you didin't have to frantically hunt for a shop just to find a damn potion in stock, there was the famed Sub-Tank, which healed by percentage.
This game's party was also large in my opinion, a first for me to play with a huge cast of colorful characters -- litterally. You also had the trademark boss rush at the end of the game before a final boss. Then, you had assist items which help'd you fight foes by hitting them hard, or by weakness exploitation.
Then came alternate forms, that was new, but could've been done better, a third of the time it was just what capcom was known for -- Recolors. Two forms went invisible, and only two had their appearances fully changed: X and Zero. That, and you had to fight bosses like Silver Horn (which his Water Coating reduced his damage taken but in turn, ironically, boosted his weakness to lightning by 50%), and Mad Natilus, which was a two-parter being followed by the final boss, which was a three-parter. If I recall from the playthrough vids I've seen. And the secret bosses. And secret armor upgrades. Yeah.
Sonic Chronicles tried the same thing to make it's battle system unique, by giving chase to either your foes or you when you tried to flee from the fight. Problem was: It was a Bio-Ware DS JRPG. Bio-Ware is always at it's best when it comes to the WRPG market. a JRPG was new to them, and the "beat eggman/baddie" formula was used. again. So you never really had the option to turn Sonic into a douche or force him into romance with one of the girls. Yeah, it juuust doesn't work that way. If Bio-Ware was working with Capcom instead, I'd say Command Mission would had a better chance of success..
And that's all I have for now.
This game's party was also large in my opinion, a first for me to play with a huge cast of colorful characters -- litterally. You also had the trademark boss rush at the end of the game before a final boss. Then, you had assist items which help'd you fight foes by hitting them hard, or by weakness exploitation.
Then came alternate forms, that was new, but could've been done better, a third of the time it was just what capcom was known for -- Recolors. Two forms went invisible, and only two had their appearances fully changed: X and Zero. That, and you had to fight bosses like Silver Horn (which his Water Coating reduced his damage taken but in turn, ironically, boosted his weakness to lightning by 50%), and Mad Natilus, which was a two-parter being followed by the final boss, which was a three-parter. If I recall from the playthrough vids I've seen. And the secret bosses. And secret armor upgrades. Yeah.
Sonic Chronicles tried the same thing to make it's battle system unique, by giving chase to either your foes or you when you tried to flee from the fight. Problem was: It was a Bio-Ware DS JRPG. Bio-Ware is always at it's best when it comes to the WRPG market. a JRPG was new to them, and the "beat eggman/baddie" formula was used. again. So you never really had the option to turn Sonic into a douche or force him into romance with one of the girls. Yeah, it juuust doesn't work that way. If Bio-Ware was working with Capcom instead, I'd say Command Mission would had a better chance of success..
And that's all I have for now.