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It's not like any of us actually engage in any of these mechanics, but it's cool to think about.
Granblue Fantasy's main gameplay focus is on raid battles. These encounters can be played anywhere from solo to up to 30 players at once. Some fights are really challenging even when in a full group, like Dark Rapture Zero or Hexachromatic Hierarch.
But if I had to guess, I'd say that most people find enjoyment in trying to solo these fights. No external help, just you, the enemy, and the reload screen, in a staring contest for 30 minutes.
Today, let's take a look at game design: The fights that I think have the coolest mechanics and ideas behind them. If we ignore the endgame fights, of course.
Also, as a follow-up to what I talked about last week: I didn't really see any differences in numbers comparing the big description on Marquiares' video with the small one in Samurai Trails' one. So I'm not sure. Maybe that one was too short? I'm trying a longer one this time. But also Marquiares' is not a very interesting topic. Lots to think about.
00:00 - Intro
01:02 - It's like you are playing FF11 again
02:31 - By James Cameron or something idk
04:57 - Executive Order: You must like and subscribe
06:53 - Outro