Shin Hokuto Muso: Difference between revisions
| Line 22: | Line 22: | ||
*An universal increase in movement speed. | *An universal increase in movement speed. | ||
*An universal dash feature replacing the jump mechanics of the past game. | *An universal dash feature replacing the jump mechanics of the past game. | ||
*A dodging system that allows players to evade attacks of any sort at the cost some of the Spirit Gauge, with the ability to counterattack at anytime and regain a set moderate amount of Spirit to replenish upon a direct accurate hit. | *A dodging system done with the dash feature that allows players to evade attacks of any sort at the cost some of the Spirit Gauge, with the ability to counterattack at anytime and regain a set moderate amount of Spirit to replenish upon a direct accurate hit. | ||
*The Health Gauge is sectioned into portions, helping to reflect the state of condition and health the player is in, allowing for a greater awareness of assessing the situation. If the player is not engaged in combat for a while, the gauge will replenish back to its nearest limit. The Gauge can be upgraded to have one more additional stock when in higher levels, and certain abilities will allow for the bypass of the regen limit. | *The Health Gauge is sectioned into portions, helping to reflect the state of condition and health the player is in, allowing for a greater awareness of assessing the situation. If the player is not engaged in combat for a while, the gauge will replenish back to its nearest limit. The Gauge can be upgraded to have one more additional stock when in higher levels, and certain abilities will allow for the bypass of the regen limit. | ||
*The Spirit Gauge is given a risk-reward incentive in the form of the Mighty Aura mechanic, in where maintaining at least one stock of the Spirit Gauge allows for a state of increased stats, helping to mirror the idea of the series' use of power auras. | *The Spirit Gauge is given a risk-reward incentive in the form of the Mighty Aura mechanic, in where maintaining at least one stock of the Spirit Gauge allows for a state of increased stats, helping to mirror the idea of the series' use of power auras. | ||
*The Kills counter is replaced with a Combo Hits counter, emphasizing and encouraging a greater focus on non-stop fluid combat action in active gameplay. | *The Kills counter is replaced with a Combo Hits counter, emphasizing and encouraging a greater focus on non-stop fluid combat action in active gameplay. | ||
*Health and Aura item pickups are now given their own separate distinct categories; Health is found in the form of bread, Aura maintains its water form, while meat makes for the items that replenish both Health and Aura. | *Health and Aura item pickups are now given their own separate distinct categories; Health is found in the form of bread, Aura maintains its water form, while meat makes for the items that replenish both Health and Aura. | ||
*The Focus Gauge and Hyper Signature Attacks mechanics have been removed and reintegrated as appropriately to each character; in example Kenshiro's Hokuto Zankai Ken is made to be his Special Technique, allowing him to not just finish a foe stylishly in his signature fashion but allows for lesser foes to act as a Meridian Shock inducing "time bomb" to weaken nearby crowds of foes, while many Hyper Signature Attacks are made to be Signature Attacks that are as accurate to their cost in exchange for their power. | |||
*Each character are also given a "secret" minute set of abilities that are not specifically pointed out directly in game, encouraging study of that character's play style and analysis of what is activated than not to give them more accurate abilities and boosts to their specifications and needs. | |||
''Shin Hokuto Muso'' does away with its earlier Karma progression point and Meridian Chart skill tree based growth system, instead going for a "work out" action skill based growth system depending on what actions the player takes in combat. Stats are also given a greater expansion: | ''Shin Hokuto Muso'' does away with its earlier Karma progression point and Meridian Chart skill tree based growth system, instead going for a "work out" action skill based growth system depending on what actions the player takes in combat. Stats are also given a greater expansion: | ||
*Defeating foes with Normal Attacks has them gain growth in the Life stat, increasing the character's Health Gauge | *Defeating foes with Normal Attacks has them gain growth in the Life stat, increasing the character's Health Gauge | ||
*Defeating foes with the Mighty Aura active has them gain growth in the Aura stat, increasing the character's stocks in the Spirit Gauge | *Defeating foes with the Mighty Aura active has them gain growth in the Aura stat, increasing the character's stocks in the Spirit Gauge | ||
*Defeating foes with Strong Attacks has them gain growth in the Attack stat, increasing the character's overall strength | *Defeating foes with Strong Attacks has them gain growth in the Attack stat, increasing the character's overall strength and damage output | ||
*Defeating foes while their Health is in the green has them gain growth in the Defense stat, increasing the character's resilience to damage | *Defeating foes while their Health is in the green has them gain growth in the Defense stat, increasing the character's resilience to damage | ||
*Defeating foes while maintaining the Combo Hits counter has them gain growth in the Technique stat, increasing the character's ability to dodge enemy attacks, increases the attack rate which one can place foes in Meridian/Vital Point Shock, and allows | *Defeating foes while maintaining the Combo Hits counter has them gain growth in the Technique stat, increasing the character's ability to dodge enemy attacks, increases the attack rate which one can place foes in Meridian/Vital Point Shock, and allows Dream Mode characters access to their more powerful Signature Attacks | ||
*Karma in turn still comes to play in ''Shin Hokuto Muso'' as a mandatory collectible feature gained from defeating foes and seeking out treasure chests, and helps to boost stats on their own. | |||
*Signature Attacks come to bear Growth Features dependent on each kind of Signature Attack, allowing for tactical emphasis and focus if one wishes to boost a certain stat. | |||
The Ability System returns in the form of the Scrolls System, which goes for a puzzle system based collection power up and equipment mechanic. Players are encouraged to collect Scrolls, which can be found in their own distinct chests either in Story or Dream Mode, and are gained upon completing chapters depending on one's Rank. When collected: | The Ability System returns in the form of the Scrolls System, which goes for a puzzle system based collection power up and equipment mechanic. Players are encouraged to collect Scrolls, which can be found in their own distinct chests either in Story or Dream Mode, and are gained upon completing chapters depending on one's Rank. When collected: | ||
| Line 41: | Line 45: | ||
*Scrolls must be gained by each character independently. | *Scrolls must be gained by each character independently. | ||
*Scrolls are randomly generated and when earned will be as powerful as according to one's character's "level", or combined feature of their overall Stats; lower levels will feature "damaged" scrolls, in where low level scrolls with missing Stat features and no Ability will be more common, while higher levels, a 4-Point Nexus, gaining high Ranks from Chapters, and engaging in Online Dream Mode will allow for a greater chance of more valuable scrolls. | *Scrolls are randomly generated and when earned will be as powerful as according to one's character's "level", or combined feature of their overall Stats; lower levels will feature "damaged" scrolls, in where low level scrolls with missing Stat features and no Ability will be more common, while higher levels, a 4-Point Nexus, gaining high Ranks from Chapters, and engaging in Online Dream Mode will allow for a greater chance of more valuable scrolls. | ||
*Scrolls are exchanged in a trade system known as the Proffer System; Scrolls that one character has but has no use for can be offered in a large exchange pool for other characters to use. In turn, if one character gains a Scroll through the Proffer system, that Scroll is forever marked as Proffered and cannot be offered back to the Proffer pool, making it specifically only for that character, until that Scroll is thrown away. This is done to keep players mindful of their exchanges and to discourage repetitive abuse of the Scrolls system to play favorites with the cast and be entirely reliant on the use of Scrolls, while to encourage level minded gameplay and to trust how one plays and uses their character on active and adaptable skill and technique to advance through the game. | *Scrolls are exchanged in a trade system known as the Proffer System; Scrolls that one character has but has no use for can be offered in a large exchange pool for other characters to use. In turn, if one character gains a Scroll through the Proffer system, that Scroll is forever marked as Proffered and cannot be offered back to the Proffer pool, making it specifically only for that character, until that Scroll is thrown away. This is done to keep players mindful of their exchanges and to discourage repetitive abuse of the Scrolls system to play favorites with the cast and be entirely reliant on the use of Scrolls, while to encourage level minded fair gameplay and to trust how one plays and uses their character on active and adaptable skill and technique to advance through the game. | ||
==Characters== | ==Characters== | ||