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TGS 08: The Last Remnant hands-on photo

Even though we're close to the worldwide release date of November 20th, Square Enix has let out very little information on its upcoming Xbox 360 role-playing game The Last Remnant. Other than scant details on the storyline and the fact that it uses the Unreal Engine, we're still in the dark. That's why we were glad to see a very large, two-tiered play area for The Last Remnant here at TGS.

Waiting in the ridiculously long line, we were able to watch screens that displayed beautiful footage of wispy haired pretty people, massive beam cannons and megaton explosions, all which got us excited while we waited. Unfortunately, when we got to our game stations, none of that was to be seen. Even this close to release, Square Enix is still sitting on story details.

What we did get is 10 minutes to freely explore the combat system of The Last Remnant. This was the first time to get our hands on the "turn-burst" command system that we've been hearing about.

There are no random encounters in The Last Remnant. You're free to run around in the open field as you'd like. Enemies freely roam the lands. It's up to you whether you want to run and pass them by or take them on. Eager to try the battle system out, I ran directly toward a roaming wolf-like creature. It noticed me and charged at me, initating battle. A booth representative next to me winced, which led me to believe I did something wrong.

After speaking with her, it turns out that how you approach an enemy in the open field can make a big difference in actual battle. These roaming enemies have a thought bubble above each of their heads, and each contains an icon indicating their status. The trick is to use these signs to target them before they target you. If done correctly, you'll have the upper hand in battle, starting the battle first. The right trigger is a sort of targeting system. I was told to watch the thought bubble and immediately press this trigger when they are surprised, indicated by an exclamation point. It took me a few battles, but I got it down eventually.

After approaching the enemy, you're whisked away to the battle screen. The battles in our demo put us in charge of a group of 5 characters. Being turn-based, commands were given at the start of each round. Characters would then act individually, carrying out your orders. The flow of battle is tracked by a morale bar that spans the top of the screen. When you're doing well, that bar fills up, powering up your attack. Miss attacks or receive too many, and that bar falls, making your attacks weaker.

The most interesting part of battle is the timed button events that randomly pop up during battle. Pressing what could be any of the controller's face buttons properly when prompted can increase your attack or boost your battle command. If you're too fast or slow, your attack will be weakened or even missed. A round indicator appears on screen and quickly decreases in diameter until it circles around one of the face buttons. The trick is to time it just right. When you do, you're rewarded with a strong attack. This helps keep you immersed in battle, which otherwise seems to be on a sort of auto-pilot after you give your commands.

After the battle, you're rewarded with all the parts of the beasts you've defeated. I fought things like wolves, lizards, and other scaled beasts, and was rewarded with scales and claws and other parts I could strengthen my weapons with.

The Last Remnant's battle system isn't revolutionary, but its approachable and fun nature had us seeking out more battles. We're looking forward to getting our hands on an English version next month, where we'll better be able to understand the depth of the battle system and its commands. 


LAUNCH GALLERY (5 IMAGES)
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7 comments | showing # 1 to 7

Dexter345's Avatar - Comment posted on 10/10/2008 18:28
Dexter345
At first it seemed like a poor choice to include a positive feedback loop where doing poorly makes you do even more poorly, but I get it now. It's stuff that you control, not just like a hit percentage stat.
catsithx's Avatar - Comment posted on 10/10/2008 18:42
catsithx
Well I guess it could be worse. I think I don't know. until I'll play it.
gregweb's Avatar - Comment posted on 10/10/2008 18:50
gregweb
It sounds to me like FF12 and Mario RPG had a kid.
Narishma's Avatar - Comment posted on 10/10/2008 18:59
Narishma
The battle system sounds like the one in Legend of Dragoon.
ikiryou's Avatar - Comment posted on 10/11/2008 11:00
ikiryou
..And so I descend into poverty, thanks to this new and bold generation of gaming *sigh*...where the games look great and lack suckage.

Where under that dark underpass where I shall soon dwell will I plug in my TV and PS3? Where will my games be stored, where Bart the Shiftless Hobo+ cannot steal them, and sell them for yet another swig of cheap demon alcohol and three minutes of pleasure bought from Lola the One-Eyed Whore*?



+Bart the Shiftless Hobo is available for Bar Mitzvahs and Children's Birthday Parties. I do not recommend that you leave him alone at any time with said children...he was once a gym teacher at an elementary school...until the incident.

*don't ask how she lost that eye.
TrailerParkJesus's Avatar - Comment posted on 10/11/2008 17:56
TrailerParkJesus
Sounds good, although it'd be nice if there was an option to not have to do the timed button presses. Sometimes I don't feel like having to use reflexes.
GohanGVO's Avatar - Comment posted on 10/21/2008 22:50
GohanGVO
After watching some videos, the framerate and object pop-in and pretty damn bad. But with the game coming out in a month, I wonder if a. the videos are from an old build (thus the problems have been fixed) or b. SE will try out console-game patching beyond FFXI.
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