![battle fantasia ps3 gameplay battle fantasia ps3 gameplay](https://i.pinimg.com/474x/af/d7/9c/afd79c4aa0b70dd52a755c4ddc9e9177.jpg)
It really just seems like they had some gameplay styles in mind and kind of arbitrarily assigned them to different character designs. They're essentially 3rd Strike throws with longer whiff animations.īattle Fantasia places a lot of emphasis on its fantasy RPG theme: characters have a visible HP amount under their lifebar, damage numbers pop out of the characters as they get hit, and characters are designed around the standard RPG archetypes. Throw whiffs are pretty long, and the damage done from throws is pretty small. Throws are fast, if a bit short-ranged, and the "unthrowable window" in reversal situations is pretty short also. There is a whole lot of close-range mixing up going on, though, with most characters having a strong low/overhead/throw mix up, and offensive parry set ups. There is a decent amount of zoning and spacing going on though, if you're playing as one of the game's few mid-range characters. The current generation of fighting game players don't really enjoy that aspect of fighting games (they often equate footsies with turtling), so I guess it's understandable.
![battle fantasia ps3 gameplay battle fantasia ps3 gameplay](https://progamesland.com/uploads/posts/2021-10/medium/1633983989_screenshot-3-battle-fantasia.jpg)
There isn't a whole lot of footsies going on, which is a big minus in my opinion.
![battle fantasia ps3 gameplay battle fantasia ps3 gameplay](https://i.ytimg.com/vi/fExhh3GuUrQ/maxresdefault.jpg)
It's a little difficult to quickly describe how Battle Fantasia plays. Ironically enough, however, making such a traditional fighting game these days increases its novelty. So it's pretty obvious that Battle Fantasia doesn't bring anything truly new to the genre.
#Battle fantasia ps3 gameplay code
There's a long feature which basically shows that Kojima and his team are group of huge perfectionists, giving the game their absolute all and adding little polish touches all the way until the code is frozen. As a cinematic experience, I can't see anything coming close to MGS4 for years). I was in the process of watching the "making of" disc that comes with Metal Gear Solid 4 (as a game, pretty good. There is one drawback to my position as creative director that bothers me, though. I come up with game designs, and I get to see these concepts mature from random unorganized thoughts in my head all the way to a finished game.