![]() ![]() Energy bars are represented with hit points, and attacks dish out numerical stats on every hit. Fantasia draws from RPG archetypes rather than the usual fisticuff folks. Less familiar is the way the game handles character design. It’s a mish-mash of systems found in different fighting games, and together they work well – fighting fans will have dabbled with Fantasia’s systems so often in so many other games that Arc’s latest will come naturally. Much of the time, combos are Street Fighter-style four or five hit affairs, but once charged, they tend to hit Guilty Gear levels of air-combo insanity. The real emphasis is on a slower, more tactical type of play than Guilty Gear, with full combo potential only available when your fighter is in Heat Up mode – burning up one super move bar and lasting only a very short time. Battle Fantasia isn’t really ‘simple’ so much as it is ‘traditional’ – all the motions for special moves are lifted from Street Fighter tradition, the parry system is borrowed from Street Fighter III, the combo system isn’t terrifyingly Guilty Gear-complex, and there are few enough characters that you can learn them all. ![]()
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