
Battles have also been sped up quite a bit, and your action gauge always starts at full whenever you enter combat, instead of taking time to power up. You can stay back to avoid enemy melee attacks and try to pick them off with ranged attacks, or use an attack that quicklydarts around to the enemy's rear and strikes from behind. Level 5 is attempting to rectify this by making your physical position actually have an effect in the real-time MMO-style battles, so that instead of doing the same amount of damage wherever your character is in relation to the enemy, your proximity and the range of the attack you use actually matter.


One of our biggest problems with the combat in WKC was that despite the huge lists of attacks that each character could learn, they all felt more or less the same. We're told that all the base mechanics and features have been left intact, but lots of tweaks and improvements have been added to make combat more interesting. We're told that the story campaign will be quite a bit longer this time too – around 35 hours compared to WKC's less than 25-hour campaign.Īt first glance, WKCII looks nearly identical to its predecessor in interface and design (although the graphics overall are slightly nicer), which makes sense given that it takes place only a year after the events in the first game. You won't be penalized for skipping right in to WKCII either, even though an enhanced edition of the first game is bundled in for free with White Knight Chronicles II. For starters, unlike the Japanese release, players won't be required to complete the first game to play the sequel, although you can import your character from a completed save of WKC if you would like. Luckily, it looks like the developer has taken some of the player feedback to heart and is trying to implement improvements to address complaints from the first WKC. Above: Battles occur in real-time, but you can only attack each timethe circular gauge fills
