![]() Also, try and pay attention to requests that are in the same area so you can double up on them without having to jump back and forth to the same area. If you are actively taking on these requests, make sure to check their recommended levels before going on a hunt. Rewards are almost always money or items, which are never a bad thing to have more of. You might just complete a few accidentally and end up getting an easy reward. There’s no reason not to stop in and grab every single request available even if you don’t intend on doing them all. These can be simple “go here and beat X demon” to answering trivia questions. New requests come in all the time as you progress the story and even complete other requests. While this might sound like a place to relax, it’s actually where you need to go to pick up all the requests, or side quests, to do in the real world (we’ll explain that choice of words soon). Very early on you will gain access to Club Cretaceous. You will always know which character will gain Soul Levels based on the choices you make before you pick it, so there’s no guesswork involved, and you can always run down the entire cast whenever they’re available to hang out at the bar - unlike Persona games where you only have a certain amount of free time in a day. Soul Levels will grow in different ways, such as dialogue choices and spending time getting to know them at the bar. You will also want to do your best not to play favorites since reaching different Soul Level thresholds will unlock new areas in that character’s specific Soul Matrix dungeon. While not quite as deep or expansive as social links, it is still very important to progressing through the game. ![]() Instead of social links, Soul Hackers 2 has the Soul Level system. You can see which you can use or how many turns you need to wait until you can by hitting R1 on any teammate’s turn. These skills work on a turn timer system, with each one having to “charge” in a sense for a certain amount of turns before you can use them. If you do hit a weakness, then you will gain two stacks at once, really letting you rack up the stack counter for huge sabbath damage. That’s where Commander Skills come in, with one of the first unlocked letting you finally change demons during battle.Īnother early one you get makes it so each time your team deals damage to an enemy, regardless of whether or not you hit a weakness, you gain a stack. That means if you’re unlucky, you could start a fight without any demons equipped that let you exploit the enemy’s weaknesses. The main reason for this is the fact that, at the start, no character in your party, even Ringo, can swap demons during battle. These will be unlocked as upgrades for your COMP (more on that below) but should be your top priority when spending your money and resources. Use your Commander SkillsĬommander Skills are brand new to Soul Hackers 2 and won’t be unlocked until you progress a few hours into the game. Thankfully, unlike Persona or SMT games proper, the enemy teams can’t use sabbaths against you if they hit your team’s weaknesses. The higher number of stacks you can rack up on a single turn, the higher the burst of damage will be. Once your team’s turn is over, the sabbath will automatically trigger and deal an extra blow to the entire enemy team as long as there is at least one stack. ![]() Each time you or a teammate hits an enemy’s weakness, you gain one “stack” displayed in the upper-right corner of the screen. The only similarity is that hitting enemy weaknesses will deal more damage, but it no longer knocks them down, and all-out attacks are now replaced with the sabbath mechanic. If you knock down the entire enemy team, you can unleash an all-out attack for massive damage. Persona players will likely be expecting the press-turn system to come back, which is where hitting an enemy with their elemental weakness does more damage but also knocks them down and skips their next turn. That’s also true for Soul Hackers 2, but not in the same way. The SMT and Persona games all feature a similar style of elemental combat that rewards identifying and exploiting enemy weaknesses.
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