Eternal Sonata's Battle System is engaged by the player's character making contact with an enemy character on the main map. This switches the game's perspective to a circular battlefield where up to three allies engage up to three enemies.
A tutorial of battle basics is available when Polka first engages an enemy. A tutorial on special attacks is available when Allegretto and Beat first engage an enemy.
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The player characters can gain the advantage of a surprise attack by making contact with the enemy's back on the main map. This results in the enemies' backs being turned to the players as well as the players having one full round of combat to themselves. These roles can be reversed if the enemy somehow makes contact with the player character's back to engage battle.
Different parts of the battlefield are in light and others in shadow, and these areas can sometimes change throughout the battle.
At the beginning of a player's turn, the Tactical Time (the time on the upper left of the screen) starts to run down (if limited), as long as no action is taken. This, as the name implies, gives time for the player to develop the proper tactic for the character to employ for that turn.
If the players takes any action, or if the Tactical Time expires, the Action Time starts to run down (the gague along the left side of the screen), and the player;s character is expected to move, act, and fight in this time. Player actions are limited by this gague, and while scoring normal attacks on enemies does provide a small amount of additional Action Time, the gauge will eventually expire, at which point the character's turn ends. Enemy actions are also limited by this gague.
A Next indicator and arrow is shown on the battlefield, showing whose turn is next when the current character's Action Time expires. If the indicator is yellow, the enemy pointed by the arrow will be next to act. If the indicator is blue, the ally pointed by the arrow will be next to act, and a similar indicator will appear above that character's portrait at the top of the screen.
Varying aspects of the area in question, certain accessories available to characters, and certain attacks inflicted by characters can create different effects upon a character. Status effects are indicated by visual cues overlaid upon a character as well as icons below the character's information at the top of the screen. Many of these effects are cumulative.
Varying advanced battle techniques can be invoked depending on the current Party Level. A tutorial on the tradeoffs of Party Level 2, including Echoes, is available when Allegretto and Beat first engage an enemy at Party Level 2.
Echoes are a form of power-building. As allies score hits on enemies using normal attacks, they build Echoes. The lower right corner of the screen will indicate when you hit 4, 8, 12, 16, 24, and finally 32 Echoes. When an ally invokes a Special Attack, they consume these Echoes to increase the power of their Special Attack. Although Echoes are consumed when the Special Attack is invoked, the attack itself becomes the beginning of a new series of Echoes (this is most notable when the attack is multi-hit).
Invoking a Special Attack with at least 24 Echoes will trigger an extended animation for the attack. At least 24 Echoes are also needed to create a Harmony Chain.
When a different attack is assigned to a character's secondary special attack, holding the Special Attack button will cause the special attacks to cycle between primary and secondary. Releasing the button will invoke the attack currently displayed.
When an enemy first attacks, there is a chance that the timing prompt to defend the enemy's attack shows the Attack button instead. When this is shown, you can press the Attack button instead of the Guard button to perform a counterattack.
With at least 24 Echoes and different moves assigned to a character's primary and secondary special attacks, when a character performs a Special Attack, a timing prompt will appear towards the end of the move. Press Special Attack again in time and the character will perform his/her other Special Attack in the beginnings of a powerful Harmony Chain.
At Party Level 6, the Attack, Special Attack, and Guard buttons will randomly reassign themselves in the course of the battle. Pay very close attention to which button is currently assigned when attempting to perform a particular action.