


You just made a net gain of 20 HP in a scenario where you should have died. That’s because defensive abilities work on 0 HP, which means that if you have 20 HP and the enemy is hitting your for 80 HP, and you successfully hit your Impact Guard defensive ability for instance, which reduces physical damage by 50% AFTER the damage has happened, you will go from down 20 to 0 HP and be refunded 50% of the damage that was displayed, so in this case 40 HP. At first it might seem almost unfair how precise you have to be when defending, but as you get accustomed to attack timings, you quickly realise that if you were to really master this 100% you would actually be immortal. Same as with chain abilities you have to hit them during a very tight window to activate. Level ups also allow you to unlock defensive abilities. There are chain abilities for all kinds of things like regenerating HP, MP, dealing plain damage, debuffs and so on. You hit the required threshold of points and you get to choose another chain ability. It’s essentially this game’s equivalent of a level up. These abilities are unlocked as you accumulate points from fighting and specifically using chains. To start chaining you actually need chain abilities first.
#Vagrant story cover plus
On the plus side your healing spell will regenerate more health as well, it swings and roundabouts. The other downside to having high RISK is that you are also susceptible to increased damage. This isn’t just a minor convenience, your accuracy will plummet to become an actual issue. The higher the chains, the more RISK you accumulate, the more RISK you have the higher the likelihood that your attacks will miss. To keep it balanced and deter you from chaining endlessly, your RISK gauge is directly tied to your chain attacks.

Quick aside, I am not sure if that’s the correct way to pronounce it or not, but that’s at least the tonation of the Katakana. Chaining attacks is how you will primarily be dealing damage to enemies in Lea Mondé. Combat is really fun, especially the chain mechanic, having different weapons with different timings, animations and use case scenarios, it’s fun and engaging. I am not going too deep into this, especially as I forgot to even use one of the main mechanics during my first playthrough. For me with all the stylistic choices the game takes into account plus my nostalgia I guess, I think it looks pretty damn cool, even today. To summarise this if you were to look objectively at the game and just judge the graphics by themselves, then yes it’s not pretty. So in terms of presentation the game does hold a special little place in my heart. As this was a good five to six years before Final Fantasy XII though, this was the first time to get a proper look at how an Ivalice setting could be represented in 3D. Another thing to take note of is that the game is set in Ivalice and I absolutely love Final Fantasy Tactics and Final Fantasy XII… the two Tactics Advance games… not so much. While the rooms within a locale can feel a bit samey at times, the locales themselves do differ quite a bit from one another and I never really got bored of the environment itself. Thinking back, meaning 21 years ago, Vagrant Story did look pretty damn amazing. Having said all that, there still is a certain charm to the game’s visuals that I actually really like as dated as that pixelated mess is at times. Not only were the devs hampered by the technology of their time, the whole process was still in its infancy. It’s honestly pretty damn hard for a 3D PS1 game to stand the test of time in terms of visuals right. Vagrant Story hasn’t aged well, let’s get that out of the way immediately.
