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Brave fencer musashi steamwood
Brave fencer musashi steamwood








However, you feel a "focus" on the combat when you do it, the screen zooming in and - barring a few exceptions - a clear line of sight. In OoT, it can take a moment to get familiar with the proper way to switch lock-ons, as well as that sometimes it causes difficulties when being attacked from multiple angles. Brave Fencer Musashiden (from here on referred to as BFM) uses an overhead-view system without lock-on (or, barring Grillin' Village, camera rotation). Ocarina of Time (from here on referred to as OoT) works around a lock-on system for most melee and short-range engagements. The combat systems between games are noticeably different. For simplicity's sake, I'll be using the RPGgamer review breakdown of Battle System, Gameplay, Music, Originality, Plot, Replay Value, Sound, Visuals, Difficulty, and Time to Complete. Some other categories are similarly straight-forward, or similarly subjective. Note that some of these categories are purely opinion: While graphics are pretty easy to compare, soundtrack is another thing entirely. In this thread, I'm going to attempt to compare / contrast. Where did Brave Fencer Musashi(den) go wrong? Did it go wrong? However, as time's gone on Ocarina is still known as a solid game, while Musashi is known either as a classic to a few gamers or - more often than not - the blocky thing that came around your Final Fantasy VIII demo. For anyone who understands what I mean, Brave Fencer Musashi(den) was called Square Soft's attempt at a "Zelda Killer", released shortly before Ocarina of Time.










Brave fencer musashi steamwood