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I suspect there was final fantasy influence of summons being big set-piece attacks with big animations because ryu only turns into one dragon form and "summon's" the dragons he's pulling power from. However the dragon transformations were very toned down. It just felt more confident in its' technology (coming at the end of the ps1 era). Sprites are beautiful and fluid, and the soundtrack has a great split between traditional orchestral stuff and traditional chinese instrumentation depending on character perspective. specifically rotating the field view, nina's field skill giving you a different perspective.
#Breath of fire iv walkthrough full
The games camera can be manually rotated by the player up to a full 360 degrees in some instances, though unlike Breath of Fire III it cannot be tilted up or down. Also i don't feel like character's field abilities are used very well compared to 4.Ĥ was more confident in its' 3d. Breath of Fire IV is a traditional role-playing video game with an overhead, isometric viewpoint. In this department it is very clearly transitioning from a 16bit production value min-set to a more modern one. Also the sprites, while big and beautiful, lack the quality of animation of 4. (not to say i don't love their fighting game music of that time). and i don't really have a nostalgia for capcom's mid-90's jazzy period. I find that at its' core, it's a bit too predictable, but too traditional story. It's got tonnes of mini events that break up the general rpg formula. The story isn't bad, it's got plenty to love.
#Breath of fire iv walkthrough series
I think this is what first ever drew me to the series when i was 12.

You can mix and match genes and get a lot of cool options. BOF3 has the most interesting dragon system.
