When you’re fighting we have instant attacks that generate overcharge. This basically gives you temporary mana that you can only use for that fight, so if you are a gamer that tends to just use basic attacks because you don’t want to waste mana or you’re saving it for some reason, you’ll be encouraged to cast some of your more powerful abilities.
On top of that there’s a burst meter that fills up and there’s three tiers to it, which carry over from battle to battle. Once you have the burst meter active, all heroes have access to it, so each hero has a level 1, 2 and 3 burst. When it’s full, you can choose to use a level 1 burst, which will leave two levels available for the other heroes and go all out. They’re very cinematic and they look really cool. Bosses, and some creatures, have them too actually.
NUK: What attracted you to develop Battle Chasers: Nightwar for Nintendo Switch?
JM: First of all we’re just fans of Nintendo, the systems and the games in general so just from a fan’s perspective it’s awesome to be on a Nintendo console. But I think the strongest reason people have expressed their excitement to us when we tell them about it is that having a console RPG that you can take anywhere is pretty awesome. Even today I was playing it in my hotel room. It’s pretty nice to be able to take it with you.
Battle Chasers: Nightwar is released 3rd October 2017 on Nintendo Switch.
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