Honestly, I really like the battles. It takes some forethought: think of your team as a sports team. You have plays that you set up beforehand that you use, rather than improvising on the fly (honestly, were a group of warriors to really set forth to go on an adventure involving lots of fighting, they would train
together rather than fighting on their own merits - it makes a lot of sense to me).
To do this, you set up two things,
character skill chains and
party skill chains. These are a series of actions taken by either an
individual character in the case of
character skill chains or the
entire party in the case of
party skill chains.
Character Skill ChainsCharacter skill chains are pretty useful for automating simple things. One of the ones I use most frequently is against enemies with chi. Chi absorbs physical damage but doesn't absorb magical damage, so I set up a
character skill chain for Denever that goes:
ChargeSwordfaith (target selected)RepeatWith this selected, he will charge up and then use swordfaith on the targeted enemy until I change tactics or he drops dead.
These
character skill chains are very useful for combat actions that only one character needs to take. I use them for bosses a lot. I usually set up a skill chain to deliver a burst of specific damage types, such as piercing, concussive, magical or ethereal. They can also be used defensively, for example, the following
character skill chain for Ionae:
Fire ImpsSmokescreenRepeatWith this active, Ionae alternates between throwing down fire imps (which are an HP soak for the party) and using smokescreen, which increases the party's dodge. If I'm in a tight spot and am taking more non-targeted damage than I like, I can just activate this on her to give myself some breathing room.
The best part of this is that even though only three chains are shown below the character in combat, by
right-clicking on them, you can select new ones. So even though there are only three slots, I have access to all 20-odd skill chains that are set up.
Party Skill ChainsParty skill chains exist when you need the entire party to coordinate on something. I use these for random encounters a lot, to automate some of the fighting. It's amusing, but my team is less coordinated against bosses - possibly because bosses require much more puzzle-solving than regular fights. In a party skill chain, you set up three parallel sets of actions, one for each member. Normally they perform them all simultaneously - you can use "pause" to control the flow but I haven't found that you
need do to this.
In general, you'll end up setting up one of two types of party chains. One I refer to as a
burst chain and is focused on maximizing your offense or defense for one to three rounds. The other I refer to as a
rolling chain and is focused on keeping up a constant barrage of attacks and a constant stream of defensive skills.
See this
burst chain:
Denever: Charge Hack Repeat
Ionae: Empowder (self) Aimed shot Repeat
PyanPau: Sprite Summon Strike Repeat
It helps to look at it this way: in round one, every member of the party buffs themselves. In round two, every member of the party unleashes a kind of "alpha strike" which delivers enhanced piercing damage, concussive damage and magical damage. A relatively simple party chain like this can often wipe out one or even two monsters in an encounter and then, when it rolls around again, win the fight - after only four rounds.
On the other hand, if you think your enemies won't just lay down, examine this
rolling chain:
Denever: Charge Hack Battlecry Repeat
Ionae: Lucky Shot Fire Imps Poison Shot Repeat
PyanPau: Aurora Bless (Denever) Heal Repeat
In this one, some damage is being done in every round. In Round 1, Ionae hits everyone for magickal damage. In Round two, Denever delivers a charged up Hack. In Round 3, Ionae gifts the opposition with poison shot.
Also, in every round, the party's defense is augmented. In Round 1, PyanPau uses Aurora, which shields the party from magical damage. In Round two, Ionae uses Fire Imps, which shield the party from non-targeted damage. In Round three, Denever uses Battlecry (after being blessed by PyanPau) to increase the party's defense against any damage they
do take.
Your party also has three slots for
party skill chains on the battle screen. These are to the right of the individual members' three skill chain areas. Just like with the individual characters, you can right-click on the slots to place a new skill chain there. You can employ up to 20 different skill chains.
ConclusionThe Spirit Engine 2 requires some tactical thinking because your team fights as a
team. It's tricky at first - but if anyone could easily command a team then sports coaches wouldn't be paid so much money. Ultimately it's really rewarding - the combat system is fluid and dynamic and rewards the effort you put into it. It is rarely arbitrary and just plain good-lookin'.
I hope this overly lengthy and completely unwarranted explanation of the combat system turns people on to The Spirit Engine 2 - it's a really great game. So far I'm loving the graphics, the music and the story - I skim through most wordy stories but TSE2 (and Aquaria) are some of the few whose prose are well-written such that I actually enjoy reading them. If you invest in TSE2, TSE2 invests in you.
P.S. Derek when is my Aquaria 2 coming out

edit: for clarity