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Games · Page 5

Specific characters, combat decisions, and worlds worth spending time in.

134 articles

Page 5 of 6
Final Fantasy VI official game artwork
Final Fantasy VI

Kirin, Ramuh, and the difference between AP and experience

In Final Fantasy VI, equipping magicite lets a character learn an Esper’s listed spells through post-battle AP, while some Espers also grant a listed bonus when that character gains a level. Those separate systems make spell coverage and character growth choices for the whole party.

Game guide · 3 min
Equipment teaches an ability, battle AP leads to mastery, and magic stones separately activate learned support abilities.
Final Fantasy IX

Learning abilities from equipment makes an old sword useful

In Final Fantasy IX, equipment can teach abilities before characters learn them permanently. AP advances that learning, while magic stones determine which learned Support Abilities are active. Understanding the difference helps you choose when to keep an older weapon equipped and when a stronger one matters more.

Game guide · 3 min
Tales of Vesperia publisher-provided game screenshot
Tales of Vesperia

Vesperia's combat asks you to build a sequence

In Tales of Vesperia: Definitive Edition, Yuri’s attacks, TP-funded artes, and movement all shape the next opening. Learn how to build a short sequence, recognize when to stop, and reposition with Free Run when an enemy blocks or shifts away.

Game guide · 4 min
Trails in the Sky publisher-provided game screenshot
Trails in the Sky

Read the orbment line before choosing your quartz

In Trails in the Sky FC, quartz placed in orbment slots affects both a character’s stats and which arts their orbment lines can produce. Learn how to check line totals, compare them with the spell list, and weigh art access against the character’s other needs.

Game guide · 3 min
Atelier Ryza publisher-provided game screenshot
Atelier Ryza

Tao's books belong on Ryza's adventure

Tao’s books and questions show that usefulness in an adventure party can begin with interpretation. The early group gives his research a place beside Ryza’s initiative and Lent’s readiness to act, even as he doubts himself.

Character analysis · 3 min
Octopath Traveler II publisher-provided game screenshot
Octopath Traveler II

Save the BP for the Break: planning an Octopath II turn

In Octopath Traveler II, matching an enemy’s weakness reduces its shield points; reducing them to zero causes Break, stopping the enemy’s actions temporarily and making it take more damage. BP adds a second timing choice: spend it to strengthen an action, or save it for the break window. Knowing that boosted elemental skills do not automatically hit several times helps you choose the right move for each job.

Game guide · 3 min
Dragon Quest XI publisher-provided game screenshot
Dragon Quest XI

Dragon Quest XI's towns reward walking slowly

Dragon Quest XI’s early towns make exploration feel like a way of reading a place. Their streets, routines and passing conversations add local meaning between major objectives, giving the journey texture at walking pace.

Story analysis · 4 min
Xenoblade Chronicles™ Definitive Edition 5
Xenoblade Chronicles

Shield, Speed, or a warning? Responding to Xenoblade's visions

Visions give you a timed warning about an incoming attack and the information needed to judge who is at risk. Shulk’s Monado Shield and Monado Speed answer different threats, while party-gauge warnings let you choose an ally’s available Art to intervene. Reading the attack correctly matters as much as acting quickly.

Game guide · 3 min
Hades publisher-provided game screenshot
Hades

The House Contractor turns decoration into a reason to return

The House Contractor makes the hub feel like a place shaped by Zagreus’s repeated visits. Cosmetic changes alter its atmosphere, while functional work can affect how the player moves through the game, giving renovation a role beyond ornament.

Story analysis · 4 min
Elden Ring publisher-provided game screenshot
Elden Ring

Ranni's first meeting works because it is incomplete

Ranni’s optional appearance at the Church of Elleh offers a name, a gift, and a limited exchange. Its restraint makes the encounter memorable: the player receives something useful while the stranger remains difficult to place.

Character analysis · 4 min