>> Systems - Tales of Symphonia: Knight of Ratatosk/Dawn of the New World
Tales of Symphonia: Knight of Ratatosk/Dawn of the New World
  >> Monster Contract System


--> Due to the contract Emil made with Tenebrae, he now has the ability to capture certain defeated monsters, make a contract with them, and raise them for battle. The monsters you already have in battle, the choices you made in battle, and the special equipment you have determine the success rate for catching monsters. There are times, however, that making a contract will fail. The monsters you currently have and your fellow comrades may help in persuading the monster at times. However, having strong contracts with monsters that are against the monster you are trying to a contract with will most likely be the reason for contract failure.

  >> Strengthening Your Monsters With Cooking


--> Like in the previous Tales games, our beloved Wonder Chef makes an appearance in this game. But this time, he's ditched making recipes for humans and has instead started the path to be a monster food chef! The Wonder Chef will be all over the world, carrying with him recipes for the monsters. These recipes can increase your monsters stats, or if it's the right recipe, at the right circumstance, and for the right monster, the monster may evolve into a more powerful monster. Since the monster contract system is only available for the basic monsters, gaining the more powerful monsters are to be attained this way.

  >> Battle System




--> The battle system used for this game is Tales of the Abyss' Flex-Range Linear Motion Battle System (FR-LMBS, or simply called Free Run), allowing you to run around the area of the battle field. The max number of characters in battle is 4, including your captured monsters. Monsters however, cannot be controlled, but instead have orders assigned to them on how they will fight. Meaning, your monsters are run by the AI. As usual, you may also assign tactical orders to other party members, assign skills, and change equipment.

  --> Using the Wii Mote in Battle

The main use of the Wii Mote's Motion Sensor, aside from using it in the world map, is for skill shortcuts. Certain movements of the Wii Mote will allow you to execute assigned skills/spells. But overall, it's pretty much the same Tales controls (control stick for directional movement, A Button for attacking, B button for skills/spells).

  --> Unison Attacks


Similar to ToS' Unison Attacks. There's an elemental grid at the bottom left hand corner of the battle screen. Once the character's attributes and the element shown on the grid match, a Unison Attack is possible. The monsters you have also participate in this, and the final attack will be a special one executed by the last matching element character.

  >> Map Movement


--> As stated before, the Wii Mote is primarily used for traveling the World Map. That means no more map exploration. As for towns and dungeons, you may also use the Wii Mote. In the game will be a feather like pointer following the Wii mote's motion sensor. You may use this to select people you want to talk to, select a particular spot in town you want to walk over to, and etc. Players will find places very familiar from the previous ToS.

  >> Sorceror's Ring


--> You also need the Wii mote to make the Sorceror's Ring work. Using the Z button will aim it over something in the screen, and once you're sure of your aim, use the A button to make the fire shoot. Like in other games, burning things isn't the only thing the Sorceror's Ring can do.

  >> Skit System


--> Like in the other games, a skit system is available. All skits in the Japanese version are fully voiced, and there are plans for the US version to also have fully voiced skits. Like before, it can either be important skits telling you where to go next, or comical ones for your enjoyment. The size and style of the skit faces are similiar to ToS'.
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