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In traditional Japanese RPGs, turn-based fights usually pit players against various kinds of flora and fauna, politely giving and receiving beatings in an orderly fashion. Instead of this back-and-forth, the emphasis here is on recreating the sensation of a soldier on the battlefield. The cinematic angles are meant to give a more realistic flow to the combat, and it will not be a passive affair where you just select "attack" and watch your party jump over an invisible line separating friend from foe. After you choose an action, you will need to adapt to changing circumstances, which might require you to perform a series of time button presses in mid-attack. Success in these situation can score you a critical hit, while failure might mean you deal less damage. For those traditionalist that are scared off by real-time RPGs, don't worry; the fights still take place in a turn-based framework. This isn't a real-time hack n' slash like Dynasty Warriors.
Rush plays the role of one soldier among dozens as players group him and his companions into different Unions - small groups of five that can be ordered to perform actions on the battlefield. Though they are unified, the characters in the Unions don't sacrifice their individual strengths. Different characters have special attacks and unique abilities, though these may vary depending on the current situation on the battlefield. The commands can differ depending on the combination of Union members, the target of the battle, and morale. Players must make decisions based on these factors.
The morale, a pivotal factor on the battlefield, is represented by a meter on the top of the screen, it fluctuates throughout the battle, resulting in different consequences. If morale is low, characters will not be able to exert their powers. Players must aim to continously improve their battle-style and commands, or they may end up with a difficult battle. You may be faced with up to as many as seventy enemies all at once during a single battle.
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