Linear Motion Battle System


LMBS in action, in the Game Boy Advance version of Tales of Phantasia.

The Linear Motion Battle System is the base battle system used in most games of the Tales series. It is a real time battle system that is based off of games of the fighting genre. This battle system is unique because it is in real time. The player can control a character of their choice as long as the option is available while the computer or other players can control another three characters. The battles are fought on a 2D plane but in later games the player has the ability to move their character however they want around the field. Each character is unique and can use different attacks and spells and can be controlled by the player and the computer. The player may also access a pause menu in order to use items, set strategy, equip armor, weapons, and accessories, assign skills to different characters, and escape from battle.

Contents

[edit] Versions

[edit] Tales of Destiny

Tales of Destiny uses the Enhanced-Linear Motion Battle System (E-LMBS). This battle version is the same as the original used in Tales of Phantasia just with improved graphics for the Playstation over the Super Famicom. It also introduced Multiplayer, with up to four players via a PlayStation Multitap.

[edit] Tales of Eternia

Tales of Eternia continues to use the traditional LMBS with a few notable improvements. The system is known as Agressive Linear Motion Battle System (A-LMBS). In addition to more strategy options the spells no longer interrupt the battle. As a result, the battles in Tales of Eternia are more fast paced and spells are easier to avoid.

[edit] Tales of Destiny 2

Tales of Destiny 2 uses the Trust and Tactical Linear Motion Battle System (TT-LMBS), and is supposed to make the player think more about the positioning and actions of their characters in order to have more efficient battles. A new addition are Spirit Points (SP). SP works like TP in conjunction with them, where you need to use them to perform actions, however; the SP are needed for every action except guarding and standing still, both of which restore SP as well. It also introduced auto-zoom in battles, so when the characters are far enough away from each other, the camera stretches to show all the action.

[edit] Tales of Symphonia

Tales of Symphonia uses the Multi-Line Linear Motion Battle System (ML-LMBS), where battles take place in a 3D field, however, no full 3D movement. It also includes Unison Attacks, where you can set Artes to each button for each character in order to use attacks in quick succession when the Unison Gauge is full. This can lead to Combination Attacks when two characters use the right Artes to use a third, usually stronger arte, such as Lloyds' "Tiger Blade" and Genis' "Lighting", to make "Lightning Tiger Blade".

[edit] Tales of Rebirth

Tales of Rebirth uses the Three-Line Linear Motion Battle System (TL-LMBS), where unlike it's predecessor Tales of Symphonia, did not allow for 3D movement, but rather three lanes to fight on. The TP gauge was replaced with the Force Gauge (FG), where like usual, you set Artes to each directional pad direction. You need to let the gauge fill up for each Arte direction however, and you can't use the Arte until it is full. There is also the Rush Gauge on the lower left, which as it fills, your attack goes up, but you take more damage and healing Artes are less useful. You also get Enhance Points after battles, that can be used to enhance your armor and weapons.

[edit] Tales of Legendia

Tales of Legendia uses the Crossover Linear Motion Battle System (X-LMBS). It is identical to Destiny's battle system, however, there is a "weight" factor needed for some of Senel's attacks (ones that grab the enemy and throw them). There is also Climax Mode, where time is stopped, and allows the party to attack the enemies mercilessly until the gauge falls down. You can also activate Climax Combo, where the party juggles the enemies for four powerful attacks in a row.

[edit] Tales of the Abyss

Tales of the Abyss uses the Flex-Range Linear Motion Battle System (FR-LMBS), where you have full-3D movement using Free Run. It also introduced AD Skills (to be used again in Vesperia and Symphonia Dawn of the New World), that can be attained by using Capacity Cores that add attributes in battle such as Free Run and Mystic Artes. There are also the Field of Fonons (FOF), made by casting spells of certain elements and then the correct Artes while standing in one.

[edit] Tales of Innocence

Tales of Innocence uses the Dimensional-Stride Linear Motion Battle System (DS-LMBS), which is a mix of Tales of the Abyss's Free-Running full-3D battles that use TP and Destiny PS2's aerial combat. There is also the Tension Gauge which when filled up by making combos, activates "Awakening", which can be compared to Tales of Symphonia and Tales of the Abyss' Overlimit, boosting attack, speed, TP consumption, and casting times. You can also enter Infinity Jam, which is comparable to Legendia's Climax Mode, where enemies stop moving, and your team has as much time until your Tension Gauge empties to attack enemies without being stopped.

[edit] Tales of Vesperia

Tales of Vesperia uses the Evolved Flex-Range Linear Motion Battle System (EFR-LMBS), and is essentially an updated version of the Flex-Range Linear Motion Battle System (Tales of the Abyss). AD Skills are now gotten by using equipment and leveling them up, and not via Capacity Cores and the like. It also updates the Overlimit Gauge, making it shared by the party and it "levels up" by continuing to make combos after it fills (The 360 version had it go up to 4, but the PS3 version took it further). It also allows for minor arial combat.

[edit] Tales of Hearts

Tales of Hearts uses the Combination Aerial Linear Motion Battle System (CNAR-LMBS). The game goes back to the 2D-lane not used in a main game since Legendia, and allows for the most customization in a Tales game yet. It features the "Soma Build" feature, where you use items you collect to buy Artes, Skills, and Stat Boosts for your Soma, and if it goes on long enough, you can use "Soma Evolve" to choose your next set of skills and such to purchase. Cooking is replaced by the "Heal Stone", that you can refill at stores and upgrade. In-battle, all your actions are based off of your Emotional Gauge, and act much like Tales of Destiny 2's Spirit Points (that decrease with every movement except standing still and walking), except said attacks can be chained endlessly as long as you have the bar in your Emotional Gauge above 0. All movements also build up the Combination Gauge, which allow you to activate things such as Mystic Artes and Connect Commands, which summon party members not in your battle team, as well as summon characters from other Tales games.

[edit] Tales of Graces

Tales of Graces uses the Style Shift Linear Motion Battle System (SS-LMBS). This battle system uses a Full-3D field and movements such as Tales of the Abyss and Tales of Vesperia. It uses the Combo Counter also used in Tales of Destinys' PS2 remake, where every attack uses up some of your Combo Counter, while, standing still refills it. However, there are only Artes now, and no standard attack, and each Arte uses a set amount of points from the Combo Counter. There is also two fighting styles for every character, each with their own set of artes, such as Absel's first being with a Sword, while his second he uses his bare hands.

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Last edited by Kirvee on 29 August 2013 at 21:55
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