Here, you’re set a series of challenges with a pre-determined party line up. These can be taken on with your adventure party configured however you see fit, which is in contrast to the game’s excellent “Arena” mode. Beating certain levels in the quest will unlock secondary challenges with differing requirements, so you might have to play the song again but defeat seven enemies before it finishes, or deal 3,500 HP worth of damage. If you do make it through the adventure – which sees you playing through multiple tracks before taking on a boss level to unlock the next area – there’s a fair amount of content to check out after the fact. If you just want to hit that first attack though, you can just change character when you’ve got enough moves in the bank to have activated it. To trigger your second stage action, you perform all of the moves for your first stage attack but then carry on hitting the required notes until you’ve racked up enough to reach that second level, then carrying on to the third level if you wish. Party members can each have up to three attacks or actions enabled, with secondary passive attacks also being on the cards. At this point, you can tap a button to switch to one of your other characters, picking up the beat and performing one of their actions in the same way. Once this is done, a cooldown period comes into play for that specific character so that you can’t just spam the same attack over and over. Arrows come down the tracks and in traditional rhythm game style, you need to press enough indicated inputs at the right time in order to trigger an attack. On the left of the screen, your four-character party stands below four individual music tracks. The way the game is played is probably the best place to start when considering The Metronomicon, given that it’s a genuinely new concept.
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