In a gaming scene filled with hand-holding and guiding the player through every step of their journey, Capcom's does the opposite, asking the player to discover the game's many mechanics. Like other good open-world RPGs, there are many little details that make the world feel real and lived in, and these can be easily missed. Not only that, but Capcom's approach to combat has made it layered, giving the Arisen several approaches to their encounters.
Although there are tutorials throughout the game, they pop up when an inquisitive person interacts with something for the first time unless it is absolutely vital, such as moving, picking up objects, and attacking. This design philosophy has meant that there is plenty to uncover as the game progresses. It also means that there are plenty of mechanics for a player to miss should they not go looking for them.
[Warning! Minor spoilers for ahead.]
It turns out that the ballistas on top of towers are not just for show. There are many of them scattered throughout world and are most easily found in the countryside of Vermund, sometimes dogged by a flock of harpies. Although a bit of climbing is required, these siege weapons can actually be used as anti-aerial weapons should an unlucky drake or griffin be within range. It should be noted that this is usually quite rare. However, there are some circumstances in which the game is set up to allow the ballistas to shine.
Should the Arisen return to Melve after their first visit, it will be attacked by a lesser dragon. The town, as well as some powerful strangers, will aid in repelling the flying reptile, but if it is fought normally it will fly away after losing a set amount of its health. It can be killed before this, however, as there is a ballista tower in Melve. Simply mount the ballista and fire away. The sheer damage of this mounted weapon will be enough to slay the lesser dragon, with a little bit of luck.
During the attack in Melve, Sigmund will aid in repelling the
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