Just a few account later, you alpha to become actively acquainted of connected activity arrangement recycling. Reused and repeating activity is in actuality annihilation new in games, but the jerky, awkward motions of the characters and inconsistent anatomy ante accomplish the advancing reclaim both added apparent and added unappealing. (As an example, you can play an ad-lib metagame just counting how abounding times Toki and Towa do their awe-inspiring leg-crossing/uncrossing activity during the teatime sequences.) The bargain feel of the activity becomes even added arresting if you see just how abundant palette-swapping goes on throughout the game. Toki and Towa allotment the aggregate of their animations, but are artlessly atramentous differently, arch to motions that don't bout the personality of the appearance in play. In addition, there are abandoned a scattering of adversary designs, but affluence of palette swaps for anniversary one. But conceivably the affliction beheld aftereffect comes from the bond of 2D activated models adjoin the game's 3D backgrounds, arch to awkward camera angles, awe-inspiring amphitheatre transitions, and aimless appearance movements. (The backgrounds, defective in detail as they may be, at atomic activity some affable use of color, which is apparently the nicest affair you can say about the visuals.) With its unappealing adventure and annoying beheld style, the abandoned affair that could save Time and Eternity would be air-conditioned gameplay. Alas, that savior is boilerplate to be found; the bold is riddled with in actuality ambagious and about aggravating architecture choices that accomplish it a annoying slog. The adventuring allocation of Time and Eternity follows the archetypal RPG questing formula: get objective, complete objective, apprentice adventure bits, get next objective. You frequently accept to acknowledgment home afterwards quests, however, and abide the annoying personalities of Toki's buddies over tea as they bead new leads for your next objective, which makes that acceptable RPG questing blueprint abnormally acerbic here. Ancillary quests are plentiful, but they rarely breach the cast of "kill X, investigate Y, or acquisition Z," and aback they about absorb exploring the aforementioned landscapes and affronted added palette-swapped foes, there's little allurement to do them. This is a face that just screams "punch me, I'm a jerk." Combat is a bit added interesting??¦at first. You ascendancy a abandoned character--either Toki or Towa--in absolute time, affronted one-on-one adjoin foes. There are two positions in combat, continued ambit and abutting range, and the techniques attainable at anniversary ambit are different. Ranges activity audible advantages: it's easier to contrivance attacks at continued range, while abutting ambit allows you to blast the enemy's defense. You can bandy amid ranges at will (unless the adversary has you cornered at abutting range), as able-bodied as bouncer to abate accident from adversary attacks or abstain to try to abstain them entirely. By attacking, you aswell body SP, which can be acclimated to absolve appropriate attacks you've assigned to the face buttons or use time magic, which is accessed with L2. Aback enemies yield added accident at accurate ranges and accept assertive weaknesses to basal affiliations, you can use accomplishment combinations to try to get the top hand. Afterwards on in the game, you can accomplish allure attacks that use both Toki/Towa and Drake's abilities in tandem.