


[b]Scaling Down the Maps[/b]
Finally, a major departure from the first game is that the maps in this one are generally a lot smaller.
In Lost Eidolons, the sprawling battlefields were a necessity, because there were so many units running around on both sides, so we needed the ability to space out squads and skirmishes. With this game’s smaller party size, it’s just natural to shrink the levels, so players spend less time on those tedious in-between turns, where all you’re doing is trying to move a parade of party members across a huge empty section of the map.
We’re also reducing enemy numbers and density within each map — opting for shorter, more frequent battles, rather than long multistage ones with a huge number of enemy squads.

