Despite this, Ceobe is an absolute wrecking ball at destroying high-DEF enemies, which is usually the most important task for a ST Caster to fulfill. (Remember that her Talent is less effective against enemies with low DEF, however.)įinding an isolated deployment spot to activate Lone Journey can be difficult on some maps, and Thresher doesn’t give much bonus damage against enemies with low DEF. Since she deals physical damage with this Skill, she prioritizes the lowest-DEF enemies in range while it’s active, giving Ceobe an interesting hybrid niche amongst Casters. Ceobe’s ATK and attack range increase, her damage changes to physical, and her attacks Silence their targets (preventing special abilities).
#Arriving at water 7 ost one piece manual#
Her disarming smile and sandy tresses are almost enough to distract from the armory of weapons she carries on her back, each one charged with elemental energy.
Performed by the Nashville Scoring Orchestra, London Voices and Abzu Harp Ensemble Music composed, conducted and produced by Austin Wintory Physical CDs now available from Varese Sarabande! All the performers brought incredible magic and I'm eternally grateful for their artistry. The odd combination of large harp ensemble, semi-traditional orchestra and chamber choir, led by a slew of delicate oboe solos by Kristin Naigus, gave me ingredients for experimentation that were simultaneously great fun and deeply intimidating.
The resulting score is one I can definitely say pushed me into territory I'd never been. As always, that process of discovery was challenging and often filled with self-doubt. Both game and music went through many iterations and conceptual shapes before arriving in what you hear and see now. I started with a theme ("To Know, Water") very early in the process and then spent the next 3 years developing that material in tandem with the game. The overall progression was not unlike our prior collaboration on JOURNEY. Not long after, the studio Giant Squid was founded and he invited me to join him in the creation of ABZÛ. On the heels of JOURNEY's release in 2012, thatgamecompany's Art Director Matt Nava showed me some concept art he'd been making for a new game he was dreaming up: Gorgeous underwater landscapes that straddled the line between realism and fantasy.