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Phantom Brave is another game in developer Nippon Ichi's line of
unique strategy RPGs, and their first self-published title. For
anyone that has played Nippon Ichi's other games (such as Disgaea
and La Pucelle: Tactics), the art direction and presentation of
Phantom Brave will be instantly familiar... perhaps a little too
familiar at times. Fortunately, both the story and gameplay are
quite unique and refreshing, saving the game from becoming a been-there-done-that
experience.
In
the opening scene one of the main characters, Ash, and two of his
companions, Haze and Jazmine, are killed by demons. In Haze's dying
breath, he casts a spell in an attempt to keep Ash alive. While
it doesn't give him life as such, it keeps him from death, and Ash
becomes a phantom. Now, fast forward eight years and Ash, in honour
of Haze and Jazmine, has devoted himself to protecting their daughter,
Marona, who has the power to speak with phantoms and also to summon
them to fight for her. Despite being only thirteen years old, she
has a job as a Chroma - the demon hunters of the world she lives
in. Like any girl with strange powers, the common people reject
her; but she lives in the hope that if she is kind and compassionate,
she will be liked. I won't go into the rest in any detail, save
to say that you'll always want to keep battling just to see what
happens next, though things can move along slowly sometimes with
cut scenes where dialogue only continues when the X button is pressed
and when battles become harder and take longer to win.
For
those unfamiliar with strategy RPGs, they represent a very specific
type of game in which you participate in an ongoing string of turn-based
battles, played in an isometric view, broken up with story segments
and in some cases minor exploration. Phantom Brave changes up the
usual conventions of a strategy RPG's battles, though. For example,
rather than your party members moving a certain number of steps
on a set grid, characters in Phantom Brave are allowed to move anywhere
within a circle, sized proportionally to their speed stat. Once
in range of an enemy, allies have the common choices of attacking,
defending or using items, plus special abilities depending on what
character class they belong to (warrior, rogue, mage and so on).
While this is a nice change of pace from the usual system and makes
the experience more logical, it does loosen up the usually tight
and methodical gameplay, where you always know what will happen
when your allies are positioned in a certain way. This time around,
it can sometimes be difficult knowing exactly where to place your
allies because of their relative freedom of movement. Another quirk
with the movement in Phantom Brave is the fact that bumping into
an enemy can send them off the battlefield, killing them instantly,
but this grants a level up bonus to all other enemies. Likewise,
an enemy can do the same to one of your own, but your allies do
not get the bonus. Why this odd balance conflict was included is
hard to discern.
In
another unique turn, rather than party members being summoned into
battle, they have to be 'confined' from objects in the environment
by Marona. She can confine as many times as she likes in a turn,
with a maximum of sixteen characters (plus herself) in one battle,
and which object Marona confines an ally from affects their stats,
too, so if she confines an ally to say, a rock, their power and
defence stats go up, while their speed goes down. The opposite effect
is achieved with say, a small shrub. Once a character is confined,
they can be controlled just like Marona, but after a certain number
of turns they disappear from the battlefield and can't be confined
for the remainder of the battle. All these factors make sure that
a fair amount of strategy becomes involved with battling, although
a lot of the strategy takes a backseat to frantic levelling-up in
the later portions of the game.
To
obtain more party members in the game, they must be created by Marona.
As the game progresses, more and more character classes become available
and higher starting levels can be chosen (for a fee). Each character
can equip only one item at a time, be it a sword, book, tree or
anything you find along the way, and they can all be used as weapons.
Plus, you can fuse a stronger item to a weaker item to raise its
stats and give it new abilities. You can also fuse characters, which
isn't really necessary but still useful on certain occasions. In
battle, items count as characters, so bringing a character holding
an item into battle counts as bringing in two characters. With the
sixteen-character maximum in battle, this can become annoying, but
thankfully the game can be completed relatively trouble-free with
just Marona and four well-trained companions.
While
nowhere near as technologically advanced as most current generation
games, Phantom Brave still has a lot of style. As with Nippon Ichi's
other titles, the environments are in isometric 3D with objects
and characters animated in super-deformed anime style 2D. Everything
has a definite charm to it, in battle or out. Occasionally, battles
can look cluttered with a lot of battlers and objects on screen
at once but this is never really a problem. The sound effects in
Phantom Brave have largely been recycled from Disgaea and La Pucelle,
save for the voice acting, which is thankfully pretty good. The
option for Japanese voices is very welcome, too. Phantom Brave's
soundtrack doesn't fare as well as the voice acting, not that it's
terrible, but it can often become very repetitive in drawn out battles.
Phantom
Brave is a game that can definitely be enjoyed for many, many hours.
The amount of variety and options in and out of battle will keep
you playing far longer than the typical game, while there are enough
differences in the combat system to make it feel fresh and new.
Any fan of Nippon Ichi's other offerings would do well to check
Phantom Brave out, as would anyone interested in the strategy RPG
genre.
Reviewed by Kieron Bosveld for AceGamez (All Rights Reserved).
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