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Adventure Time: Explore the Dungeon Because I DON'T KNOW! 1 Review, / 5 .. 1 Review, /5. Heroine's Quest: The Herald of Ragnarok · 1 Review, /5 .. 1 Review, /5. Phantom Brave: We Meet Again · 1 Review, /5. All communications, orders and remittances for the REVIEW AND HERALD And the phantom honors that round you glide In my late tour south I was about one hundred and fifty miles nearer where they .. buried but to spring up again, clothed with a new mysterious being; and then, And brave the conflict valiantly;. Phantom Brave: We Meet Again is an updated version of one of Nippon Ichi's less appreciated strategy role-playing gems. Its gameplay is.
It asks players to start a new game with a new party, all at level one and without the benefits of money or experience. The main game, however, remains unchanged and still controls wonderfully with a classic controller, GameCube controller, or even the plain Wii Remote.
As Marona, the game's protagonist, you enter a world of grid-less strategy that still looks ripped from its younger brothers' coding. The sprites are huge and unmodified since the days of PS2, making a mockery of themselves on an HD-enabled display.
The backgrounds and close-ups are all beautiful, crisp and sharp. The game is a showcase both of beautiful hand-drawn art and lazy, eye-numbing sprite work.
Fortunately for gamers who happen to have the game, the developers seemed to realize how great their art design was and included an art disc in the box, letting you enjoy the game's style without getting bogged down in all that gameplay and story-telling nonsense.
That gameplay is familiar, but muddled. As Marona, you have the ability to "confine" phantoms. Since your party is all phantom all the time, this makes Marona your key to deployment.
The lock she fits into can be any item on any battle map, ever. It's a cute gimmick, but not without its drawbacks. Your phantoms are summoned, taking the place of the item they're confined to, but only for short while, as each one gets only a set number of turns before it disappears for the rest of the battle.
To make things even trickier, each type of item alters character stats in unique ways, adding or subtracting percentages to one of the key stats Attack, Defense, Health, Intelligence, Resistance and Speed.
Thanks to the unpredictability of items and placement, Marona is your only reliable character, and character selection becomes an organic process — as well as an enormous pain. The other chronic pain is simple movement and attacking. Characters' movement ranges are outlined with a red circle, and attack ranges show up as blue-mesh suspended where the attacks are meant to land.
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In typical fashion, many attacks have bizarre radii and peculiar distances, but they're very difficult to judge and line up on the grid-less battlefields, especially factoring in verticality.
This turns a minute fight into a minute battle. The time lost in poking and prodding around the map is unforgivable in a genre built on stats and the predictability they ensure.
Not only do you have to eyeball your hit chance and potential damage, but you also have to scoot around characters two, three, four times to line up shots correctly or land in a spot out of harm's reach.
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The imprecision makes the game friendlier on a superficial level, but ugly and frustrating when played seriously and at higher levels. Characters pile up into an indistinguishable mess, enemies wander back and forth confusedly, and teammates even slide off the map and vanish for the rest of battle.
There are plenty of higher levels to aspire to. As she continues her Chroma work, Marona's path eventually crosses with that of a man named Walnut. Walnut prides himself on his status as a Chroma Oxide, one who secretly follows a Chroma on their mission and steals the reward for their work. Walnut regularly tries to meddle in Chroma-related matters involving Marona, but is rarely successful.
As they continue their work, Ash and Marona also meet a sickly young girl named Castille.Casual Ageism - Let's Play Phantom Brave: We Meet Again - Part 2
Confined to her bed or wheelchair for most of her life, Castille has been unable to go out into the world and make friends. However; after helping Castille's family on an assignment, Marona grows close to Castille and they become friends.
Marona leaves Putty; a mischievous nature spirit found on an earlier assignment, with Castille to keep her company when Marona is unable to do so. As the game progresses, signs of Sulphur returning to Ivoire in full force become more apparent.
Earthquakes increase in frequency and monsters plague the land, with lesser forms of Sulphur known as Wraiths appearing to attack Ash and Marona several times. At one point Marona and her rival Walnut are forced to team up, and it is revealed that Walnut is Castile's older brother who's been stealing money from Marona and other Chromas in an effort to pay for Castile's hospital bills so that she can be cured of the sickness that keeps her bedridden.
Ash and Marona meet more people who are aware of the signs signalling Sulpher's return and are making preparations to meet Sulpher in battle, if necessary. Among these individuals are Raphael; a renowned knight known as one of the Nine Swords of Ivoire, and the dreary Sprout; a renegade soldier whose family was killed by Sulphur many years earlier. While Sprout seems to side with Ash in this fight, he is hellbent on the destruction of Sulphur at all costs, no matter the means used.
As preparations for the final battle are made, Ash and Marona return to the Isle of Evil and find Raphael is possessed by Sulphur, and so Marona's team of phantoms is forced to engage Raphael in a duel.
After Raphael is too injured to continue and comes back to his senses, he entrusts Ash with Heliotrope; his sacred sword, for use in their battle against Sulphur. At the center of the island lies a portal from which Sulphur is entering the world, and upon the heroes' arrival to this point they expect to engage in combat with Sulphur immediately.
However they are intercepted by Sprout. Having gone mad from the dark power that he has stolen from the countless minions of Sulphur that he has killed and by Sulphur's increased influence in the area, Sprout attacks Ash and Marona.
When he loses to Ash he kills himself with his sword; Shiva, in an attempt to kill Sulphur within him, but his sacrifice is in vain as Sulphur successfully materializes anyway.
Ash and Marona finally battle it out with Sulphur, but in spite of the duo's best efforts, Sulphur is merely weakened and is still attempting to enter into Ivoire. At that point Walnut appears and says farewell to Castile, sacrificing his own life to sever the portal between Ivoire and Sulphur's domain and effectively save the world.
Gameplay[ edit ] Phantom Brave is a tactical role-playing game with battles that take place on an isometric board. Marona dispatches her phantom allies by confining them to objects on the field, such as trees, grass, rocks, and flowers. Different objects grant different stat bonuses to the characters that are confined to them, making it advantageous to confine certain characters to certain things. A soldier, for example, often benefits from the stat bonuses found on a rock because of his physical combat abilities, whereas a witch works better when summoned out of a flower or another object that increases its magical abilities.
Up to 14 phantoms can be dispatched during any given battle, but the phantoms can only be confined to the physical world for a particular number of turns. The number of turns that a character can stay confined is based upon their class. For example, a witch can stay on the field for three turns, while a soldier lasts eight. While a high confine is desirable for continuous use of the character, a low confine number is actually advantageous if the player intends to either reuse the item to confine another phantom or take items back from the battlefield permanently, or for bomber units.
Depending on their class, each phantom has a certain chance of acquiring the item he is confined to, bringing it back to Phantom Isle when the battle is won. A typical battle sequence; Ash is attempting to attack an Amazon with the "Subtle" title. Phantom Brave has a gridless system in which each character can move a certain number of dm in each turn.
The terrain also has traction and pliability characteristics, which affect how long characters continue to slide along after they stop moving and how high they bounce when the character jumps down from a ledge.
On slippery surfaces, it is possible to make the characters "ice skate" by moving very short distances consuming few dm and letting them slide to their destination. In addition, the hold and throw system inherited from Disgaea: Hour of Darkness allows characters to pick up and throw objects and even other characters including allies toward a desired location.
Phantom Brave: We Meet Again Review
Unlike most tactical role-playing games, the border of the battle maps do not have barriers around their edges. Most characters and objects can be thrown off, hit off, fall off, or slip off of the field of battle and sent O.
Characters and objects that are O. When an enemy is O.
Phantom Brave: We Meet Again Review - GameSpot
B'd, the level of each of the remaining enemies rises by one, so the player can trade a large force of weak enemies for a smaller number of stronger ones. If the enemy's HP is reduced to zero before it is thrown out of the stage, its allies will not be granted a level up. The last enemy on the map cannot be thrown O.
We Meet Again Review Phantom Brave is a charming and challenging strategy role-playing game that should satisfy both new and returning players. September 10, at 7: We Meet Again is an updated version of one of Nippon Ichi's less appreciated strategy role-playing gems. Its gameplay is presented in a friendly pick-up-and-play style that never undermines the game's challenging aspects or tactical sophistication.
A new scenario has been added to entice fans of the PlayStation 2 original back again, along with improved visuals and major menu tweaks. Though far from revolutionary, this new iteration still satisfies. You control a fledgling mercenary named Marona, an orphaned girl with the uncanny ability to summon the dead. She's guided by Ash, a skilled warrior whose tragic death is mysteriously tied to an ancient evil, and together they slaughter monsters to protect the innocent. The plot's simplicity is hardly gripping, but it successfully produces a heartwarming adventure full of tender moments, soft humor, and the rare twist.
Traditional, turn-based combat occurs on a 3D board and features several intriguing elements, including grid-free, circular movement fields for natural maneuvering and fairly fast-paced battles. One of the key maneuvers in combat is Confining, a unique system that causes any phantoms you summon to fight alongside you to take on the properties of natural objects that you bind them to. For example, binding a phantom to a rock lowers its speed but boosts defense. Confining pressures you into making every tactical maneuver count, because matching classes with statistical effects can help or hinder you.
Phantoms also abandon Marona after so many turns, which keeps the combat challenging. A unique protection system keeps you on your toes and enables powerful items, like sacred trees, to dramatically boost your enemies' stats. Using items that afford you protection is a vital tactic, but harnessing their power through confinement produces deadlier phantoms.