Worthplaying | Wii Review - 'Phantom Brave: We Meet Again'
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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.
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. 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.
All characters and weapons accumulate "mana" a magical currency for increasing a character or weapon's abilities whenever they kill an enemy. This mana can be spent to fuse two characters together, an item into a character, or an item to an item.
Fusion increases the level cap of the beneficiary by the level of the consumed item or character. By spending mana, the player can improve equipment percentages stat bonuses given to characters who equip the item or character and confine percentages bonuses to characters confined in the item on the fieldand even transfer skills to the beneficiary.
In Phantom Brave, weapons have a much greater effect on a character's stats than their natural affinity. The maximum obtainable character level is While on Phantom Isle, a character class called Dungeon Monk can be asked to create a random dungeon.
Some characteristics of the dungeon can be seen before creation, including the type and general number of enemies present, the floor conditions, and if the use of equipped weapons is restricted or not.
Dungeons also have titles, which are applied to every enemy in the dungeon. As the floors of the dungeon are cleared, the title of the dungeon will improve. These titles can later be removed and placed on player characters or weapons to alter their stats. Random dungeons can also be retitled.
Phantom Brave: We Meet Again — StrategyWiki, the video game walkthrough and strategy guide wiki
A popular leveling trick is to give a random dungeon the "failure" title, allowing the player to beat hordes of high level enemies easily. Random dungeons tend to take the form of a linear series of floors, although occasionally a floor may have a special named layout for example, "Self-Styled God" floors have a stronger enemy in the center of a terraced layout. These floors occur randomly and confer an extra bonus upon completion. Unlike in Disgaea, where to descend to the next floor one may merely move a character to a certain panel, in Phantom Brave one must defeat all the enemies present to continue.
To leave a random dungeon, one must either clear every floor, or use a Dungeon Monk's Return skill, which costs money proportional to the current depth. While between battles, Marona can return to her home; Phantom Island, where she can summon create new phantoms to aid her in future battles. The player starts off by being able to create characters from a limited selection of classes, but each class of enemy that is defeated in battle is added to the selection of phantoms the player may summon.
Summoning phantoms requires only a nominal fee, but new phantoms always join at level 1 no matter when they are summoned. Marona's phantoms populate the island, and the player can converse with them. Many classes have a special utility on the island; Merchants sell items, Healers can recover the damage that units have sustained Fusionists can combine characters and items, Witches allow the player to reorder a character or weapon's spells and skills, and Blacksmiths combine mana with weapons to either level them up or to awaken latent skills hidden in the weapon.
Phantom Isle hides several secret items and character classes, such as the Changebook, which allows the player to switch the character they explore the map with. Phantom Brave has a series of extra maps following the main storyline. These post-game maps offer more powerful enemies and feature cameos by some members of the cast of the Disgaea games as enemies. 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.
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.
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. Random dungeons are readily available, and this time the gimmick pulling you in is "titles.
Belt" boosts a fighter's hp, defense and attack considerably, "Erotic" impacts every stat marginally and "Failure" drops every stat enormously. When the titles are attached to dungeons, their stat boosts rise with every floor you complete, and once completed, you can put that title back on a character or item.
The finagling can be fun, but like much of Phantom Brave's manipulations, it's either only slightly helpful or so clumsy that it becomes a chore to use. The menus are unintuitive, and to even reach them, you have to wander around an item littered with your characters and their equipped items to talk to specific people with specific out-of-battle abilities.
In order to change titles, you need to create a titlist, and to make dungeons, you need a Dungeon Monk. You need a healer to charge you money so you can recover health after battle, and you need a merchant to acquire battle-ready equipment.
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