![]() ![]() For another example, there could be a brick that gives a 50% defense boost to every enemy in the stage. Confining characters in those trees will also give them an attack boost, as long as that rock remains intact. Say, for example – there’s a rock that gives a 30% attack boost to all of the trees in the area. Certain objects on the battlefield influence other objects. Confining them in a plant may weaken them physically, but grant greater magic and resistance.īut wait – it gets more complicated. Confining a character in a rock, for instance, will increase their strength and HP, but make them slower. Each battlefield has a variety of items that you can possess, each which alters the statistics of that phantom for the duration of the battle. Since all of the characters (other than Marona) are phantoms, they need to be confined in some kind of objects before they can manifest themselves in physical form. That’s not the only thing that’s changed – each character’s turn order is determined by their speed statistic (much like Final Fantasy Tactics.)Īlso completely new is the Confine system. Phantom Brave begins by ditching the grid-based movement system, in lieu of giving your character free movement over the maps (similar to Breath of Fire: Dragon Quarter.) Whenever a character’s turn comes up, a circle appears around the unit, showing the maximum distance that they can move. On the audio side of things, Phantom Brave also has the best soundtrack of any of the games, filled with charming flutes, child-like singing, and insane violin solos, all welded in with the usual upbeat melodies.īeyond all of the story and graphics and music, the basic nature of the game had been drastically altered. While this may seen like a downgrade, they’re extremely well animated, and do a better job at portraying a variety of emotions. The huge character portraits during the story scenes have also been replaced by large character sprites. That goofiness is somewhat absent from Phantom Brave, something than many fans were disappointed in. While that had its share of drama as the game progressed, it also had quite a light-hearted sense of humor. Obviously, this is somewhat heavier stuff than Disgaea. Some may find it a little overwhelming (or even melodramatic), but it helps shape Marona – and her constant protector Ash – as two extremely endearing characters. The story gets a bit more uplifting as it goes along, as she eventually finds acceptance and makes friends. It almost gets worse from there – seeing the harsh realities that the world has dealt poor Marona is like seeing a kitten tossed into a ring of pit bulls. Marona just shrugs and sighs, but the chapter ends with the distraught girl alone in her room, crying herself to sleep. Before the child can reach Marona, the mother runs out, chastising her son for getting close to such a “monster”. Once Marona completes the job, a tiny little owl child stumbles, bringing a lollipop to his savior in gratitude. ![]() All of the villagers are a little wary of Marona, given her “possessed” status and all, but they decide to take their chances on her. The first story begins as Marona saves a small village from a group of demons. The beginning chapters of the game are almost painful. ![]() As such, Putty is kind of the mascot of Phantom Brave. Putty is technically just another type of creature found in the game, but there’s a very specific one that Marona grows attached to.
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