Phantom brave we meet again gameplay recorder

Phantom Brave - Wikipedia

phantom brave we meet again gameplay recorder

Sep 11, Phantom Brave: We Meet Again also includes an entirely new quest to The tunes are catchy, and perfectly capture the usually upbeat vibe of the Once confined to an object the character will appear on screen replacing it. Sep 18, Playing Phantom Brave: We Meet Again was truly a unique and plot and the character development really capture the essence of each of the. Jul 25, The Phantom Brave PC port is based off the Wii™ release (Phantom Brave: We Meet Again) and will include all additional content found in the.

What, exactly, happened to her parents? Power needed to face the big baddie is gathered, characters make noble sacrifices and so on. I actually liked the story for this second quest more than that of the original game. Decent 2 Graphics This is not a good-looking game. The backgrounds are, without exaggeration, almost Nlevel, to the point where it negatively effects gameplay.

The battlefield in a good tactical RPG should be as clean, sharp and easy to read as possible, and unfortunately the backgrounds in Phantom Brave are often a chunky, blurry mess. The characters are well designed and animate well enough, but the sprites are inexcusably low-res. The one redeeming visual aspect of the game are the pre-rendered backdrops during cutscenes.

These are actually detailed and look super sharp even on a big HDTV, which begs the question, why does the rest of the game have to look like it was constructed with Legos or smeared with Vaseline?

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The tunes are catchy, and perfectly capture the usually upbeat vibe of the game. Most games in the genre play very similarly, with only minor tweaks to the well-established template separating one tactical RPG series from the other.

So the fact that Phantom Brave actually throws a lot of new ideas at the wall comes as a welcome surprise, but unfortunately the implementation many of these ideas leaves something to be desired.

Once confined to an object the character will appear on screen replacing it.

Review: Phantom Brave: We Meet Again (Nintendo Wii)

The type of object your character is confined to will determine the stat bonuses it gets. Generally speaking, characters that specialize in physical attacks should be bound to sturdy objects like pine trees and rocks, while magic users should be confined to flowers or fruit trees.

Another important aspect to take into account is that each spirit can only be summoned for a brief period of time, usually three to five turns. This applies to everybody, even your most powerful characters. This is where most of the strategy in Phantom Brave comes from. A lot of the satisfaction in these games comes from building up your favorite characters, and only being about to use them for a few turns each battle just feels like a buzzkill.

Instead of a grid your characters can move anywhere within a circular area surrounding them, which initially feels freeing, but the charm eventually wears off. To me, a good tactical RPG should feel like a well-played game of chess. The movement circles around your characters are simply too large, allowing most characters to cross the entire battlefield in only a few turns.

The precise movement and strategy of a Fire Emblem or Ogre Battle is replaced with characters running from one side of the map, to the other and back again. Using the last of his life energy, Haze attempted to revive the party after the battle; however, there was only enough life left in him to bring Ash back as a phantom. Haze and Jasmine's dying wish was for Ash to watch over their then infant daughter Marona. As far as the game is concerned, Marona is the only one able to see Ash in phantom form.

This is primarily because of her unique ability known as "Chartreuse Gale". This ability not only allows her to see and interact with phantoms, but bind their souls to various objects to grant them a temporary body, referred to in-game as "Confine".

Using this power she can summon Ash and other phantoms to the world of the living to aid her in her own endeavors as a Chroma, similar to the work done by her late parents. Because she possesses the ability to see and speak with the dead, many assume that she is either controlled by or cooperates with evil spirits, and are afraid to even interact with her, much less employ her for Chroma work.

Also; in the early portions of the story, people who offer Marona employment would rescind any rewards upon completion once they discover that she was the fabled phantom-possessed Chroma.

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.

phantom brave we meet again gameplay recorder

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. 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.

phantom brave we meet again gameplay recorder

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.

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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. 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.