Review by bearsman6

"Finally, a strategy game that requires strategy… to a point."

Up until a few years ago, two games sat atop the mountain of all strategy RPGs as rulers, demanding respect and unchallenged. But both Final Fantasy Tactics and Tactics Ogre wowed fans on the original Playstation while the PS2 was sadly lacking. Then from a small corner of the gaming world Nippon Ichi Software developed and delivered a game so incredible it demanded attention, becoming an overnight hit and the new benchmark for SRPGs. That game was Disgaea: Hour of Darkness, and ever since its release, fans of the genre have been begging for another game to continue the trend. Phantom Brave is that next step, but don't let that fool you into expecting just more of the same. Phantom Brave takes innovation a step further, pushing the envelope, though not always with good results.

How many times have you heard a gamer say that “graphics don't matter if the gameplay is solid” just to laugh and dismiss the person as naive? Well, Phantom Brave has decided to prove that saying. One of the most charming aspects about the game is that it has kept the strictly 2D feel, even though the battles play out on rendered 3D battlefields. The characters, while not as defined and large as I might like (from Disgaea for example), are still animated fluidly and in enough poses that they don't become boring or repetitive. Then again, in a game where it is entirely possible to smack an enemy around with a giant tree, trout, or stone pillar (depending on what mood you're in), this is not a problem. The graphics might not be stunning, or even high-resolution, but they work, and more importantly, they work well for the story, the environments, and the overall feel of the game.

Complete customization

By now, however, you're probably wondering whether I mistyped the line regarding weapons. Let me assure you, though, the variety of weapons in this game is surpassed by the number of techniques a character can use with those weapons. One drawback here is that a character can only be equipped with one weapon or item at a time, but considering that the flexibility extends to holding (and fighting with) another character, it is still too much fun to complain about.

Abilities are critical in PB, and for a number of reasons. Every “weapon” has inert abilities, though some must be bought to use them, just as most characters and classes have their own ability progressions. There are literally hundreds of different abilities to choose from, some rarer than others, but what makes this system most interesting is that there is no limit to which a character can learn. If you want your healer to be a sword-toting, melee combat destroyer, well, you can. Similarly, if your desire is to see your bottle mail kicking bombs at an opponent, then you can do that, too. There is so much flexibility in this game, and the only limit is that each character can only know up to 16 or so abilities before having to forget some to learn a new one.

Another way you can make each character unique is through the newly implemented Title system. Basically, every item and character in the game has a title, which adds bonuses to stats, sometimes grants extra abilities, and usually determines the character's color scheme. Yes, you read that correctly. Titles are an integral part of strength in this game, as the power difference between a rank 1 title and a rank 7 title is immense, not to mention that the more powerful titles grant far more attractive colors. But don't fret. If you find a title and color scheme you really like, you can actually upgrade it – through lots of hard work and perseverance I mean – to make it just as good, if not better, than a higher ranked title. Again, you have the final say, and it is quite refreshing. I love knowing my Owl Ninja is a Legend.

Free at last!

Tired of always fighting within those confining grids, or perhaps you're sick of being blocked by that one enemy unit standing between you and the exit in a one-tile-wide passage? Well, you're in luck, because Phantom Brave scraps the grid-based combat system entirely. Characters now move and fight in a fully-3D, 360-degree arena. Even more impressive, the terrain changes and influences a character's movement depending on two factors: traction and bounce. On levels where you're walking on a glacier of ice, be prepared to slide after even the smallest step. Similarly, if you're jumping down from a ledge (or, as is more often the case, being thrown by an ally), be prepared to bounce for a few more feet if the terrain is anything but “Firm.” While this sometimes leads to control issues, where you have to repeat a movement to milk it for all it's worth, it also lends a touch of realism to the game…

Another new feature for Phantom Brave is the ability to literally leave a map mid-battle by going OB (out of bounds). You can do this in many ways: falling from the map, being thrown off the map, being knocked backward by an attack, or just waltzing off the edge without meaning to. Now, in the very last example, your character will be placed back on the map for you to try moving again (with a more limited step range, however). In all the other cases, that character is lost for the rest of combat. Luckily, the same rules apply to the enemies you face, and sometimes the best strategy is to knock all your opponents but one OB. While this will strengthen the last foe significantly, you only have to fight one. It is all about strategy, which is good, as there are countless ways to finish any one level… But it will take lots of strategy (or vast over-leveling).

Unfortunately, this complete freedom also leads to some snags. While it is nice to be able to move freely and position troops exactly where you want them, sometimes this doesn't matter. Combats can end up being a clutter of fighters all huddled in the midst of an otherwise extensive map. What's more, with the advent of a newer jumping system, enemies no longer stop at your front lines, unable to pass. They can simply hurdle your stronger allies and go right to the back where your mages are trying to stay out of the way while dishing out excessive damage. Needless to say I've lost my share of combatants that way, but once again, this all leads to better preparation and strategy the next time. Since combatants move in order of speed in this game (as opposed to alternating turns for player and computer), boosting a mage's speed just a bit might allow them to cast twice and then retreat before being slaughtered by the opponent. Small adjustments like that become commonplace, and I cannot say it's a bad thing.

Strategy, I welcome thee back.

The most disputed, and often cursed, change to the system of combat in PB is actually the way you call allies into battle with you: confining. You see, in Phantom Brave, all your allies are… phantoms. Yes, that's right, they're ghosts, and as such they don't have a corporeal body until you give them one. Your main character, Marona, is the only living being you can control, and it is her job to point out where your other allies can be confined to help her in battle. However, what you confine a character into matters! If you want to have a strong character, I suggest confining them to a rock, or a stone, or even a pillar, as they will boost Strength and Defense (at the cost of Speed and Intelligence, for example). Confining a character to a weed, a tree, or a flower, on the other hand, would make for a better mage, as it would drop your HP, Strength, and/or Defense in favor of more magical stats. Every time you confine a character, it is important; it is strategic. Sometimes, the very success of a mission hinges upon whether you can confine enough allies in the limited number of objects to win.

But Confining isn't just that simple. While each phantom is essentially trapped in an object by confining, that physical connection only lasts so long. After a set number of turns, the character will be “Removed” from battle, sometimes taking their anchoring/confinement object with them! Therefore there are serious consequences for timing confinements poorly. If you unleash all of your strongest fighters on the first turn and they don't destroy all the enemies before their Remove runs out, you'd better have backups, or you will see the Game Over screen. Now this might sound like a hassle to you, but think about it: what is strategy if not using your assets most effectively within limited circumstances?

Phantom Brave makes you consider everything in a battle. Troop deployments, effective confinements, Remove timings, and even terrain types are all crucial elements to consider when tackling any of the story (or random dungeon) maps in the game. Tactics are -- finally -- a necessity in a strategy RPG! It is almost impossible for one character to wipe out an entire level alone, no matter how uber-leveled he is, and while this might rub some people the wrong way, I cannot help but applaud it. Confining is easily the most inspiring new gameplay system I've seen in a while, and love it or hate it, but it will make you think.

Not all peaches and cream…

While PB is a brilliant game in many respects, it still suffers from some of the most common problems of all: its plot lacks depth, and its characters aren't memorable. If anything, the plot is a jumble of what should be side-stories involving the main character in her attempts to gain acceptance in a world afraid of her powers. That doesn't sound familiar at all, does it? To make matters worse, every supporting character can be summed up in one brief phrase, like “greedy man who comes to realize friendship is more valuable,” or “wealthy Count who knows a secret,” or “scheming rival who learns about honor.” They're all stereotypes, and there's nothing in the plot that you won't see coming. Still, it is bearable at times due to great voice acting and a fitting, albeit melancholy or tropical, background score.

Another problem perhaps stems from Nippon Ichi spoiling is fans in previous games, but Phantom Brave has only one ending and no New Game + feature. These combine to make PB a game with virtually no replay value. What incentive is there to start over at level 1 in a game where you've already beaten everything and have climbed to a lofty level surpassing one- or two-thousand?? It is truly a shame, since after completing the main story of the game, players can engage in bonus battles against cameo characters, and these characters can join your party! It would be incredible to see those characters in the main game along with Marona and Ash, or even to use those characters for more than the few remaining bonus battles, but alas, it is not to be. This leads an unfortunately bitter taste in my mouth following an otherwise outstanding game.

Phantom Brave is one of those games where, once given a chance, it cannot help but impress. However, it has its flaws, and some of its play mechanics do not sit well with all gamers. It isn't often that strategy games actually require strategy, after all, especially on console systems. Still, this is the level of gaming you should expect from PB. You have complete control over your characters, from how they fight and what they hold, to what they know and how they look. Don't play Phantom Brave expecting another typical SRPG. You get much, much more than that. Embrace the changes, and you will soon be wondering how you lived without them before.

Reviewer's Score: 8/10, Originally Posted: 04/04/05

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