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This game was too cool for me.

I should probably preface this review before getting into the “nitty-gritty,” as it were. This game is a remake of another RM game, the widely-acclaimed Alter A.I.L.A. I have not played the original, and so forfeited any benefits that playing the original would have bestowed upon me. So if there was anything I would have understood better if I played this original game, I did not have this benefit. Nor did I benefit from any “nostalgia” either. I went into this game with only very general knowledge about the Alter Aila universe, that it was science-fiction, a post-apocalyptic setting, there was a dictator, a rebellion, pretty much only really general stuff. Of course, I have heard only good things about this original game, so I went into this game with a lot of optimism even though I had never played the original myself. Let’s begin, shall we?



You begin the game as a young man named Leon, a very shy, quiet fellow who conveniently has amnesia and apparently finds himself in prison for some reason. He quickly forms an alliance with a few other inmates who offer to show him the ropes. The prison serves as a “game” of sorts, where prisoners fight against each other in war games for the amusement of the populace (basically its “The Running Man: The anime: The game”). Only the strong survive these games, with the winners being recruited into the military forces of Kugar, the dictator who rules this decaying world with an iron fist. But not everyone is happy with the totalitarian regime, and a rebellion has been brewing for some time. Eventually, Leon escapes the prison and is caught up in the machinations of both the government and the rebellion. Along the way, he will discover his own origins, learn the secrets of his friends and enemies, and the truth about who is really controlling events in the world.

Balance 3/5

A very curious thing happened to me the first time I played this. A mere 45 seconds into the game, you are thrown into your first battle. It’s a pretty standard set-up really. Your beleaguered protagonist finds himself ambushed and overwhelmed by enemies, only to be rescued by the fortuitous arrival of some allies who will teach him how to fight. Nothing wrong with this.

Except I really needed them to tell me how to fight beforehand.

I cannot adequately express just how daunting this battle system is at first glance. For the first time in nearly twenty years of playing RPGs, I felt like I had no idea what I was doing. Fortunately, a pretty decent tutorial was waiting for me a few minutes later, that would help explain the byzantine combat mechanics. Still, it is definitely worth mentioning how off-putting and unintuitive this all was. Be aware, player, if you should pick up this game, there is a considerable learning curve.

You see, you have two stats you must keep track of in combat, AP and EX. AP are used for all abilities, and every ability used causes the character to gain 1 EX. With enough EX, you can use stronger abilities in combat, and if you get 5 EX, you can unleash the devastating “Exceed” abilities to really ruin your enemy’s day. An ability can only be used if you have both enough EX and AP. Since you have no default “attack” option, each character has a basic attack ability that will be their mainstay in combat, generally using that ability to build EX to gain access to higher level abilities. Enemies use this system too, so you need to pay careful attention to what they’re doing. If you suspect they’re about to unleash an “Exceed” ability, you’d better be ready for it. If you find yourself in need of AP, you can spend a turn guarding to recover some, or use items to replenish it.

Each character starts with 5 abilities (generally) and will never learn any new ones over the course of the game. You can unlock new abilities for characters by trading in items to specific NPCs, but these NPCs are hard to find and chances are the average player isn’t going to unlock many over the course of normal gameplay. Characters also don’t really gain any stats upon level-up aside from HP. So how do your characters grow, then? Mostly, you equip them with “modes” that change how they gain EX and AP in battle, generally balanced by a trade-off of losing HP each turn. . You could turn a character into a conservative character with slow growth of AP and EX, or a super aggressive character that gains very rapidly but loses a great deal of health with each action.

So it seems there’s quite a bit going on here, being as I had to spend two paragraphs just describing the basic mechanics of the game. So how does it actually work in practice? Well, there are issues. The primary one being that your strategy throughout the game will never really change. I always found myself simply using my basic attack over and over again in combat waiting for my Exceed ability to be ready. Most of your other attacks are really not worth the expenditure of AP and EX, being as most of them are just fancy ways of dealing extra damage without much in the way of added benefit. True, you can sometimes hit an enemy’s weakness this way, but generally you can either hit something’s weakness with an equipped weapon, or just ignore the enemy’s weakness entirely. And you can also inflict some status effects, but these can easily be replicated with item usage, and the game literally throws items at you the whole way. Once you’ve figured out the ins and outs of combat, you’ve really experienced all the system has to offer.

Another serious problem comes from the way certain characters are balanced. Some characters are outrageously stronger than others. A handful of characters have such pitiful HP growth that a single blow will end them, at nearly any point in the game. In fact, almost any character could be killed instantly since all enemies tend to attack at the same time. All you can really do is hope they miss. Some characters also have multiple hitting basic attacks, while other characters do not even have a basic attack (they must spend a turn charging first.) Since there are many ways to manipulate your damage output, not the least of which is the ability to buy an infinite supply of attack-boosting items, it quickly becomes apparent that hitting more times is always better than hitting fewer times. This makes Violet, the only character with a triple-hitting basic attack and an astounding nine-hit exceed ability, far and away the best character to use in any situation, regardless of who or what you’re fighting.

Sure, you can make almost any character viable with creative combinations of syncs, moves, gear, equipment, and stat-boosters, but it’s a lot more effort for a lot less pay-off. It makes using most of the characters feel unrewarding or even frustrating. Especially since a lot of them will die if they get hit no matter what you do. Sure, you have a dedicated healer character who can fullheal the party every turn, but only if your character can live through a hit, which some won’t without an absurd degree of grinding. And some characters have very low base agility, which, in RM2k3 land, is the worst thing you can ever have
.

Character Tiers: Tier 1: Violet, Tier 2: Everybody else



Is this a problem? Well, not really. You can put together a decent party without any hassle. But it feels like a cop out to have ten playable characters, exactly 3 of which are actually any good.

There are also sequences where you’ll only have access to certain members, including the aforementioned characters who die in one hit. Have fun with that.

Enemies usually come in moderately-sized groups, and enemies have very specific archetypes they can fall into to easily identify their weaknesses. This makes it easy to figure out what move to use on them on the rare occasion that you aren’t just spamming your basic attack. Bosses, mostly, use the same techniques and strategies as you. They’ll use their lower-end abilities while building up to wipe you out with their more powerful ones. Sometimes, anyway. Other times, they won’t do anything particularly interesting at all.

Bosses in general tend to have a lot more HP than feels necessary as well, meaning you’ll have to repeat the same actions ad nauseum until it finally dies. One fight that comes to mind was near the end of the game. This was a one on one duel boss battle that had a great deal of storyline build-up. But once the battle started, the two characters were quickly locked into the exact same pattern forever, with no possibility of me being defeated, and them never doing anything to end the stalemate. This went on for so long that the fight actually became boring, in spite of the implications this battle had for the storyline. This same problem would arise again during an end game boss, who again, had a mountain of hit points while also being exacerbated by said boss having periods during which he couldn’t be damaged. (By the way, having invincible enemies in a turn-based RPG where your characters only ability options are to attack the enemy for no damage? Not the best idea.)

In spite of the long rant I just had regarding this game’s balance, I actually didn’t think it was bad, I feel like most of the serious issues were more in the RM2k3 side than the developer’s side. But given the huge amount of work that went into coding so much of this system from the ground-up, it is sad to see a lot of very easily-solved issues become such serious problems.

In closing, the combat in this game was too cool for me.

Level Design 2/5

The first and most obvious thing you’ll notice about the levels in this game would be that it is side-scrolling, not the traditional top-down view most RPGs have. This has a few obvious advantages, like being able to emphasize vertical designs in dungeons.

Unfortunately, it also makes the level-designs unintuitive as all hell.

Since the perspective of corridors changes depending on what direction you’re moving in, you might walk into a door way in the foreground (down, from your perspective) and suddenly be walking to the left. This can make it very hard to tell just exactly where you are now in relation to where you just were, which is often important if you’re looking for a switch or a key or some means to open a locked door. Sometimes you’ll go through a series of seemingly unrelated doors and end up right back where you started with no clear idea how that was possible. This can make navigating extremely frustrating until you get used to the fact that dungeons are shaped like Gordian knots. One particularly confusing dungeon at least had the decency to show me a map so I could know how lost I was. These would have been welcome additions to many other dungeons.

Wasn’t I just here?! Is this building shaped like a giant Mobius Strip?!



Fortunately, this problem gets less and less pronounced as the game goes on, later dungeons have more coherency and a bit more logic to their layouts, but they can still be confusing. In this regard, the game does not put its best foot forward.

Throughout the game you’ll go through the typical array of switch-hitting, key-finding, water level-raising, all the typical RPG elements here, but the sideview gimmick gives each of these a bit of a spin. The water levels, for instance, are often used to great effect. The downside to this, of course, is that I haven o idea why someone would intentionally try to replicate the Water Temple form Legend of Zelda that we all cringe just thinking about.

The game loves to hide items all over the place, so a dedicated explorer will turn up mounds of items over the course of your adventure. These can vary from merely useful items to “modes” that can make your characters far more powerful, so it’s almost always worth the time and effort to explore every room to make sure you don’t miss anything. There are also a wide variety of secret passages scattered throughout the game for all you completionists to hunt down.

Ya don’t say.



There are other issues though. Having a side-scrolling game where you can’t jump feels like it has something missing. You’ll also find a lot of times you’re simply climbing ladders or walking left or right endlessly without a clear idea of exactly what you’re supposed to be doing. Sure this is what you do in a lot of RPGs, but since this game uses a side-scrolling view, there is some expectation that there would be a little more action; more obstacles to dodge, enemies to avoid, and the like. A lot of dungeons end up feeling pretty empty. It’s a psychological thing, and I might be the only person who has a problem with it.

In short, the level-design in this game was too cool for me.

Characters 3/5

I’ve already mentioned a bit that not all the characters in this game are created equal. That’s understandable to a large extent in a game with so many characters. Obviously, not all of them are going to get the exact same amount of screen time or development. But the game seems to introduce a lot more than it intends to resolve, leaving the player often puzzled as to the motives of certain characters. I understand a sequel is in the works that will likely address some of these, but the nature of the game’s ending seems to suggest that many of these questions will be left forever unresolved. Maybe some of these things were better explained in the original, but it still left me feeling pretty unfulfilled.

Most of the characters have very basic, easily-identifiable character traits to exhibit for most of the game. After a while, you’ll almost get the feeling that the creator was simply going down a list of stock anime characters and checking them off one by one. This would be fine if the characters ever went against or defied these conventions, or underwent significant development, but really none of the characters seem to grow or change from the experiences in any noticeable way. This can lend itself to a lot of awkwardness when you realize that many of these characters would not work well together on a team at all.

This lack of depth on the characters’ parts works against the narrative, unfortunately. We begin the game with Leon, who is quiet, stoic, and unaware of the world he has found himself in. But since Leon rarely talks and never expresses his feelings, it’s really hard to identify or sympathize him. This makes the first phase of the game feel somewhat awkward since we’re following the point of view of a character we really have no grounds to understand at all, and staggeringly little of the plot has the slightest thing to do with him. This becomes less of a problem later in the game, when the real protagonist, Erin, who has discernable motives, ideals, and beliefs, starts to take center stage. But we’re still following Leon’s point of view for most of it and we never really gain any new understanding of him. This is unfortunate, being as we’re stuck with the most boring character for most of the game, while potentially more interesting ones are off-screen a lot more often.

As you get further into the game it becomes harder and harder to understand a lot of the characters’ motives. Some villains will seem to change sides back and forth for little discernable reason, to suit whatever needs the plot has for them. Again, maybe these villains had clearer motives in the original, but I do not know for sure.

Among the main cast, Scott is the only character who really seems to stand out as having any real personality. Most of the rest have one defining character trait that governs their every action (Except Violet, who has none, but we can forgive her because she rules.) There are a few characters who I suspect have little real role in the plot and were only included because they were in the original (where I assume they had more of a defined role.) All in all, most of the characters fulfill whatever small part of the plot they were necessary for and silently exist in the background for the rest of the game. I suppose it could be worse!

Story 3.5/5

I understand that one of the major draws of the original Alter AILA was that it was very non-linear. There were various factions you could join that would completely change the storyline as you played. Well, not to spoil anything, but no such options are given here. The story is completely linear and you are never given any options to choose what side you want to fight for. It seems a fairly odd choice to remove the main hook of the original game, but I suppose that would have interfered with the story-telling planned for this installment if it had.

This game takes place in a dystopian sci-fi world in a post-apocalyptic era. The world feels very lifeless and dead, and achieves excellent atmosphere in most areas. However, most of the obvious elements of the setting, like the desolate slums, abandoned cities, and reality-show prisons seem derived more from the ruthless dictatorship ruling the land, or in some cases, from specific events explained in the game’s backstory that have nothing to do with the world being in a post-apocalyptic era. In other words, I wasn’t sure what this game actually gained by claiming the “post-apocalyptic” tag, because almost nothing in the setting can’t be better explained by something else. The world doesn’t feel post-apocalyptic at all, in fact. The villain has a huge, lavish, well-furnished palace, there are well-maintained military installations, and a large, thriving city. I never felt like this was an “After the end” sort of scenario at all, just a story taking place in a country that sucked.

I guess he only has one gun for sale.



The main story is nothing outstanding, it might be what you would describe as a “Typical anime story,” but it is serviceable and manages to be fairly entertaining even if it is never blasting any new ground. One of the strongest points in the game is the presentation of the plot, which is conducted almost exclusively in hand-drawn cutscenes that not only look nice but are very expressive and help convey the story in a way that simple sprites never could. While there are a few nonsensical plot twists, for the most part it is enough to keep you playing even if you’re never really on the edge of your seat.

While a handful of sidequests can be found during the main game, this project features a very extensive post-game during which several brand new dungeons open up and a variety of new things to find become available. You can search for each character’s hidden super weapon, unlock their special abilities, take on some end game bonus bosses, and a bunch of other fun stuff that give the game a lot of replay value. Unfortunately, the scant character development taking place during the main game comes to a complete halt in the post-game, as there is no longer any dialogue at all.

Music and Sound 4.5/5

The soundtrack from this project comes almost entirely from various anime (sensing a pattern?). For the most part, the soundtrack is excellent, high quality and fits together very well, making the entire game experience more pleasing. The tracks do an excellent job establishing the atmosphere and setting in each area, the battle music is suitably exciting ,and some of the boss tracks are downright epic. Very possibly the strongest point in the entire game, at least in my opinion. Some people have complained that the final boss music is unfitting though. I am afraid I have to agree.

Overall 3.5/5:

It probably sounded like I disliked this game more than I did. I definitely think it is an enjoyable experience if you are willing to put up with some of the more frustrating aspects of the game. If you’re on the fence about trying this title, I definitely recommend at least giving it a try. However, in spite of the excellent presentation of this title, I feel like its various flaws drag it down from true greatness.

In the end, this game was just too cool for me.

Posts

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the original featured completely null and void character development (except for violet who had like one line of dialouge, oddly enough) and was non-linear in the sense that you had to complete the game three times and then unlock the last portion of the game (the first three times had no plot that made sense either). So I'm pretty sure there's nothing that might've improved the experience for those who played the original.

otherwise, this feels like the first time ever I can say; damn solitayre; you hit the right spot. reposting my comment from F-G's review is pretty much this review :)
Solitayre's review at its best...I definitely agree with many of the points brought out. 3.5 is definitely a fair score to give for this game, one that is great and with potential, but isn't at the truly legendary level.
Sailerius
did someone say angels
3214
I agree with this pretty much 100%. Nice job, as always.
Damned good review. You could have stood to highlight the better aspects of the game a bit more, but after all the 5/5 endless praise of the other reviews, I can see why you didn't.

3.5 is a great score for any game on here and I'm still excited to play this when I have the time (despite my dislike of the original, which just lacked coherence overall).
I agree with about 15% of this review. The things I agree with are the random and abrupt side-switching of the characters that had me very perplexed, and made the story less enjoyable than it should have been. The characters weren't the best, i.e. Dread and Violet, but I wouldn't call it a flaw. The dungeons for the most part, were very good in my opinion, but yes, very very disorienting.
Also, Scott is awesome.
Don't feel bad about not playing the original, you aren't missing anything except the main villain's personality and motive, plus the justification for this being called "post-apocalyptic", I suppose. I actually felt kind of sad because this version foreshadows and sets up plot elements much better, but still uses a lot from the original, so I can't appreciate it since I already know it.

I can agree with you about characterization mishaps -- yes, Neok actually did include some of them for no other reason than because they were in the original. (Dread is probably the worst offender) He also says that having to juggle all the characters really burnt him out by the endgame -- the only place where I feel the original is better. The main villain was originally much more sympathetic and felt like an actual person rather than the cardboard cut-out they've been reduced to in this version.

I do agree that Violet needed more character-defining moments though, she was pretty bland. I'm afraid I can't comment on the whole "The characters are stupid because they're just anime cliches!" thing because I don't know that much about said anime cliches, but I'll take your word on it since I make no claims of being well-learned in such fields.

Anyway, this was a somewhat harsh review, but those are the best ones that an author can learn from, and I do agree with you on almost everything.

One thing I feel I really have to ask, though: Why, why does everyone hate Leon so much? There are plenty of protagonists that are like him, and their stories have a different approach to storytelling than others. Some stories are about the protagonist; some, like this one, are more of ensemble pieces that are supposed to focus on other characters. Leon isn't the central character you should be focusing on; the story for the first three phases is mainly about Scott, then Erin once she joins up. I agree that the "supporting protagonist" concept can have problems and is difficult to pull off, but I dislike how everyone is so repulsed by Leon. Perhaps it's because it sounds like part of their reasoning is "Ew he's an introvert those are so dumb and weird!" Being introverted myself, I kind of take offense to that.
The silent protagonist is used to immersed the player into the world as him/herself. Though I wouldn't call Leon a "silent protagonist", he just didn't talk very much. But I never had an issue with him.
Solitayre
Circumstance penalty for being the bard.
18257
I didn't hate Leon, and there's nothing wrong with an introverted protagonist, but his quiet, stoic personality almost lends itself to parody in a few instances where he literally has nothing to say about anything, and his amnesia subplot ultimately goes pretty much nowhere, so it seemed like him being the character we follow the most is a bit strange. Once Erin joins the team and becomes the focal point of just about everything, I wondered why Leon was around at all since we never really learn anything more about him. Think of it as less "I hate Leon" and more "why did we follow this character the whole game for so little pay off?"


Thanks for the realistic and down-to-earth review!

*Insert inflammatory retort and poorly-veiled jabs at one's ancestry and personal practices*

Nah, actually I do have an important question though. It sounds like you got bored with the battle system after you figured out how it all worked. What do you think I could've done to improve on this? Can you give me any examples of games that you thought had good engaging battle systems throughout, and what they did well?
Solitayre
Circumstance penalty for being the bard.
18257
Well, I think the biggest problem is that for most of the game, especially once you can buy stat boosting items, there is no incentive towards using anything but your basic attacks and exceed abilities, particularly with Leon and Violet. Having an infinite number of such items is inherently game-breaking, so I'd probably have included such items only as rare items.

Also, almost every character's move set was just "deal damage, deal more damage, deal morer damage." In fact, all of Celia's moves are just "hit one enemy for a bunch of damage." Aside from Indy and Erin, it really felt like every character had the same general capabilities, dealing damage, and there were no situations where it felt like there was much incentive to use one character over another. Status effects are easily replicated with items, elemental damage can be done with basic attacks with the right syncs. There was little real variety considering how large the cast was. Diversifying the movesets would have gone a long way, I think.

Finally, I probably would have had "Exceed" abilities be unlocked after reaching certain levels (maybe 30?) so that the player has to get along without them at first, preventing them from falling into the pattern of relying on them exclusively for the entire game. It also becomes more of a treat when you finally unlock them and can start using them.

That's just my opinion though, as is everything in this review.
You might like the bonus characters then! They only start out with three abilities instead of six, and gain the other three by leveling up. They don't get their exceed ability until level 30. I'm actually almost finished with a replay of the game, using all bonus characters and no main characters. It is surprisingly fun!

But yeah, I can agree about the low level of diversity among characters. Violet, Leon, Gray, and Erin were the only ones I actually used; everyone else were just less-effective damage dealers. (except for Indy, who is still useless due to being made of wet paper)

As for your explanation of Leon, that makes more sense, I see. If supporting protagonists are too detatched from the plot, that's bad, yes. Maybe it's because I find him more relatable though -- in many of the situations where he has nothing to say, I can imagine myself just being "yeah, whatever" as well, so I don't mind. But yes, he's a lot like Dread in that he connects himself to the plot far too infrequently and does not really have any reason for being there. Like many supporting protagonists, though, I think it gets mitigated more once we start following the hero (Erin, in this case).

@ Sunshinesan: "Supporting protagonist", not "silent protagonist".
post=214516
Finally, I probably would have had "Exceed" abilities be unlocked after reaching certain levels (maybe 30?) so that the player has to get along without them at first, preventing them from falling into the pattern of relying on them exclusively for the entire game. It also becomes more of a treat when you finally unlock them and can start using them.


This is exactly one of my issues with the game. I find that their powerful abilities being unlocked from the start just takes the fun out of the battle system.

And I also believe the role should be swapped between the bonus characters and the main characters, ie.the main characters should be the one to start from level 1 with few abilities instead of the bonus characters. Why I say the bonus characters should have almost all abilities unlocked from the start and at decent levels is because the player has already worked their way to the post game, at least make the bonus characters more rewarding. They should instead be made tougher to unlock.
I disagree with the notion that exceeds need to be unlocked. The whole 5 moves through out the whole game per character should not be made worse with, "now you only start out with 3 moves for 70% of the game". This isn't one of those, "Hellz yeah, Fire, Fira, Firaga!" Level up and become more powerful type of game. The game relied on new synchs and mods to your characters in developing them in combat. I thought it was a fresh idea and enjoyed it very much. I keep talking in past tense but I need to finish the last phase of the game, just to clarify things.

@argh, I mean characters like Crono and Link.
Yes, I'm aware...? "Supporting Protagonist" and "Silent Protagonist" are two completely different concepts. Link is a silent protagonist but not a supporting one, Leon is supporting but not silent.

But yeah, I agree with Sun. Having to level up the bonus characters just to make them usable was very annoying. Only having three gimmicky abilities to start with, especially when they can only be obtained after the game is finished, is silly and ensures that they will never be used. I never used them at all, except during the replay I'm doing now because I want to fight the Reverse Mirror bosses. (The only challenge that I have not yet completed) Having all of a character's abilities at once allows you to get used to them and incorporate them into your strategy from the get-go.
post=214662
Yes, I'm aware...? "Supporting Protagonist" and "Silent Protagonist" are two completely different concepts. Link is a silent protagonist but not a supporting one, Leon is supporting but not silent.

But yeah, I agree with Sun. Having to level up the bonus characters just to make them usable was very annoying. Only having three gimmicky abilities to start with, especially when they can only be obtained after the game is finished, is silly and ensures that they will never be used. I never used them at all, except during the replay I'm doing now because I want to fight the Reverse Mirror bosses. (The only challenge that I have not yet completed) Having all of a character's abilities at once allows you to get used to them and incorporate them into your strategy from the get-go.

Well, what sun is implying is right from the beginning. I definitely do agree that bonus characters should have all abilities unlocked since players have played this far, so the rewards have to be great. But I still stand as to have the main characters start off with less abilities, though, I have to admit, not to the extent of the current bonus characters.
I have to disagree about the enemy damage output. Most enemies don't do one-hit-klll attacks, even in combination, so tossing that in there as a generalization is misleading. The few instances where they do pull off over-kills are often later in the game, which, depending on your love or disdain for a challenge, is a subjective issue.

Also, Sol, you barely went into any explanation of syncs, which is unforgivable.

Other than that, unfortunately, your review is spot on. T_T

(I kid, of course; I quite enjoyed it from an objective standpoint.)

Oh, one more thing! The relationship between Leon and Erin added a lot of depth to Leon's character to me. It's unusual to see a gal like her take any sort of interest in a guy like him, but they make a good rotation of protagonists.
Solitayre
Circumstance penalty for being the bard.
18257
post=214674
I have to disagree about the enemy damage output. Most enemies don't do one-hit-klll attacks, even in combination, so tossing that in there as a generalization is misleading. The few instances where they do pull off over-kills are often later in the game, which, depending on your love or disdain for a challenge, is a subjective issue.


Not on an individual basis, no. But all enemies have very similar agility and tend to act all at once, so if they all gang up on one character...
it would be very nice if a majority of skillsets were not damagedamagedamagedamage+debuffdamagelotsofdamage. variety is nice. as for progression, what I'd have done is gave each character 8 skills, 4-5 locked at the start and made 2-3 of them gotten through story events/whatever and the other two through SEKRETs.

At least then there'd be some hint of progression instead of getting op modes and more HP.
Not that it makes a big difference, but the invincible boss who you always dealt 0 damage to is not invincible. There are weapons that deal a fixed amount of damage per hit regardless of enemy strengths/weaknesses. Equip that to violet, and she can deal 9,900 damage per EX (1,100 per hit), even when the boss is in invincible mode. Overall, I agree with a lot of the points in your review, but I liked the battle system a lot, and if you took the time to figure it out (it DOES have a high learning curve), then it can be very fun and there is a lot of strategy to it (those buff attacks you didn't like are very useful - using an EX crush attack every turn, for example, keeps enemies from using their devastating EX abilities).
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