Nick Hogg, OP Game Guy bebe bd Phantom Brave I see dead people—and then I bind them to various household objects and use them to fight evil. Yeah, that’s pretty much the order of the day when dealing with Nippon Ichi’s new Strategy RPG, Phantom Brave. The ultimate question is whether or not this RPG lives up to its predecessors, Disgaea: Hour of Darkness, and, La Pucelle Tactics, but hey, that’s what I’m here for. First off, this game has no worldly connection to either Disgaea or La Pucelle; it is its own new world with a new set of characters. In the world of Phantom Brave, there are people called Chormas, who can see spirits. Chormas also have the power to battle the spirits and, in some cases, even use other spirits to fight them with. Marona, a 13-year-old Chorma who lost her parents eight years earlier, is constantly accompanied by her spirit guardian, Ash. Ash was a swordsman who died protecting Marona’s parents eight years earlier. With their last bit of strength, Marona’s parents had tried to bring Ash back to the world of the liv- ing, but failed and now he’s trapped as a phantom between the world of the living and the dead. I guess a phantom is techni- cally dead, but if Disgaea taught us anything, it was that if you die you will most likely end up as a Prinny. Where the story becomes a down- er is the fact that most of the people in the world of Phantom Brave believe that Marona is pos- sessed, and is going to raise an army of the dead to reign terror and enslave humanity. So most of the people Marona encounters in the game call her possessed and scream at her to go away. But Marona’s the type of person who just acts all happy, and tries to please everyone. Thankfully, it seems like some personal growth is in order for Marona, because people who are way too happy in a bad situation tend to get on your nerves. I should also note that there is a special edition of the game which comes with a CD soundtrack in the box, but it’s only indicated on the back of the box in small print. It’s a special edi- tion, so it’s easy to miss. Nippon Ichi outdid itself for innova- tion in strategy RPGs—the grid system is gone, the battlefield is now longer and arranged in neat, little squares, and there is a circular radius of movement. It’s odd at first but it does have its advantages, such as being able to move more than once in a turn, as well as after attacking, But a problem arises with lining up attacks and their ranges, and whenever a few characters start fighting they tend to want to stick to small areas. This ends up looking far too crowded, and makes it dif- ficult to use some attacks. As for the fighting itself, the only character that is alive in your party is Marona, and she binds the ghosts in your party to common objects on the bat- tlefield. These objects modify the character’s stats. The char- acter can also only be on the field for a limited number of turns, dependent on their class and level. This adds a whole new dimension of strategy since you have to thoroughly plan out when you should bring out a charac- ter to avoid wasting any turns. The equipment system is vastly differ- ent from a normal RPG. For instance, you can only hold one weapon at a time, which can be any type of object on the battlefield. So you’ve got characters wield- ing trees, and nothing says badass like a ghost wielding a Christmas tree. These weapons, which include swords for those traditional RPG fans, can be upgraded with points gained by killing enemies. And those are the basics of the system. There is also a merging of characters’ systems, that I believe is similar to the transmigra- tion option of Disgaea, but the effects early in the game aren’t really there to be seen. So, the overall verdict is that I’m not as impressed with Phantom Brave as | was with Disgaea, though, to be fair, I have been playing Disgaea for over a yeat now. This might end up in the category with La Pucelle, because the game is enjoyable, but I’m not going to take the time to squeeze every ounce of game play out of it. ity to expres