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The chills brave words review
The chills brave words review





the chills brave words review

It is easily possible and quite fun to extend the distance by “ice-skating” on certain surfaces.

the chills brave words review

The gridless battlefields of Phantom Brave are the main distinguisher from other similar tactical RPGs, with a maximum travel distance replacing the usual number of squares. At least a choice is provided, albeit confusingly named, to skip cutscenes as they happen for those fed up with the overly cutesy plot. The end result is a plot that is largely forgettable, with plot twists being either completely predictable or uninteresting. On the one hand, some scenes manage to be very uplifting, but on the other, too high a number just come off as far too cutesy and uninteresting. This bubbly optimism runs throughout the game and is both a strength and a weakness. The story for the most part focuses on the eternally optimistic Marona’s attempts to be accepted by a world that hates her thanks to an ability to talk to and summon phantoms into the physical world. Phantom Brave follows the adventures of 13-year-old Marona and Ash, her ghostly guardian. What we receive is a port that provides no real replay value, no reason to rebuy it if played previously, and an all around average game for everyone else. Unfortunately the answer to this is next to none, with the exception of a few extra optional battles and characters available after the main game is completed, this is the same game as We Meet Again.

the chills brave words review

Those that did play the first port over to the Wii, We Meet Again, will no doubt be wondering what more new additions have been made to attract them to this version. Phantom Brave: The Hermuda Triangle marks the second time that NISA has ported its gridless tactical RPG, originally seen on the PS2.







The chills brave words review