![]() Initially, though, the turn-based strategy on offer is so unlike the vast majority of other turn-based strategy games - or tactical RPGs, or whatever you want to call them - that it is just baffling. Above all, though, the thing that distinguishes Soul Nomad as a resolutely Nippon Ichi game is the way it takes traditional turn-based mechanics as merely the springboard to start a journey into the farthest reaches of originality and occasional brilliance. But there's a lot here that fans of, say, Disgaea, will already be familiar with: the basic but beautiful graphics the brilliantly bratty characters and umpteen different game endings (including one bad one after just half an hour of play). As the game introduces its sardonic and offensive anti-hero, it dawns on you that the whole thing has just been another one of Nippon Ichi's excellent jokes.įor anybody unfamiliar with Nippon Ichi's idiosyncratically offbeat sense of humour, the whole thing will probably be desperately bewildering. ![]() It's full of scrolling text, barely moving images, and a verbose mixture of cliché and piffle - what's a "clarion vesper", for example, and what's it doing in a videogame? But then, just as you're expecting to be unceremoniously dumped into the usual blend of boring stereotypes and po-faced solemnity, it changes tack. ![]() Additionally, rooms can be augmented with decorations, which provide a variety of bonuses in addition to the room's normal effect.Soul Nomad starts off with one of those long, drawn-out introductions that seem to afflict every uninspired, shamelessly derivative RPG. Room decor and formation also have very big inpacts on how a squad will perform, and players need think carefully about both of these things. The visuals and sounds are a lot like Disagea, but the gameplay does not seem overly so.īattles are turn-based and on a grid, but use squads instead of single-chara-versus-single-chara type actions to play out. Too much use of Gig would like, eat the world or something. Players create/revruit characters from among the game's almost 30 varieties and prepares them to battle enemies, so tha tthe main character does not have to reply on Gig as much. Gameplay: Said to be somewhat similar to other Nippon Ichi titles, but not so much to the point one can call it a Phantom Brave or Disagea knockoff. The story holds some promise and is complemented by a script that is more serious and less humorous than previous Nippon Ichi games-not to mention more crass." In and out of battle, Gig approaches with all kinds of offers for dark power of smiting, many of which are dotted with a telltale "Bad Ending" symbol. Even then, Gig is constantly trying to lend the hero more of his power, which will slowly destroy the hero's soul and leave behind a body for Gig to ravage the world in. The hero is apparently the only one who can possibly contain Gig's spirit without getting consumed. The idyllic lifestyle is short-lived as he is called to wield an Onyx Blade that contains the spirit of Gig, badguy supreme. In some sort of sealed village, the hero, whose gender the player selects at the start of the game, is training for battle. Their commander has been sealed away, but the World Eaters are sitting dormant in the world, posing an obvious threat. " Soul Nomad and the World Eaters opens with the game world largely in disarray, thanks to three particularly nasty creatures, called the-you guessed it-"World Eaters," and the demon forces that controlled them two hundred years back. Story as explained by May16's wife while May16 nods and pretends to get it:
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