
A personal favorite is pairing a hunter with a black mage. Combining this with the ability to swap out the battling heroes with someone on the back line mid-fight means that there’s always a viable option to surmount a challenge. In the case of the heroes’ primary two jobs, stat boosts can also be unlocked. Each job has its own Sphere Grid style skill tree, each with unlockable powers. Over the course of the game, each hero can have up to four jobs assigned to them. With the flexibility of the character progression, however, it would require a remarkable amount of skill to be left with only one hero up for dealing damage in a particular fight. So, even if there’s only one party member that can be directly effective in a fight, everyone can still contribute.

Spending these points in battle gives some extra oomph to the move. Additionally, a hero can spend a turn to generate a point for the pool. Blundering into an enemy’s strength reduces the pool. Attacking an opponent’s weakness generates focus points. Added to this is a Focus Point system reminiscent of Bravely Default. In a typical turn-based fashion, the player trades blows with a foe or foes, exploiting elemental weaknesses and making tactical decisions balancing the need for conserving magic points and unloading overwhelming attacks on the pitiable creatures that venture in front of them. On its face, this fighting is a throwback to NES/SNES era Japanese RPGs.

Starting off has to be the battle and character progression systems. Fortunately, there are extremely compelling elements that keep the player glued to the screen. The result is a threadbare feeling tale where the player never truly cares about the next plot point. The setting is a built-out world with unique fantasy races that avoids the elves, dwarves, humans tropes, which is great. They all do get their personal moments, but a real connection is never built with the heroes. Compounding this is the lack of real characterization of the protagonists. It’s not the fal’cie/l’cie goof-a-rama of Final Fantasy XIII, but it starts to reach there. Some of the terms can be picked up through context, others by skimming through the journal menu, but too much at the beginning is obscured by a procession of pointless gibberish to leave the player behind. It starts off by bombarding the player with way too many capitalized nonsense words, making the initial immersion a chore. Joking aside, the plot does manage to be interesting enough to pull the player through to the end, but it has troubles. It seems pertinent to mention that this game has been in development for two and a half years. Sure, there are explanations that this decision is about freedom, but it seems like a far-fetched plot since no one can be so willfully ignorant. Still, one has to baffle at a personal decision to forego a freely provided, safe way to keep not only oneself, but those around them healthy. It’s up to the demigods to help the towns and restore the harmony of the world before their time is up. Additionally, monsters known as Noises invade various towns and settlements, destroying homes and lives. There are those that have recently decided to cut the magical produce from their diet, causing the statues of the guardians to come to life and begin wrecking up the place. By all accounts, it’s a tasty treat that is freely provided. In this unique fantasy world, the citizens are expected to maintain the harmony of the world by eating a fruit called harmelon. Facing down their final three months of life, they’re trying to put their affairs in order, only to have a world-changing crisis crash into their lives. Chosen for various reasons by those that do so, the Fated Eight of Artisan Studio’s Astria Ascending a nearing the end of their term of employment. That latter is the one that the demigods of the 333rd find themselves facing. Then there’s the kind that gives the employee magical powers for three years, with the retirement plan being death after said three years. There’s others that pay terribly, making one feel undervalued for the effort put in.

There are those that feel like they are devouring time with no tangible reward at completion.
