Taking time from the story to grind out experience can be tiring for some, but I didn't mind it so much. Avoiding grinding in extra battles can result in some frustrating battles with high damage dealing enemies, although this is occasionally a problem with grinding anyways due to a lack of item shops in late game. The game has a very uneven difficulty curve at times, and it can easily be overcome with grinding, which in itself can be a bit of a mark against the game. I only used a single synergy move in my years of playing this game on and off, and that was just to see what the attack looked like. Synergy moves, however, take a ton of points to use and require close proximity between all involved in the move, making situations where they're needed almost non-existent. Performing actions in combat also increases the flash drive bar, which fills with three flash points that can be used for flash drive attacks and synergy moves between characters, which are incredibly powerful and can turn the tide of battle. This can also make things a bit too easy, however healing characters almost never run out of magic points if they heal constantly (even when a target is at full health), making it very hard for characters to die in combat. Leveling up completely restores health and magic points as well, making it crucial in battle strategy. Otherwise, attack experience is based on the difference between levels from your side and the enemy. Your party gains experience whenever they perform an action on a target (including themselves), with healing actions on other characters granting thirty experience every use, making level grinding characters with healing abilities much easier. There's little that interesting about any of the systems in the game, outside leveling up and the battle system. This is balanced out a little with an item crafting system introduced around the halfway point, allowing you to mix gained vatie to grant new bonuses to armor and weapons, but it requires additional weapons so you can switch out equipment of party members. Shops become very rare in the second half, meaning most your team will have outdated equipment very fast, which kills some game balance some characters have significantly lower stats than others and require the use powerful equipment to be of real use. Towns have very little reason to exist here, offering only bare bones extra dialog before triggering a story point and a shop here and there. The game plays out as a strategy RPG, having you pick locations on a world map to trigger story events (and a few special events late in game), enter set battles against monsters and enter certain areas to shop or talk with villagers and your allies. Even the simple characters work well, giving several their own arcs.Įverything else about the game follows the same design philosophy as he story simple. It's a bit impressive how much care the writers put into the game, despite offering rather plain material. It does a good job at putting you in their mind set, while the later parts of the game focus on introducing new villains and situations to keep the path to the end interesting. The first few chapters do a good job at selling one of the witches as a major villain, creating a much grayer situation than it actually is, and the slow development of the kids learning about the nature of the world is well paced out. It's a predictable game in a lot of ways, yet I was surprised by it the first time I played through it. If you're even the least bit familiar with the common clichés of the JRPG genre, you've probably already started to figure out where Luminous Arc ends up going.
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