
Graphics
At first glance, it may look like a SNES game, but when you really spend time with it, you begin to appreciate the detail of the hand-drawn characters and striking special effects. The environments are extremely well done and are surprisingly interactive. You can pick up and/or use just about anything you see on the battlefield. The interface is definitely improved from the previous games. They have opted to use a FFX-2 style chart to show who's turn will come up next and the other menus give you the information you need without impeding the actual gameplay. In the end though, all of the pluses simply can't justify giving the game's graphics a score on par with other games out today.
Control

While in La Pucelle you spend alot of time trying to "purify" monsters, in Phantom Brave you will spend alot of time "confining" ghosts and spirits to inanimate objects around the battlefield. Marona, the female lead, has the ability to summon spirits but they only become useful once she confines them to say...a bush, a rock, or even someone's weapon. Each phantom has its own innate skills (basic types such as warriors, monks, magicians, etc), but whatever you confine them to can add or subtract from these innate abilities. For example, confining a phantom to a bush will make it susceptible to fire spells. You can use Marona's confine ability as many times as you want on each turn, but there is a limit to the amount of allies you can have at any given time, so don't go confine-crazy. Ash, the male lead, is responsible for asking Marona to summon more phantoms, and you can have her summon stronger ones for a fee, or take good care of your current ones and hope they stay alive enough to level up along with you.

In the end, Phantom Brave does lots of new things, but not very well. I applaud them for pushing the genre, and it's a step in the right direction, but the gameplay feels a little loose and not as fluid as it should. It's not bad by any means, but it may catch some fans off guard.
Sound

Replay Value
Despite its technical short-comings, Phantom Brave offers a good story that will keep you fighting through the levels to find out what happens next. Like most tactical RPG's, you will sometimes inadvertantly be forced to go back to previously defeated dungeons in order to gain enough experience to put up a fight against the new mobs. Even though that's fairly common in the genre, it should be fixed so that characters progress at the same speed of the linear storyline.

As the story begins, the Marona's main objective is to earn enough money using her gifted abilities to buy the island she and Ash live on. Obviously the game eventually takes a darker turn, much like the previous Nippon Ichi games. Of course they meet many zany characters along the way, some of which will join your cause. It's a solid story, and the adictive nature of refining your skills in randomly generated dungeons will keep you coming back.
Conclusion

*** This review was written for Flamevault.com shortly after the game's release. ***