
Play as one of six factions to confront the Abyssloa Empire. Command your troops, develop your bases, and take control of the continent of Meltitea in this tactical strategy RPG!
Modeled estimate, not a reported figure. How we estimate →
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Once upon a time, the world was saved by the Brigandine.
This arcane armor, forged by the great sorcerer Lunadea, brought an end to the ambitions of the Abyssloa Empire.
200 years have since passed, and the continent’s current greatest superpower, the Kingdom of Solginat, has grown into a disquieting presence. In response, the rulers of various nations, spearheaded by the queen of Mysteine—a realm that carries on Lunadea’s will—gather together to issue a formal denunciation…

Story Mode
Experience the unique stories of six distinct nations, each set in motion by the rebirth of the Abyssloa Empire.

Mission Mode
Select from 24 nations to play as, each with its own win condition.

During Organization Phases, allied troops can be strengthened in preparation for the upcoming battles.
Efficient task management will prove key in maximizing your forces’ improvements.

During Attack Phases, other countries can be invaded to obtain resources or strengthen personnel.
Whether to invade or not is for you to decide.

Battles are turn-based and take place on a hexagonal grid.
Focus down enemy leaders to force a retreat or defeat each unit one by one. Strategy is in your hands.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 260reviews | 37% | — | $562.8K |
| $49.99 | 177ratings | 59% | — | not modelled | |
Engagement
Reviews
Themes across 222 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Here is the experience that I, a veteran Brigandine player, had from playing it on Hard Story Mode: -Due to the story mode limitations, I only had one option for territories to attack left, it belonged to an enemy faction that had an aggressive AI towards me and attacked me every turn because it "believed it was stronger than me". -So I gathered my strongest forces in my base to attack them, but at the same time they of course attacked me as well, and due to the game's mechanics, because their overall power level was higher, their own attack was prioritized. -I managed to fend off their attack and killed most of their units and all of their Rune Knights in that battle and then decided to attack again right in the next turn. -But because of how this game works, all of their defeated Rune Knights are right back in action instead of being unavailable for 1 turn like in the other games, and they also replinished every single one of their defeated units, and also every single unit in their faction, Rune Knights included, gained a level for free. -So I attack them again, and once again they attack me at the same time and once again the game gives them the priority, forcing me into a defensive battle. -I managed to fend off their attack and killed most of their units and all of their Rune Knights in that battle and then decided to attack again right in the next turn. -But because of how this game works, all of their defeated Rune Knights are right back in action instead of being unavailable for 1 turn like in the other games, and they also replinished every single one of their defeated units, and also every single unit in their faction, Rune Knights included, gained a level for free -So I attack them again, and once again they attack me at the same time and once again the game gives them the priority, forcing me into a defensive battle. -Then I Alt+F4'ed the game and wrote this negative review.
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Latest in each market: best JP #33, worst DE #87 · 8 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, French, German, Simplified Chinese, Traditional Chinese*languages with full audio support
| $49.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 222 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
萎える要素がたくさんあるので、買う方は以下を参考にしてください。 1.クラスチェンジ先が減った 2.レベル上げは戦場より訓練の方が効率がいい、時間をかけて戦ってもつらいだけ 3.キャラが魅力的じゃなくなったために付随してストーリーも面白くなくなった 4.ストーリーをやらせたいがために、攻める先を制限したことで自由度もなくなった 正直、上記以外にも多数不満点は存在しますが、もう書くのも面倒くさい。 いろんな要素含めて楽しませる気はないんだな、という印象を受けました。 これから先、新しいゲームを買う時の情報のひとつに、PVの中で有名なゲームを作ったスタッフがこのゲームを制作してますよってわざわざアピールしてたら要注意かもw ゲームをアピールするんじゃなくてスタッフをアピールするって、それぐらい買いの要素が無いって言ってるようなものだと思うので。 ここまで言っておいてなんですが、いい所もちゃんとありますよ。 それは、今はまだ面白くないが面白くなるポテンシャルはあるところです。 まー・・・9000円は少ないですけど(高い!)お布施ということで、次回作かアプデで改善していってもらえればそれでいいです。 このゲームが気になる人はリストに入れてセール待ちでいいと思いますw
I have quite a lot to say about Brigandine Abyss as someone who has clocked many hours into both Forsena and Runersia. Runersia was already almost there with the gameplay, and I was sort of expecting better. This, however, seems to be a downgrade in more places than one. TLDR: Don't waste your time and money. If you want to try a Brigandine series for what it is, go for Runersia. It's cheaper and more complete. 1. Storyline(s) & Personality Storylines for each faction seem to have little or no relation to the main quest of Brigandine. Forsena had more intrigue and Runersia's story was more fleshed-out. The story isn't connected either. If you were playing Gran Dragnica, then other factions like Pandemyoun's story ceases to exist. They just become "another random faction" for you to conquer. I suppose the time-gated Event Battles were supposed to add to the difficulty and to prevent turtling forever, but I feel a disconnect when an Event Battle occurs. Like the story only goes on during that time and the rest of the seasons are just "filler episodes" for you to level up. Empty and almost meaningless. Then to add salt to the wound, to get soft locked out of a main story cos you are underleveled is just sad game design. Also, having only 3 "unique" knights per faction is sad on it's own already. They don't even have personality and become "just another unit" right after Season/Month 1. What happened to unique events and combat banter? You can now hire knights, but they are all generic copypastas, which brings me to my 2nd point. 2. Gameplay - Organisation Phase 40+ castles in Forsena/Runersia vs 28 now too, even the game world is shrinking! Now, I think base upgrading and other resources is a good idea, but poorly executed. To have your important upgrades locked behind this mechanic while your AI opponents seem to ignore this is beyond me. They gave up working on their AI and the idea of difficulty is to cheat the hell out of you. That's lazy game development. In order to "promote" this base building mechanic, they added the hiring of knights, adding 0 to personality, and much uselessness to micromanagement. For a game about strategy and combat, I seem to be spending way more time micromanaging my leaders and bases. Runersia had a very good balance for this. Back then, it was a good investment to strengthen your army, but missing it out occasionally won't make or break the game. Knights were also then a resource which you had to manage, to have them guard a castle, be a troop mule, or quest them. In Abyss, when more than half your army is working in a mine or foraging a swamp somewhere instead of fighting, you have a simulator, not a strategy/conquest game. 3. Gameplay - Knights/Leaders/Units Ok sure, they gave us something to tinker with the bases, which is more of a chore than an actual upgrade at this point. Then they hit you by turning knights and classes into "just another unit". Back then, you could combine classes and turn your favourite waifu into a caster/healer hybrid, or your husbando into a Monk with extra Hit Rate from Samurai. Now, all leaders just follow a linear class progression. 0 customisation. Sure, they tried to give the unique leaders nice unique abilities that matched their story or class, but it ain't all that exciting either. The only beef I had with Runersia was actually their 3D models, and I can't believe Abyss brought the standard lower. Much of the art looks like it was made by AI rather than drawn, especially for the units. It is actually hard to watch and enjoy the game as it is given today's technology. 4. Gameplay - Combat This is the most underwhelming part of the game. Combat is boring. Period. Attack, fight in a battlefield, rush the enemy leader, next. Let's start with strategy. You can no longer do a pincer attack... Yup, you read that right for a "strategy" game... If you attacked a castle from 2 sides, you can't even pick which side to face the enemy! Each of the 28 maps are in a same format - attacker from 1 side, defender on the other, no matter which direction you are attacking from. Fancy maps, but boring. Previous Brigandine instalments would position you differently depending on where you launched your attack, and whether you would split your team. But no, regardless where you attack, it's always the same map and same start point. Camera angles are weird, controls are clunky, 3D models and obstacles are more eyesore than enjoyable. Also, a useless terrain height mechanic. If you want to make this Tactics Orge, do something with it. As of now, it serves no purpose other than providing a one-way route for your land units. You can also no longer capture enemy creatures. They get to keep their overpowered, cheated lvl 20s while you are struggling with your lvl 10s, locked behind quest runs. You also cannot retreat individually. Retreat means a full loss. But hey, they also removed the Wounded status and the realism that comes along with it, replacing it with resurrection - by throwing Mel at the game. You no longer have to feel hurt about your lvl 20 seraph dying because you can simply revive it by paying money. 5. Controls & UI They tried to keep the UI reminiscent of the old times, which is a good choice. But the whole UI design is basic with a basic font - likely AI generated again. Sadly, given the amount of micromangement you have to do in this game, the UI does not do very well to help you with it. You can't do page scrolls with left/right, so you have to go up or down 20-30 knights or 100 items until you find your item/unit. No sort/search functions either. Move/Select all is also weirdly bound. Overall, I think the game tries too hard to reinvent itself. The game seems to remove features that made it a strategy game, and added more features that made it a simulator - making you rinse and repeat a process without much variation or thought. Things and features are disconnected and don't seem to have a proper flow or reason to belong, just there for the sake of. I am trying to like this game and I am giving both the game and myself a chance at it. But I cannot, with a good conscience, recommend this to anyone now.
hardモードがただのお祈り乱数ゲーと化したのと敵勢力の成長格差でレベルが並ぶとZOC効果を考えても不利。 序盤のみで断念したので秘薬系があるかは不明ですが、同じステータスで殴り合ったらhardじゃずっと不利という悲しみを背負います。 汎用騎士なども増えたので色々出来るかなーと期待していた分、クラスチェンジの恩恵も無ければ成長の恩恵も薄い。シンプルに悲しいですね。 ではグランドエディションをプレイして次回作を待ってます。
I’ve been playing Brigandine since the PS1 days, and I especially loved Brigandine: Grand Edition. So I really wanted Abyss to be good. But after playing it, I have to say I’m pretty disappointed. My problem is not simply that the game is 3D. The problem is that the 3D doesn’t feel like a big improvement. The character models don’t look that great, the animations are nothing special, and the battle maps can be quite confusing because of all the different terrain and visual effects. Sometimes it’s actually harder to see what’s going on compared to the older games. I also don’t really like the direction of the characters and story. The anime style is fine, but the whole “young heroes saving the world” feeling doesn’t really feel like Brigandine to me. The most disappointing part is that I feel long-time fans are no longer the primary audience being catered to by the design direction. I don't believe the developers intentionally wanted to push veteran fans away, but that is unfortunately the impression Abyss leaves on me. What I loved about the older games was the feeling of different countries fighting for territory, politics, war, and building your own army. Abyss feels more like a typical modern anime-style RPG in some parts. I really wish they had continued expanding Runersia instead. Runersia already had a good foundation. I would have loved to see a Grand Edition-style expansion for Runersia with more countries, Rune Knights, monsters, classes, events, campaigns, endgame content. Grand Edition showed that Brigandine could become bigger and better without losing what made it special. Brigandine doesn’t need to become something completely different. I just want a bigger, deeper, and more polished Brigandine.
ハードモードで1シナリオクリアしました。 過去作はGEとルーナジア戦記をプレイしています。 システム面が過去作からかなり変わっており、 『ブリガンダインのシリーズ』とは正直言って思えませんでした。 じゃあ新作の名も無きSRPGに9000円出せるかと言うと、それは難しいのでお勧めしません。 ・システム 一番違和感があったのは『モブの騎士』でした。 過去作は全キャラに名前や設定がついていましたし、 『モンスターは死ぬけど騎士は死なないから騎士を生かして育てろ』というのがゲームのコンセプトだったはずです。 しかし今作は傭兵としてモブの騎士を雇うことが出来ます。 HPが0になると死にます。(復活アイテムあるけど) 序盤こそ3人しかいないのでモブに頼る場面もありますが、 やがて滅んだ国のキャラを雇えたり、ストーリーで加入するキャラを雇えたりするので、 すぐにお役御免になり、クエストをやってアイテムを稼ぐだけのキャラになります。 モブを取り入れてまで、3人しかいない小国が24個もある設定にする必要はあったのか? とは思います。 (ミッションモードで色んな遊び方をさせるためにこれだけ分割したのでしょうか…) また、今までのシリーズは敵の国も内部的には味方の国と同じ事をしていました。 同じようにクエストを行い、同じように敵国同士で戦って経験値を稼いでいました。 しかし今作は時間と共に勝手に敵が強化されていきます。 こっちはクラスチェンジのアイテムが無いとクラスチェンジ出来ないのに、 あいつらは突然クラスチェンジしてきます。 負傷という概念もありません。 ゲームが進むとこちら側も訓練で一気にレベル20になったりはしますが、 それでも編成して移動してとかなり大変で、不公平感が強かったです。 ・戦闘バランス 今回は初見でハードでやったのですが、 どうやら敵のステータスがこちらの1.2くらいになっているようでした。 初期ステータス+レベル30までと比較的キャップがあるこのゲームにおいて、 無条件でステータスが1.2倍されたらやってられません。 特に酷いのは物理防御で、 今までのシリーズだと防御はクラスによって決まっていました。 魔法使いなら80だとか、ファイターなら100だとか、騎士なら120だとか、 そのためレベルを高くしてもダメージが0になることはまずありませんでした。 しかし本作は普通にDEFのパラメータがあり、レベルアップでどんどん伸びます。 ハードモードの重装タイプの高レベル騎士は、こちらのレベル20のモンスターの通常攻撃のほとんどが0になってしまいます。 そうでなくてもAGIがかなり重要なこのシリーズで、敵だけ1.2倍というのはかなりのハンデです。 全く攻撃が当たりません。結果として魔法で急襲するような戦い方しか出来ませんでした。 また、本作は目的が世界制覇では無い(本拠地さえ奪われずに、定期的に来るイベント戦に勝てばOK)ためか、凄まじく周りの国が侵略をかけてきます。 酷い時には10週以上同じ国から侵略を受け、逆にこちらから侵略して滅ぼそうとしても向こうにばかり権利が飛びます。 (確か戦力が高い方が取りやすかったはずです。今回はCPUがどんどんレベルアップするので戦力的には勝てないのでしょう) 戦闘も、今回は敵が退却するなんてことはなく、全滅までやるので敵のレベルが常に高いこともあり一戦一戦が長いです。 マップも3Dのオブジェクトをたくさん作って豪華にしたかったのでしょうか、正直見えにくいですし、 いわゆる高低差を表現し過ぎているためか、嫌がらせのように違うところから3部隊を出されたりもしました。 ・ストーリー そこまでRPGのストーリーに興味は無い方ですが、 GEは被害者の側面もある帝国を主人公にしてプレイする事も出来た、 ルーナジア戦記は『神と戦うかどうか』がテーマであり明確な悪は存在しない、 といった風に、王道の勧善懲悪モノではありませんでした。 しかし今作は『悪の帝国を倒すぞ!』というシンプルな流れになっており、 それぞれの主人公のストーリーに関係無いキャラ達は完全にモブキャラとして扱われる始末。 戦闘マップでのキャラクター同士の掛け合いだとか、同じ場所に配置すると見る事の出来るイベントだとか、 そんなものは一切無し、在野士官のイベントすら無く、一言の自己紹介と共に加入です。 自分は妖精族のストーリーを選びましたが非常に薄味でした。 何故なら主要人物は主人公と妖精二人しかおらず、 途中で参加する仲間も同じ陣営というよりは同盟的なものであり、常に一緒にいる訳ではないためです。 (なのにやたらとストーリー中で友情がどうのこうの言っているのは違和感でした) 好きなシリーズだっただけに正直残念です。
前作と比べるとどうにも作りが荒い、というか手抜きというか安上がりというか……。 ストーリー、キャラクター、ビジュアルは前作のハイファンタジーと打って変わって若年層向けのかなりアニメチックなものに。キャラ付けも判りやすく、悪く言うと浅く、戦争してるとは思えないバカらしいやりとりが目立つ。好みも分かれる所だが、国盗り合戦のゲームとしては食い合わせが悪いように感じる。 絵柄は個人の好みもあるが特にモンスターは非常に安っぽく、前作の重厚なモンスターらしいイラストと比べると気の抜けたウルフはまさに子犬で失笑もの。 3Dモデルも主人公格以外は汎用職の使い回し。3Dアクションで高品質なモデルをぐりぐり動かせる昨今でこれは手抜きも良い所としか言いようがない。 イベントの演出もレイヤー分けした所を揺らしてはいるものの、ソシャゲですら高品質なL2Dが当たり前となった今ではこの演出は安っぽさしか感じない。ペガサスが縮小していくのをみて購入を見送った人も多いだろう。 ゲームシステムの方はというとマップが縮小され、拠点毎の特徴付けが濃くなってはいるものの、高度差の概念が大雑把過ぎたり、移動力のインフレから地形は細道以外はあってないようなものと言った所。拠点の開発もそこで雇える傭兵が適しているようになっている為、即上限まで雇用して使い捨てするような方法が簡単で効率が良いのもやる気が失せる。 ストーリーをハードでこなしていると敵に毎ターン侵攻され続け、全滅させても次のターンにはこちらの戦力を上回る部隊が虚空から湧いてくる為、何時になっても自分が侵攻する事が出来ずに次のイベントが始まるという調整不足を感じる状態に陥る。 修練による獲得経験値が節数×50になっており、レベルアップの必要数もこれに準じている。恐らく敵の戦力のレベルアップもこれをベースにするようになっている為、戦闘をしても修練以下の経験値しか稼げない為戦わない方がレベル上げが簡単という本末転倒具合。 戦闘周りのバランスも前作と変わらず前衛が異常に硬く、半端なユニットは後衛に毛が生えた程度の耐久しかない。更に今作は自ターンと敵ターンが切り分けられ、3部隊がそれぞれ一気に動く為壁役で受けて魔法で倒す戦法が最も安定する。 物理攻撃は属性・ZOCの補正が命中率に関わってくる為安定せず、魔法は必中、長射程、高威力となっている。特に敵はユニットのロストが全く響かない為、壁役の数が多いとMP切れが起きて泥仕合で消耗するこちらだけ損……みたいな状況になりがち。 前作と違い防衛の場合は敵が布陣を調整してこず、ターン制限もない為自軍を一か所に集めて一部隊ずつ潰すのが簡単に出来てしまう。 部隊編成や探索周りも不便な所が多く、どうにもプレイに時間がかかって仕方がない。 ストーリーモードとミッションモードしかなく、前作にあった仕様のカスタムと自国編成も無いので、自由に遊べないのが非常に不満。 正直な所ゲームの中身としては褒める所が殆ど無い。前作では~とか前作なら~みたいに言及しなきゃいけない事が多いってつまり劣化してるって事なので……。 厳しいゲーム業界でよくSLGを出してくれた、くらい。
Garbage dumbed-down game. Play Brigandine: Grand Edition / Legend of Runersia instead.
うーん、現状ではギリギリ、とても無理してご祝儀的なオススメ。 前作ルーナジア戦記が、初代ブリガンダインの正統後継作だったのに比べ、本作は大胆な変更が目立つ。 過去2タイトルとの違いで目立つのは ●大国間戦争だったこれまでと違い、群雄割拠的な戦争である点 1カ国から初めて近隣諸国を呑み込みつつ、勢力を大きくしてゆく形になった。 ●純粋な国盗りゲームではなく、ストーリー重視に ストーリーが進行するまでは侵攻出来ない拠点などが出現し、またターン進行で強制バトルなどが発生する。 これはシンプルに好みが分かれる点だと思う。私は嫌い。 しかしねぇ、君……10ターン目でいきなりガチめの強制ボスバトルやらされても、こちらとしてはまだ軽めの防衛・侵攻用の編成しかしてない(クラスチェンジも満足に出来てないし、ヒーラーも召喚出来る拠点が無い)のだから……。 ↑萎えて別の主人公でプレイした所、主人公ごとに強制バトルの内容が異なる様だ。 ゲームの進め方にはある程度プレイヤーそれぞれの好みがあるはずだし、そこの自由度を強く縛る様な事はして欲しくなかったなぁ。 ●モブ騎士の導入 これまで全てのルーンの騎士がネームドだった過去作と比べて、これは大きな変更。 この為、ブリガンダインの売りとも言える開戦時のお喋りが多くの場合オミットされる。 これは正直、無茶苦茶寂しい。 ●シンプルなターン制戦闘への移行・指揮範囲の撤廃・撤退の仕様変更 レベルの高い指揮官から行動するという特徴的なシステムが変更になり、自分のターン、敵のターンに二分された。 これもブリガンダインの特徴的な仕様だったので、少し寂しい。 また騎士の統魔(指揮)範囲が撤廃になった。 ●クセ強戦場 過去作は基本的に敵味方の三部隊が固まって戦端を開く形だったが、今回は1部隊ずつが対面した状態で開戦し、それぞれの部隊が目の前の敵を打ち破ってから別の部隊と合流する様な、特殊な形状の戦場も登場した。 同じ方向からの侵攻であっても、初期位置が三隊バラバラという事もあり、これまでと同じノリで攻め込むと困惑する。 また、高低差や障害物なども増え、過去作と比べると地形を意識する場面が増えそう。 これまで薄いと言われてきた「戦術的な駆け引き」を、過去作よりも強めようとした結果かも。 これも賛否分かれると思う。 ●色んな意味で「クセのない」イラスト 過去作は特にそうだったが、今作はかなりイラストがあっさりしたタッチ。 (個人的には1作目の絵柄が一番好きだった) それがLIVE2Dで動くので、何と言うかちょっと……絵的にはスマホゲーっぽく見えてしまう部分も。 好きなシリーズだからこそ敢えて言うが、ブリンガンダインファンにもリーチしづらく、かと言って現代の目の肥えたゲーマーにもリーチしづらい、八方美人ならぬ全方位ブスのゲームになってしまって居る様な印象も受ける。 フルプライスでこの内容となると、正直言って面白いから買ってご覧よ! とは言えない。 取りあえずこれから、褒められる場所を探す為にプレイし、追記出来る事があったらする。(溜息)
I played 30ish hours, finished 1 story and reached 1/3 of another one, the game is not bad, but it feels like a cheap spinoff for a multiple reasons compared to its predecessors. [b] PROS: [/b] -It looks like each story has his own final boss and the nodes that unlock at specific times change based on the story. -Each hero/knight has a unique skill or passive or both, which is nice. -Gameplay wise is not bad, i had a lot of fun. [b] CONS: [/b] -Less monster evolutions, the only monster where you can choose the evolution is the dragon (but it only has 3 evolutions compared to 5 from the Runersia ones), everything else is linear. -Each story is REALLY short with no end/post game, i don't mean that the campaign itself is short, it still took me around 12-15 hours to finish one story, but the story itself is almost non existent, all story dialogues and cutscenes for a single campaign are around 15min total from the first cutscene to the end credits. Compared to Runersia, that game was half trpg and half visual novel, easily reaching 10hs of dialogues and cutscenes on each campaign. -Smaller and less intresting starting roster, this is because each faction starts on a single node, so when you get a faction with a "lot" of heroes/knights you have 3 max, so way less banter and conversation between each other compared to Runersia. -No banter before combat and on defeating an hero, there is no interaction what so ever unless is an event fight, Runersia had hundreds if not thousands of small interactions between them, like not wanting to fight or wondering why that "famous knight" was on the battlefield and so on, if you played it you know. -No really "unique" heroes/knights, everyone has a distinct trait or skill true, but there is no real unique character. There is an hero variant for a lot of monsters, but they're just a monster disguised as an hero, same skills and same evolution path, for sure there is no Tobi or Umimaru. -No reward what so ever for finishing a story, no extra mode, options or difficulty. -Really ugly cutscenes, don't get me wrong, i like anime and mangas, but idk what style did they use... it just looks so ugly, the characters are drawed like the 1990s anime where they really looked 2d with a different coloration from the backgrounds of the time, but the backgrounds here are modern, which in my eyes makes an horrible contrast... [b] NEUTRAL (depends on the player): [/b] -Event based campaign, you can conquer all you can or do absolutely nothing and wait for the vent fights, once you do all the event fights the campaign is over, end credits. -Less strategic map, just conquer everything on your path, your biggest strategic decision is going to be which teams goes left and which one goes right on a node split, after 2 turns they're back together. -Linear hero progression, there is no multiclassing or class change what so ever. -Less teams, since the map is made as it is, and the final battle let's you chose only 3 people and forces you to take at least 2 specific protagonists from that story, you have less incentive in building multiple teams, it's better to just power creep 2-3 of them and the starters themselves are a must since you are forced to use them. -Different take on the gameplay, with no rune area restriction and the rally system. There is so much missing from the previous game, not only on the gameplay and strategy aspect, but on the stories too. It feels like a simple spinoff to test some changes in mechanics and make it centered only on fighting, forgetting completely about everything else: plain stories, no banter with enemies, no interaction with your own team, no truly unique heroes, really straight forward and small map making it lack strategic depth and making the game shorter so less planning in general, no multiple monster evolutions, no multiclassing. So is the game bad? No. Is it plain? Yes. For sure is not worth 50, i would say 20-25 at best.
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