Yep, that's seriously the game name. It's ridiculously long, but a great JRPG overall for the NDS.
The overworld is simple, and allows you to get from A to B. It only gets slightly tricky when they mention you should go to C, and you forgot where C was. I seriously spent at least 30 minutes trying to Google a solid map for this game to no avail. For some reason, the only map on the entire internets had all of the places labeled incorrectly. W.T.F.
The combats are a great blend of tactical planning and skill timing attacks. When it's your characters turn, you can cast as many spells as you want, so long as you have SP. You also have HP, and COM. COM is spent like time units, as far as how many things you can do in your turn. Each attack chain you use costs a specific amount of COM, and you only get 50 COM a turn, with a cap of 100 COM. Simple enough, but it gets really fun when you have to time your attacks and chain attacks with other party members to keep the enemy in the air, and do the most damage. Quite fun! You can also cancel your combos early to put extra points into the frontier gauge, which allows you to do a special attack once it's full.
Regretfully, the combats get a bit repetitive, and so I found that I could run away from most battles so long as I killed the bosses with a special attack, granting me an addional 30% experience. It also helped me explore the dungeons without spending 5 hours in random battles.
The characters are drawn well, and have their own personality and skills/attacks. I personally was using a party of Sazuka, Haken, Reiji, and Kaguya. Kaguya and Sazuka did most of the damage, while Haken and Reiji just fueled up the frontier gauge.
I'd highly recommend picking this up to play in your spare time, but take notes somewhere on where you're supposed to go, or you can easily spend your first while trying to remember, or literally wandering the world map. This is really only an issue in the later game, when you're backtracking, but still.
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