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When you get close enough to fight with an enemy, you're brought to a split screen fight scene (like in Yggdra Union) where your troops duke it out with the opposing troops. Movement is confined to the grid and your squad moves as one unit. Battle transports you to a large terrain covered with a grid with enemies spread out on it. Plot events come in simple 2D cut scenes with dialog on the bottom. Icons on the map depict what certain places will trigger: a battle, a plot event, a bad ending, etc. That's what happened to me when I became a little too power hungry I had to restart the game in cycle 2.Įxploration happens on a world map, where there are paths to different towns and events, much like in Final Fantasy Tactics. Gig's "godlike" power enables you to gain thousands of levels instantly, should you call for it (you can beat the game's last boss within 30 minutes of starting the game), but by using his power like that, you give him your soul and end up getting a bad ending almost immediately. Yeah, it doesn't make much sense to me either. Naturally, Gig jumps into your body and lends you his power to defeat his three overpowered minions left throughout the world. It just so happens that our hero (you) are the only person who can contain Gig's power and use the sword. The story begins with an evil overlord, Gig, being sealed up within a sword. While they share the same interface and both can be considered SRPGs, Soul Nomad plays a little differently than what you would expect from the people who brought you Disgaea. Upon first glance, Soul Nomad looks just like some of Nippon Ichi's better known SRPGs.
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