![]() The end result is a strategy RPG that manages to correct most of the issues present in its precursors, features an original battle system, and is still jam-packed with irreverent fun. One of the first things you will notice is that in combat, the isometric perspective so often associated with the strategy RPG genre is gone and replaced with a flat 2D, top-down view. In Soul Nomad, you battle across a large outdoor map that is subdivided into the usual grid-based layout, something that makes each battle seem much more vast and epic than the smaller, more localized combat in many other similar games. Each square is associated with a terrain type that can affect your squads by providing attack bonuses and movement penalties. If you can get over his genocidal tendencies, Gig is actually a pretty likable guy. Wait, squads? Yes, much like the aforementioned Ogre Battle, Soul Nomad features squad-based combat rather than individual unit brawls. The source of much of the game's customizability lies in creating each of these squads and tweaking them for maximum efficiency. ![]() Each squad is associated with a room, which is a 3x3 grid that serves as its home and has a limited number of positions available in which to place units. Throughout the course of the game, the number of rooms you can have at any given time, the number of positions that can be open in each room, and the number of room types you have available to choose from steadily increase. Each room has a built-in bonus called a decor, which can do anything from increasing defense by a percentage to turning the squad into a walking time bomb that explodes after three turns. Each room can be further customized with your own decors for up to a total of four per room. ![]() Rooms can be changed at will, though the system for doing this can be incredibly frustrating at times-they are randomly generated, and each room has a randomly generated number of positions. So late in the game when you want to have a specific room with nine open slots, it becomes nigh impossible to pull it out of the hat without a huge time investment and a lot of luck. ![]() To further complicate things, you can't change individual rooms but must rather change every room simultaneously. It's possible to lock specific rooms you're already finished with so they're left alone, but you are only given a limited number of locks. Generally, you're only short one lock from eliminating this problem entirely, but there are a couple of times in the game when you've got two or more unlocked rooms. ![]() The units that you form squads with in rooms are as varied as you may have come to expect from earlier Nippon Ichi games. As you progress throughout the game, more than 25 unit types are unlocked, each of which has unique attacks and is weak or strong against other unit types. Positioning within squads is an important factor because each unit has a different attack depending on whether you place it in the front, middle, or rear rows, and units in the rear row are less likely to be hit by physical attacks. ![]()
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