Overall, they get stronger as the game goes on, but it isn’t a straight line. They unlock stat modifiers and evolve into new classes based on the decisions you make during battles. It can look like chaos, and often feels like it, but there’s an art to keeping it all going.Įxemplars themselves grow, but not via normal RPG leveling up. Learning to block, and how to use blocks to launch other combos keeps the party going deep into some of the longer engagements. Learning how each character reacts, how fast they can attack, and how to combine them to build up combos - denying enemies a move while increasing a damage multiplier - can let you absolutely steamroll enemies. Zulfiqar protects the team, Longinus hits frequently and builds the combo chain and meter, and Dardanelles has a skill that draws the enemy’s rear character (usually a mage or a healer) out from behind the protection of their front line. One of my go-to configurations involved Zulfiqar in the front, the speedy spearwoman Longinus in the middle, and the mortar-wielding Dardanelles in the rear. Creating the right combination and layout of three characters allows layering their strengths. Each class has a specialty, be it the hulking knight Zulfiqar, or the petite riflewoman Winchester. You can absolutely get by most of the time by hammering out buttons mapped to each of the three party members as their relevant meters fill, but there are layers of complexity to it all. The combat reminds me just a little bit of Xenoblade Chronicles 2. These choices create branching plot lines, and impact the role of secondary characters in the larger plot and can change the circumstances of battles. Some choices are larger, asking the “emperor” to take sides in conflicts in their army or to wade into the politics of the empire. At a minimum, these choices will change the stats of some of the units in your party for the duration of the fight. The questions are scenarios, such as a captured spy or a disloyal division, and each presents three choices.
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