
Both allies and enemies each have a Charge gauge, and when a unit’s gauge fills up completely, it can perform an attack. The battle system utilizes a turn-based structure on a grid. It’s just a shame the RPG saves its best moments for last. It’s here where the battle system really comes together as players gain access to all the characters and systems at once. The final chapter is filled with extra dungeons and end-game equipment so that you can prepare to take on the final boss. This allows you to customize your own party with your favorite characters. You can pick a lead character to go into the final chapter, and then find the rest of the cast as they are scattered across the area. However, the final chapter is also where the real fun begins.

It’s a standard plot of banding together to defeat a big evil bad guy that strayed away to the dark side. The overarching narrative that brings all the characters together after completing their individual stories isn’t all that impressive. On top of that, the chapter itself is short, failing to fully develop the system. His chapter’s mechanic of setting up traps isn’t too strong a hook. I found the Wild West chapter boring, with its character Sundown underdeveloped. While most of the chapters are enjoyable, some miss the mark. These ingenious mechanics make the chapter feel entirely distinct from the rest of the stories.

Here, Masaru can select his opponents from a fighter select screen and even learn his opponent’s moves and retain them for future use. His gameplay is set up like a classic fighting game, similar to Virtua Fighter. Masaru Takaharu’s tale is an incredibly fun one, as he competes in a global tournament to become the world’s strongest fighter. Some of its chapters especially stand out. The game does a great job of presenting different mechanics in each chapter to mix up the gameplay.

