An article recommending "Alliance Alive" to fans of the SaGa series.

サガ好きな人に「アライアンス・アライブ」をオススメする記事 game
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I was thinking of starting a new game,Alliance Alive for the 3DSI've heard rumors that it's been quite well-received.
I've heard that it's far more "SaGa-like" than "SaGa Scarlet Grace," which makes me really want to try it.
Having played "Scarlet Grace," I felt that something a little simpler would be better than an elaborate system.

I like the battle system in "SaGa Frontier 2" the best.
The development team behind "Alliance Alive," which we'll be introducing today, includes someone who worked on the "Suikoden" series for the scenario and someone who handled the battle system for the "SaGa" series for the game design, so the game's content is quite similar to that image.
The first half of the article will be written from the perspective of recommending the game to people who haven't played it yet, and the second half will be written from the perspective of people who are already playing it, sharing "this is how I play it."

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Similarities with the SaGa series

For fans of the "SaGa" series, I'll explain the similarities between the two games.
First of all, characters do not have levels, and their stats are fixed.(There will be some slight increases or decreases depending on the equipment.)
HP and SP only increase to a certain extent at the end of battle.
So how do you get stronger?Learn powerful techniques, master techniques, devise powerful formations, and collect powerful equipment.And so on.

To learn powerful techniques, you need to "awaken" them during battle.
This is the same as the inspiration system in the SaGa series; the stronger the enemy, the more powerful the techniques you will learn.
And by using that technique repeatedly, the "position level" and "analysis rate" of the technique will increase.

Every technique has three "position levels" assigned to it.
These are Attack Level, Guard Level, and Support Level.
When deciding on a formation, you determine the "position" for each character, and the effect of a technique changes depending on which position the character is in when using it.
For example, let's say there's a technique called "Chaotic Snow, Moon, and Flowers," and its position levels are Attack Lv 10, Guard Lv 5, and Support Lv 1.
In this case, this technique is most effective when used by a character in the "Attack" position.
It's important to note that the type of move is generally determined by which position it's best suited for.
The "analysis rate" is like the level of proficiency in a technique; the closer it is to 100%, the more effective it becomes.

Furthermore, the existence of various formations, which can give you an advantage in battle, is another element similar to that of the SaGa series.

However, as mentioned earlier, each formation has its own designated position.
By placing attackers in attack positions, tanks in guard positions, and healers in support positions, you can fight more efficiently.

There are several default formations available, but as you progress through the game, you'll be able to create your own by choosing your character and position.
This is another interesting point that you might think would exist but hasn't seen before.

The appeal of this work

Now, there are many things that make this game interesting, but first and foremost, the combat is fun.
Even in battles against weak enemies, there are many elements that allow for character and skill growth, so it's not a chore.

Furthermore, you can switch the combat speed between 2x and 4x, making even tedious leveling easier.

Furthermore, the story is interesting and feels very carefully crafted.

The story unfolds from the perspectives of protagonists living in different worlds, and the way these protagonists gradually come together is a common trope, but it is depicted with great care.
It's also nice to have that feeling of adventuring in an unknown land, like when you arrive in a new world for the first time and explore it.
While it has a somewhat laid-back atmosphere, it's by no means an easy story.
The serious and hard-hitting aspects are depicted properly, so it doesn't feel like it relies on convenient plot devices.

Another enjoyable aspect is the ability to gather guild members and expand the size of the organization.

As the organization grows, it gains access to a wealth of support effects during combat, powerful equipment, and spells, allowing it to proceed with an advantage.
The feeling of more and more friends gathering together is a unique kind of enjoyment.
Deciding which organization to expand is also a fun dilemma.

My impressions after playing (up to around chapter 30)

The battles are quite challenging and rewarding to complete.
Changing formations and team members can make battles easier, and it's fun to have to think strategically.

It was common in the SaGa series for players to be wiped out after fighting powerful enemies they shouldn't have been fighting yet.
However, so far, there haven't been any enemies in the story that I simply couldn't defeat, and I haven't needed to spend a lot of time leveling up.
Along the way, I faced a formidable enemy reminiscent of the battle against Luca Bright in "Suikoden II," but luckily I managed to defeat him on my first try.

I think the "Final Strike," a trump card-like attack method, is also interesting.

I think it really captures the feeling of an all-out battle, where you have to fight on with your last remaining sub-weapon after playing your trump card.
Also, while each character has a weapon they're somewhat good at, you can still manage even if you let them use their favorite weapon, so there's a high degree of freedom.
I think a good game is one where there isn't just one way to win, and you can get through it by strongly expressing your preferred combat style.

Various strategy notes

In any case, focusing on playing the "shield" role made battles dramatically easier.
Creating a character with the guard position in the formation settings and having that character use blocking abilities makes the game much more stable.
As the number of members increases, having two guards makes managing things even easier.
When one guard's HP starts to drop, the other can take over as a shield, allowing them to withstand even the most intense attacks in turns.

One dedicated healer is sufficient, and having another character with a medicine box would make things even better.
By teaching characters who can use magic the "Vital Drain" spell, you can even achieve self-sufficiency.
Also, it's important to use Final Strike without hesitation and to use it aggressively.

Especially against bosses, this technique is often assumed to be used, so feel free to use it often.

The way you raise your characters offers a high degree of freedom, making it difficult to decide where to allocate your talent points.

If possible, try your best to acquire the 5000-point stamina aptitude; this will make the later stages of the game much easier.

However, I think the most easily understood effect is the ability of various weapons to reduce SP consumption.
Since it's not an irreversible element, I think it's best to enjoy it in your own style rather than striving for efficiency.

For other games featured on this blog, please see this article.
A compilation of gaming-related articles featured on this blog.
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