![]() ![]() ![]() However, it's not simply a matter of being a ditz with the flighty enemies or being a masochist to woo the whiny ones combat is complicated further by every enemy having a number of different "mood" states. The player must decide which actions to take based on a wide variety of criteria-each enemy is assigned one of eight different personality types, and transforming Chou-Chou into the same type offers an immediate affinity boost. Each time her turn comes up she can charm anyone within her attack range by choosing from three menus of different flirting techniques. 'Moe Killing' is how the game allows the player to use Chou-Chou's flirtiness to instantly defeat foes. Two elements separate Mugen Souls from the average JRPG combat experience-the Moe Kill system, and just how largely character placement fits into the proceedings. Each turn-based battle takes place in a small arena, with the player being free to move their characters around and attack within a certain radius. On the upside, the game's combat engine is both fascinating and surprisingly deep. The only option is to guess a random amount of gold-with a forced fight being the punishment for any wrong guesses. It's this last one that causes problems, as most of the items whose price the player is asked to match aren't available for purchase until long after that area has already been cleared. To woo the various key spots on the planet, players are required to either flirt using a specific personality type, to have defeated a certain number of monsters, or to make an offering of gold equal to the price of a certain item or weapon. It's a cute idea, but hampered by some bad game design. The one additional task posed to players is to flirt with the map itself, and thereby convince it to move closer to the next map, allowing movement between them. Other than moving from one scripted plot sequence to the next (all helpfully noted on the in-game map), there's nothing to actually do-I played through the game twice and didn't see the barest hint of a sidequest anywhere. There are no secrets to discover, or rewards for exploration, just respawning monsters that wander around aimlessly while looking to pick a fight. Each one is broken up into three maps that are almost entirely linear. Mugen Souls's greatest strength is probably the fact that the storyline is presented in such a breezy and upbeat fashion that it's almost possible to completely overlook all of the creepy things going on in the text.Īfter descending to one of the planets, I was disappointed to discover how stripped-down the game is from a content point of view. (Note: none of what I just wrote is a joke.) It was then that I realized I would have to reset all of my definitions for craziness.Ī brisk and wacky JRPG, Mugen Souls follows Chou-Chou on her journey to bring seven planets (each one representing a stereotypical video game setting) under her rule, gathering teammates as she goes by using her powers of transformation to better conform to her subject's fetishes. How does she intend to go about this? By flirting with them! Then I booted up Mugen Souls and discovered that I was going to be playing as Chou-Chou, a god not simply satisfied with having created the various worlds of a galaxy, but who also wants the denizens of those worlds to bow before her awesome perfection. I even began to accept that as I started each new game, I was inevitably going to be submerged in strangeness. I had gotten used to it for the most part. I thought my experience with Japanese role-playing games (JRPGs) had inured me to their flights of fancy-the bizarre plots, the random settings, the excessively sexualized female characters. LOW Do "something" do get a better ending? What does that mean?! HIGH Charming an entire group of enemies at once, turning them all into adorable bunny creatures!
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