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Kruz is an Imperial soldier that has uncovered a lie behind a mission to suppress the Rebel Army. Continuing the legacy of a fallen comrade, he defects from the Imperial Army and joins the Freedom Fighters. Kruz is devoted to fighting battles where the ideals and pride of a nation and its people are on the line...

This is much less traditional fantasy world and much more a modern/magitek world. Characters use guns and tanks and heal with rations and medkits, but other than the names it's exactly the system you've seen before.

In terms of style and gameplay, it has a similar feel (and engine) to Soul Historica and Covenant of Solitude. Characters are a set team, but you have classes they can be assigned to and elemental “emblems” that determine what sort of magic they learn. The story is broken up into main missions and sub missions, all assigned by your commander at the main camp. Like most games developed by Magitec, it has a perfectly respectable minimap, and dungeons tend to be space-filling paths with damage squares, moving floors, and detours to hit switches.

You start with a team of decoy protagonists, but after it becomes clear that the Empire is full of assholes, Kruz becomes a deserter and joins a proper party of rebels. The fantastic racism is again strong, this time again a race of people who have unicorn horns.

The game's gimmick is that you have a tank that you can enter for overworld battles and that you upgrade by buying new pieces instead of gaining XP. (Kinda like gear battles in the various Xeno games.) Your characters don't gain skill XP when you're fighting in the tank, so there really is a disincentive to do so, but there are also some enemies whose defense is too high to reasonably damage them with your on-foot characters.

The IAP points are collected one per each battle you fight, and your first 100 points are likely to go to a Supply Emblem, which fully refills the equipped character's HP and MP after every battle (which, in turn, if they're your healer, allows you to just cure everybody after every battle). This changes the flow of the game, but because characters also fully heal when they gain levels, not as much as you'd think. There are then three 300-point bonus missions that you can purchase.

Overall: The thing is, this developer's (Magitec) dungeons tend to be uncreative and tedious; mostly excuses to fight very repetitive random battles with virtually no puzzles or interesting hazards. (Or even interesting scenery.) Combined with the tank battles being disincentivised and the plot being another fantasy racism retread, I just lost interest in playing it. Ah, well, I got my dollar's worth.

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