
Table of Contents:
Page 1 - Intro / La Pucelle
Soul Nomad and the World Eaters / Soul Cradle - Playstation 2 (2007)
The story tells of a land in the throes of destruction, as it used to
be ruled by a trio of vicious evil begins known as The World Eaters.
The World Eaters have laid dormant for quite awhile, but this is
unknown to a group of villagers who lived underground for centuries.
The hero and his compatriots climb out of their cave into the real
world to explore the world. However, the hero is possessed by Gig, the
ruler of the World Eaters, who wants nothing more than to take over
the earth once again.
Characters
In addition to the main character and Danette, there are over a dozen other characters that join your party, in addition to the huge number of units that can be drafted. Practically any monsters can join, and there are a number of different races, from the bovine Nepps to the mermaid Nereed to the bestial Phynx. Amusingly, one of the characters, a scantily clad girl named Lujei, also appears in Grim Grimoire. Although Grim Grimoire was actually created by Vanillaware (who made Odin Sphere), it was published by Nippon Ichi, and the character is a joint creation between the two companies.
Compared to their previous titles, Soul Nomad is a lot darker thematically. For instance, Gig is the standard arrogant evil character (like Laharl or Zetta), but he's not presented in a comic
manner, and actually comes off as more sadistic than amusing.
Similarly, the plot is closer to the more serious Fire Emblem games,
although there are still some bits of humor here and there. Amusingly, the game lets you know when there's an option for a "bad ending" and advises you to save beforehand if you want to see the resulting cinema.
Much like Final Fantasy Tactics, you move between destinations on an overhead map. The battles, however, are completely different from standard Nippon Ichi fare. The fields are all flat, drawn maps that your characters move across, rather than the standard 3D terrain. The character turns are like in Phantom Brave, with the unit's speed determining where in the queue their turn will fall. Since there are no obstacles and no height restrictions, your units can walk on almost any surface, although some terrain have movement penalties.
The combat system is somewhat inspired by Ogre Battle. Instead of
placing all of your units onto the field, you control groups of units,
which appear as a single leader character on the map. In each group,
you place various units in different formations. Different types of
units have different attacks depending on where they're placed - for
instance, a healer in the middle row will heal one character, but
while placed in the back, they'll heal all characters. Naturally,
melee characters attack better in the front row - where they're
suspectable to more damage - and magicians and archers work better in
the back rows. When you attack another unit, it zooms into a close-up
of all of the characters doing battle. Again like Ogre Battle, there's
no user involvement in these fights, as it's all done automatically by
the computer. If the leader falls, then the entire group dies and is
removed from the map. This may remind fans of the slow paced battles
in La Pucelle, but you can turn off the animations so these fight
scenes go by much, much faster.
There are a number of other factors which determine how strong your
attacks will be. Much like most RPGs, your stats will change depending
on what type of terrain the units are on. Each unit also has a
"Tactics" command, which allows them to boost various statistics.
There are also "Gig Edicts", which are basically consumable items with
a variety of buffing, debuffing, and healing effects. Your attack
strength is also dependent on your unit's stamina, which slowly drains
over the course of the battle. Naturally, stamina also drains from
enemies, so it's a good idea to try to wear down your foes while
keeping your own stamina high. However, if your Stamina is below 80%,
you can execute a number of special attacks, which will directly
target the leader or specific panels. You can only use these a limited
number of times per battle, but it's the only way to specifically
attack certain enemy characters. They're usually determined by combinations of
various story characters.
Like other Nippon Ichi games, the amount of customization is
absolutely insane, but a lot of the terminology is so strange that
it's hard to figure things out at the beginning. For example, your
unit formations are called "Rooms", and the units themselves are
called "Manikins". Thankfully, when you draft new Manikins, you can choose their starting level, so there's not quite as much grinding as other games. There are a number of different types of rooms,
each with different layouts and status effects. You can't actually design them yourself, but rather, you keep randomly generating them until you come across one that you like. Depending on the units
you stick in each room, you'll need to pay "Rent" when you summon them
into combat. You can also equip special equipment called "Decor" which
modify various statistics. If you want to strengthen your Room, you
conduct "Inspections", which is basically Soul Nomad's version of the
Item World. When you fight through these randomly generated stages,
you can increase the abilities of your room, eventually allowing you
to stick more units inside of it. You also gain Room Points, which can
upgrade various stats of each individual unit. Finding creative ways
to stack all of the percentages will eventually allow the Room leader
to become an absolute beast. Your Room's strength is measured in
"Potentiality", which is a basic measurement of how powerful the
Room's stats are when added together.
Compared to Fire Emblem, Nippon Ichi games have usually been more
focused on how your build up your characters, as opposed to how well
you perform in combat. Soul Nomad takes that concept even further -
your positioning and movement plays a distant fiddle to how well
you've built up your Rooms. It's a strange mix, considering that the
balance seems even more off skew than other Nippon Ichi games. You can
steamroll over certain battles without a second thought, if you've
built up efficiently.
As if Nippon Ichi weren't already reinventing the way you build your
army, there are a number of other strange touches. In order to advance
your shop levels and get more powerful items, it's not enough to
simply buy a ton of stuff - you actually need to beat the storeowners
in a battle. Similarly, sometimes when you're creating Rooms, you'll
find some ruffians inhabiting the squares that need to be kicked off.
Most of the town navigation takes place in menus, which is a little
dull looking, but you can try to beat up people, steal stuff from
them, or otherwise play a variety of tricks using Gig Edicts. In addition to the normal Nippon Ichi extras like multiple endings, there are a couple of cool bonuses - you can run into Asagi again (who is just breaking free of Zetta's control from back in Makai Kingdom), and you can take on the Demon Path, where you and Gig become the bad guys and fight all of your old party members. You can also run into Laharl here.
Nippon Ichi strategy games have rarely been particularly great
looking, but due to the style of maps used here, it looks extremely
barren. Most the cutscenes take place with sprites and small
portraits, which is a bit boring compared to the huge portraits used
in Disgaea. Some cutscenes feature full portraits, but they're
relatively sparse. The artwork here is done by toi8, who did some artwork for Makai Kingdom. His style is much more serious from Harada, but it's still damn good, even though the sprites look mostly the same as previous titles. The music is pretty standard Tenpei Sato fare, but
there's very little that's actually memorable.
It takes quite a long time to get used to Soul Cradle, especially
since it's so different from practically every other strategy RPG out
there. There are numerous quirks that quickly grow frustrating, most of them involving some random aspects - it'd be nice if you had a little bit more control over how fights played out, for example. For these reasons, combined with the seriousness of the
storyline, longtime Nippon Ichi fans may themselves a bit confused or disappointed. But for everyone else that loves tinkering with unit
placements or finding crazy ways to level up their characters, Soul Cradle
definitely won't disappoint.
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Characters / Character Classes
Page 2 - Disgaea
Page 3 - Phantom Brave
Page 4 - Makai Kingdom
Page 5 - Disgaea 2
Page 6 - Soul Nomad
Page 7 - Disgaea 3
Page 8 - Anime/Manga
American Cover
Japanese Cover Artwork
Artwork
Soul Nomad is a weird game. A really weird game. It mucks with the
tactics RPG formula far more than Phantom Brave or Makai Kingdom ever
did, and if nothing else, it really shows how creative the guys at
Nippon Ichi can be.








