A mid-tier Infernal creature whose name I didn't catch can affect astral beings, making him a deadly counter to ghosts who have been upgraded with a kamikaze ability. Then they simply climb across the map, slow but unstoppable, with a massive area-of-effect breath weapon. Dragons are as massive and powerful as you'd think, but they have to spend a few moments as a helpless (but tough) egg before you can deploy them. Of course, those elves aren't going to be gathering mana, and they have to run up stairs to go from level to level. Fairies can simply fly through floors, ghost style, and with elves backing them up as healers they can form a savage strike force. Units are distinguished largely by their special abilities, their movement types, and whether they're astral or substance. Balancing the units needed for defense and forming an offensive wedge is key. Everything but your Runes cut into that total. Every creation costs mana, but there's also a substantially low unit cap on each map. Friendly elves can, with a Wicca Rune added to the map, summon powerful defensive turrets. Infernal magic produces Imps, and with enough upgrades can make them capable attackers as well. Ghosts can also simply pass through floors and fly directly to mana crystals, making them a fleet gathering unit. Both are astral, leaving them immune to any physical (called "substance") attack. Necromancy produces Ghosts and a type of spectral knight. Once you've got an economy of mana going, you can spend it to upgrade your "Runes," the summoning circles for your familiars. You can't send your happy elves to harvest from the same place as your ghosts, so pick carefully. They'll go to the crystal, build a "Sanctuary" there so they can harvest, and get to it - but each type of gatherer can only go to its appropriate Sanctuary. Imps for Infernal magic, for example, and ghosts for Necromancy. In order to harvest mana from the stages' crystals you have build gather-type familiars. Each of the four types of grimoire give you access to a different array of familiars and special objects you can build. As a magician you don't actually fight directly instead you add spells to your grimoires and use them to direct the action in the 2D hallway (there may be other stage settings later in the game, but I didn't reach any in the preview build NIS sent me). It's an opened-up dollhouse for Hogwarts kids. Once you leave the cut-scenes, the game plays out in baroque hallways, connected by winding stairwells and full of precious mana crystals, viewed from the side. okay, so there wasn't one of those in The Sorcerer's Stone, and it's in the over-the-top character design and dialogue that NIS fans will probably find their joy here. There's the evil teacher who's obviously the villain (he is actually a devil), the old white-bearded head professor who has total faith in Lillet, the sexy necromancer teacher whose breasts heave during the cut scenes. Cut-scenes between missions are marginally animated images of the staff and students as Lillet drifts between their dramas and finds herself involved in them. The art style is where Grim shines, and where it really starts to establish its own identity. Grim Grimoire incorporates some interesting twists on classic ideas: Facing the plots of both the first Harry Potter book and The Legend of Zelda: Majora's Mask in your first week at school? That's rough. As he goes to kill Lillet, she wakes up, five days in the past, with a chance to change it all. After five days of lessons, Lillet is left as the (presumably) sole survivor after the Archmage, the mad and god-like sorcerer imprisoned at the school, escapes his containment and goes on a murderous rampage. Sent to a prestigious magical academy, the young and innocent Lillet quickly becomes caught up in the plots of the various teachers as they attempt to steal or protect the Sorcerer's Stone. As Lillet Blan, a young witch in training, life is hard.
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