Review cover The Alliance Alive (Nintendo 3DS)
Official GBAtemp Review

Product Information:

  • Release Date (NA): March 27, 2018
  • Release Date (EU): March 27, 2018
  • Release Date (JP): June 22, 2017
  • Publisher: Atlus
  • Developer: Cattle Call
  • Genres: RPG

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Here comes a new jRPG brought to you by Cattle Call! With its scenario written by Yoshitaka Murayama, noted for his work on the Suikoden series, and several other notable names, there's no worry about the quality of the team. But do they deliver on bringing out a title that can expand on, and resolve the issues of their previous game?

The Alliance Alive is a turn-based jRPG, brought to us primarily by Cattle Call, addtionally reinforced by Grezzo and FuRyu. Some may recognize the art style, as it is fairly similar to Cattle Call’s previous game, The Legend of Legacy. If that name scares you, it might be good to note that game director Masataka Matsuura wished to address Legend of Legacy’s shortcomings and issues. I can say right off the bat, they certainly did address the issues and made Alliance Alive a significantly richer experience by comparison.

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A Rainy Beginning

The game begins in the past, and shows the catastrophic destruction wrought by the daemons when they decided to invade and enslave humanity. By erecting something called the Great Barrier, the daemons effectively split the world into four continents. Their intent was to bring order to the humans and, well, I think they kind of overdid it a tad. With the daemons also came the beastfolk. While not at all equal to daemons, they were considered superior to humans. Thus, most of the day-to-day ruling is done by the beastfolk.

Alliance Alive starts you off nice and slow by giving you control over two of the main characters, Galil and Azura, two residents of the Rainy Realm, and young members of the human resistance. You get yourselves into trouble pretty quickly, before being joined by Renzo and Barbarosa. Then the game passes you onto Vivian, Ignace, and Tiggy. Finally you briefly follow Gene and Rachel. I make it sound brief, but it takes hours before your main party of 9 meet up and combine forces.

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(all pictures are separate and not top/bottom)

Bringing the Alliance to Life

Mechanically the game takes quite a while to actually get going, but the story and characters are so interesting and fun to follow, it wasn’t a chore at all to continue on as the gameplay slowly unfurled. The story starts out fairly simple, and like the gameplay, grows in complexity as more of the world opens up. I think this is the first game in a long time where I actually like and enjoy a majority of the characters. Each one has their own personality, goals and a force that drives them. Dialogue is fun and well written, making it very easy to care about the characters and their cause. There’s a healthy mix of humour, while still maintaining the ability to be serious when needed.

Although this is a 3DS game, the game does still manage to have some very beautifully crafted environments and pieces of scenery. Perhaps the most bland is the overworld, as it tends to be somewhat barren. But despite that, each realm still has a unique style to it and manages to be quite atmospheric. The rainy realm feels despondent, the burning realm dry and unbearably hot, the snow realm frigid and barren, and the crystal realm is actually quite pleasant. I’d probably live there if I had a choice.

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Character design is top notch, though I do kind of wish they were a little more refined in-game. The wonderful hand-drawn artstyle loses some charm when made into a 3D model. Weapon models are also quite attractive, making it pretty fun to acquire new ones just to see what they look like. A fair number of the skills also look nice, and I love the weighty feel some of the heavier attacks have despite this being a turn based game.

I do have some minor complaints though. Monster variety is pretty decent, but you do end up seeing a lot of re-colours. The game also lacks any sort of voice acting, which is an absolute shame. In this day and age, I always find it bizarre when a game decides not to have any voice acting, whatsoever. While the game has a beautiful soundtrack that I quite enjoyed, tracks sometimes seemed to overstay their welcome. That is to say, you might transition from an action packed scene or fight, into something more dramatic, and the music won’t skip a beat or change in the slightest. Which ends up feeling quite out of place more often than not. Bit of an odd design choice, but not the end of the world.

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Awakening Combat

Alliance Alive packs in quite a lot on the gameplay front. It’s fairly surprising actually, just how many things there are to consider. There is no levelling, characters only have a random chance to gain max HP and SP when you finish a fight. Each character has a set stat spread, and that does not budge unless you equip gear that modifies a stat. This inherently pushes characters towards specific weapons and roles, though you are free to arm them how you please. With the exception of Tiggy, who uses a mech and can only use cannons.

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There’s a significant degree of tactical decision to be made when it comes to combat. Each character can equip up to two weapons with their own unique skillsets being unlocked as you use them through “awakening”. As you win battles, you gain TP to spend on passive abilities known as talents. Lastly your party has various formations which put them in the front, middle and rear of the combat grid, in a defensive, offensive or supportive stance. Each position and stance provides different boons to the character, and formations can be changed every turn.

Probably one of the most interesting strategic features however, are final strikes. Each weapon has a unique final strike, which is a very powerful ability you can only use when your Ignition gauge is full. These abilities will break the weapon (can be repaired by resting at an inn, eventually), but unleash an incredibly potent attack or buff. This renders it unusable for the remainder of the fight, so it’s incredibly vital to time them well to either finish a fight, or if you can handle the loss of that weapon and its skill set.

With a fairly expansive world, it luckily is not devoid of content. There are always optional boss fights, loot, dungeons, guild tower building spots, and even new party members scattered about to discover. Eventually you unlock the ability to use and build guilds through guild towers. Each of the 5 provides different effects in battle if you’re in range of a tower, as well as providing specific benefits as you recruit members for each one. Guild members can be found all over the world and this encourages you to talk to every single person you meet.

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To pair with the world being expansive, it also happens to be quite open. After gaining access to the ship, I decided to ditch my current objective and instead went on an adventure discovering the snowy realm. I then participated in and conquered the story objectives at that location without any fuss. While the game nudged me saying I should perhaps turn back, it also encouraged me just as much to continue forward and make my own path. Similarly, the game has you make quite a few decisions. These shape the outcome of certain situations, and tend to allow you to make things easier on yourself, or more difficult, perhaps for a reward.

Alliance Alive doesn’t let you select any difficulties at any point, however thanks to the lack of any sort of level up system, it remains fairly well balanced throughout. In general, and especially in the beginning, most difficulty comes from optional enemies you can choose to fight for some extra loot. But the story isn’t afraid to cut you down either when it feels like it. It’s also not afraid to split your party into groups and force you to use, and equip, every character effectively.

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All in all, Alliance Alive is a very solid jRPG, and despite being turn-based, has a lot of uniqueness to offer with its deeply tactical systems. The characters and story are wonderful, and manage to really drive you forward to keep exploring and pushing the story forward. Pair that with a great OST and you have a pretty great experience overall.

Verdict

What We Liked ...
  • Large world with plenty of things to find
  • Well designed and interesting characters
  • Fairly open story that lets you stray from the straight line
  • Wonderful soundtrack
  • Deep tactical turn-based combat
  • Tiggy
What We Didn't Like ...
  • No voice acting
  • Takes a while for combat to expand
  • Menus and help screens can be a little unintuitive
8
Gameplay
A lot of unique ideas adding tactical depth to its turn-based combat, without straying too far from being more traditional. The world is fun to explore, and has a lot of things to discover. Plenty of decisions to make, and that includes travelling where you feel like, and completing story objectives in an order you decide.
9
Presentation
Great character and world design. Lots of cool enemy designs. Weapons look awesome as well. Wonderful story, and a great OST. Areas in the overworld can look a bit barren at times, but in general realms are all unique and atmospheric.
8.5
out of 10

Overall

Honestly I love this game. Never did I feel like I was slogging through just to progress, which is often the case these days. The Alliance Alive is very charming and well thought out, with plenty to help it stand out from other jRPGs, without doing anything significant to turn more traditional fans away. Just for the characters and story alone, i'd recommend this game.
No voice action is super great con. I feel like I've configured audio wrong and mute the voices. Why there isn't any? It makes game feel so outdated. Now I have to speak with myself making-up voices while playing and my family might call a pope again to exorcist me.

Well, I guess I'll try and overcome it, but still a bummer.
 
S
Good reveiw. It's nice to play an rpg that dosnt have voice acting for once. It's been a loooooong time since they made them like this. Ah, so nostalgic.
 
^Oh no I don't know how to read! What shall I do?
Wow, if this is the best chicane you came up with I'm really sorry for your poor imagination. Go play mareo, nintendo still hasn't screw it up by adding proper voices, like it partially did with zilda. Not like those two has plot to narrate tho.
 
I enjoyed the demo enough to buy this, but it already got put on the backburner since I also got sucked into Radiant Historia right before The Alliance Alive released. Looking forward to it though.
 
All I needed to know is that there's a Suikoden writer on board for this game, and I'm sold. I'm really glad it appears to be a great game, and this will be one of the few 3DS games I actually purchase.
 
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Reactions: Azel
This sounds like a really interesting game. I've been looking to play it ever since the announcement of it coming to the west. It's really sad it doesn't have voice acting though, it would be a very good touch definetly, even to give more personality to the characters in the story. Will get into this title whenever i have time.
 
I gotta try this game out. Like the art. Final strike seems too over powered. Will have to avoid using it to give more of a challenge.
 
Thanks for the review Chris, this pushes me to buy the game at some point now, I was on the fence with it after the last game from them.

Also being a smaller production lack of VA throughout the game shouldn't be a negative. I feel sorry for the guy who's complaining about it.

Makes me think all RPG masterpieces of the 16-bit era with no voice work would be **** on because they lacked that. A good battle system and story is what makes an RPG good, not whether it has someone speaking the written lines of dialog that I should be able to read, if the story is enjoyable that shouldn't be an issue.
 
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Reactions: sephurchin
I didn't lower the score for it, but these days I do kind of expect games to be voice acted. I'm spoiled and lazy I suppose lol. The dialogue does carry itself.
 
I might grab this since I enjoyed Final Fantasy 2.
If you mean comparing the "leveling" system, I wouldn't compare it to FF 2. In The Alliance Alive, you can only get slight HP and SP gains from the monster's randomly until it straight stops until you reach a new area or fight a tougher monster. For example, you start at 120 HP, and fight Monster A 20 times. In those 20 times, you might get HP +8 after the 1st battle, then again at the 13th battle, and then maybe once more at battle 20. You'll have a grand total of like 144 HP after grinding for like 3 hours. Then you can fight the same monster 1000 more times and your HP won't go any higher. Then when you go to a new chapter and there are tougher enemies, it basically starts over again (Kinda similar to Chrono Cross). In my opinion, it's almost pointless to grind monsters. The money is crap and the item drops are very rare or garbage. I'm at chapter 20 now, and I've gotten by without any grinding only by paying attention to formations and positions.

It's similar for awakening new moves as well. You might unlock 3-4 moves for a weapon in a bunch of battles near the beginning, but then you won't get another new move for another chapter or later. It depends on the strength of the monster you are fighting. Like, I could spam all the skills I have trying to awaken a new move on a monster, and get nothing, but when I go fight that optional boss on a deserted island, I'll get 4 new moves in one fight.

I gotta try this game out. Like the art. Final strike seems too over powered. Will have to avoid using it to give more of a challenge.
Ignition state is required for Final Strike and ignition carries over between fights, but if you reach the Ignition state, it disappears after the battle ends. So there is no FFVII like prep where you can get all your guys Limit Break ready before a boss. I'm sure you can stop short and then go into a fight with them near max, but everyone gains ignition at a different pace, so it's too cumbersome to be worth it.
So far for me it doesn't seem like they are overpowered. I'm only at chapter 20, but it's not that great. I used disposable stuff at first (only like spare Light Swords from monster drops - first sword you get in the game) or through Vivian's skill on certain chain encounters since it's an AOE and the skill statuses carry over between chains (Vivian has a skill where she can equip herself with a magic sword that you can use for Final Strike. It'll break like a normal weapon and then also disappear because it's a skill, but you don't care since it's infinite).

They never did a lot of damage (Maybe a few hundred damage, when a boss has like multiple thousands), and it still requires you to make your weapon unusable until Chapter 20. Sure you can carry two weapons at once and can eventually repair them, but that weapon has a weight value, and the more you weigh, the later your turn comes in combat. I have Vivian completely unarmed at all times and only have her using sorcery to keep her weight low. If I need the Final Strike for a tough random encounter with a lot of mobs and my spell damage is only doing like 120, I'll spend a turn to get the magic sword and then use the Final Strike the next (Assuming I'm even in ignition state) to hit all enemies for 400. Maybe it'll get more worth it when I get stronger weapons and can repair them easily (I'm at the part of the game where I'm traveling to the Blacksmith guild to ally with me to be able to repair stuff). I don't think it's worth it at all for early game where weapons are hard to come by and/or are too expensive to buy to break at every boss encounter.
 
Freaking...... I haven't touched my 3ds in a long time and I don't really want too, but this game looks so goooooooooooood
 
I don't really mind the lack of voice acting and the lack of it doesn't necessarily make the game outdated. I mean just look at Dragon Quest, excluding VIII, all the others don't have voice acting with the latest installment also opting to leave it out. Definitely going to pick this one up.
 
E
gona get this
-v-i-t-a-p-o-r-t-p-l-s-
 
I have a good number of issues with this game. First, if you're going to make an rpg with lots of dialogue and not voice it, make the dialogue in text boxes ONLY. I don't care about voices, but never make cutscenes where characters mouth words with subtitles at the bottom for five minutes. Its irritating and pointless. Why even have periods where we're forced to wait for characters to finish speak if there isnt any damn voice acting, we read waaaaay faster than that. Next, why did we need TWO buttons that instantly take screenshots? Even more, why did those buttons have to be assigned to the buttons most commonly assigned to menus. We have 2 buttons for both saving and opening the menu assigned on the touchscreen. Why the hell would you not put the screenshot button on the touchscreen and make start and select be save and open the menu. You dont even need ONE dedicated screenshot button, no less two, and even less so for two right frickin next to eachother.
 
The equipment screen reminds me a lot of final fantasy tactics. Does the Alliance Alive have similar possibilities in terms of customization, e.g. Choosing skills from 2 or more classes?
 
The equipment screen reminds me a lot of final fantasy tactics. Does the Alliance Alive have similar possibilities in terms of customization, e.g. Choosing skills from 2 or more classes?
Your skills are based on whatever weapons you have equipped and what you have awakened for those weapons.
A non-human character can have up to two pages for weapon skills, assuming a different weapon in each hand, a page for the unarmed punching skills, a page of sorcery skills, and then a page signimancy skills (buffs, healing, some attack spells) attached to whatever equipment has an etheract attached to it. Everyone in the game can learn every single sigil skill, assuming you bought it for them. It only requires you to have gear with a "yellow plus sign" to be able to use it. If you look at the photos above, you'll see that the "Lost Axe" has a purple plus sign. Think that, but yellow. The purple plus sign only means that it has a sorcery based final strike.
 
Your skills are based on whatever weapons you have equipped and what you have awakened for those weapons.
A non-human character can have up to two pages for weapon skills, assuming a different weapon in each hand, a page for the unarmed punching skills, a page of sorcery skills, and then a page signimancy skills (buffs, healing, some attack spells) attached to whatever equipment has an etheract attached to it. Everyone in the game can learn every single sigil skill, assuming you bought it for them. It only requires you to have gear with a "yellow plus sign" to be able to use it. If you look at the photos above, you'll see that the "Lost Axe" has a purple plus sign. Think that, but yellow. The purple plus sign only means that it has a sorcery based final strike.
Sounds interesting. Are those skills completely bound to the weapons, like there is no way to learn to use a skill without its weapon after using it alot?
 
Sounds interesting. Are those skills completely bound to the weapons, like there is no way to learn to use a skill without its weapon after using it alot?
They are bound to the weapon type. Like you learn Skill A from Sword Y, and when you upgrade to Sword Z, you still have Skill A. Then you can learn Skill B on Sword Z, give Sword Z to a different character, and when you go to Sword Y again, you'll have both Skill A and B.
You always have access to all unarmed skills and Sorcery skills if you are a non-human and you know them.
 
Review cover
Product Information:
  • Release Date (NA): March 27, 2018
  • Release Date (EU): March 27, 2018
  • Release Date (JP): June 22, 2017
  • Publisher: Atlus
  • Developer: Cattle Call
  • Genres: RPG
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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