MK: Beaten, saw Flay ending.
...the game has issues. A lot of cute concepts and ideas are presented, and there's some style to what's done, but the game has some annoying issues in its execution. The slow start is a major contributor; while I was definitely not as put-off by this as NEB was, the sudden acceleration was surprising.
The battle system! Is rather cool in design, and a few PCs really take advantage in some ways of what it can offer (Roxis, Flay, Nikki, Jess). Timing healing, charging for MT physicals or massive turn stall, or just flat-out playing with timed cards and turn order? Sure. Bosses don't monopolize on this -as- much, aside from Nitori (too lazy to look up non-spoiler name), but they still bring a fair level of threat to the table. I'll get to how they did later; the other neat facet is team support, which isn't that impressive offensively but is rather broken defensively (replace a person and perform an instant action? MT healing? Complete immunity to an attack, protecting -the entire team- from an attack? All quite sweet).
There are, however, a few things that bother me about the battle/exploration setup.
1) Either wait through night-time or get into a lot of fights that aren't easy to run from just to backtrack through easier areas. I disagree seriously with MK Run being godly; it was annoying as fuck, often just ended up using Muppy's Change! to bypass them, because not being able to flee multiple times in a row got annoying as hell (for the record, it usually took me longer than 4 tries, so I don't know why everyone else could do it then). This is just... give the player the option to choose the time he's adventuring at if there's not plot/assignment going on there. That's all it would take, really.
Pretty much see NEB for the night setup, he phrased it quite well.
2) Put. All item creation. In the same room. This is not difficult. It is, however, frustrating to be running back and forth...
--to make an Aroma Materia you need Blood Clay/Fires of Hell/Fortune Ring or something like that
--so you go run to the materials creation room to make a Blood Clay 'cuz you just used your last one working on a different item, and lo and behold, you're out of the flower you need!
--so you run to the dungeon (running into issue 1 in the process) in which you get Dunkelhites, and after a while you grab about 5 and head back.
--You make the Blood Clay and go to make the Fortune Ring 'cuz you don't have it, make it, then run back to make a Fires of Hell!
--Fires of Hell requires... a Flame Ring/Auto Igniter/generic material. Flame Ring requires Canone Crystal/something/something, and would you look at that, not only do you not have an Auto igniter you don't have the Canone Crystal!
--so you head back...
It wouldn't be as annoying if they were adjacent rooms that lacked any lag. But they're separated by a semi-long hallway with some decent load times, thus getting on nerves after a while.
3) Grow Book. Okay, let's offer a unique setup for everyon- wait all the unique stuff's the skills (laid out in the same pattern) and the random stuff that costs way too much and is distinctively endgame. Ookay. Making it annoying to maneuver in and jump from one distant point to the other to the next to see what stat boosts you just got also doesn't help.
Characters/bosses!
Vayne: Plot makes him Infinite Magical Boy With The Irrelevant Idiot Ball. Whatever. Ingame, crowd-control/boss slayer (Overdrive + 3x the expensive move = massive HP damage), but fails against the physically resistant. DL-wise... heavy, Overdrive probably makes a lot of opponents twitch.
Jess: A compilation of every annoying theme from other games, made mildly amusing at random points but never where it should have been. Ingame, HEALING HEALING HEALING. Also abused Common Skills for me for knockback whorage. DL-wise, heavy - 3.0x kill point is something she likes, as it gives her even more staying power, and she can Seal some of the more dangerous opponents. Won't likely do well in Heavy but she'd devastate Middle, so.
Nikki: Oh wait sorry Jess didn't get all the annoying themes, Nikki got some too. Was less amusing about it, but she got handed the Smart Ball for Muppy which is nice. Ingame, speedster physical tank. Works. Gets crowd control and some interesting attacks, but... her skillset relies on monster drops, which, since you don't really see any of the right types at endgame... kinda sucks. DL, High Middle, lacks Vayne's punch but will likely piss off a lot of Middle with her speed/damage combo. I need to look at what she can do with the monster drops frankly before I consider her higher, but apparently she has reliable ID?
Flay: Is pretty cool, yes. Didn't strike me as well as he did NEB but enough for me to choose his ending, which was just silly as all get out. Ingame, is about knockback, pure and simple. Oh, and lightning damage, but mainly knockback. DL... Heavy. Being able to choose between physical or lightning damage is neat, his non-Charge Time skill has nasty knockback, and he can just generally control the speed of a fight, which is really really weird, but Buster Star + Screwdriver has potential?
Pamela: Unlike NEB, I abused Pamela in battle and liked her outside of it. In part this stems from... I think it was the C11 scene? In the Resource Center, about her bear. Still, I could definitely see not liking her much - she doesn't get much screentime to develop, even in her own Character Quests. In-game, NO BULLYING!. Also a pretty nice skillset outside of that with Kiss 2 Everyone/status attacks off pretty much everything. DL? Low Godlike. Appreciates 3.0x, since it lets her get off a lot of nasty stuff.
Roxis: Gets handed the Smart Ball a lot! This does nothing when the rest of the cast hates you and you hate them. This was... actually an effective way to handle that. In-game, MANIPULATION WERKS. Chrona Drive, Judgment, Retraction, Purifying... he controls the turn order brutally. DL... Middle. He's out of his element here, and while Chrona Drive's nice damage it's slow to the punch is my gut feeling on it. Granted, I'm likely underestimating him.
Anna: Plot Godlike, is an Annatoro. This sums her up to a T. Ingame... she's all about "haha I just got another action haha just got another action haha haha hahahaha hahahaha." Being able to pretty much flat-out abuse her speed is a nasty, nasty thing. DL, Middle. Doesn't get her supports, doesn't get SP regen from supporting, which means she's left with a pretty solid but not great skillset.
Muppy: Recruitment and his third CQ were awesome, otherwise he was just annoying/there. Still, the first two count for a lot! In-game, RANDOM SKIP. Given my Run luck, this was insanely important. Also one of the few people I didn't have to give two elemental attacks to since he already covered one. He -does- start slow, though. ...probably LVP since Change! was all I used him for, but for me that just shows how well the cast was set up. DL? Fuck if I've bothered to consider how I let Change! work, so abstain.
Bosses! Spoiler names used for everyone. Because I gotta be me.
RARR I HATE CHILDRENVAYNE AND FLAY: Ingame, gets some neat moments that really stick out, overall seems pretty effective at what he does. Battle worth? Wishes he had his support, but he's still decently effective - durability + good stun damage to get an opponent into Break. Probably a Middle.
Lady Shaggy & Her Pet Unicorn Scooby: Plot-wise, I adored Lady Shaggy. Just... it was obvious to me that she was just there for shits and grins, and she didn't bullshit her way out of it at the end which was awesome. In DL? A neat combo. Lady Shaggy summons her unicorn, Full Power Attack + Scooby Snacks make for some nasty times. If you allow her to summon Scooby, High Heavy, otherwise probably a Middle.
Skipping most the rest of them because they aren't anywhere near as plot relevant, I feel like I need to mention...
Nitori: Not a major plot player - comes up twice, and the second time's... spoilery. In-game? Almost killed me. Didn't have Roxis for the fight, spammed Timed Cards, watched as she got her turn... and turned them all to her cards. yep. That got brutal. DL, High Heavy; gimmick fighter, but does it well.
Nefertiti: Awesome in-plot, actually, but again, doesn't get enough screentime. Battle-wise? Limit boss of murder and death, especially since she doesn't care about the limit per se, she's good enough without it. Godlike, could easily champ with either form; first one's limit fighter, second one has better damage and a few nasty comboes to go with it.
Xorn mk. 2, pt. 1: Low Middle. Call Meteor is lawwwwwwl, though being able to spam it is funny, and he can live to see a string of them land, is my gut.
Xorn mk. 2, pt. 2: Godlike champ, but unrankable by plot. Wee, healing nullification! Yes, this almost killed me; he summoned four Despairs right afterward (no, the move isn't OPB.) Grand Cross just makes the combo even more brutal.
NPCs!
Zeppel: Kinda liked what little I saw of him until Ch. 12.
Vice Principal: Awesome.
Sulpher: Also awesome.
Principal: Muppy, CQ 3. That's all he gets, sadly, but it's all he needs.
Isolde: Awesome.
Everyone else: Fell victim to my complete and utter hate of C12. It's not worth ranting about, but... yeah, C12 made me want to kick the game.
Probably in my 6 range for rankings. Cute, but flawed.