While the battle system is easy to pick up, it also offers quite a bit of depth for those willing to explore its intricacies. Players can be as hands-on or hands-off in their battle technique as they want. You can micromanage each unit in your party by selecting each of its moves and attacks individually, or you can program it with Gambits so that it will act automatically according to the defaults you set. You also have the option of selecting many units at once and directing them to attack a group of enemies, which can be essential when you're juggling many units at once.
Like FFXII, Revenant Wings has done away with random battles. As you navigate the world map, you can view available battles/missions in each location and literally pick your battles. Detailed enemy information is also displayed before each battle, which takes the guesswork out of choosing which units to deploy. You'll still have to level grind a bit to make the main story missions more manageable, though.
Because of its stunning cinemas and the similarities with FFXII's real-time combat, Revenant Wings feels more like a full-fledged sequel than you might expect from a portable title. We're looking forward to seeing the rest of its story unfold when it releases in November.