Enchanted Arms

The combat squares may put you in mind of the classic Vagrant Story, but the battle system's use of the grid is closer to Japan's much-loved card battlers. Positioning your player is vital as each attack will only affect set squares - often in an unusual pattern.

So while the lead warrior may launch physical attacks from an adjacent square, those behind will be restricted to shuffling around to launch their magical volleys. Obviously there is a twist and it comes in the shape of elemental powers - fire and water, light and dark. Y'see, Golems with the opposite power will not only attack with double damage but also take double the hits.

So the onus is placed on launching the first, fatal strike and that means combining your attacks into one devastating volley - and that in turn means we're back to making sure everyone's in the right position. Clever, isn't it? Say it is.

Above: The magic attacks are technically astounding

As with the Japanese version, some of the presentation can be patchy. The original's rushed release still leaves characters chatting about some unseen cataclysm instead of letting you watch the drama unfold.

And the result is not only a disjointed narrative but also an over-reliance on conversations which, while the translation is good, are so hugely camp that we found ourselves hammering Y just to stop people thinking that we were playing Will And Grace: Eyeliner Adventures.

We'll be reviewing Enchanted Arms soon.