|Phantom Brave: We Meet Again|
|Publisher(s)||JP Nippon Ichi Software|
NA Nippon Ichi Software America
|Release date(s)|| JP March 12, 2009|
NA August 14, 2009
|Input methods||Wii Remote, Wii Remote + Nunchuk, Classic Controller, GameCube Controller|
Phantom Brave: We Meet Again is a turn based strategy RPG that incorporates unique battle styles and a hardcore character customization system. Players can create units from a number of list of monster/ghost categories and power them up to a exponential number. There are two main phases to Phantom Brave's battle system. The first phase is the Confine phase. Marona the protagonist of this game can summon ghosts and monsters as battle units to fight for her. However, in order to do so she must "confine" souls into objects on the battlefield like rocks, plants, and items. Depending on what object you use as the host, the stats of the units you summon will greatly differ. Some units become stronger on certain objects, so knowing your spirits' characteristics becomes a very important strategic element.
Phantom Brave: We Meet Again is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.
There are no reported problems with this title.
This title does not need non-default settings to run properly.
The graph below charts the compatibility with Phantom Brave: We Meet Again since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i7-860||ATI Radeon HD 5770||Perfect 60FPS, no problems||ThatLuciano|
|Windows 7||AMD Athlon II X3 450 @ 3.2GHz||AMD Radeon HD 6670||Perfect 60+ FPS. Still no problems.||Faefdsedf|
|Windows 7||Intel Core i7 @ 3.2GHz||NVIDIA GeForce GTX 560 Ti||D3D9 Backend - Constant 60FPS with 4x Internal Resolution, 1xAA, and 1xAF, LLE Recompiler and LLE on thread, slowdowns only when saving, but it has no impact on the gameplay; music glitches with HLE. Use V-Sync to avoid microstutters.||machomuu|