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A shrine maiden and a witch walk into a world tree: Labyrinth of Touhou

Peklo

Oh! Create!
(they/them, she/her)
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By all rights I should've expected what to find in Labyrinth of Touhou: Gensokyo and the Heaven-piercing Tree--the game itself and its predecessor were unfamiliar to me, but their source material is anything but; I'm about as literate in Touhou as in Etrian Odyssey, which this fan game is largely patterned after. It's a creative context common to many derivative fan works, in making use of something established as a baseline to interpretive elaborations, and that pedigree isn't difficult to discern here; it's practically invited by the game in all its gleeful permutations. At the same time, approaching Labyrinth mostly bereft of expectations beyond knowing what it was riffing on left me open to be captivated by its alterations--or swept off my feet entirely by the force of its design. Etrian may be the seed that begat the game its form, but a hollow imitation or plain substitute it is not, branching into something else altogether in the details that compound.

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The narrative premise follows the episodic framing that official Touhou games have long since codified and which iterative works can freely follow: there is an incident, and it's up to Reimu, Marisa and company to investigate and solve it. Stories within the framework so established are unending and can serve any purpose at all despite the interchangeable introductions, and historically the strict adherence to a formula has been offset by the increasing maturation of the subject matter and thematic underpinnings explored, lending the series an air of aging gracefully and with dignity. But this is not an official game written by Zun, and embodies aptly the duality of Touhou in all its appeal and its strengths and weaknesses: the template is ready-made, but it doesn't mean all make equal use of it.

As a textual narrative of what happens, in which circumstances, and by whose doing, Labyrinth isn't particularly striking, and it has a slightly unpleasant tenor of unfiltered, unexamined sheer fandom to it in a pejorative sense; practically all of the game's lists of equipment consist of sly referentiality to other nerd objects of note, some more and some less identifiable at a glance depending on one's personal context, but all equally tiresome in their wink-and-nod drudgery. It's the bridge to the ugly past and where this game originally comes from, from the depths of 2012, when the Touhou boom had slowly begun to quiet down after years of peak proliferation and activity. Much good came from that era, but it was also characterized as being driven by excessively and insistently masculine and insular voices who mostly used the series as a vehicle for the same tired and sexist gags that popular media had lodged into their brains, perpetuating their own irrelevant inside lexicon as they did and erected a gatekeeping barrier around what the series could be in less myopic hands. That voice echoes in Labyrinth's writing to an extent, where exaggerated, reductive and needlessly sardonic interpretations of the cast and their relationships prosper, and as someone who has seen the fandom shift over time, with generations newer discover the material and find their own meaning in it, it does aptly and accurately recall those older, worse days.

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The hoodwinking that occurs is all the more impressive in light of how banal the game can be as a written text, because for all that being the case, it was still a story that I enjoyed being told, as the means it has at its disposal aren't solely relegated to contextless dialogue scenes. Labyrinth's primary driving angle to the series it's part of and the other one it's looking toward for structural notes is leaning heavily on an ensemble cast of characters to define itself by: as a playable RPG cast, it is a giant of 46 individuals in the main narrative, 2 in the post-game coda, and 8 in the expansion for a staggering total of 56. Whether one is familiar with each from the source material, they exist as figures within the game world to be encountered along the way--sometimes as mandatory obstacles in bosses to overcome, sometimes as idle presences who have a request to fulfill, and others with more obscure conditions to draw them out. These interactions all inevitably and eventually conclude in recruiting the person for the party's disposal, at which point they are able to be discerned more closely as figures existing meaningfully within the game's narrative, as the mechanics accomplish what the writing cannot.

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Each character is a set of passive skills and active spell cards (the latter always unique to the individual) that not only define them as cogs within the machinations of an effective party composition, but are able to portray the cast with nuance lacking elsewhere in the game. This is not an assessment I can project into a perspective that isn't already familiar with the cast from other material, but working from mine that is, I see the relationships and personal idiosyncracies that define the series characters interpersonally, as figures in their setting, and as mythological and folkloric subjects reflected in the language of the game's mechanics in every skill description and every status sheet numerical. It's an avenue of storytelling that's often underestimated in its capability to illustrate aspects of characters that more conventionally literary means aren't able to, and it's been a drawing attraction to me in how myth and religion is interpreted and adapted into an RPG ruleset in media like Megami Tensei, for instance. Touhou's usually operating within a different set of adaptive semiotics in its home genre, but these characters have never been limited to just that, and the sheer legibility with which their personages transfer to the grammar employed here served as a consistent delight and justification for the game's featuring of a cast this large to interact with through the entirety of its running time, and constantly surprised me by the mindfulness evident in how the material was handled and approached.

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What do you actually do with forty, fifty-something characters? Even Suikoden doesn't have playable casts much more expansive than that. The game justifies the breadth with more than sufficient depth; should you be expecting ankle-deep waters, it's more likely to be submerged entirely, body and soul. A sense of dramatism is something to be indulged as I cannot honestly overstate how absolutely merciless Labyrinth is in the game systems it lives by. It borrows its dungeoneering framework from Etrian but shifts the balance to more closely resemble its home series, where the bosses are what rise to dominate the focus of the game's design and its imposing nature; the fodder or "popcorn", if you will, exist in the margins to facilitate the projected arcs of character growth but do not present a particular emphasis as sources of attrition or attention otherwise in the RPG dynamic that manifests. The bosses are tremendous walls that are made to be approached carefully and with preparation, and all conveniences are made to that end, with teleporters often directly next to them, an immediate retry function prompting after a defeat, and party wipes offering no punitive measures outside of a trip back to town in a second or two. The frustration and subsequent delight in overcoming the challenges posed by the big battles are customized as isolated, increasingly complicated riddles to solve, the answers to which broaden with time as more potential solutions are added to the party roster over time, the application of which grows ever more exacting.

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Most RPGs do with four characters, and Etrian itself is sated with five; even the archetypical Dungeons & Dragons party is composed of six in all. The backbone of Labyrinth's battle system lies in its twelve-member active exploration parties, with four up front, and eight in reserve at a time. The unusual scale of it is difficult to internalize immediately, and maybe there's a dogged inclination to dig one's heels in out of habit: do I really need more than four people if that's still the size of a battle formation? It's not an immediate epiphany to the contrary, as the roster needs to be filled out over the beginning floors, but once there, the game is quick to strike down delusions of treating it as rotely as any other game in the genre. All its mechanics are tailored around making full use of as many people as you can bring with you at a time: a resource termed TP dwindles after every battle a character participates in, and more so if knocked out; if motivation so runs out, the character departs for town and must be replaced by someone else in the formation. HP recharges to full after every battle, but MP pools are small with characters typically having default parameters in the 9 to 20 range, and gaining a point maybe every fifteen to twenty levels--an end-game high total may border 50. Despite this, all meaningful actions expend MP--items don't exist, and the default attack command is largely ignorable outside of specific builds and skills dedicated to it, leaving characters dependent and utterly defined by their personal skills and spell cards. The back row exists as a place of respite and recovery for benched characters, where both HP and MP during battle are gradually restored, and where they cannot be attacked--an aspect that becomes paramount in facing the harder challenges as the tactic of switching formation rises to a key role in surviving bosses in a system where one-hit kills are frequent if a character is left exposed.

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All of these aspects establish a rhythm to battles--the significant, boss-caliber ones anyway--where party positioning and timing of actions becomes the deciding factor in how things turn out. A game like Final Fantasy--the first one--would have an implicit feature to its mechanics evident in datamined coding and nowhere else, where the first slot in the party would be the attention of the most enemy attacks. Labyrinth makes a feature like this transparent and directly stated as something to actively strategize by from the beginning, with durable characters meant to sit up front absorbing hits, and in the game's party delineation several of its cast are designed for just this role (even within that niche, several unique flavours exist--HP tanks, defense tanks, evasion tanks, resurrection tanks, and so on). Anyone can perform the role, but a character in a largely passive and endurance-based role has their hands free often enough to handle the formation shifts that are inevitably needed, and more importantly they have the durability to stay on field to weather what others may not; the game further differentiates its characters archetypes according to their skills and stats as those who benefit more from staying in for multiple turns, and those who are better off employing hit-and-run tactics. These decisions play out according to a universal timing element where ATB-like bars fill out in an entirely turn-based context, and are further scrutinized with highly detailed numerical values illustrating the comparative actions, with 10,000 pips signaling a full bar. Every action in the game possesses its own delay value which determines at which starting value a turn begins to fill up again after it, with some being near-instant in the 8000s or more, and some dropping down to 1000 or below. Anticipating enemy actions according to these legible meters allows their active interception or avoidance, particularly in those moments when a character desperately needs to be swapped out for another, as revival during battle also doesn't exist (outside of very specialized exceptions). You are often forced to make decisions in which member of your lineup poses the least crucial loss as to your overall strategic needs and may need to swap people in for those calculated risks to mitigate total disaster to fight back better moments later.

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That's ultimately the joy and hardships of Labyrinth as a set of systems as each boss requires a specialized approach from a specialized pool of characters where their operative synergy is up to the player to discern and put into action. The questions so asked are strict and severe partly on a fundamental level and partly because of the expansive scale the game operates in as a party-building exhibit; a real galaxy brain of compositions and roles. No mechanic is wasted, and no skill point irrelevant: all mechanics work as advertised and status ailments, buffs and debuffs are not only beneficial but absolutely crucial to playing the game, with clear communication as far as their application and effectiveness in battle; the game's large cast allows individuals to devote themselves solely to the application of poison, for instance, and because of the frequent formation changes, never feel like they're simply eating up space from someone else. No matter what kind of niche utility you may concoct for a character, they all have a place on the team as it congeals to any particular situation. Because the challenges are so diverse and the characters so fundamentally different, the lineup must also be flexible in who you take along, and so experience gain is universalized regardless of who's present. Bonus stat-ups gained upon leveling and skill points themselves can be freely reimbursed at no cost as many times as needed, further underlining the fluctuating needs of the party and the encouragement for experimentation. The only semi-permanent commitment in character growth is expending money into boosting core stats, but even that expended sum can be regained with the use of an item. I experienced more immediate, absurdly total trashings and down to the wire triumphs in this game than any other RPG I've played. It's a testament to the game's sense of design that I never felt like walking away from it even if I was so soundly schooled by it time and time again--I only wanted to figure out what piece of the puzzle I had overlooked, as that was the solution to every dilemma, without fail. At the same time, the battle system feels nowhere near static even if it is turn-based in every way; the presentation and interlocking mechanisms built around manipulating timing leave it feeling hectic and as if execution matters as tactilely as in a reflex-based game. It's so entertaining to try and get a handle on that I fought every boss at its associated recommended challenge level--below the boss's own, but granting additional rewards if defeated in this way, as deleveling characters is another service freely given by the game in its quest to prioritize personal customization.

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Bosses arise as the game's focus in a way that does not rob the rest of it of its significance. The game does not exist in a void of contiguous battles after all, but houses them in a complicated strata megastructure of labyrinth floors, explored in familiar grid layout but from a distinct isometric viewpoint. The complexity of these layouts is beguiling and lulling from the outset, perhaps priming one for a relatively simple undertaking as opposed to its inspirations, and for a good while that remains true, but eventually the mask comes off and the game unleashes navigational terror on par with its other challenges. I would anticipate some to roll their eyes at the severity of the design exhibited in places, mostly borne out of minimal map notation, but I found the concepts and structures of later floors very pleasing in their bid to intimidate through sheer convolution and audacity. At the same time, most of the navigational excess is just that, and the primary path isn't quite so tangled as the optional corners, so it's up to anyone to make the decision whether the effort is worth it. It's not a direct lift from Etrian either in how exploration feels here, as that series began in emphasizing long treks and attritional design, while over time leaning more and more into shortcut-based expendiency and floor-by-floor segmentation, at worst at a cost to the principles of the surrounding systems. Labyrinth's generous placement of warp points at floor entrances and next to bosses or other juncture points does not leave it feeling as lacking confidence in its own structure, but observant of them: the dungeon is the means of conveying its atmosphere and play systems but not the focus of either, and so it is not allowed to interfere in the demanding process of undertaking the challenge of the bosses wherever they may appear.

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As things stand, I've finished Labyrinth of Touhou as far as defeating its final boss goes, but the game immediately sets one off into the post-game, and beyond it, the massive Plus Disk expansion added to it in 2016, included by default in this current release. As with Etrian games, the play beyond the projected primary arc turns to such extremes in what it requires of the player that I don't think I have the stomach for it, but as there it's not something I hold against the game; I should in fact probably thank it for giving me the opportunity to recognize my limitations. As a game, its scope as far as length mirrors its model too, and as such is not an insignificant investment, and throughout it I tried to decide whether the game's individual merits or its ties to a series--both of them--I like were what endeared it to me, even in the moments where I found fault in those connective tissues. The answer's probably not mutually exclusive, but in the specifications that resulted from the mixture, I can say even with all the close resemblance to its blatant inspirations that I've never played anything like it before in how it executes on that shared material.

~~~
This is actually the second game in a series, but as this one is considered much improved over the first go at the concept, and as it received console ports last year which this release is based on, the sequel number was dropped from its title. It's only been out on Steam for a few months, and the English release has been applied to it for scant weeks--it is in fact the prior fan translation, which the game's current publishers collaborated with the authors of to make it the official localization now that game is being sold worldwide. In that sense, the game is not "new", and some may have played it prior via that translation, but for larger audiences relative to a niche release like this, this is its wider debut as far as straightforward legitimate availability goes. Those console ports were on PS4 and Switch, so one may hope it may eventually turn up in English on those platforms too. It feels built for handheld play, especially.
 

Peklo

Oh! Create!
(they/them, she/her)
Like I tried to emphasize above, each of the game's fifty-something characters is a character class unto themselves, fulfilling specific party composition roles within their own niches--there are no strictly superseding choices to make, only sideways ones, even if the recruitment opportunities span from the beginning of the game all the way into the extensive expansion material. As far as party synergy, detailed information of skill formulas and recommended builds, those angles on each character exist elsewhere--my attention throughout was spent on viewing each party member in how their personalities, powersets and narrative roles transferred to a genre none of them originate from. There's no particular depth of observation here, because I don't want to impose a presumption on whoever might be listening that they have the context of familiarity with Touhou that I have (or most other subjects I end up writing about, for that matter)--just take the following as brief, uncomprehensive impressions and fragmentary off-the-cuff babbling on why this game as a work of adaptive interpretation has a surprisingly keen and authentic insight on how to convey the best of its source material.

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aya is the fastest tengu in gensokyo so yes she has a massive speed stat but also passives that ensure she always gets the first turn, or can keep getting turns when defeating enemies, and all her active skills focus buffing her own or allies's speed

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mokou is immortal so she regenerates life and has a high chance of resurrecting when killed
so use her as a tank because she simply doesn't care about things that cannot reasonably put her down for long

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marisa is like an ultimate min-maxer with all her points spent in pure aggression and speed, and master spark expends her entire mp pool, no matter how big it is--but she doesn't even have enough mp to cast it starting off so you have to build towards it, underlining the extremes she goes to in her daily efforts to become better through study and skill over natural talent

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nazrin dowses so she has passives for item drops and all her skills have secondary functions that multiply the item, exp or money rewards if they kill the enemy
she is not a combatant you bring to kill or even fight bosses, but to maximize the gains in attaining whatever resources you need

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kogasa is a karakasa, and all she wants is to surprise and spook people
so most of her skills inflict the terror status, which is a kind of debuff that benefits all but her abilities are particularly improved if the target is left startled by her
and parsee, whose thing is weaponizing jealousy, has skills that inflict massive damage but only on the conditional that the target is terrified, so they're nice to pair up
some of parsee's passives grant her buffs if she's suffering from an ailment, or whether her allies or enemies have buffs/debuffs themselves--she's jealous of those too

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kaguya's super great as far as mechanical realization of a concept too, because she's, well, she's princess kaguya
spell cards use the items from the five impossible requests; she's an exiled moon princess so she has a passive that increases her regeneration in the back row; she's also reclusive and used to being the slightly pampered head of her household so another passive grants her increased recovery when swapping out of battle to rest, and her tp value is set to very low, so she'll quit exploration faster than other characters because of lower motivation

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hina's toolset is really wild
she stockpiles misfortune so it means all her skills have to do with debuffs
has the ability to cover the entire field in them regardless of targets, absorb them into herself, passives to have her debuffs be interpreted as buffs instead, converting and releasing those debuffs as an attack that gets stronger the more debuffed she is
a passive that debuffs every stat on her over time unless it's already buffed, gradually building up the curse she can channel into an attack
it's a little dizzying, but then again, so is she, in her everpresent spinning

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satori is a, uh, satori, so she reads minds whether she wants to or not
in her original game she had exactly one spell card of her own and the rest of her patterns were derived from whatever partner character reimu and marisa had with them, manifested as resurfacing trauma
it's the same here; she knows one basic skill of her own but gets access to everyone else's that are on the front line with her
they don't function at the same proficiency and mp cost as innately known skills do, but for versatility she is by design unmatched
the rest of the party are in effect her blue magic pool, or a mixture of that and mimicry

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utsuho has nuclear fusion at her command so her mechanics drive up her damage over time while debuffing some other stats--the nuclear reaction in essence builds and makes her more volatile

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yuugi's gimmick is fuck-huge physical strength and single-target damage
a pitiful mp total restrains her in the only way she can be, but that's about it
the conditions for her recruitment is defeating 10 FOEs
upon which you get an in-game achievement for it which says under the reward that you've "earned an oni's attention"
so she shows up on a floor as a FOE herself and if you win against her, she joins
give her the brawl she longs for

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didn't talk about rinnosuke yet but he's part of the initial party
as a man in touhou, he's a non-combatant who doesn't really matter a lot as far as the movers and shakers of the setting, so that's how he gets played in this too--just gets dragged with reimu and marisa against his will
mechanically, he doesn't have a single offensive skill, and what he does have are just basic things picked up from books (he runs an antique curiosity shop)
so the most he can contribute directly is a weak healing spell and a single-target buff
his bigger worth is indirect money and exp multiplier passives, like eo's farmer
but because of how this game treats parties, the dilemma of the farmer is essentially "solved"--you can fit him into the back row of a 12-person unit just fine rather than take up space in an active party of five
the multipliers are higher if he's in the front row so there's still some incentive to use him actively, too
and he can get kind of beefy for just tanking hits, so even characters who aren't offensively aligned have a function
he also has a skill that makes whoever he switches in on his turn get their turn faster, so that's another point of indirect utility--and it's another narrative integration of something he'd be good at as an amateur strategist who reads a lot

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eirin is omoikane
as a pharmacist, she can either apply poison to her attacks, or heal hp, ailments and debuffs (healing skills are rare in this)
she also has an overheal which boosts people past their max hp values, inoculating them for anticipated damage

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all of alice's skills are extra-accurate for her dexterity with puppetry, and she also has massive evasion thanks to her doll army
and because she's magically manipulating physical objects, her spells work from her magic stat and target enemy defense instead of mind
unlike most characters in the game who have passives to buff stats if on the front lines with people they're familiar with, alice and marisa have respective buffs that activate when the other is in the back row instead, drawing a distinction in their particular frenemy relationship that's adversarial but also co-dependent whenever they're together

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patchouli has the biggest mp and magic stats
multi-elemental spell repertoire, mp regen, overriding enemy element resistance, reducing elemental damage on herself
but because she's asthmatic, anemic and leads a sedentary life, no endurance at all--lowest tp value yet, no hp, no defense, little speed

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iku's an oarfish youkai and an envoy of the dragon palace
associated with storms and related weather, so those kinda abilities--quick as lightning, for instance
she has a couple of buffs that are very strong but have drawbacks, like paralyzing the target unless it's resisted (it's a lightning strike)--which she naturally does, so she can effectively self-buff
and the other one inflicts harsh defensive debuffs in exchange for a huge speed increase, so she can pick up a passive that calculates defensive debuffs as buffs when inflicted on her, covering that too
otherwise, big speed and bypassing enemy defenses and making debuffs sting harder

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like yuugi, as an oni suika's among the physically strongest characters
but her ability is manipulation of density so she has a buff that massively increases those attributes at the cost of tanking her speed
built for extended boss-fighting, with skills that buff her if she attacks but doesn't one-shot an enemy, hits harder on weakened foes, and so on
there's a skill where she takes a sip from her gourd every turn and it randomly restores her hp/mp or grants her a buff
that's what her recruitment was too, where she shows up on floors plastered to heck and whining about needing booze, so you keep bringing her expensive sake which she dine-and-dashes repeatedly
until eventually reimu and marisa just decide to extort her for exploration help in exchange for premium sake

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ran is yukari's shikigami but old and powerful enough to have her own shikigami in chen
so if you field them together, ran can grant an enormous universal buff to chen because of that relationship
the language around shikigami in touhou often likens them to computers, with programmed tasks etc. that take up "memory" capacity in their conjurers, and one of ran's specialities is mathematics
so in this the "super-fast hard arithmetic" skill makes her party buffs affect all twelve characters at once, with half the strength for those in the back row
it doubles the mp cost, but she has other skills to aid in mp regeneration to offset it

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remilia has huge stats in pretty much every area
but only two spell cards to use--one for offense, one for a self-buff
the buff is dracula's curse, which leaves her poisoned, paralyzed and slowed--meiling as her servant has a niche healing skill which can immediately negate those drawbacks, supporting her mistress
she has a passive called "majesty" which simply buffs her every stat on every turn (not strictly unique to her, but limited to characters who command social respect as leaders of their communities or possess exceptional authority), so she just gets stronger through the strength of her own magnetic presence

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sakuya's remilia's counterpart and companion so she in turn has an extremely diverse and large skillset, coupled with generalist stats in every respect
you can't really have her just stop time at will in a game like this so she has skills that simulate that powerset, with party-wide speed buffs and the ability to briefly paralyze enemy parties
and sometimes doubling up on the skills she uses to create that impression of having more time to work with than others do

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everything reisen does inflicts ailments or debilitates stats, to go with her red eyes of lunacy
passives to make ailments stick easier etc.
it's a funny contrast with her master eirin, who specializes in healing

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kanako's a caster different from most others in that her hp and defenses are really high, reflecting her status as a god of war (she's takeminakata)
so she's built for staying in instead of being switched in, dropping an attack, and switching out
suwako has the "earth creation" skill that buffs her if she's in the leftmost active slot in the party, while kanako has "sky creation" that buffs her if she's on the right. both require four active people to take effect
so it shows how opposed but interlinked they are and how they depend on each other (and the faith of others) despite being at odds, communicating the history of warfare, assimilation and co-habitation between them

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tenshi's a celestial who's been eating the heavenly peaches, so she's massively sturdy with the best defenses out of anyone
komachi's an hp tank, mokou's a resurrection tank, alice could feasibly be an evasion tank--tenshi's a pure defense tank for her extraordinary durability

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yuyuko's all about death: practical instant death immunity, and a chance for death to be applied on every skill she has
her skills also reduce the enemy's atb bar, so it's like a triple-pronged offense--if the attack does not kill, the enemy may still instantly die, and if they don't, their turn will come slower

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even outside of rpgs, byakuren's know for magic that enhances her physical attributes, so that's what she does here too
but she doesn't know skills that are used for active self-buffing--she instead can invest points into passives in the form of her sutras, which she recites every turn and which buff the respective stats automatically over time
she has a skill that passes over a percentage of the buffs applied to her to another character, too, reflecting her altruistic nature

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yuuka's got boss-killing pure aggression focus and overall high stats, except for speed which is awful
which derives from her playable appearances in the official games where she'd have low movement speed but high power
she has an extra attack passive that doubles up her attacks sometimes, and that's based on her cloning herself for certain attacks when fought as a boss--it's how she tends to use her master spark, a technique synonymous with marisa which she stole from yuuka and adapted for her own use, once upon a time
all of her attacks are magical, but her attack is actually higher than her magic by default--she's a naturally strong and old yokai

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yukari manipulates "boundaries", however you interpret that, so her passives work along those lines
"border of power and magic" makes it so that whenever someone is attacked when she's in the front row and their weaker defensive stat is targeted, the defense formula becomes def+mnd/2
"border of wounds and cures" averages her health on every turn if she's suffered damage to the midpoint difference between her maximum and current hp values
she also has a pretty ridiculous support skill in "yukari's spiriting away" that instantly gives the rest of the party a turn--it costs all of her mp, though
and she has a defensive buff that's functionally identical to reimu's, under a different name, to underline that mentor relationship
one of her stronger spell cards gets stronger if ran and chen are there for her to make use of as her shikigami
all of it goes to show that while perfectly capable of depending on raw power, yukari prefers indirect, scheming approaches to problem-solving and conflict resolution

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flandre is basically a dark knight archetype--extreme strength at a price on her every spell card
the least of them saps her own hp
the others do that, and also sap mp, reduce atb bars, and debuff the entire party
no one's as destructive as her, but that can also extend to her allies, leading to only bringing her out briefly for massive burst damage, and shunting her in the back row again--mirroring her mostly isolated existence at the scarlet devil mansion

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eiki's into clear-cut morality so her skillset reflects that: equally as good at atk and mag, but polar opposites in function between them
her atk spell card is single-target, ignores defense, and spirit-elemental
while her mag spell cards are multi-target and dark-elemental
and also attempt to either inflict status ailments or debuffs--to no discrimination, as there's a low chance to inflict the target with everything at once
as the supreme judge yama overseeing gensokyo, she can be nothing but impartial and unbiased in how she carries herself

~~~

This is not nearly the game's entire roster, but I think it's illustrative of the appeal that exists in this expression of a party-building RPG in this setting, with these characters. It's possible for me to be engaged with RPG systems on the strength of them as interlocking mechanisms, but that investment is always bolstered if I can read a degree of characterization into what each component therein contributes to the individual or interpersonal whole of the subjects involved. Labyrinth of Touhou has staggeringly much to offer if that perspective is entertained and valued in the way that I try to do. It's tremendous that for a cast this large, the consistently inventive interpretations of them maintain throughout.
 

demi

(She/Her)
LoT2 + Plus
Aaah I totally missed this thread, but found it when I was searching for Koumajou Remilia this a.m. I played LoT2 all the way up to the Plus disk content last June/July, and I had a very similar experience where I was quite taken with it. I def agree that both games are consumed by their parody and tropes, but since they certainly don't pretend to be otherwise it was easy to write that off and enjoy it for what it is. I played before the recent Steam release though, so I was running the patched original release + plus disk - I remember how confusing it was to set up with patching order and which executables to use and so on, so I'm glad it has a consolidated, translated package available now; I wasn't aware that the release translation was branched from the fan-translation project tho, that's cool! I was able to load up the game on my new W10 machine using LocaleEmulator so I can at least take some screenshots. I wonder if the save format would be the same between this and the Steam release? I guess I'll get a copy and find out since I don't think the translation is coming to the Switch release.

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I suppose this is who I was usin' for general exploration in the end, though as Peklo mentioned there is always cause (and encouragement!) to shuffle the party around often. I enjoyed Nazrin with her "Once Again" passive where she'd get another turn immediately upon delivering a killing blow, and since each of her moves enhanced the rewards from a kill, it was esp fun to manage random encounters in such a way as to get as much as possible... until she ran out of TP lol. Anyway, the Yakumo clan is pretty irresistible because of just how fun it is to overload Chen and go absolutely nuts with Flight of Idaten (an attack with absurdly low delay). So I think this ensemble would just kind of try to debilitate enemies with line 1, gradually work in line 2 with speed buffs, and then shred. Line 3 w/ Rinnosuke etc were specialists, but Komachi in particular gets special mention for being a favorite character across both games. Lazy weekends drinking coffee of idling around in menus, arranging a new bouquet of my favorite characters, and completing floor maps were absolute bliss. The boss encounters will almost always trespass the limits of the player's current party, and going back to the drawing board with character/skill/gear loadout is a lot of the fun.

LoT1 + Special
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Okay, not a terribly different party but I had a lot of fun with this game too. I think I'm on the last dungeon of the regular release, but having the Special Disk installed still allows one to enjoy the updated compositions and various balance/QoL changes introduced. I used a custom portrait set ("Charagraphs") for this one for an Alphes-like imitation since I like the style anyway and it meshed really well with the interface. There are some absolutely wild labyrinth designs in here, some of which were not reprised for LoT2. For instance, notorious teleporter mazes make an appearance, as well as a blue/red/green gate system where the player has to toggle the locks for all gates of an associated color using various control panels for each. Some of them I found to be quite overwhelming but more-so in an impressive sense than perhaps the tedious one I got from LoT2's temperature control stratum - which I eventually had to use a notepad to keep track of all the switches, their ranges, default values, and so on... mmph. The absence of systems like Subclassing make this game more immediately approachable I think, and as much as I enjoyed my menuing in LoT2, having to unequip and re-equip subclasses most times I swapped party members did add a lot of overhead to the process.

The OSTs of both games - LoT+Special and LoT2 - are pretty outstanding. While there is an obvious leap in production values for the music between the releases, I think I found myself favoring the playful "doujin" sounds of LoT+Special by Rengoku-Teien. Some faves:

The sounds of Saturday morning:

This track bleeds Yasunori Mitsuda:

Lots of love for this series! I oughta try and push through the main scenario of LoT1 soon, though I'm almost as like to start a new file in LoT2 than attempt either of their daunting expansion disks afterwards!
 
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