Every major Mirage is represented by a heavily reworked version of a character from Nintendo's turn-based strategy series.

Some of these dungeons can easily eat up entire afternoons of enjoyably hacking and dodging incoming enemy symbols and tarrying with each stage's unique environmental puzzles.

Compare this to Press Turns free moves granted from striking enemy weaknesses in SMT4 , and the position-based team-up attacks in Fire Emblem, and the actual strategy involved feels limited, if not outright constricting.

More than once I lined up a cascade, and used the unskippable chain reaction to get up and use the bathroom while plucky teens handled my affairs.

They can also take the form of "Ad Libs," insanely powerful attacks caused by a party member going off-script, instead of doing what you tell them.

These are flashy, and fit the performance-centric themes of the game, but further illustrate Tokyo Mirage Sessions' fascination with random chance.

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