Unlimited Saga/YMMV


 * Americans Hate Tingle: The game was much better received in Japan than it was in North America and Europe (where its highest score was a 6.6 courtesy of IGN). It sold almost half a million copies in Japan and got a score of 31/40 by weekly video game magazine Famitsu.
 * Crowning Music of Awesome: Ask anyone who's given the game an unfavorable review. Most of the time, they will cite the soundtrack as one of the major (if not only) redeeming factors.
 * The OVERTURE, a very energetic song. Perfect for to play for starting on an EPIC JOURNEY.
 * Game-Breaker: Light Martial Arts, Magic Blender and Reverse Delta.
 * Scrappy Mechanic: If only they hadn't built their entire game on the Reel System.
 * The game prevents you from combining weapons with any non-Dagger Mullock weapon. If you're forging Damascus, and you have a Mullock 2 Sword primed for the procedure, you're going to have to turn it into a Dagger first. Otherwise, the game won't recognize it as a legitimate secondary material.
 * Semi-related to the above, Armor pieces also cannot be used as secondary smithing materials. You can only combine weapons with other weapons or Accessories.
 * That One Boss:
 * without exception. All of his attacks will deduct 3 LP from anything hit, his attacks WILL paralyze you, and just to top it all off.....He can multi-spam them. Ironically, he's pretty nerfed in Ventus's version of the fight though. While he can still multi-spam, his attacks won't cause any Ailments, plus his Strength is lowered.
 * A weaker example of this trope is the final boss. He's pretty easy until you get to his final form. His final form can multi-spam attacks, which are mostly multi-target attacks. Plus his HP is so high, that you'll most likely be half-dead before you can even damage his LP. Acupuncture, Reverse Delta and Shadow Shot will save your life.
 * They Wasted a Perfectly Good Plot: The game tries its best to recreate the experience of playing a Tabletop RPG, using several game mechanics and a board game representation which try to emulate what you might see and do when doing a Dungeon Crawl with a Real Life Game Master. They used a design philosophy of deliberately making things as abstract as possible and leaving the player's imagination to fill in the details of the setting. Unfortunately, they took this too far, and didn't give the player's imagination enough information to even get started, completely ruining the effect they were trying for.