Only nominally. It’s an SRPG for sure. But with pretty different gameplay from FE.
Disgaea is what happens when you take classic “find ways to exploit the game to achieve real ultimate power and then break the game” as the main game mechanic. With the ability to scale enemies (to a point) where they can still be challenging. It’s about figuring out how to gain hundreds, and later thousands, of levels on a character in hours at most. It’s about doing so much damage that it breaks the hard coded number limits (that does take a lot of grinding, though).
And it’s all terribly fun.
The campaigns of Disagaea are linear affairs. You proceed through a series of “chapters” which each tend to have 4-5 canned missions. Mission maps can be repeated over and over to taste. But that’s not where you spend most of your time. It’s the item world. Every item in the game - weapons, armor, accessories, even consumables - contains inside itself a procedurally generated dungeon. Floors are never the same. What you find on the floor is never the same. And is highly dependent on a variety of factors. Items have 3 tiers of rarity broken up amongst the item rarity score, which ranges 1 (most rare) -255 (lease rare). Items are also procedurally generated.
“Common” items are rarity 255-31 I think. They have a max of 30 floors. As a general rule, rarer score == harder enemies, but this is greatly influenced by other factors. There are 40 tiers of each item (think, “starter sword” all the way up to “omega end game doom weapon”, 40 types total), and tier matters. You can use the in-game Meta Mechanics (see below) to adjust enemy difficulty up or down as well.
“Rare” items are rarity 30-11. They’re proportionately harder with all other factors equal (so there’s a bump going from 31 to 30, as it were), and contain 60 floors.
“legendary” are 10-1, and contain 100 stunningly visual floors.
What might you find on a floor? Why, enemies of course. Each floor can be exited by either defeating all enemies or exiting through the gate. Sometimes the gate has a guardian, a stationary enemy who is generally more powerful than what you see on the floor who must be defeated. You can also find chests. Often there are these crystals called “Geo Symbols” that apply specific buffs/debuffs. They only work when placed on a colored square, which may or may not be present. They apply their modifiers to every square of that color on the current floor. Modifiers range from the minor (+10% damage given or received, e.g.) to insane and dangerous (things on square invincible, enemies on the square gain levels every turn, square does 20% of units max health in damage to units standing on it every turn). There’s an entire little sub game here, because you can set off chain reactions and score bonus gauge multipliers by messing with this stuff (every floor has 10 items rolled as rewards for exiting the floor; you fill up the bonus gauge by killing monsters spectacularly and also by kicking of chain reactions. Each level of the gauge unlocks one of the rewards. The items you get for maxing the gauge are usually rare and often “out of depth” tier wise). I should try to pull up a youtube video to show this off because it makes more sense in action.
You can also find special bonus things that lead to sub rooms, or cause crazy events to happen (in later games, you could get invaded by item pirates! Yarr).
But you can also find specialists. These are friendly dungeon inhabitants who represent the bonus stats on an item. Killing them frees them, which is really important. Because you can grow them in certain ways, and then combine them, and get crazy huge bonus stats on items (by transferring them between items, but only if you free them).
Why do item dungeons? It “levels” the item. At each 10th floor you fight an Item Boss (an Item King at 30, 60, 90, and the Item God at 100). This provides even more growth for both the base item and any spec ialists you find therein. A part of the Disgaea meta is farming specialists and leveling high level items to insane heights. So you can break the damage and the game! Disgaea is pure grind but it’s a lot of fun. There’s a ton of strategy to dealing with dungeon floors because sometimes you’ll have to really work hard to get to a far away specialist or get to the dungeon exit before all the monsters level past the point where you can do anything besides get hilariously one shot. The game does give you tools to deal with this. You can pick up and throw anything (except a floor guardian!), including geo symbols (unless they’re on a square with “no pickup”!). You can form huge towers and then make a series of throws to propel someone across the map to get to the exit quickly. Or you can just unleash unholy hell in the form of the game’s many spectacular special moves (movesets are tied to weapons).
There’s leveling of actual classes (each has 6 tiers; higher tier == better base stats. The highest tiers get huge multipliers to stats. So a high level character would have a leveled high tier, legendary item with huge base stats + crazy leveled specialists + class has a huge bonus multiplier in the stat that governs that damage == yay broke the numbers, killed everything. #feelsgood).
Item Running is one of gaming’s great “mental knitting” outlets, IMO. I am almost certain to pick this up. My questions are the following:
- Does the PSP version include the improve tower creation mechanics from Disgaea 2+?
- Does it include Disgaea 1’s very different “ninjas dodge everything. I MEAN EVERYTHING” “oh shit my ninja is poisoned and nobody can land a heal!” mechanics?