Not even the “prince of darkness” can operate
unchecked. The President has to answer to the people; the crown
prince of the Netherworld has to answer to the Dark Assembly. In
Disgaea, the Dark Assembly functions in many ways like the
Senate. For the cost of Mana, a “Proposal” can be brought before the
Dark Assembly. Once presented, Assembly members vote on the idea.
Votes can be swayed in your favor by bribing Assembly members with
items or by force, the latter being more daring, as not only do
attitudes towards you carry over from session to session, making an
Assemblymen less likely to lean in your favor the next time around
if you beat a “Yea” out of him in the past, but many Senate members
are very high-level creatures that will put up one hell of a fight.

Exactly what kind of Proposal you are allowed
to petition depends on your Demon Rank. Higher-ranking demons can
bring larger and larger Proposals before the Assembly. So if you
want to get an increase in military spending, you’ll have to ascend
the ranks; if you want to ascent the ranks, you must take a
Promotion Exam, a solo fight to the death against tougher and
tougher opponents to prove you have what it takes to advance.
Once your demon reaches level three he, she, or
it can Transmigrate to another class, transferring most of their
mastered class skills to what is essentially a brand new character.
If used wisely, and in conjunction with the Mentor/Pupil ability
sharing, all-powerful characters are incredibly possible, albeit
with a lot of time and a lot of effort. It’s worth the commitment
though, as a warrior who can heal or a Priest who can throw down are
incredibly valuable later on in the game; plus the more classes you
advance in, the more hidden classes you can unlock.
Characters aren’t the only things you can build
up with a little elbow grease. Equipment and items can also be
leveled, but not like any way you’ve ever seen. No, unlike most
games where use or augmentations increase an item’s power, you most
make use of the clever “Item World” in order to unlock the full
potential of your inventory. In Disgaea, there is a world
inside each and every item, an “Item World” if you will, an unending
series of randomly generated dungeon levels full of hostile
creatures. Once inside an item, every level cleared powers that item
up in the outside world, as well as makes the next level that much
harder to complete. More powerful items, “Rare” or “Legendary” items
or items of unusual strength, have much hairier creatures in them
than common and weak items. If a level is too tough, finding the
portal to the next level can skip it, but the item will suffer a
slight penalty. It’s best to finish each level, however, as you are
essentially killing two birds with one stone, earning precious
experience for your characters while enhancing their equipment.
Another clever idea is the Netherworld
Hospital. Unlike other strategy RPGs, where party members can die
permanently, Disgaea takes a friendlier approach – all fallen
comrades can be resurrected at the Netherworld Hospital, but
there’ll be Hell to pay, literally - Hell points, the currency in
the underworld. So essentially there is no major risk in combat,
aside from the eventuality that all ten of your chosen warriors die
on the battlefield and the game ends of course. No matter how beat
up you leave a fight, or how many party members were slaughtered,
you’ll always be able to go to the Hospital and be repaired with the
money you just won. In fact, you’re encouraged to take a beating!
Prizes are allotted based on how much health has been restored to
your party at the Hospital, so the more damage you take, the more
you heal, the closer you get to unlocking some really sweet loot,
the kind you can’t find randomly or buy at the item shop.
Much like everything else in this game, the
item shop also has a nice little twist. The Rosen Queen Company,
Netherworld Branch keeps a steady stock of your basic equipment and
usages at a reasonable price. Their shelves can be restocked to your
liking, however, by using the Dark Assembly once more. You can stand
before the Assembly and ask for more expensive, high-quality items
to be carried, for specific types of items to be carried, like
footwear and glasses, or for price-cuts on certain goods. Every time
you succeed in getting the inventory modified, you increase in
Product Rank. Every time you buy or sell something at the shop your
Customer Rank goes up. Those two ranks determine the overall quality
of good available and their buying and selling costs, respectively.
The Dark Assembly, Transmigration, the Item
Worlds, the Mentor/Pupil bonuses, the Rosen Queen inventory, all
these things are just icing on the cake if you will;
window-dressing, albeit incredibly original and complex
window-dressing, but dressing all the same. Those extras aside,
Disgaea looks like your standard strategy RPG; and what I mean
by that is out on that battlefield Disgaea appears only
slightly removed from a Final Fantasy Tactics or Tactics
Ogre, at least at first glance. The differences between
Disgaea and other strategy RPGs, the forgiving, methodical pace
of the combat that leaves much more room for planning, and the Geo
Panels, are more subtle and only become appearance after taking the
game through a few rounds. Of course fans of the genre will be
overjoyed by all of this, the familiar feel and methodical pace, but
casual role-players and action gamers will definitely feel left out
in the cold.
Disgaea has a much more deliberate pace
than other Strategy RPGs. It definitely feels like a chess match,
with each move planned out well in advance, taking the strengths and
weaknesses of each of your pieces into consideration before hand.
Although you can only have a maximum of ten characters on the board
at any one time, characters can be swapped in and out of a match
freely, meaning a Cleric, for example, can simply pop out to heal
someone for one turn, then be relieved by a more battle-friendly
character like a Ninja or an Archer. Also, although the combat is
turn based, actions can be executed at any time, in any order,
during that turn and any action assigned, but not executed, can be
undone before the turn ends, allowing you to recover from mistakes
and experiment with some degree of freedom. If that wasn’t enough,
human characters can pick up and throw other characters across the
map, using up their action for that particular turn. These may not
sound like major features, but put them all together and you have
for some highly strategic gameplay: you can use weak characters to
throw strong ones where they were previously unable to move, saving
their moving turn to put them into position beside an enemy for an
attack; you can move characters out of the Base Panel, where your
party members are dispatched or returned, to set up a Formation
Attack for another character, then after it is executed undo their
moves to send them back and save yourself a turn; you can move
characters around to test certain ideas out and undo them if they
won’t appear to work out as planned; you can dispatch a low level
character to finish off weakened, powerful enemies to receive the
Mana and experience, then send them back to the Base Panel on the
next turn for protection; you can move characters close enough
towards a Cleric to be within range of a healing spell, execute it,
then cancel the move to save a turn; and so on and so for. There
really is no limit to how much leeway you have within the system to
create strategies that will give you the edge in battle.
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