Thanks to the designs on the back of his cape, one can also easily surmise both his remaining resources and active power. As he moves from light into darkness, or vice versa, his palette shifts from a full array of colors to the stark contrast of black and white, which naturally clues the player in on his chances of being seen. Nearly everything you could possibly need to know about the aragami's status is cleverly displayed on his actual person. Let me mention two things Aragami does exceedingly well and pushes its own boundaries on: visual cues and stage design. Since the scrolls can be easily tracked and obtained using a quickly-bought upgrade, I found myself in the latter stages of the campaign buying powers and upgrades without any sort of need (and subsequently, desire), but simply because I needed to spend points. In actuality, though, the aforementioned non-difficulty in combat means that only a few of these are truly necessary for success. In theory, the player is faced with a diverse array of techniques to aid them in dispatching or avoiding their foes. Each of these nine powers can be "bought" or upgraded with scrolls hidden throughout each stage. Six limited-use powers can be acquired on top of the three granted through the early stages of the campaign. The lack of complexity is especially regrettable when considering the abilities at the aragami's disposal.
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