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At first look, Knights in the Nightmare appears as a conventional, console-oriented strategy RPG, with 2D sprite graphics and grid-lined battlegrounds, viewed from an isometric perspective. Seeing it in play, its shooter-action control scheme and real-time tactics set it apart from the turn-based standards of the style. Using the stylus and touch-screen, players control a glowing wisp that moves freely about the battlefield displayed in the upper screen. The wisp represents the spirit of the fallen king, on a quest to reclaim his forest stronghold from horrible monsters and evil souls that invaded without warning and left none alive. Since the hero of the story is a ghost, he does not need to worry about hit points or life bars. In the role of the wisp, the player cannot be harmed directly by the enemies they encounter in their questing. However, enemies can shoot projectiles that reduce the wisp's most valuable resource: time. The wisp can interact with the kingdom's fallen heroes on the battlefields, causing them to come to life and fight, but only for a limited time. Driving the wisp's movements with the stylus, the player must avoid the colorful "bullets" that enemies fire, while moving to embody fallen heroes and enact their best attacks, in more traditional strategy RPG style. As they progress in the adventure, players build a party of fallen knights, choosing from seven different character classes with customizable stats. Once the main story has been completed, a re-telling becomes available, following the tale from the perspective of the original adventure's antagonist. ~ T.J. Deci, All Game Guide