You can't modify your stats, and general leveling up takes care of that for you. The closest you'll get to that is Street Cred, which is only used to unlock more options and team abilities, like the chance to hear music tracks on their own or add new team attacks. There's no currency, so shops don't exist. That's really the extent of the RPG mechanics, as everything else has been removed or simplified. You can also equip a secondary ability that automatically triggers once preset criteria are met during a battle. As for your abilities, you can have up to three active at a time, each occupying different tiers that determine their potency. When all else fails, there's physical damage, which isn't as strong as elemental, but nothing can lessen its overall impact. As expected, some elements are stronger against others, while matching elements lessens the amount of damage dealt. Speaking of which, The Metronomicon employs a system where both monsters and almost all actions fall into one of four element categories (air, earth, electricity and water). Each one has distinct moves, and they can be equipped with anything you won in battle to augment their stats or increase their potency with elements. The characters you start with in your four-person party and those you pick up along the way fill pre-determined classes, whether it's a berserker, healer, rogue or warrior. RPG mechanics don't deviate too much from the norm. It doesn't get any deeper than that, and with the characters not evolving from the beginning to the end, the story is more framework than anything of substance. Beyond the setup, the rest of the tale revolves around finding new members for your party and discovering the location of the next rave. If you're expecting an epic story like any other RPG, forget it.
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