This game has been out for about two weeks, and I'm really digging it. To describe Fun Unit's take on the genre without getting into too much detail, they've married the basic SRPG functions "Move" and "Attack" into a single action; if a character passes an opposing unit at any time in his stylus-drawn path of movement, he will automatically lay an attack on them. Passing an ally en-route can grant a character-specific boost, such as an attack increase or partial HP restoration. Efficient use of this feature, called RMS (Route Maneuver System), enables a single unit to attack multiple members of the opposition and receive stat boosts in a single turn.
To compensate for the player's ability to potentially cut down half a dozen enemies in at once, the majority of the maps that I've cleared so far have thrown five or six enemies at me for every one unit I control (30 on 6), most of which are capable of the same manner of attacking. That means troop placement -- get ready -- actually fucking matters. The cookie cutter SRPG strategies of Tanks In The Front, Mages In The Back and Surround A Single Unit And Gangbang From All Sides are suicide in Rondo, which bears a lot responsibility for the game's mediocre marks and nearly ubiquitous "OMFG 2 HARD" criticism. Some people got it, while others completely missed the point.
SRPG's with awesome gimmicks are rare. SRPG's that emphasize and reward forethought and meticulous troop positioning more than raw time investment and grinding -- games that are more S than RPG -- are even harder to come by. SRPG's with both? There have been three in the last ten years, and Rondo of Swords is the only one that doesn't begin with Dynasty Tactics.
Plus, Cotton and Izuna are hidden characters desu ne ^_^

