Superior quality!
Okay... the closet ghost didn't really make much sense, including how you get the Odd Key. But then again I suppose the same goes with all the other loot you take out of that place. That particular battle reminded me of Final Fantasy; one skill/strategy will save the day! And the rest of you people saying it's fking hard, it's not fking hard >_> I beat it on my first try at lvl 16.
Anyways, on to the actual review xD
The introductory stuff is fairly well done except for the fact that everyone starts out with a lot of stuff and you don't know wtf the numbers and stuff are doing. And this is especially unhelpful if you decided to shut down the UHF beacon without getting a tutorial, since Dynamo is no longer a jog in the park; he's become an actual challenge. Challenges are a no-no if you aren't told what's going on in a battle. Then after the cut scene, I wandered through the base, get acquainted with the whole RPG system, and then I'm told that's the end of chapter 1?
I have no idea if the incredibly short main storyline is due to hammering out the game engine or if it's due to the file size, but I was incredibly disheartened that the game was composed of 70% optional material that had little to no enrichment to the game's environment (which I know little of, since I don't play MMX). I would suggest having a fair amount of content available the next time around so this game, which is full of pretentiousness, won't be thrown away within a few hours.
But speaking of optional content, I like how exploration rewards the player with all sorts of things, including regaining Axl at the very least, to the "Intentional Failure" achievement, to gaining potentially powerful skills from the 22 possible battle chips. Hmm, where to start...
Stealing: this is a bit of complicated business. Eventually though, you'll come across stuff that sells for an absurd amount, especially Gizmondos, which sell for 6333 each. I can understand riches coming from bosses (items worth 6333), but from common enemies? I bought out all the high tech stuff from the armory and even went into a 2 hour session finding out all the possible battlechips and abilities. In short, while stealing should have its own unique rewards, it shouldn't lead to bank-breaking money making.
Battlechips: the sxp flows a bit too slowly for my liking, especially when there's a lot of useful skills out there. By the time I beat "??? A", I've accumulated less than 2000 sxp. I have no idea how long you plan on carrying this game, but it's going to take forever to cover a third of all the abilities. Since it's possible to use a save file and up to 500 sxp to find out all of the abilities, I think you should forget making the skills a mystery and just tell us what they do before we stupidly invest in a skill. Oh, and for all you synthesizers out there, the max chips you'll need to get any chip is 3 =P
Achievements: some of them are redundant, such as the "Dy-no-might!" and "Into the Frying Pan..." ones. They're both essentially the same milestone.
Training courses: It would be nice to be able to fight Dynamo again, and maybe you should make it random encounters instead of having a set number of encounters. Oh, and the Swordsman should not have Melee and/or Buster resists, since in addition to the status debuffs, the new player would most likely be ill-equipped to handle him.
Other things of mentioning:
--Controls sometimes become unresponsive. It's not the "moonwalk" thing though.
--Sometimes when a character gets stunned, he cannot be cured of it, no matter how many mobility repair kits you throw at him.
--Armory sometimes thinks I'm wearing items I do not have, such as "A Brown Coat."
--They're =/= their. Fix those o.O
--Guy outside the command center thingy traps you in an endless chat cycle most of the time. Really annoying.
--What's the "Eyepod" for? It never shows up in my inventory too.
--Gear and battlechips get "lost" on Zero due to the training data copy thingy.
Overall, a very nice game ChamberACR, I hope to see more in the future =)