When I made the comparison between the 2 games, I wasn’t looking deep or anything (neither had I heard anyone else make the comparison). Simply at first glance, they have similar themes and presentation. Given, I play mostly H-RPG’s nowadays, but FSN and PW are the only 2 games I’ve played that make such frequent use of “still animation” and special effects as part of the ADV portion. PW has a card battle system; FSN has a card encylopedia for all the fighters with stat ratings–almost as if it had been intended to be a card battle game but they took it out. Both have a fantasy-like premise in a modern setting. Both feature combat between a handful of characters (primarily 1v1) with truly superhuman abilities, which is part of a pseudo-ceremonial tournament. And really, Chris does have one particular similiarity to Saber–or at least I have a strong hunch at this point that she does.
Again, my game repertoire is rather limited though, so what seems like striking similiaries to me may not be so to someone who’s played hundreds of the games. And guess what–most people making the comparison probably have only played the games in English. From an English gamer’s perspective, the two games are a lot more simliar to each other than they are to any other games currently available in English. Not that I’m defending anyone comparing the two games and finding something lacking in one because of the other…
On an unrelated note, after redoing the battle with Angela for an hour wondering why she was so much more powerful, I think I finally figured out a winning strategy (I like to figure things out for myself :P). Losing to Angela repeatedly made me realize the ridiculous overpoweredness of stacking cards of the same element. Pick a color and make it your dominant color for the extra stacking bonus, plus the increased chance of drawing that color. Accrue 3 cards of your dominant color and build levels on those 3 cards. Use the remaining 2 disposably simply to stall while those build levels–use more than 2 as necessary simply to get rid of cards that are blocking your dominant color cards from spawning. Once your 3 cards have good levels, wait til 1 of the 2 disposable cards spawns as your dominant color, giving you 4 of the same color. Here’s where the skill Feint, acquiriable with Agility 8, is very useful if not essential. It makes your next initiative round an almost guaranteed win with even 1 card (provided your agility is decent–it should always be your top noncolor stat). Use the 5th card that’s probably not the same color as your others for initiative with feint. Then just let the 4-stack bonus of your dominant color do the rest–it should instant kill whatever enemy you’re facing. Well anyway, it worked on the only enemy I’ve tried it on so far.
But the strategy is theoretically applicable no matter what enemy you’re facing. Color doesn’t matter, because weak field element or not the damage it does is ridiculous, and the bonus of feint is pretty amazing. Stats shouldn’t matter much either, as long as your agility is high enough to win initiative with 1 card + Feint. With enough charging, enemy HP shouldn’t matter either, it’d just take longer. Mostly, the trick would just be surviving long enough to pull it off–5 turns was enough for Angela. Bad luck of the draw could add a turn or 2 probably. Add skills like Flash for even more ludicrous effect. I pulled off a >100 dmg attack roll earlier than the second princess battle, within 5 turns, using this tactic with Feint + Crush (add +10 for each blue card). That awards a nice chunk of Overkill XP. 