Among Makai Kingdom: Reclaimed and Rebound's wide array of gameplay features, few are as frequently misunderstood as Make A Wish. Sooner or later, every player will need to figure it out for themselves, but the nuances involved will go over many heads since the game isn't as forthcoming with details as many other strategy RPGs would be.
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Thankfully, piecing together Make A Wish is hardly a huge ordeal. You just need to fully grasp the basics, and then you can stop wasting time tinkering with the menus desperate for Lord Zetta to heed your pleas or be bewildered as to why one of your best units just croaked on you. (That one's particularly unpleasant — though hardly as definitive as it appears.)
Nippon Ichi's RPGs tend to forego conventional settings in favor of more memorably absurd ones. Makai Kingdom's a grand example; throughout the game, the protagonist is bound to a book due in part to his own hubris, and the player controls his many minions. Lord Zetta's goal is to regain his body, and like any self-respecting cosmic overlord, he'll treat humans and monsters as his pawns in a bid to do so.
That's a passable enough summary of the story setup, but what does it have to do with making wishes? You, as the player, can have whichever unit you've deemed the leader (by default, this is the character you create in an early tutorial) approach Lord Zetta at his so-called "castle," Makai Kingdom's main hub. As these are his aforementioned minions, Zetta has a real stake in helping all these wishes come true, because every wish effectively empowers him in some way.
But Lord Zetta isn't quite what he used to be, which is the gameplay impetus to complicate the Make A Wish
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