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The core gameplay element at work here is the Glyph system, which appears to fall somewhere along the lines of Dawn of Sorrow's "tactical soul system." Shanoa can equip up to three Glyphs at once, binding them to her arms and back a bit like the runes in the Suikoden series. Each equipped Glyph can be activated with a different button -- Y and X for each arm and R for her back -- and either doubled up or used in concert with other Glyphs to unleash special attacks.
Interestingly, Glyphs appear to represent Shanoa's entire combat repertoire, and the use of Glyphs draws upon a magic meter that wears down with use and quickly recharges while idle. This obviously means that wanton, aimless attacks are unwise. On the other hand, the trade-off is remarkable flexibility. IGA demonstrated some of the possibilities inherent in the system: By equipping Shanoa's arms with the same saber rune, she was able to launch rapid attacks with alternating presses of X and Y. Pressing both at once unleashed a more powerful attack. Likewise, a sword Glyph could be doubled for a massive overhead blade attack. And while the Dark and Light Glyphs used individually created elemental homing attacks, the two together made for a Big Bang-like detonation.
Glyphs also have noncombat effects, such as the Magnes Glyph. This rune grants Shanoa the ability to create a ring of magnetic power that can be used (presumably among other things) to grapple to strategic points and slingshot to higher platforms. And enemies can use Glyphs, too -- although Shanoa seems to have the ability to siphon them away from foes, potentially wielding them against their user. In short, it seems like an effective way to create a highly customizable heroine. And while the term "glyph" would suggest irritating touch screen functionality (e.g., the seals in Dawn of Sorrow), the game looks to be refreshingly free of such shenanigans.