Was at the Ray Gigant demo event today and got in a good 30 minutes with the game. Went and did a gigant fight and after that a quick run around the first dungeon.
*Some pics of the event via Dengeki
http://dengekionline.com/elem/000/001/078/1078113/
Overall the game looks nice and the combat system is interesting with how you have to manage AP while fighting. That also includes making sure you have an ample amount of AP for the next fight too. Otherwise you will be skipping turns to build it up again.
The gigant fight, the distance thing seems to be more of a visual effect rather than something gameplay related is what I got out of it. Since my 3 character party was broken up into Close, Mid, Long range. Since my front character was doing attacking on all occasions all of the damage animations were shown at the Close range screen. The different ranges seems to be more a representation of the characters abilities. Front = melee combat specialist, Mid = Support / items, Long = Magic offensive / healing. Also with that there are skills that can be swapped in and out of the 3 button commands when you gain more as you progress in the game.
Also the rhythm game for the special attack is not too complex, just it takes a little time to get used to the timing, since you need to be fairly precise with the button presses. The better you do with the combo during the rhythm game sequence the stronger your special attack is. There are 2 versions of it. Half and Full. Which will use 50 or 100 of your special attack gauge which is represented on the upper right side of the screen. The main difference is how long the rhythm game lasts which =s more damage from the attack. It will be a mechanic that is going to get used a lot in the gigant fights Id imagine as it does deal a good amount of damage which can help end the fight a lot faster.
*Dengeki link showing screenshots of what the rhythm game part looks like.
http://dengekionline.com/elem/000/001/076/1076808/
The dungeon navigation is what we can expect from a standard DRPG. Though encounters are handled by enemy icons that are separated into 3 colors, (blue, yellow, red). The colors represent general difficulty and the AP usage while in combat.
Blue = 1/2 AP cost
Yellow = Standard AP cost
Red = Double AP cost
In the demo it did not appear as if the enemies were stronger color wise, just the difference was the AP cost. But that might be different with the full game. So am unsure on that exactly.
Enemy placement in the dungeons will be exactly the same all the time it seems. Had confirmed that with Chikami-san.
As mentioned from the interviews and other information leveling in the game is done by spending resources gained from killing monsters or finding items in the dungeons. Then said resources is allocated into the characters skill tree which is separated by colors. The colors represents the resource type necessary to level it.
Overall its an interesting title and something different. I have a strong feeling it will be more narrative heavy due to how the game is designed.
Will be looking forward to it coming out on July 30th.