Starting with only three volunteers in this episode, you?ll quickly build your party up to six once action gets underway, and you will encounter dozens of volunteers. The interface works pretty much the same way as they did in the first two games of the series, although several additional features have been added to keep play interesting and for the most part lively. Weapons wear out and break. A semblance of normal life is experienced by the characters in that party members can be left in towns to earn a wage (to make the party some needed cash) by performing mundane work, train or practice skills at various training facilities located in the land and expand party awareness and abilities by exploring and finding old tombs and getting the resident spirits to shower your band with blessings.
As with previous games in the series, the game's emphasis isn?t so much on character advancement as it is on ?living the life? of characters on a mission. There is still plenty of obligatory combat, but they are not as frustrating or numerous as The Magic Candle II. Interaction with every character you meet, although important in the two previous games, has never been more so than in your quest to stamp out the blight. Of equal importance is the presence of four distinct libraries you must visit to receive clues and background on various topics. The way in which these libraries are interwoven into the story and the ultimate solution is one of the more enjoyable aspects of the game.
All things considered, The Magic Candle III is a good concluding story for the fans of the trilogy. Although much better than The Magic Candle II, it's still not as addictive as The Magic Candle I. Recommended, but not a must-have.