RPG genre. It was later ported to the PSP as Final Fantasy Tactics: The War of the Lions and is still regarded as one of the greatest tactical RPGs of all time. Sixth generation On sixth-generation consoles, a loyal American fan-base has been established by Nippon Ichi, makers of the PlayStation 2 games La Pucelle: Tactics, Phantom Brave, and Disgaea: Hour of Darkness. Of these games, Disgaea has been the most successful to date, and was the second Nippon Ichi game released in North America, the first being Rhapsody: A Musical Adventure (published by Atlus). Throughout this generation, companies have recognized the large audience and popularity of these types of games, particularly Atlus and Nintendo. La Pucelle: Tactics and Disgaea: Hour of Darkness, which Atlus re-released due to high demand, have become cult hits for the PlayStation 2. In 2001, Sakura Wars 3 for the Dreamcast introduced a new combat system that incorporates action elements, and abandons the use of grids in favour of allowing each character to move around freely across the battlefield but with a limited number of moves each turn illustrated using a bar at the bottom of the screen. This type of combat system would later be the basis for the combat system in Valkyria Chronicles, developed by much of the same team in 2008. The Sakura Wars series would not be released in the West until the fifth game, Sakura Wars: So Long, My Love (2005). The Front Mission series also continued on to the PlayStation 2, with Front Mission 4 and Front Mission 5, the latter of which never saw a Western release, but a fan translation. The Game Boy Advance would also see the release of Rebelstar: Tactical Command (2005) by X-COM creators, Nick and Julian Gollop. The game would be highly praised for adapting the combat mechanics of the highly detailed and acclaimed PC strategy series; but would also receive criticism for sub-par presentation, a lackluster storyline, and lack of link-mode support. The game ended up receiving an average score of 77.83% at GameRankings. In early 2006, Idea Factory's Blazing Souls featured nonlinear gameplay that allows the player to progress through the game and the story in whatever order they wish. In addition, instead of having separate screens or maps for exploration and battle, the game features a seamless transition between exploration and battle. This time period also saw the Western debut