For instance, one fairly tight map channelled combatants down three paths, with a group of enemies along each path. Tactics matter - This includes positioning and using character abilities to support one another. The backgrounds are sumptuous and even the little sprites are detailed enough to convey mood and personality. The sprites and the overall “look and feel” call to mind Final Fantasy Tactics and Tactics Ogre, and make the implicit promise that this will tell a similar story. Character portraits are striking and evocative. Here’s what I like, and here’s where I see room to improve:Īrt, aesthetic, atmosphere - The beautiful, moody art of Triangle Strategy is integral to the experience. Whether it achieves greatness will depend on how the story plays out. So far, it’s very good after 12-13 hours, I’m up to chapter 7, the sequence featured in the game’s first demo, last year. It takes many of the same elements and adds its own twists, such as a morality system and more intricate rules for positioning, while simplifying others, such as character classes. Triangle Strategy, I think it’s fair to say, aspires to succeed Tactics Ogre and the genre’s other classic, Final Fantasy Tactics. Over a decade ago, Tactics Ogre for the PSP combined a branching story, a serious, low fantasy setting, beautiful art, and engaging battles to become one of my favourite games. This entry is part 2 of 2 in the series Triangle Strategy Release is set for 2022 - hopefully it will fulfil its promise. Overall, I liked the demo enough to keep an eye on this game. In the short demo, I saw nothing comparable, although conclusions will have to wait for the full game. What made them great was the themes and character arcs revealed by those plots - what happens when youthful idealists find themselves betrayed by reality, and how those idealists respond afterwards. What made the narratives of FFT and Tactics Ogre so great wasn’t convoluted plots or warring lords. Disappointingly, mounts seem cosmetic - a horseman can climb ladders (?!) and a bird rider doesn’t seem able to fly over obstacles - but that issue is fairly minor. Using terrain, and a spell that created temporary ice walls on the ground, I was able to channel the second level’s boss into a chokepoint where my last melee fighter could stall her long enough for the mages to bring her down. I cleared the second level by the skin of my teeth, with only one melee character and a few casters left standing. Positioning, elemental vulnerabilities, and terrain all matter. The sprites look just like those in the classic games, right down to the way mages raise their arms over their heads when casting spells, and the character portraits are also gorgeous.īased on the two levels in the demo, the gameplay seems solid. The debt to FFT and Tactics Ogre is clearest in the aesthetics. After playing the demo, I’m cautiously interested. The newly-revealed Project Triangle Strategy is a clear homage to two of my favourite games of all time - Tactics Ogre and Final Fantasy Tactics. This entry is part 1 of 2 in the series Triangle Strategy
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