• Tag Archives Tactical RPG
  • Legend of KEEPERS

    I can’t remember when it is I actually bought this game, but I only just got around to playing it this week.

    Generally speaking it’s similar in structure to Slay the Spire, as you progress down a series of choices before eventually reaching the final challenge of a run. Gameplay is quite different however since it’s not a card game. Instead, it’s more like classic turn-based RPGs with each enemy/ally being able to use one attack per turn.

    The base game comes with three player archetypes (although two of them have to be unlocked) each with their own perk trees and preferred gameplay styles. The default Slavemaster archetype appears to favor direct damage to morale and health while the Enchantress is more focused on debuffs and damage over time. The Engineer meanwhile (which I haven’t unlocked yet) presumably focuses on enhancing the trap mechanic. In addition to those, you can also buy three additional archetypes as DLC. Not sure how they stack up to the starters since none looked particularly interesting to me.

    General advice (when playing on Normal) would be to first focus on rewards that give new monsters until you have ~8-10 so you have a buffer for injury events or morale restoration, then switch to focusing on gold for training them all to higher levels. Manager upgrades are low priority for the most part since enemies should rarely reach the final area of a dungeon with a full lineup. Artifacts can be incredibly good… but they’re a crapshoot since what you get is totally random.

    Overall an okay time waster, but there’s definitely an issue with repetition.


  • Wildermyth

    Picked this game up around the same time as Gordian Quest.

    It’s more of a conventional tactical RPG with multiple storyline campaigns (featuring branching options) along with a randomized campaign function. That said, it also has a roguelike feature in the ‘legacy’ system. Basically, every time you clear a campaign the heroes used get saved and you can upgrade their ranks. Then you can re-use those heroes in legacy campaigns (storyline campaigns apparently require making new characters).

    The storytelling and questing aspects are extremely well done (if a bit odd in their comic panel presentation) while the combat is perhaps unfortunately a little simplistic with only three classes to choose from. I do like how the mystics can interact with the terrain though. That was an inventive touch.

    Basically what it comes down to is if you’re in it for the roleplaying then this game has quite a bit to offer you. If you’re looking for tactical complexity however you’d be better off looking someplace else. It may also be wise for those with a strong aversion to time limits to avoid, as time plays a fairly large role here… though I personally didn’t fine it onerous.


  • Gordian Quest

    Picked up this game on sale sometime last month, and it turned out to be a pretty good deckbuilding tactical RPG reminiscent of Slay the Spire.

    While that game’s a pure randomized roguelike, this has an actual story mode to it that plays out like a conventional tactical rpg. It’s also got tons of characters (each with three different decks to mix and match skills from), a wide variety of equipment (both randomized and static), and a ‘relic’ feature which lets you unlock permanent buffs to use across playthroughs.

    Finished the main campaign with a team of Jendaya, Alphonse, and Bertram. Artificer Jenda basically just set things on fire while the golem punched them and wasn’t particularly impressive aside from the Seismic Wave card. Headhunter Alphonse on the other hand is a beast if you go with his Assassin deck; Swift Kill and Assassinate with card draw and a 10-12 card deck results in a non-stop wave of death. I had Bertram go with Artillery, and that seems to have been a mistake. By the time the turrets got a turn Alphonse and the Golem had basically already killed everything.

    Some things to keep a look-out for are low level attribute, power, and resistance runes. Once you get to Act III they can be upgraded with Magic Dust (keep an eye out for this as well). Don’t forget about using your various maps to trigger exploration minigames either (visit Kyreal), as that’s basically the only place to find wandering vendors with otherwise rare/inaccessible upgrade items like Soul Sparks and Chromatic Shards. And don’t forget about Camping, since you can get 2 ‘free’ card upgrades per instance.

    Only other thing of note is that the last boss is pretty damn nasty. You’ll want to have as many buffs as possible along with high Chaos resistance and/or a bunch of health potions to deal with her waves of damage that trigger every 10 cards you play.

    So all-in-all it was an enjoyable experience, even if I did start to get a little burned out at the start of Act II.


  • Wasteland 3 & Triangle Strategy

    I picked up Wasteland 3 quite some time back on a whim, despite not being particularly fond of its prequel. Played up through clearing the Bizarre location, then put it down to potentially continue later… which occurred around the time I was playing Cyberpunk. So at this point I can safely say I’m not going back to it.

    It’s okay I guess? There’s just this weird balancing issue where you kind of have to max out a couple unique skills on each character as quickly as possible to progress smoothly, while your attribute progression will basically be identical across all characters. I’m not really a fan of the midwestern flavor either.

    Another game I was playing at that time was Triangle Strategy, which I ~think~ I heard about on some forum or other. And as with Wasteland my interest just kind of drained away one day for a similar reason: While the game boasts non-linearity in its storyline decisions it has extremely rigid character upgrade options. You can’t change a character’s equipment and their ability upgrade trees are ~75% generic attribute increases, which gets boring real fast.

    It’s damn near criminal that Final Fantasy Tactics continues to remain one of best examples of a complex, large-scale tactical RPG.


  • A Few Games

    Atelier Sophie 2 ~The Alchemist of the Mysterious Dream~ – Gameplay-wise there wasn’t any issue, it’s exactly what you’d expect from the franchise in terms of gathering/crafting and the combat is basically the same as the first Sophie game. The problem is the visuals; everything is very zoomed-in to the point I kind of felt like I was playing an emulated N64 game.

    Bravely Default II – This game, meanwhile, has a decent field of vision but unfortunately suffers from incredibly dumb character behavior. Ended up shutting it off in disgust mid-cutscene.

    Ys IX: Monstrum Nox – Chronologically taking place after the earlier Ys games (Dogi lookin’ real old) this one also features some dumb character behavior. Not enough to be a deal killer on its own, but when combined with the lack of environmental variety (you’re trapped in a single town and its subterranean tunnels) certainly starts tipping the scales in the wrong direction. A bigger issue personally however is the combat; it’s extremely fast-paced and heavy on enemy numbers. To the point where Flash Guard/Dodge can’t really be used strategically in non-boss fights and you’re often reduced to just button-mashing to clear everything out.

    Partway through the third chapter at the moment and unsure I want to bother pressing on. Think I’m going to take a break to poke at Elden Ring for a bit instead, maybe if I bounce off that game like I did Sekiro and the original Dark Souls (while I’m fond of Souls-like games, actual Souls games tend to just feel clunky to me) I’ll give it a second chance.


  • Children of Zodiarcs

    This game stands out from other tactical RPGs in two main respects.

    The first is that most of a character’s available actions are determined by a personal customizable card pool (Draw Cards and Guard are always available). Characters unlock new cards as they level and you can mix and match which cards you want to include. Which is good since, as with most card-based games, each deck should be kept as small as possible to increase the chances you’ll have the most useful abilities available at any given time.

    The second is that every action gets modified by a die roll. Every time you take an action you get to roll any bonus dice associated with the card along with any dice you have equipped; unlike other games, rather than getting money or weapons/armor as battle spoils you get new dice. Effects from this roll can range from increased effectiveness, to bonus effects, to free healing or card draw, to getting an additional action. So, unless you’ve been debuffed with bad dice, the die roll will never make an ability worse.

    This is a somewhat novel approach that, at least at first, feels fresh without being overly random. The issue is that after awhile (the start of Chapter 2 for me) battles end up feeling pretty same-y since you’re effectively always using the same abilities and hoping for the same bonus effects on die rolls. Compounding this issue is that the characters are pretty one-note so far and the storyline’s just a string of sequential ‘go steal item X’ directives. Maybe it gets more interesting in later chapters, but I’m uncertain at this point whether or not I want to keep playing to find out.


  • Solasta: Crown of the Magister

    Much like Icewind Dale, Solasta is a low-level D&D campaign focused primarily on combat.

    While the implementation of the 5e ruleset is remarkably good, particularly in regards to movement and reaction abilities, the game suffers from a lack of party diversity; you can only have 4 party members, there’s no multiclassing, and the Barbarian, Bard, Druid, Monk, and Warlock classes aren’t available.

    There’s also something of a lack of equipment variety, party due to this being a low-level campaign (meaning relatively little money with +1 enchantments being the norm) and partly because a lot of stuff is locked behind Faction relationship levels. So you kind of need to use crafting to get the most out of whatever party composition you go for.

    I ended up playing through with a party consisting of sword/shield Paladin (never do this), a 2H-Spellblade (decent-ish), a Marksman (okay), and a Shock Arcanist (pretty good).

    As it turns out, having a Paladin use a shield is a terrible idea for the simple reason that nearly all of their spells need a free hand to cast (2H weapons are fine since you can temporarily hold them with one hand). The Spellblade meanwhile suffers from a severe lack of defensive and melee-touch spells, but ends up remarkably mobile for a Fighter. Ranger is useful mainly for the Goodberry and Hunter’s Mark spells (the Marksman specialization didn’t add much)… although running a Greenmage might be a better idea in the end… and I have no complaints regarding Wizard’s Shock Arcanist variation.

    Putting aside mechanics we now come to the game’s primary flaw: Its storyline. The plot is… generic at best, while the character interactions and dialog in general are atrocious. Fortunately, unlike in Iron Danger, you don’t actually have to pay attention to any of that and can easily skip through it all.

    So is the game worth picking up? If you like turn-based D&D combat and are willing to sort through a bunch of Mods to enhance variety, then by all means. If you want roleplaying choices and engaging developments however it would be best to avoid it.


  • Dungeon Siege II & IRON DANGER: Shard of time

    In a fit of nostalgia I decided to revisit Dungeon Siege II… only to discover I’d never played it before. What I thought were memories of II were in fact of the first game in the franchise.

    While notably better than that first game in the gameplay department, it suffers rather badly from some of the worst character interactions ever conceived. And though better than DS I the gameplay is still not particularly engaging. Rather than Diablo, it instead brings to mind a proto Titan Quest. There’s just a certain emptiness/soullessness about the enemies and loot situation which, when combined with the limited ability system, makes progressing past a certain point far more trouble than its worth.

    Sharing the malus of atrocious writing, Iron Danger takes a notably different path where gameplay is concerned. It’s a ‘real time with mandatory pause’ tactical RPG featuring a time manipulation mechanic you’d expect to see in a puzzle game. Rather than simply take turns acting, characters move about in segmented (paused) real time which you can advance or rewind at will even if your characters die. So every combat encounter essentially becomes an equation to solve by finding the right actions to take during the right segments to most efficiently eliminate the opposition. It’s pretty cool.

    The problem is of course the aforementioned writing; it’s infuriatingly bad. If this were an action RPG where the storyline didn’t matter it would be an acceptable price to pay for the innovative combat system… but that’s not the case. The game’s very clearly story/character driven, and that story and those characters are insufferable.


  • Fae Tactics -THE GIRL WHO DESTROYED THE WORLD-

    A mobile iteration of Final Fantasy Tactics‘ gameplay with a bright, cheery visual theme (as well as protagonist) along with some fairly dark storytelling, Fae Tactics ends up a pretty decent tactical RPG.

    The gimmick here is that you only have 3-4 actions available at any given time; attack, assist, or wait with the possibility of casting one spell per round (depending on cooldowns). Some things can modify those base actions (Ultra attacks/assists unlock at level 10, which will replace the default action with a more powerful version), but essentially what you have at level 1 is what you’ll have at level 20. Character customization comes in the form of summon, accessory, and weapon choices (leveling simply lets you choose one of three stat groups to increase). While there are a wide range of accessories and summons acquired through combat drops, each main character only has a maximum of three weapons (unlocked through quests) and accessories usually just amount to a specific stat increase.

    So the game pretty much comes down to summons… which is a bit of an issue since you can only summon 1-2 decently powerful units per battle.

    The limited summons combined with only being able to field 3 party members at once means you’ll often be heavily outnumbered. With the universal action system on top of that battles end up fairly challenging and almost puzzle like; you have to figure out the best ratio of allied-to-enemy element types in order to maximize outgoing damage and minimize incoming damage (elemental affinity has a sort of rock-paper-scissors dynamic).

    Currently I’m conflicted: I don’t like the visuals/protagonist or overwhelming simplicity, but the storytelling is pretty good (albeit heavy on loading screens). I like the non-linearity of the quest selection, but find the implementation overly haphazard/disjointed. I want to keep playing to see where the storyline goes, but I also don’t want to have to re-arrange my party every single battle to take advantage of element synergy.

    I guess the safest thing to say is that it’s an acquired taste.


  • Mordheim: City of the Damned

    Whereas Warhammer proper has you building armies to face off against one another, Mordheim narrows the focus down to skirmishes between two groups of 10 individuals or less.

    Visually, it’s pretty dire. Mechanically… it’s not much better.

    The concept of building/managing a warband is solid and the roguelike elements (Veteran achievements give bonuses across all warbands) are decent enough. The integration between the combat and exploration aspects however is sorely lacking; you basically have to focus on killing the enemy (since numerical superiority is essential) which means you won’t have time to loot anything notable from the battlefield. It’s almost like you’re being punished for success. The winning warband getting to loot everything in their direct line of sight or receiving an extra turn or two after a win to loot would’ve worked far better.

    The other, more significant, issue is that the combat isn’t any fun. Since all offensive actions draw from the same resource pool most of the time you end up standing in place trading basic attacks until someone misses once too often (which is often just once due to the similarity between enemy and ally health/damage totals). It’s incredibly dull and the spellcasting system being actively antagonistic certainly doesn’t help.

    In a sense the game is reminiscent of Darkest Dungeon in that you probably have to be a masochist to get any significant amount of enjoyment out of it.