![]() The pathways broke this map into several sections. I held one flank using an ice mage and a durable melee fighter: I ran the melee fighter at them, used his special ability to draw the enemies’ ire, and had the mage retreat while lobbing ice at enemy soldiers who had bunched up to attack his friend. 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 ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |