Hot on the heels of Octopath traveler, Square Enix is with it again Project Triangle Strategy. This is another “working title” we can expect to formally adopt, as if there was ever another name in the running.
The game reuses beauty charms a lot Octopath traveler Adopted as a tribute to JRPG’s golden years. Is this new strategy title worthy of mythology Final fantasy strategy, Or simply a pixelated attempt to capitalize on the apathy? Looking at the demo, I want to say that it will remain out of the shadows of its most common direct comparison. But, if the narrative doesn’t attract you, don’t expect to see the journey.
Before pushing you to the deep end, the demo sensibly acknowledges that you will struggle to understand the story from some of the battles you’ve pushed through. Getting you straight into battle with Chapter XI has made things reach a fever pitch. With death and destruction all around, it’s hard to take stock of the situation – never mind or use the mind to decide to use an arbitrary voting mechanic to deliver a prince to a nearby army Li, who just beheads his father’s head like a cheap rotisser chicken.
With city names like Glenbrook and Whiteholm, which I can roam north of England, it’s hard to get behind the story we’ve heard a million times before: on objects in medieval fantasy states fight. Instead of shared resources, these feudal nations would burn to promote long crusades and kill the masses. Only one state can be allowed to prosper, and you will never know whether you are in favor of justice or just another part of the insurmountable crisis that man is.
But that’s fine. Where the story struggles, battles carry weight. Project Triangle Strategy More than just text boxes precede long turn-based battles. Before each major boxing, you are free to explore the battlefield, where you can listen to your soldiers’ concerns, collect any items that can be talked about, and possible choke. Identify points, shortcuts and high ground. Can use to your advantage. Once you’re happy, you can see the enemy’s roll and set their units up like the little claws that they are.
If you are familiar with recent tactical hits like Fire Emblem, you can quickly change unit functions and banking resources later. It can take a while to get going, but once the units start mobilizing, the combat mechanics get thick and fast. Reposing for bonus back attack damage, getting your archers to higher ground and even using ice walls or healing circles to land a choke point and quickly patch up a stalwart squad for their fancy particle effects. And will impress you with effective screen shake.
You will open almost every type of fighting mechanic from the beginning of the demo. Units learn new skills as they open doors to some strategic innings at their level, which was right for me, because I needed them. For those concerned about sluggish pacing and long wait times between actions, stats like speed are based, so you don’t have to move an entire army at once and your entire army to the opposing team Wait for shuffling. Go more than 10 seconds between dirtying your swords and stairs, and you have only your own indecisive nature to blame.
Between big battles, you use maps of the world adorned with towns and villages to allow neighboring settlements to respond to your actions. Indicators are applicable, so you will know what you are doing before pulling the trigger. Get a chance to have your point in a conversation and your ideals will affect how your subordinates see you, which can make or break an important character’s decision to join your character. It is completely transparent to a game that no doubt has 40 hours of your life to complete at a bare minimum, as well as multiple options with triangular tactics leading to repeat playthroughs by mechanics. to open up.
There is a lot to take away from the surprisingly deep demo. Pending Square Enix’s decision to retake the interactive storybook approach is easy, but the delicate blend of 2D and 3D graphics actually creates a perfect balance of old and new. In the first battle alone, the grand bokeh of the sea behind the pop-up Book Bridge sets a beautiful precedent, with the entire game expected.
It’s safe to say Project Triangle Strategy The feature is complete. Balance tweaks, bug fixes, and an odd bit of detail are likely all left to stir in the pot. Charming spirit acting out brutal battle betweem shimmer spells is a sight I can see myself enjoying well. The gameplay loop is deep and tight, but I worry that the story has happened a million times before. And if you can’t get behind the performance of its characters, then what’s left might not be enough to carry the possibility of a very long adventure.