It''s like a mix of RTS and RPG, and it''s effective.
This year, Tactics fans are not left wanting. From re-releases and remasters to brand-new titles, there hasn''t been a shortage of good strategy options to go around, and Square Enix has been at forefront of it. Because of that, I was left wondering where a new IP would fit in.
The answer is that it does not. Square Enix and Lancarse, a non-turn-based tac game, isn''t a classic turn-based game like Its, but it''s a real-time strategy game. These two flavors assemble to create a surprising and interesting concept that stands out all on its own.
We got some hands-on time with the demo before it''s release. And it doesn''t take long to get started, so far, there is intrigue, assassination, and peace, caused by sudden acts of war.
The story of a youngster who doesn''t fit into the usual actions fare. After the murder of their friend, Andrias Rhondarson and Fredret Lester planned to become notable mercenaries and to make difference in the world. As the demo progresses, they join up with other characters, securing a reputation throughout the entire battle.
Iscarion Colchester, Lorraine Luckshaw, and my favorite Waltaquin Redditch are all so funny that they become endearing. (They also allow the characters to fondly name each other, which is a fun bit.) As these characters learn to know who, there is an interest in reciprocating. What happens to the land, and when does the real power lie? Throughout the day, a larger conflict looms overhead.
Taking the field
Once the battles begin, it''s basically a real-time strategy game. Units and the adversaries act in real time. This is a different perspective from other tactical games right from the jump; action can happen quickly, and a battle can swing in short moments.
While the armies aren''t quite a slamming-together, micromanagement and positioning are critical. Enemies have a vision that you can navigate around to avoid sneak attacks or ambushes. Aggro can be roughly reset by having one unit retreat and forcing in another. Environmental hazards, like explosive kegs or barricades, provide interesting nuances to the playing field.
I got some experience playing console RTS games like. Andmanages to make the action feel at-home enough as it is. This thankfully never escalates too far, as the demo tends to focus on localized maps rather than massive battles. However, I find myself solid enough to micro-manage my units around in, although I am curious to see how a mouse and keyboard fares.
There are many RPG elements on the back. Each unit has unique abilities they can use to overcome war tides. Iscarion, however, is an archer. He is able to stand back and fall into enemy lines. One of his moves permits him to continuously rain arrows on one area, which can really cause damage at a chokepoint.
Enemies have great abilities, requiring you to quickly exit their danger zones or interrupt them with a good Shield Bash or Stun Arrow. These abilities are primarily a summon attack, which you may use once you collect enough energy; in this demo, it allows you to call Bahamut to rain doom upon a small area.
With a heavy tinge of on top, the art gives me a sense of belonging to others in its own right. Characters have a distinctive and stylized 3D appearance, and maps have a diorama appearance that''s reminiscent of Triangle Strategy''s excellent level designs. Add in the interesting mix of magic and science at the heart of s Modern Magic, and its a bit like Ivalice and Arcanes Piltover had a meeting of the minds.
Home away from the battlefield
The player may return to a home facility that will provide some Garreg Mach Monastery vibes for anyone who are interested in it. Here, you may build up your base and improve your different stations, while also spending resources and points to help your commanders. Even early on in the skill tree, I was discovering some cool new abilities or neat upgrades for existing ones.
The flow of everything is well-paced, making it simple to get lost in the middle of just one more battle. While the story has yet to really grab me as a result of other choices, I am admiring the world itself; the world feels like a powder keg waiting for a spark, and at the moment, it is compelling enough.
Real is that it''s the combat and base management loop that fueled me more eager for the final game. Im constantly learning new ways to navigate battles, and being forced to adapt in difficult situations. Im adamant to see if the arenas themselves add a few more strategic twists, but I''ve already seen a few defense maps and interactable hazards that have my hopes high.
is a mixture of two genres, RTS and RPG, crashing together very well. If nothing else, it promises to be a different and interesting experiment. It might have been easier to make this a turn-based tactic affair, but doing so would have robbed the implications of the whole thing. If the whole affair comes together on September 22, it may be interesting.