Triangle Strategy Review – Game of Thrones in Pixels Review

The variety of turn-based strategies is among the most exciting genres to play on Switch. The concept that the console is a hybrid adds to this because you can play it anytime and stop, and the whole game world is waiting for your action. Now, it’s a special edition of Fire Emblem, the port of XCOM 2, the excellent Mario+Rabbids, and a vast variety of close-to-indie games such as Hard West are joined by Triangle Strategy, a look at the genre of the makers of Bravely Default and Octopath Traveller.

  • Creator: Artdink
  • Publisher: Square Enix, Nintendo
  • Date of release: March 4, 2022

Content

  • One of them is the nuances that define the genre.
  • 2. Intrigue in the sandbox
  • 3 Elections, elections…
  • 4 Schedule War
  • 5 Not great, but still nice
  • 6 Verdict

Genre-specific nuance

Although the Western gaming world divides RPGs in the sense of tactical strategies (a widely used term in games, albeit an untrue distinction) however, with some roles-playing components, The Japanese siblings XCOM as well as Jagged Alliance proudly call themselves “tactical RPGs” and try to blend the appeal of Japanese RPGs with a complex combat system.

In contrast to JRPGs, where you cannot move your characters in combat and where strategies primarily require you to decide on the best course of action, In TRPGs, the battles are played out on a fully-fledged battlefield, which is often divided into squares. This immediately gives you a fresh perspective regarding maneuvering, positioning, and interaction between your combatants.

They also include all the things we enjoy about Japanese RPGs: captivating storylines, intriguing settings, as well as relationships between characters, and of course, top-quality soundtracks. They are typically spin-offs from “big” games (Final Fantasy Tactics, for instance); however, many are entirely independent. Triangle Strategy is a typical instance of a game like this.

Sandbox Intrigue

The game’s setting was a fictional world of Norzelia, where three states reside – The Duchy of Esfrost and the kingdom of Glenbrook, in addition to Glenbrook, the “holy state” of Gizant that is a nucleus of theocracy and communism. In the announcements, they said that the game would feature the game would have an “epic plan” and an intriguing tale, and you’ll discern in the game that the creators at least tried.

The devastation of “iron-salt wars” of monopoly control over mines of iron owned through Esfrost and salt extraction by Gizant ended in the last few years. However, nations are at an agreement that has been long-anticipated and looking forward to the future that promises peace and prosperity.

The name of our protagonist is Serenoa Wolforth. He’s the inheritor of God of the grand house named after him in the Kingdom of Glenbrook. The story begins with the fact that with a wise and faithful servant called Benedict, we will meet at the port of the ship of Esfrost, and on board Serenoa’s bride-to-be arrives, the beautiful Princess Frederica.

Bandits snatch the newlyweds just in front of the port. after having defeated them, the couple is instilled with their respective military abilities and travels on to Norzelia because the forces of the three nations will soon begin the iron mining at the Great Mine.

However, the peace negotiated between the two nations is fragile in actuality (who would think! ), Esfrost attacks Glenbrook, and it’s up to us, naturally and in Serenoa, to figure out the way out of this circumstance. So I’ll close with the plot. Otherwise, you could simply rewrite the story with a few more words, but twelve of these articles won’t suffice to do that, particularly when considering all the possible implications.

It’s a generalization that Norzelia appears to be a kind of Game of Thrones in miniature States are antagonistic and have different intrigues, and within the same country, there could be distinct forces, each with different desires (for instance, Glenbrook has a king and three Great Houses).

The overall equality and prosperity that was the rule of Gisant were based on a strict discipline, adherence to religious principles, and the de facto slave-holding of the entire population. The family marriage “in the in the name of love” between Esfrost as well as Glenbrook is not made by the queen’s heir and the princess of the past, however, but by the descendants of a noble but not royal house, as well as her half-sister, who is the mistress of a former duke. To ensure that they could be disregarded in the event of a need.

Of course, with the genre’s focus on play and action, some characters appear like cardboard characters. The dialogue is often shallow, and the characters’ motivations and conflicts may not appeal to everyone, except a lot of “playfulness” within a good RPG that is a story.

One of the issues with this game is the primary graphic style of pixel-cartoon, which does not fit with the theme in the actual game. It’s frequently a bit dark and severe. It is not always possible to be taken by the hilarious little guys with giant heads seriously, but the game is trying to bring up the more “adult” issues of corruption, economic conflict, and betrayal, as well as the conflict between the public and private interests as well as racial discrimination.

Election, election…

For gameplay purposes, Triangle Strategy is built on the same solid method of play as Gizant Society. The game is split into chapters that each have important plot events, secondary characters, plot events, and exploration and battles.

The entire chapter is separated into formalized phases that each requires an icon to be activated on the map to initiate. Narrative scenes are videos on the game engine. In these, we generally listen to the dialogue, even without the possibility of choosing the answer. The primary and secondary are different, except the mandatory (minor may be skipped) and other characters.

The same is true for character quests. In actuality, “quest” is even too broad of a word. In essence, it’s the same story in which we meet an unknown fighter who is fighting for us and is told his story based on a school play.

It’s not like I’m calling the research mechanics revolutionary. However, at least we are in control of our character. Exploration within Triangle Strategy is as formalized as any other; it is a race through a limited terrain space, with an edgy map in the background.

This method isn’t unimportant – we can discover the item we’re looking for and trade with or talk to the appropriate characters to enhance the lore or discover a previously undiscovered solution to dialogue or just play with a cat – but when we press”+,” or the “+” button, the adventure could end at any point and continue to the next adventure.

This kind of approach triggers two emotions. On the one hand, the information about the event is interesting to read. On the contrary, the formal structure and long-winded presentation trigger an urge to read through all the dialog swiftly – and more that they can be reread in a separate log.

One of the unique aspects of the game is its beliefs about the game and its voting mechanism. Every time you go through a crucial step in the game’s story, Serenoa’s belief system grows more muscular, and we are aware of it by the upper right-hand part of our screen. At the end of specific chapters, there is a vote by the main characters. They all have specific coins that will be put in a bowl. (or she) puts in some of the bowls based on the option he or they makes.

Serenoa himself takes part in the vote indirectly. Through dialogue with undecided, he bends the scales to his (i.e., more intriguing to the participant’s) aspect, thus increasing the number of coins on the scales. The line options that are derived from the research are helpful. The various choices can take the story on different routes, providing replayability and non-linearity, and certain characters might be removed from your group in protest.

War on schedule

In a game of strategy, The main focus of Triangle Strategy is, of course, fighting. This is more subjective than quantitative. The game doesn’t grind in endless battles; however, the battles must be patien in the long-running action sequencest. But they’re worth it.

The battles here are conventional – a system based on turns that uses a grid-separated battlefield and a set number of characters. In turn, the character can move within a specific amount of cells, execute attacks, or utilize the ability or spell.

The tactical points (TP), which is the local equivalent to mana in various discrete units, are used to purchase capabilities. They are replenished as time goes by, and certain characters possess abilities that allow them to give TP to allies or even take it from their enemies.

The primary benefit of the combat system is its focus on detail. Nearly every aspect of the battlefield is taken into consideration. A shot from behind is more damaging, while archers in an elevated position can shoot further and are more powerful when an ally is behind the attacker. This can result in an additional attack.

Magical elements affect various enemies in different ways, they interact and influence their environment and one another – for instance, the ice element is thought to hinder movement, and when struck by fire spells, frozen ground is transformed into the dirt. It was similar to the Divinity: Original Sin series, which featured fundamental interactions as an essential tool in combat.

The creators went deeper. Each tactical advantage you use – stabbing the back, firing from a good location, or using an element to defeat an adversary with a weakness you receive a distinct reward – kudo. It can be translated into something between an award and a nickel.

They are used as in-game currency, which allows you to purchase different bonuses, like “decisive argument” (quietus) (quietus) – the local counterpart to global spells, which are played as cards. They can have a variety of effects, for instance, altering the sequence of characters’ turns or triggering the use of a critical strike.

To defeat enemies and use enhanced abilities, the characters get enhanced with each level becoming more powerful and receiving new features. It’s an RPG, after all. Additionally, you can improve their weapons and skills, and once you reach an appropriate level, you can raise the rank by altering their appearance. character. All of this depends on money and resources that are earned through battles and during the research stage.

The entire management of the squad is carried out at the base, and you can visit at any stage during the game, except during combat. In the camp, you can trade “likes” and regular cash upgrade weapons, learn the history or organize combat training for victory, and get rewards.

Battles are complicated. However, in reality, they cannot be termed, at least not on a normal level, even though the brains need to function. Loss of a certain character is not necessarily fatal unless it is for certain missions. If at least one of your combatants can survive, they’ll be back to normal after victory.

Anything to do with combat and advancing your skills is highly addicting. The player has an almost infinite space to display their skills in the tactical arena. Uneasy, except for some confusing and overloaded controloptions, but it is possible to become accustomed to the whole thing. NG+ Mode is available to more experienced players and offers stricter combat.

Pretty, but not perfect.

You can argue all you like about the uniqueness that this genre has, including Switch’s weak hardware, its pixel-based aesthetics, and the importance of graphics in the game’s story and gameplay, but the reality is it is only the most dedicated gamer can declare the images of Triangle Strategy good.

The promises of “stylish HD-2D-style graphics” in reality turned out to be pretty well-designed and implemented environments and grubby characters graphics that appear to be from the 90s. The effects of spells and abilities did not fare much better. They all brought back memories of 16-bit and 8-bit childhood. It’s an indie title; however, it’s not a game that comes from a publisher such as Square Enix.

The soundtrack, as with most Japanese game soundtracks, are good in this. It’s not a masterpiece. However, the music is enjoyable – with the exception of the monotonous battle themes as well as harsh sounds that are produced when you perform specific actions. The most critical dialogues in the story are recorded in a professional manner, but the only languages are English as well as Japanese. There isn’t Russian localization of the game.

Verdict

Triangle Strategy is a game, according to the saying, “for the amateur.” It’s an excellent opportunity to get into the world of real Japanese tactical RPGs. However, it won’t be for all players. The fans of this genre will love the game. However, I wouldn’t make the mistake of assuming that I can guarantee that it will be enjoyed by all other players. There is an unpaid demo version that allows you to make an informed choice.

The great combat system could pull players in with its mighty force, and the story is to be, If not epic, it’s at the very least entertaining. However, poor graphics, dragged-out plot elements as well as a general feeling of fakery can make the game unplayable.

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