iron, salt and blood
The story takes place on the continent of Norzelia, shared between three great nations. In the north, the icy Duchy of Aesfrost, which has iron resources. To the east, the sacred lands of Hyzant, which control the only huge source of salt. Finally, he remains the Kingdom of Glenbrook, which takes advantage of the treasures of abundance of the river as well as trade that transite there. Thirty years after a great war that put these great powers on his knees, an agreement is signed for the operation of a recently discovered Iron Mine in Glenbrook. In parallel with this promise of renewal, the heir of the largest house in Glenbrook (Serenor) is preparing to marry the sister of the steward of Aesfrost (Frédérica). From these two events will come from great changes in Norzelia.
- iron, salt and blood
- The weight of its convictions
- The strength to hold them
- Beauty in the war
- The conquered heart?
One of the great forces, if not the biggest, the title, is in its history and its protagonists. While conflict resume, climbing starts and in the midst of all that, you follow a group of men and women who are fighting for what they believe as well as for their survival. However, opponents and other stakeholders are not left out and also benefit from good passages. Although the number of dialogues per character is quite limited, they generally go to the essentials, allowing a simple but effective characterization. Just as there are various small texts to give information about the world of the game. In addition, the characters we recruit enjoy small scenes when they came and more after taking them in number of fights. It helps to immerse themselves in the adventure and to attach it. The least we can say is that the game is poignant; There is something touching in some passages, seeing to fight or struggle some characters, for various motives, for their convictions.
The weight of its convictions
Central element of adventure, the convictions system is what directs the path of history. There are actually three notions: utility, pragmatism and freedom. Regularly in the adventure, Serenor is led to make choices during dialogues, often anecdotal, sometimes relatively important. Depending on the answer, this increases the value of the linked belief. There are other things that increase this value, but it will not be deepened here to let the discovery. Let's just say that even the actions during the fighting affect these values. It thus leads to two consequences. The first is that various characters join the group according to the level of this or that belief. The second concerns the debates on the way forward. Indeed, at several important moments of the game, the main group is faced with a choice. Then intervenes the balance of convictions. Since the opinions are shared among the seven voters, we must then convince those who would be opposed to the desired choice. Obviously, each of the voters gives his opinion from one of the three convictions, we must find the right words to convince him. There are then several possible answers, with often generally a hidden that is unlocked only in case of information found previously. This is done during a few free phases and phases of investigations. The system is quite interesting and adds a dose of player involvement in the course of events. The ease of convincing is influenced by the level of belief linked to the desired choice. In the idea, it is good, very very well, but the little downside is the fact that in case of level of conviction too low, the interlocutor will not just want to change their minds; It's a bit radical. Nevertheless, this system of convictions, votes and arguments to hold who guide the adventure is a real good idea and has a real impact on the course of history.
The strength to hold them
Obviously, the story is punctuated by fighting, at high strategic content. We will regret that there is finally little fight, because there is no card with group symbol that moves, so no random fighting or annexes to history. There are training fights (which report XP, silver, and objects) in the camp, but it is a little different and breaks the immersion (there are fights in arenas absolutely not in the place current history for example). The good side of the thing is that the fighting of the story are very good. Everyone takes place in a specific card, with its own characteristics (obstacles, uneven, etc.). Similarly, enemies are adapted to give a hard time. As a result, each of these battles is like a small puzzle, where the right choice of units to fight is often the key to victory. The weather is good ? This is an opportunity for Federica to shine, thanks to the liabilities that increases its fire damage in good weather. It is raining ? So use the shaman and increase lighting damage in rainy weather. There is a lot of altitude and the enemies start or will be below? This is where the archers make carnages. And then there is Anna, which is perhaps the best character of the game. There are also various effects added to attacks according to placement and field. For example, hitting a back opponent automatically criticize, attacking an enemy in pellets then triggers an opportunity attack by your ally, use ice creams and shattered inflicts a malus of displacement and precision. Moreover, the game clearly indicates the ins and outs of each attacks and movements, it's clean. It will be possible to regret that the effects on the ground are not more used, such as fire that ignites the fields or electricity that spreads via the water tables. But this remains a good idea that has the opportunity to shine several times. Notable, use the mechanics of benefits grants bonus points to spend in a special shop, of paramount importance.
Let's talk a little in detail of fighting mechanics. It is therefore the turn in turn, with a passage of passage depending on the speed of each. Each character can make a displacement (before or after) and an action per turn (except Anna which is very powerful): a basic attack (contact or distance depending on the weapon that is clean), use an object, use a technique. Do nothing or just attack or move made the character replay faster. The techniques consume one or more points of technique, but which does not recharge only one per turn. The good management of these points is therefore paramount. There is an asset system too, which allows during the round of an ally to save a bonus to another ally (regain a PT, to care instantly, etc.). There is only a limited number of assets during a fight, so they are to be used wisely.
To finish on the fighting part, let's talk about the personalization of his fighters. She is unfortunately limited. Equipment level, this is summarized at two location of accessories, which are very limited in the game. For characters in themselves, it is via two systems during the camp phases. One is the grade climb, which is done by reaching a specific level and using a medal. This gives an increase of characteristics and a gain of techniques. You have to choose carefully that will rise in grade, because the number of medals in play is limited. The other system is in a kind of liabilities tree to improve. Each character has three lines composed of several bonuses, but only the first is available at first. To unblock the following, we need to improve the weapon, which requires relatively rare and expensive money and materials. These bonuses are an increase in damage or characteristic (+1 dexterity, +1 vigor, etc.). The good idea of this system is that every bonus unlocked on a line, the others in the same line cost more, which forces to make choices. Just as you have to choose there too (but with more margin) that change, as resources are limited. All this customization of the team is therefore quite reduced, but correct, rather well designed. This adds to the personal experience by choosing a little way of playing, because the fights will not happen the same according to whom you take in the team. So, if the number of fighters is not huge, everyone is unique and has the opportunity to shine.
Beauty in the war
It has been said, the engine used for the game is the famous HD-2D that shone on Octopath Traveler . But unlike the last named, here the engine has less opportunity to shine. In Octopath Traveler, traveling the world gave rise to beautiful environments, successful effects and sumptuous scenes. There, by its narration on the map of the world or in small scenes, there is little subject to beautiful effects and sublime panoramas. Still, the game is clean, still displays some beautiful passages and is fluid (still happy).
For the musical part, it's Akira Seniu who is at the helm. It is well known for having officiated on animated mobiles Victory Gundam, Full Metal Alchemist Brotherhood and Tales of Vesperia. We will not confess not having a particular favorite for the Bo as a whole, but it remains of good quality, compared to other Japanese productions in recent years. There are musicals that stick well with themes and atmospheres of the game and some tracks that shine.
The conquered heart?
There are no doubts: Triangle Strategy is a very good game. In its context of conflicts between three great nations and more factions, it is mainly a human adventure, the stories of various protagonists who who struggle in the storm of war. If the moderate budget of the game deprives it to take large proportions at various levels, it remains nevertheless capable of delivering a fabulous great history, dotted with small which give more body and heart to the big story. Not free of defects, as a personalization of quite limited combatants or the fact that we would have liked more clashes outside the workouts, it remains strong on its gameplay. Involving the player as rarely, it is by the conviction system and the choices you will make that you will be taken by this story. RPG tacticals have been new people in recent years, but few have to be heirs from Final Fantasy Tactics, Triangle Strategy... Yes.
_Test directed by Zekkangel from a version provided by the publisher.
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