Tactical role-playing game: Difference between revisions
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''Tir-nan-óg'' (beginning in 1984) is a series of role-playing video games that premiered in Japan on the [[NEC PC-9801|PC98]] and later released for [[Microsoft Windows|Windows]]. The latest title in the series is also being released for the [[PlayStation 2]] and [[PlayStation Portable|PSP]].<ref name=rpgf_tno>{{cite web | title = Tir-nan-og Goes PSP, PS2 | publisher = RPGFan | date = January 10, 2008 | url = http://www.rpgfan.com/news/2008/1007.html | accessdate = 2008-06-15}}</ref> The ''X-COM'' series also possesses a strategic layer, complete with strategic map and research tree. ''[[Knights in the Nightmare]]'' (2009) combines elements of traditional tactical RPGs with [[Bullet hell|bullet hell]]–style [[shoot 'em up]] gameplay. ''[[Heroes of Jin Yong]]'' (1996), a Taiwanese role-playing game based on the popular historical novels by [[Jin Yong]], featured a number of melee and ranged [[kung fu]] skills to train and develop, as well as a grid-based movement system. |
''Tir-nan-óg'' (beginning in 1984) is a series of role-playing video games that premiered in Japan on the [[NEC PC-9801|PC98]] and later released for [[Microsoft Windows|Windows]]. The latest title in the series is also being released for the [[PlayStation 2]] and [[PlayStation Portable|PSP]].<ref name=rpgf_tno>{{cite web | title = Tir-nan-og Goes PSP, PS2 | publisher = RPGFan | date = January 10, 2008 | url = http://www.rpgfan.com/news/2008/1007.html | accessdate = 2008-06-15}}</ref> The ''X-COM'' series also possesses a strategic layer, complete with strategic map and research tree. ''[[Knights in the Nightmare]]'' (2009) combines elements of traditional tactical RPGs with [[Bullet hell|bullet hell]]–style [[shoot 'em up]] gameplay. ''[[Heroes of Jin Yong]]'' (1996), a Taiwanese role-playing game based on the popular historical novels by [[Jin Yong]], featured a number of melee and ranged [[kung fu]] skills to train and develop, as well as a grid-based movement system. |
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Sega's ''[[Valkyria Chronicles]]'' (2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy and [[Third-person shooter|third-person]] [[tactical shooter]] elements, including over-the-shoulder [[Free look|manual aiming]] and a [[cover system]]. This has led to the game being described as "the missing link between ''[[Final Fantasy Tactics]]'' and ''[[Full Spectrum Warrior]]''."<ref name=IGN-Valkyria/> ''[[Radiant Historia]]'' (2010) also blurs the line between traditional RPGs and tactical RPGs.<ref name=Radiant-Historia/> |
Sega's ''[[Valkyria Chronicles]]'' (2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy and [[Third-person shooter|third-person]] [[tactical shooter]] elements, including over-the-shoulder [[Free look|manual aiming]] and a [[cover system]]. This has led to the game being described as "the missing link between ''[[Final Fantasy Tactics]]'' and ''[[Full Spectrum Warrior]]''."<ref name=IGN-Valkyria/> ''[[Radiant Historia]]'' (2010) also blurs the line between traditional RPGs and tactical RPGs.<ref name=Radiant-Historia/> ''[[Infinite Space]]'' (2010) by [[Platinum Games]] is a hybrid of tactical RPG, real-time strategy, and [[Space flight simulator game|space simulator]].<ref>{{cite web|url=http://n-europe.com/news.php?nid=13865|publisher=N-Europe|title=News: Infinite Space Dated For Europe|author=Aaron Clegg|date=February 15, 2010|accessdate=2010-03-03}}</ref> |
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==Massively multiplayer online gaming== |
==Massively multiplayer online gaming== |
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A tactical role-playing game[1][2][3][4] (abbreviated as TRPG; sometimes referred to as strategy role-playing game, or SRPG)[5][6][7][8][9] is a type of video game which incorporates elements of traditional role-playing video games and strategy games. In Japan these games are known as "Simulation RPGs" (シミュレーションロールプレイングゲーム),[10][11][12][13] a designation which might seem peculiar to native English speakers. This stems from the Japanese usage of "simulation" as a short hand for "strategy simulation game".[citation needed] Further, in Japan, the term TRPG refers exclusively to tabletop role-playing games.
Game design
This sub-genre of role-playing game principally refers to games which incorporate elements from strategy games as an alternative to traditional role-playing game (RPG) systems.[14] Like standard RPGs, the player controls a finite party and battles a similar number of enemies.[14] And like other RPGs, death is usually temporary. But this genre incorporates strategic gameplay such as tactical movement on an isometric grid.[14] Unlike other video game genres, tactical RPGs tend not to feature multiplayer play.
A distinct difference between tactical RPGs and traditional RPGs is the lack of exploration. For instance, Final Fantasy Tactics does away with the typical third-person exploration to towns and dungeons that are typical in a Final Fantasy game.[15] Instead of exploration, there is an emphasis on battle strategy. Players are able to build and train characters to use in battle, utilizing different classes, including warriors and magic users, depending on the game. Characters gain experience points from battle and grow stronger and games like Final Fantasy Tactics award characters secondary experience points which can be used to advance in specific character classes.[15] Battles will have specific winning conditions, such as defeating all the enemies on the map, that the player must accomplish before the next map will become available. In between battles, players can access their characters to equip them, change classes, train them, depending on the game.[15]
History
This section needs additional citations for verification. (July 2009) |
A number of early computer role-playing games used a highly tactical form of combat, most notably the 1983 games Ultima III: Exodus[16] and Bokosuka Wars,[17] both of which introduced party-based, tiled combat in America and Japan, respectively. Conventionally, however, the term tactical RPG refers to the distinct subgenre that was born in Japan, where the majority of tactical RPGs originate.
Tactical RPGs are descendents of table-top strategy games and role-playing games, such as Chainmail, which were mainly tactical in their original form.[18] The format of a tactical RPG video game is also like a traditional RPG in its appearance, pacing and rule structure. Likewise, early table-top strategy wargames like Chainmail are descended from skirmish wargames, which were primarily concerned with combat.
8-bit generation
During the 8-bit generation, Bokosuka Wars, a computer game developed by Koji Sumii for the Sharp X1 in 1983[19] and ported to the Nintendo Entertainment System (NES) by ASCII in 1985, was responsible for laying the foundations for the tactical RPG genre, or "simulation RPG" genre as it is known in Japan, with its blend of role-playing and strategy game elements. The game revolves around a king who must recruit soldiers and lead his army against overwhelming enemy forces, while each unit gains experience along the way.[17] It is also considered to be an early prototype real-time strategy game.[20] Another notable early example released in 1983 was the Koei game Nobunaga's Ambition, which featured a blend of role-playing, turn-based grand strategy and management simulation elements, a trend that continued with its sequels and other Koei games such as 1989's Bandit Kings of Ancient China as well as the Capcom game Destiny of an Emperor released that same year.[21] Another notable early example of the genre was Kure Software Koubou's 1988 PC-8801 tactical RPG, Silver Ghost,[22] which was cited by Camelot Software Planning's Hiroyuki Takahashi as inspiration for the Shining series of tactical RPGs. According to Takahashi, Silver Ghost was "a simulation action type of game where you had to direct, oversee and command multiple characters."[23]
However, the genre did not become prolific until Nintendo released and published the game that set the template for tactical wargame RPGs, Fire Emblem: Ankoku Ryū to Hikari no Tsurugi, created and developed by Intelligent Systems for the NES. Released in Japan in 1990, Fire Emblem was an archetype for the whole genre, establishing gameplay elements that are still used in tactical RPGs today, though some of these elements were influenced by earlier RPGs and strategy games. Combining the basic console RPG concepts from games like Dragon Quest and simple turn-based strategy elements, Nintendo created a hit, which spawned many sequels and imitators. It introduced unique features such as how the characters were not interchangeable pawns but each of them were unique, in terms of both class and stats, and how a character who runs out of hit points would usually remain dead forever. The latter mechanic was used to introduce a non-linear storyline to the genre, where different multiple endings are possible depending on which characters are alive or dead,[24] a concept still used in recent games such as Shin Megami Tensei: Devil Survivor,[25] and Final Promise Story.[26] The highly tactical turn-based combat of Fire Emblem is also similar in many ways to the combat in the later third and fourth editions of Dungeons & Dragons released in the 2000s, right down to the support for permanent character death, though Fire Emblem is more realistic, as magic users and magical weapons are rare while most opponents are human characters rather than monsters. However, it was not until the release of Fire Emblem: Rekka no Ken for the Game Boy Advance, many years later, that the series was introduced to Western gamers, who until then were more familiar with other tactical RPGs influenced by Fire Emblem, including the Shining and Ogre series, Final Fantasy Tactics, and Nippon Ichi games like Disgaea.[24]
16-bit generation
During the 16-bit generation, among the first imitators was Langrisser by NCS/Masaya, first released for the Mega Drive / Genesis in 1991. It was translated for North American release and retitled Warsong. The Langrisser series differed from Fire Emblem in that it used a general-soldier structure instead of controlling main characters. Langrisser, too, spawned many sequels, none of which were brought to North America. Langrisser set itself apart from other tactical RPGs in its time with larger-scale battles, where the player could control over thirty units at one time and fight against scores of enemies.[27] Since Der Langrisser in 1994, the series offered non-linear branching paths and multiple endings. The player's choices and actions affected which of four different paths they followed, either aligning themselves with one of three different factions or fighting against all of them. Each of the four paths leads to a different ending and there are over 75 possible scenarios. Langrisser III introduced a relationship system similar to dating sims. Depending on the player's choices and actions, the feelings of the female allies will change towards the player character, who will end up with the female ally he is closest with.[28]
Master of Monsters was a unique title by SystemSoft. Where Langrisser and Fire Emblem used a square-based grid, Master of Monsters used a hexagonal grid. Players could choose one of four different Lords to defend their Towers and areas on the grid by building an army of creatures to destroy the opposing armies. This game had a sequel for the PlayStation called Master of Monsters: Disciples of Gaia, which had limited success and was criticized for its slow gameplay. Both Warsong and Master of Monsters were cited as the inspirations behind the 2005 turn-based strategy computer RPG, The Battle for Wesnoth.[29]
The first game in the long-running Super Robot Wars series is another early example of the genre, initially released for the Game Boy in 1991. Another influential early tactical RPG was Sega's Shining Force for the Sega Genesis, which was released in 1992. Shining Force used even more console RPG elements than earlier games, allowing the player to walk around towns and talk to people and buy weapons. The game's creator, Camelot Software Planning's Hiroyuki Takahashi, cited Kure Software Koubou's 1988 tactical RPG, Silver Ghost, as his inspiration.[23] One game released solely in Japan for the Super Nintendo Entertainment System (SNES), Bahamut Lagoon, began Squaresoft's (now Square Enix) famous line of tactical RPGs.
Four games from the Ogre Battle series have been released in North America. The first was Ogre Battle: March of the Black Queen was released for the SNES in 1993 and was more of a real-time strategy RPG in which the player forms character parties that are moved around a map in real-time. When two parties meet, the combat plays out with minimal user interaction. The game is notable for introducing a moral alignment system that not only affects the gameplay but where tactical and strategic decisions have an impact on the outcome of a non-linear branching storyline, which is affected by factors such as the moral alignments of the troops used to liberate a city, whether to keep certain liberated cities guarded, making popular or unpopular decisions, concentrating power among just a few units, making deals with thieves, and a general sense of justice. These factors lead to one of 13 possible endings, alongside other factors such as how many and which units are used, how battles are fought, the army's reputation, player character's alignment and charisma, and secrets discovered.[30][31]
The sequel, Tactics Ogre: Let Us Cling Together, was originally a 1995 SNES game that was not released outside of Japan. It was later ported to the PlayStation, along with Ogre Battle: March of the Black Queen. Both of the PlayStation re-releases were marketed in North America by Atlus, as was Ogre Battle 64: Person of Lordly Caliber for the Nintendo 64. Tactics Ogre's gameplay is more similar to the genre of tactical RPGs that Final Fantasy Tactics belongs to (which was developed by former members of Quest and created/written/directed by Yasumi Matsuno), complete with battles taking place on isometric grids.[31] It was also the first to bear the name "Tactics" in the title, a term gamers would come to associate with the genre. Not only are characters moved individually on a grid, but the view is isometric, and the order of combat is calculated for each character individually. The game also expanded the non-linear alignment system of its predecessor, with three types of alignments for each unit: Lawful, Neutral, and Chaos, neither of which are portrayed as necessarily good or bad. The game gives players the freedom to choose their own destiny, with difficult moral decisions, such as whether to follow a Lawful path by upholding the oath of loyalty and slaughter civilian non-player characters on the leader's command, or follow the chaotic path by following a personal sense of justice and rebelling, or instead follow a more neutral path.[31][32] Such factors affect the game's ending, which is also affected by decisions such as whether to obtain the most powerful class, which can only be acquired by making a tragic sacrifice.[32] Although this game defined the genre in many ways, it was not widely recognized by American gamers because it was released to American audiences several years later. Final Fantasy Tactics shared some staff members with Tactics Ogre and shares many of its gameplay elements. A prequel to the original Tactics Ogre, Tactics Ogre: The Knight of Lodis, was later released for the Game Boy Advance. A remake of "Let Us Cling Together" was later released for the PSP in 2011.
In 1996, the tactical role-playing game Fire Emblem: Seisen no Keifu also featured a non-linear branching storyline, but instead of using an alignment system, it used a relationship system resembling dating sims that gave players the ability to affect the relationship points between different units/characters. This in turn affected both the gameplay and storyline, with the different possible relationships in the first generation of the game's plot leading to different units/characters appearing during the second generation, ultimately leading to different possible outcomes to the storyline.[33]
32-bit generation
![](http://upload.wikimedia.org/wikipedia/en/thumb/2/24/Front_Mission.png/220px-Front_Mission.png)
The 32-bit era saw many influential tactical RPGs, such as Konami's 1996 Vandal Hearts series, Sega's 1996 Sakura Wars and 1997 Shining Force 3, SCEI's Arc the Lad Collection (1996-1999), and Square's 1997 Final Fantasy Tactics and 1999 Front Mission 3. Konami's Vandal Hearts was an early PlayStation title that helped popularize tactical RPGs in the US. It was released by Konami and featured a 3D isometric map that could be rotated by the player. A sequel was subsequently released, also for the PlayStation, and Konami has announced a third title in development for the Nintendo DS.
One of the first 32-bit tactical RPGs, Guardian War, was developed by Micro Cabin and released in 1993 on the Panasonic 3DO. While the game lacked in story, it included many game mechanics that are seen through out many of the 32-bit tactical RPGs; like isometric camera rotation, interchangeable and hybridization of "jobs" or "classes" for each character, the combination of moves between characters, and the capture of NPCs and having them play on your side.
Final Fantasy Tactics was arguably the most responsible for bringing tactical RPGs to North America. Developed by former employees of Quest, the developer responsible for the Ogre Battle series, it combined many elements of the Final Fantasy series with Tactics Ogre-style gameplay. It also expanded on the isometric grid combat of Tactics Ogre by allowing players to freely rotate the camera around the battlefield rather than keeping the camera in a fixed position. The storyline of Final Fantasy Tactics was also more linear than its predecessor, in order to provide a deeper epic narrative.[31] It also successfully implemented a modified job system, previously used in Final Fantasy V, which allowed the player to change a unit's character class at any time during the game and learn new abilities from job points earned with each class.[34] The game was acclaimed for both its highly tactical gameplay and its well-written storyline that touches on issues such as class, privilege, religion, and politics.[35] The game's reputation led to other developers adding the word "Tactics" to their titles to indicate the tactical RPG genre.[36] It was later ported to the PSP as Final Fantasy Tactics: The War of the Lions and is still regarded as one of the greatest tactical RPGs of all time.[35]
Sixth-generation consoles
On sixth-generation consoles, a loyal American fan-base has been established by Nippon Ichi, makers of the popular PlayStation 2 games La Pucelle: Tactics and Disgaea: Hour of Darkness.[37] Of these games, Disgaea has been the most successful to date, and was the second Nippon Ichi game released in North America, the first being Rhapsody: A Musical Adventure (published by Atlus), even though La Pucelle was developed and released first in Japan.[31] Throughout this generation, companies have recognized the large audience and popularity of these types of games, particularly Atlus and Nintendo. La Pucelle: Tactics and Disgaea: Hour of Darkness, which Atlus re-released due to high demand, have become cult hits for the PlayStation 2.[38]
The Front Mission series continued on to the Playstation 2, with Front Mission 4 and Front Mission 5, the latter of which never saw a Western release, but a fan translation.
The Game Boy Advance would also see the release of Rebelstar: Tactical Command (2005) by X-COM creators, Nick and Julian Gollop.[39][40] The game would be highly praised for adapting the combat mechanics of the highly detailed and acclaimed PC strategy series; but would also receive criticism for sub-par presentation, a lackluster storyline, and lack of link-mode support.[40][41] The game ended up receiving an average score of 78% at Game Rankings.[42] In early 2006, Idea Factory's Blazing Souls featured nonlinear gameplay that allows the player to progress through the game and the story in whatever order they wish. In addition, instead of having separate screens or maps for exploration and battle, the game features a seamless transition between exploration and battle.[43]
Seventh-generation consoles
![](http://upload.wikimedia.org/wikipedia/en/thumb/b/b2/Valkyria_Chronicles_battle.jpg/220px-Valkyria_Chronicles_battle.jpg)
On seventh-generation consoles, Sega's Valkyria Chronicles (2008) for the PlayStation 3 utilizes the seventh-generation console processing power by using a distinctive anime/watercolor art style, as well as incorporating third-person shooter elements. After selecting a character in the overhead map view, the player manually controls him/her from a third-person view. This mechanic allows for, among others: free movement to a certain range, manual aiming with extra damage for headshots, a limited cover system, and real-time hazards, such as interception fire and landmines. The game has been described as "the missing link between Final Fantasy Tactics and Full Spectrum Warrior."[44]
In 2004, Konami released Metal Gear Acid, which combined the stealth game elements of the Metal Gear series with turn-based tactical RPG gameplay of games like Fire Emblem, Final Fantasy Tactics, and Disgaea, along with the random-draw, forethought and resource management appeal of card battles like in Konami's own Yu-Gi-Oh games (1999 onwards).[45] Developer Kuju Entertainment released Dungeons & Dragons Tactics for the PlayStation Portable in 2007. The game intended to adapt the rules and mechanics of the popular table-top role-playing game, Dungeons & Dragons, but suffered from a poor interface and awkward camera controls.[46][47]
The Atlus title Shin Megami Tensei: Devil Survivor (2009)[48] blended together both traditional and tactical RPG gameplay along with non-linear adventure game elements.[49] It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,[50] with the player's actions and choices having consequences on who lives and dies.[25]
Radiant Historia, released by Atlus for the Nintendo DS in 2010, combined the gameplay of traditional RPG titles with a highly tactical grid combat system, with several unique features such as a queue allowing party members to switch turns and perform combo attacks when near each other on the queue, and the manipulation of enemy positions by knocking a target onto another grid space and attack multiple targets when enemies fall onto the same grid space.[51] The game is most notable for its unique take on the concept of non-linear branching storylines, which it combines with the concepts of time travel and parallel universes, expanding on the Chrono series. Radiant Historia takes it much further by giving players the freedom to travel backwards and forwards through a timeline to alter the course of history, with each of their choices and actions having a major impact on the timeline. The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline.[51][52] The player can also travel back and forth between two parallel timelines,[53] and can obtain many possible parallel endings.[54] Imageepoch's upcoming Saigo no Yakusoku no Monogatari (Final Promise Story) for the PlayStation Portable has a strategic command-based battle system where enemies learn from previous skirmishes. The characters can also die permanently during gameplay which in turn has an impact on the game's storyline.[26] The PSP version of Tactics Ogre: Let Us Cling Together, released around the same time, featured a "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.[55]
Personal computers
Many Western PC games have utilized this genre for years, as well. They tend to have a greater tendency toward stronger military themes without many of the fantasy elements often found in their console (and mainly Japanese) counterparts. Notable examples include the Jagged Alliance series (1994)[56][57][58] and Silent Storm series (2003),[57][59][60][61][62] with many titles owing considerably to X-COM (1994)[56][63] and its sequels. Outside of consoles, new tactical and squad-tactics games are few and far between, however.
Vantage Master is a series of tactical RPGs similar to Master of Monsters developed and published by Nihon Falcom for Windows beginning in 1997. The first game in the series was never released outside of Japan, South Korea and Taiwan. The latest game, VM Japan, was published in 2002. Incubation: Time Is Running Out[56] (1997), part of the Battle Isle series, was one of the first strategy titles to use fully 3D graphics and support hardware acceleration on the 3dfx Voodoo.
Gorky 17 (1999, a.k.a. Odium) is a tactical RPG by Polish developer Metropolis Software featuring elements from survival horror. It is also the first title in a series featuring the main character, Cole Sullivan. Later titles in the series were third-person shooters. Shadow Watch (2000) is a video game adaptation of the Tom Clancy's Power Plays novel of the same name developed by Red Storm Entertainment. It has also been compared to X-COM,[64] though it features a different action point system and is missing the latter game's upgradable units.
Fallout Tactics: Brotherhood of Steel[65][66][67][68] (2001) is a spin-off of the Fallout series of CRPGs by Interplay Entertainment developed by Australian company Micro Forté. Included with the game was a table-top miniatures game based on the Fallout universe, called Fallout: Warfare. Soldiers of Anarchy (2002) is a squad-based real-time tactics computer game by German developer Silver Style Entertainment. Gameplay involves squad tactics, vehicles and a wide variety of weapons and ammo. Freedom Force[69][70] (2002) and its sequel, Freedom Force vs. the Third Reich[71][72] (2005) - both by Irrational Games - are some examples of tactical RPGs that are played in real-time instead of turns.
Paradise Cracked[56][73] (2003) is a tactical RPG by Russian developer Game Factory Interactive. It received low scores from reviewers and critics.[74] The game was nevertheless praised for its storyline, inspired by cyberpunk works such as The Matrix, Blade Runner, Ghost in the Shell, and Philip K. Dick novels.[56] The UFO series of games, UFO: Aftermath (2003), UFO: Aftershock (2005)[75][76][77] and UFO: Afterlight (2007), by Czech developer ALTAR Interactive are an X-COM-inspired series of games that feature real-time play.
The Battle for Wesnoth[78] (2005) is an open-source, multi-platform tactical RPG inspired by Master of Monsters and Warsong.[29][79] Hammer & Sickle[80][81] (2005) is a tactical RPG co-developed by Russian companies Novik & Co and Nival Interactive, and published by CDV. It is set in the Silent Storm universe and follows the events in the main series. It also utilizes the Silent Storm engine. Night Watch[57][82][83] (2006) and its sequel, Day Watch (2007), by Russian company Nival Interactive and utilizing Nival's Silent Storm engine, are based on the Russian novels and films of the same name. UFO: Extraterrestrials (2007) is another X-COM-inspired tactical game, this time by Czech developer Chaos Concept.[84] It received very mixed reviews.[85]
Brigade E5: New Jagged Union[86] (2006) is a real-time title by Russian developer Apeiron that bears strong resemblance to Jagged Alliance 2.[86] It incorporates an innovative real-time/turn based hybrid system the company calls "Smart Pause Mode" in an attempt to add further realism to the genre.[87] A sequel, simply titled 7.62, was released in 2007. Project Xenocide (2008) and UFO: Alien Invasion (UFO: Alien Invasion is currently in development) are modern, open source homages to X-COM.[88][89]
Genre blurring
Other games feature similar mechanics, but typically belong in other genres. [Tactical wargames such as the Steel Panthers series (1995–2006) sometimes combine tactical military combat with RPG-derived unit advancement. Avalon Hill's Squad Leader (2000), a man-to-man wargame utilizing the Soldiers at War engine, has also been compared (unfavorably) to X-COM and Jagged Alliance.[90][91] Rebelstar (1984) and Laser Squad (1988) were precursors to X-COM created by the same developer, Julian Gollop. They did not, however, feature the (admittedly minor) statistical character development[disambiguation needed] and strategic map of the later series.
Bokosuka Wars (1983), a game regarded as the progenitor of the strategy/simulation RPG genre,[17] is also difficult to clearly define. While often referred to as a strategy/simulation RPG,[17] it is also sometimes referred to as a prototype real-time strategy,[20] an early reverse tower defense game,[92] and an early action role-playing game.[92][93] Nobunaga's Ambition (1983) and later Koei titles as well as Capcom's Destiny of an Emperor (1989) have blurred the line between a role-playing game, turn-based grand strategy wargame, and simulation video game.[21] Similarly, Kure Software Koubou's Silver Ghost (1988) combined elements of both tactical RPGs and action RPGs,[23] while Ogre Battle: March of the Black Queen (1993) blurred the line between a tactical RPG and a real-time strategy.[30] Metal Gear Acid (2004) blurs the line between a stealth game, a genre the Metal Gear series is normally known for, along with tactical role-playing inspired by the likes of Fire Emblem and Final Fantasy Tactics, infused with card gameplay found in games like Konami's own Yu-Gi-Oh series.[45]
Some CRPGs, such as parts of the Ultima series[94] beginning with Ultima III: Exodus (1983);[16] Wizard's Crown (1985) and The Eternal Dagger (1987); Return to Krondor (1998); Pyrrhic Tales: Prelude to Darkness (2002);[95] and the Gold Box games of the late '80s and early '90s (many of which were later ported to Japanese video game systems); also featured a heavy form of tactical combat. The Temple of Elemental Evil (2003) hearkens back to RPGs' tactical, table-top roots by implementing the Dungeons & Dragons 3.5 edition ruleset.[96]
Tir-nan-óg (beginning in 1984) is a series of role-playing video games that premiered in Japan on the PC98 and later released for Windows. The latest title in the series is also being released for the PlayStation 2 and PSP.[97] The X-COM series also possesses a strategic layer, complete with strategic map and research tree. Knights in the Nightmare (2009) combines elements of traditional tactical RPGs with bullet hell–style shoot 'em up gameplay. Heroes of Jin Yong (1996), a Taiwanese role-playing game based on the popular historical novels by Jin Yong, featured a number of melee and ranged kung fu skills to train and develop, as well as a grid-based movement system.
Sega's Valkyria Chronicles (2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy and third-person tactical shooter elements, including over-the-shoulder manual aiming and a cover system. This has led to the game being described as "the missing link between Final Fantasy Tactics and Full Spectrum Warrior."[44] Radiant Historia (2010) also blurs the line between traditional RPGs and tactical RPGs.[51] Infinite Space (2010) by Platinum Games is a hybrid of tactical RPG, real-time strategy, and space simulator.[98]
Massively multiplayer online gaming
Several MMOGs have combined multiplayer online gaming with tactical turn-based combat. Examples include, Dofus (2005), The Continuum (2008), and the Russian game Total Influence (2009?).[99][100][101] Tactica Online was a planned MMORPG that would have featured tactical combat, had development not been cancelled.[102][103] Strugarden is a Japan/Korea-exclusive 3D MMORPG which uniquely employs separate movement and attack rounds.[104] Dofus (2004), Gunrox (2008), and Poxnora (2006) are some other examples.
Popularity
This section needs additional citations for verification. (October 2008) |
Many tactical RPGs can be both extremely time-consuming and extremely difficult. Hence, the appeal of most tactical RPGs is to hardcore, not casual, computer and video game players. Tactical RPGs are quite popular in Japan but have not enjoyed the same degree of success in North America. The audience for tactical RPGs has grown substantially after the mid-90s, and PS1 and PS2 titles including Suikoden Tactics, Vanguard Bandits, and Disgaea have enjoyed a surprising measure of popularity, as have hand-held war games including Fire Emblem. Older TRPGs are also being re-released via software emulation, such as on the Wii's Virtual Console. Japanese console games such as these are no longer nearly as rare a commodity in North America as they were during the 1990s.
Western tactical RPGs are mostly produced for PC and few in console platform, however it was less popular. Most western developers argue it still belongs in other genres. The term also was unwidely use for some western tactical RPGs video game, mostly they are labelled as strategy game. According to one developer, it is becoming increasingly difficult in recent years to develop tactical RPGs for the PC in the West.[105] Several, however, have been developed in Eastern Europe with mixed results, such as Silent Storm.
See also
- Action role-playing game
- History of role-playing video games
- Role-playing battle systems
- Role-playing game tabletop
- Role-playing video game
- Chronology of tactical role-playing video games
References
- ^ "Chaos Wars". GameSpot. Retrieved 2007-11-26.
- ^ "Search results for '"tactical role-playing"'". GameSpot. Retrieved 2007-11-26.
- ^ "Search results for '"tactical RPG"'". GameSpot. Retrieved 2007-11-26.
- ^ "Hammer & Sickle". IGN. Retrieved 2007-11-26.
- ^ "Role-Playing Games on Game Boy Advance". Yahoo! Games. Retrieved 2007-11-26.
- ^ "Generation of Chaos". Yahoo! Games. Retrieved 2007-11-26.
- ^ "Disgaea 2: Cursed Memories". GameSpot. Retrieved 2007-11-26.
- ^ "Vandal Hearts (working title)". GameSpot. Retrieved 2007-11-26.
- ^ "Fire Emblem: The Sacred Stones". GameSpot. Retrieved 2007-11-26.
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The world of Paradise Cracked was largely influenced by such movies as Matrix, Blade Runner and Ghost in the Shell, as well as novels of Philip K. Dick and various other cyberpunk writers. It actually has one of the most interesting plots ever - but I won't give it away just yet. The game's genre can be called tactical RPG, drawing some of its best features from such games as X-Com, Jagged Alliance, Incubation and Fallout.
- ^ a b c Thompson, Mike (June 22, 2006). "Night Watch". Game Helper Magazine. Archived from the original on 2007-12-28. Retrieved 2007-11-26.
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The interesting wrinkle here is that when outside of battle, it's possible to explore the world in the same manner as any other RPG, and that's where Dragon Age Journeys has something in common with western tactical RPGs. The X-Coms of the world have always a great deal more freedom than even Valkyria Chronicles, and Dragon Age takes that one step further by offering actual dungeons to explore, rather than asking players to take on simple missions like 'kill veryone.'
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Pyrrhic Tales: Prelude to Darkness is a dark, sophisticated fantasy CRPG featuring complex, turn-based tactical combat, 3D graphics, a skill-based character advancement system, and an intricate, involved plot.
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`Greyhawk: The Temple of Elemental Evil' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat.
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- ^ "Jagged Alliance 3 Interview". RPG Vault. October 16, 2007. Retrieved 2007-10-19.
When choosing a team to develop a project of this type and scale, it was obvious that we needed Russian developers, the same people that created games with similarities to Jagged Alliance 2, both in genre and the time setting. I'm referring to releases like Silent Storm, Night Watch, Brigade E5 and others. Such projects have not been created in western countries for a long time, which can make development more difficult.
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