Tactical role-playing game: Difference between revisions
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In 2004, [[Konami]] released ''[[Metal Gear Acid]]'', which combined the [[stealth game]] elements of the ''[[Metal Gear (series)|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).<ref name=Acid>[http://www.1up.com/reviews/metal-gear-acid_5 Metal Gear Acid (PSP)], [[1UP.com|1UP]], 03/23/2005</ref> 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.<ref name="gspot_dndt">{{cite web | last = Todd | first = Brett | title = Dungeons & Dragons Tactics Review | publisher = [[GameSpot]] | date = August 31, 2007 | url = http://www.gamespot.com/psp/strategy/dungeonsdragonstactics/review.html?om_act=convert&om_clk=gssummary&tag=summary;review | accessdate = 2010-10-07}}</ref><ref name="1up_dndt">{{cite web | last = Walker | first = Torrey | title = Dungeons & Dragons Tactics | publisher = [[1UP.com]] | date = 05/03/2007 | url = http://www.1up.com/previews/dd-tactics | accessdate = 2010-10-07}}</ref> |
In 2004, [[Konami]] released ''[[Metal Gear Acid]]'', which combined the [[stealth game]] elements of the ''[[Metal Gear (series)|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).<ref name=Acid>[http://www.1up.com/reviews/metal-gear-acid_5 Metal Gear Acid (PSP)], [[1UP.com|1UP]], 03/23/2005</ref> 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.<ref name="gspot_dndt">{{cite web | last = Todd | first = Brett | title = Dungeons & Dragons Tactics Review | publisher = [[GameSpot]] | date = August 31, 2007 | url = http://www.gamespot.com/psp/strategy/dungeonsdragonstactics/review.html?om_act=convert&om_clk=gssummary&tag=summary;review | accessdate = 2010-10-07}}</ref><ref name="1up_dndt">{{cite web | last = Walker | first = Torrey | title = Dungeons & Dragons Tactics | publisher = [[1UP.com]] | date = 05/03/2007 | url = http://www.1up.com/previews/dd-tactics | accessdate = 2010-10-07}}</ref> |
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The [[Atlus]] title ''[[Shin Megami Tensei: Devil Survivor]]'' (2009)<ref>[http://www.gamedaily.com/games/shin-megami-tensei-devil-survivor/ds/game-main/list/ Shin Megami Tensei: Devil Survivor], [[GameDaily]]</ref> blended together both traditional and tactical RPG gameplay along with non-linear [[adventure game]] elements.<ref>[http://nds.gamezone.com/reviews/item/shin_megami_tensei_devil_survivor_nds_review/ Shin Megami Tensei: Devil Survivor - NDS - Review], [[GameZone]]</ref> It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,<ref>{{cite web|url=http://ds.ign.com/objects/142/14294464.html |title=IGN: SMT: Devil Survivor review, IGN|publisher=IGN |date= |accessdate=2010-05-18}}</ref> with the player's actions and choices having consequences on who lives and dies.<ref name=Devil-Survivor>[http://www.siliconera.com/2009/05/27/devil-survivor-and-the-countdown-clock-to-death/ Devil Survivor And The Countdown Clock To Death], Siliconera, May 27, 2009</ref> |
The [[Atlus]] title ''[[Shin Megami Tensei: Devil Survivor]]'' (2009)<ref>[http://www.gamedaily.com/games/shin-megami-tensei-devil-survivor/ds/game-main/list/ Shin Megami Tensei: Devil Survivor], [[GameDaily]]</ref> blended together both traditional and tactical RPG gameplay along with non-linear [[adventure game]] elements.<ref>[http://nds.gamezone.com/reviews/item/shin_megami_tensei_devil_survivor_nds_review/ Shin Megami Tensei: Devil Survivor - NDS - Review], [[GameZone]]</ref> It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,<ref>{{cite web|url=http://ds.ign.com/objects/142/14294464.html |title=IGN: SMT: Devil Survivor review, IGN|publisher=IGN |date= |accessdate=2010-05-18}}</ref> with the player's actions and choices having consequences on who lives and dies.<ref name=Devil-Survivor>[http://www.siliconera.com/2009/05/27/devil-survivor-and-the-countdown-clock-to-death/ Devil Survivor And The Countdown Clock To Death], Siliconera, May 27, 2009</ref> ''[[Infinite Space]]'' (2009) by [[Platinum Games]], for the Nintendo DS, is a hybrid of tactical role-playing, [[real-time strategy]] and [[Space flight simulator game|space simulator]] elements,<ref name="n-europe_space"/> and features a [[nonlinear gameplay|non-linear branching narrative]] with numerous choices that can have dramatic consequences,<ref name="rpgamer_space">{{cite web|last=Moehnke|first=Mike|title=Infinite Space - Staff Review|url=http://www.rpgamer.com/games/other/nds/infiniteline/reviews/infinitelinestrev1.html|publisher=[[RPGamer]]|accessdate=2 May 2012}}</ref> and an epic scale spanning hundreds of planets.<ref>{{cite web|last=Castle|first=Matthew|title=Infinite Space|url=http://www.gamesradar.com/infinite-space/|publisher=[[GamesRadar]]|accessdate=2 May 2012|date=March 16, 2010}}</ref> |
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''[[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.<ref name=Radiant-Historia>[http://www.1up.com/previews/radiant-historia-distinct-chrono-trigger Radiant Historia Gives Off a Distinct Chrono Trigger Vibe], [[1UP.com|1UP]]</ref> The game is most notable for its unique take on the concept of [[Nonlinear|non-linear]] branching storylines, which it combines with the concepts of [[time travel]] and [[Multiverse|parallel universes]], expanding on the ''[[Chrono (series)|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.<ref name=Radiant-Historia/><ref>[http://www.destructoid.com/to-those-of-you-that-asked-about-radiant-historia-191310.phtml To those of you that asked about Radiant Historia], [[Destructoid]]</ref> The player can also travel back and forth between two parallel timelines,<ref>[http://www.andriasang.com/e/blog/2010/08/02/radiant_history_full_site_open/ Radiant Historia's Full Official Site Opens], [[Andriasang]]</ref> and can obtain many possible parallel [[Multiple endings|endings]].<ref>[http://www.siliconera.com/2010/10/29/radiant-historia-has-many-endings/ Radiant Historia Has "Many" Endings], Siliconera</ref> [[Square Enix]]'s PSP version of ''[[Tactics Ogre: Let Us Cling Together]]'', released around the same time, featured a similar "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.<ref>[http://www.gamesradar.com/psp/tactics-ogre-let-us-cling-together/review/tactics-ogre-let-us-cling-together-review/a-2011021515943267079/g-20100722113014352012 Tactics Ogre: Let Us Cling Together], [[GamesRadar]], February 15, 2011</ref><ref>{{cite web|last=Parish|first=Jeremy|url=http://www.1up.com/reviews/radiant-historia-review|title=Radiant Historia Review for DS, Game from 1UP.com|publisher=[[1UP.com]]|pages=1–2|date=2011-02-22|accessdate=2011-02-25}}</ref> |
''[[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.<ref name=Radiant-Historia>[http://www.1up.com/previews/radiant-historia-distinct-chrono-trigger Radiant Historia Gives Off a Distinct Chrono Trigger Vibe], [[1UP.com|1UP]]</ref> The game is most notable for its unique take on the concept of [[Nonlinear|non-linear]] branching storylines, which it combines with the concepts of [[time travel]] and [[Multiverse|parallel universes]], expanding on the ''[[Chrono (series)|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.<ref name=Radiant-Historia/><ref>[http://www.destructoid.com/to-those-of-you-that-asked-about-radiant-historia-191310.phtml To those of you that asked about Radiant Historia], [[Destructoid]]</ref> The player can also travel back and forth between two parallel timelines,<ref>[http://www.andriasang.com/e/blog/2010/08/02/radiant_history_full_site_open/ Radiant Historia's Full Official Site Opens], [[Andriasang]]</ref> and can obtain many possible parallel [[Multiple endings|endings]].<ref>[http://www.siliconera.com/2010/10/29/radiant-historia-has-many-endings/ Radiant Historia Has "Many" Endings], Siliconera</ref> [[Square Enix]]'s PSP version of ''[[Tactics Ogre: Let Us Cling Together]]'', released around the same time, featured a similar "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.<ref>[http://www.gamesradar.com/psp/tactics-ogre-let-us-cling-together/review/tactics-ogre-let-us-cling-together-review/a-2011021515943267079/g-20100722113014352012 Tactics Ogre: Let Us Cling Together], [[GamesRadar]], February 15, 2011</ref><ref>{{cite web|last=Parish|first=Jeremy|url=http://www.1up.com/reviews/radiant-historia-review|title=Radiant Historia Review for DS, Game from 1UP.com|publisher=[[1UP.com]]|pages=1–2|date=2011-02-22|accessdate=2011-02-25}}</ref> |
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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; and ''Jagged Alliance 2'' features a strategic world map with roving bands of enemies that must be defeated before entering the final sector. ''[[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. |
''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; and ''Jagged Alliance 2'' features a strategic world map with roving bands of enemies that must be defeated before entering the final sector. ''[[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. |
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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/>{{clarify|date=July 2011}} ''[[Infinite Space]]'' ( |
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/>{{clarify|date=July 2011}} ''[[Infinite Space]]'' (2009) by [[Platinum Games]] is a hybrid of tactical RPG, real-time strategy, and [[Space flight simulator game|space simulator]].<ref name="n-europe_space">{{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> ''[[The 3rd Birthday]]'' (2010), the third game in the ''[[Parasite Eve (series)|Parasite Eve]]'' series, features a unique blend of [[action role-playing game]], [[Real-time tactics|real-time tactical]] RPG, [[survival horror]] and third-person tactical shooter elements.<ref>{{cite web|title=The 3rd Birthday Review: Manhattan just can't catch a break these days|date=March 25, 2011|publisher=IGN|author=Patrick Kolan|url=http://uk.psp.ign.com/articles/115/1157383p1.html|accessdate=2011-04-01}}</ref><ref>{{cite web|title=The 3rd Birthday review: New year's Eve|author=David Wolinsky|date=April 7, 2011|publisher=Joystiq|url=http://www.joystiq.com/2011/04/07/the-3rd-birthday-review/|accessdate=2011-04-09}}</ref> |
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==Massively multiplayer online gaming== |
==Massively multiplayer online gaming== |
Revision as of 07:31, 2 May 2012
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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RPG),[10][11][12][13].
Game design
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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 normally 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 role-playing video games used a highly tactical form of combat, most notably the 1983 released games Ultima III: Exodus[16] and Bokosuka Wars,[17] both of which introduced party-based, tiled combat in America and Japan, respectively.
Tactical RPGs are descendents of traditional strategy games, such as chess,[18] and table-top role-playing and war games, such as Chainmail, which were mainly tactical in their original form.[19] 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 origins (1983–1990)
During the 8-bit era, Bokosuka Wars, a computer game developed by Koji Sumii for the Sharp X1 in 1983[20] 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 and levels up along the way.[17] It is also considered to be an early prototype real-time strategy game.[21] 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.[22]
Another notable early example of the genre was Kure Software Koubou's 1988 PC-8801 strategy RPG, Silver Ghost,[23] 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."[24] Unlike later tactical RPGs, however, Silver Ghost was not turn-based, but instead used real-time strategy and action role-playing game elements. It also featured a point-and-click interface, to control the characters using a cursor.[25] A similar game released by Kure Software Koubo that same year was First Queen, a unique hybrid between a real-time strategy, action RPG, and strategy RPG. Like an RPG, the player can explore the world, purchase items, and level up, and like a strategy video game, it focuses on recruiting soldiers and fighting against large armies rather than small parties. The game's "Gochyakyara" ("Multiple Characters") system let the player control one character at a time while the others are controlled by computer AI that follow the leader, and where battles are large-scale with characters sometimes filling an entire screen.[26][27]
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 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,[28] a concept still used in recent games such as Shin Megami Tensei: Devil Survivor,[29] and Final Promise Story.[30] 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 and Final Fantasy Tactics, and Nippon Ichi games like Disgaea..[28]
Console history (1991–present)
16-bit consoles
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.[31] 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.[32]
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.[33]
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.[24] One game released solely in Japan for the Super Nintendo Entertainment System (SNES), Bahamut Lagoon, began Square'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.[34][35]
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.[35] 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.[35][36] 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. Another feature was "Warren's Report",[36] a type of database on the land, people, encounters and races of Valeria (similar to, but much more expansive than, the troves of knowledge in Mass Effect).[37] 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.[38]
32-bit consoles
![](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, which feature branching storylines that can be altered by the player's dialogue choices that lead to different endings,[39] as well as Sega's 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 throughout 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.
Sega's Sakura Wars, released for the Sega Saturn in 1996, combined tactical RPG combat with dating sim and visual novel elements, introducing a real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time. The player's choice, or lack thereof, affects the player character's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation.[40] The success of Sakura Wars led to a wave of games that combine the RPG and dating sim genres, including Thousand Arms in 1998, Riviera: The Promised Land in 2002, and Luminous Arc in 2007.[41]
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.[35] Thanks to Hiroyuki Ito, lead designer on the game, 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.[42] 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.[43] The game's reputation led to other developers adding the word "Tactics" to their titles to indicate the tactical RPG genre.[44] 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.[43]
Sixth generation
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.[45] 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.[35] 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.[46]
In 2001, Sakura Wars 3 for the Dreamcast introduced a new combat system that incorporates action elements,[47] and abandons the use of grids in favour of allowing each character to move around freely across the battlefield but with a limited number of moves each turn illustrated using a bar at the bottom of the screen.[48] This type of combat system would later be the basis for the combat system in Valkyria Chronicles, developed by much of the same team in 2008.[47] The Sakura Wars series would not be released in the West until the fifth game, Sakura Wars: So Long, My Love (2005).[40] The Front Mission series also 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.[49][50] 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.[50][51] The game ended up receiving an average score of 78% at Game Rankings.[52] 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.[53]
Seventh generation
![](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 tactical 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."[54]
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).[55] 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.[56][57]
The Atlus title Shin Megami Tensei: Devil Survivor (2009)[58] blended together both traditional and tactical RPG gameplay along with non-linear adventure game elements.[59] It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,[60] with the player's actions and choices having consequences on who lives and dies.[29] Infinite Space (2009) by Platinum Games, for the Nintendo DS, is a hybrid of tactical role-playing, real-time strategy and space simulator elements,[61] and features a non-linear branching narrative with numerous choices that can have dramatic consequences,[62] and an epic scale spanning hundreds of planets.[63]
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.[64] 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.[64][65] The player can also travel back and forth between two parallel timelines,[66] and can obtain many possible parallel endings.[67] Square Enix's PSP version of Tactics Ogre: Let Us Cling Together, released around the same time, featured a similar "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.[68][69]
Upcoming Atlus title Growlanser IV: Wayfarer of the Time (2012)[70] features a unique battle system that blends turn-based and real-time strategy. The player controls each character in turn, but the actions play out in real-time.
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.[30]
Personal computers (1994–present)
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, as well as greater freedom of movement when interacting with the surrounding environment.[71][72] Notable examples include the Jagged Alliance series (1994)[73][74][75] and Silent Storm series (2003),[74][76][77][78][79] with many titles owing considerably to X-COM (1994)[71][73] and its sequels. In fact, Western PC games in the genre were largely defined by X-COM: UFO Defense in much the same way as Eastern console games were by Fire Emblem.[80] Outside of consoles, new tactical and squad-tactics games are few and far between, however.
Incubation: Time Is Running Out[73] (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. Other titles in the series were tactical wargames featuring vehicle combat and base capturing. The game was generally well-received by critics.[81]
Gorky 17 (1999, a.k.a. Odium) is a tactical RPG by Polish developer Metropolis Software featuring elements of 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. The game's reception was mixed.[82]
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,[83] though it features a different action point system and is missing the latter game's upgradable units. The game's reception was also mixed.[84]
Fallout Tactics: Brotherhood of Steel[85][86][87][88] (2001) is a spin-off of the Fallout series of CRPGs by Interplay Entertainment developed by Australian company Micro Forté. Unusual for the genre was the option to choose between real-time or turn-based play. Included with the game was a table-top miniatures game based on the Fallout universe, called Fallout: Warfare. The game received generally favorable reviews from critics,[89] though was not as well received as the series' traditional RPG titles.
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 ammunition. The game received mixed reviews from critics.[90]
Freedom Force[91][92] (2002) and its sequel, Freedom Force vs. the Third Reich[93][94] (2005) - both by Irrational Games - are some examples of comic book super hero tactical RPGs that are played in real-time instead of turns. Both games received favorable reviews from critics.[95][96]
Paradise Cracked[73][97] (2003), COPS 2170: The Power of Law (2005), Metalheart: Replicants Rampage[98][99][100] (2004) and Shadow Vault[101][102][103] (2004) are poorly-received[100][104][105][106] tactical RPGs by MiST Land South, Akella and Mayhem Studios of Russia and Slovakia, respectively. Paradise Cracked was inspired by cyberpunk works such as The Matrix, Blade Runner, Ghost in the Shell, and Philip K. Dick novels;[73] and Metalheart: Replicants Rampage is a post-apocalyptic cyberpunk tactical RPG inspired by Jagged Alliance, Syndicate, and Fallout.[98] COPS 2170: The Power of Law is set in the same "Reality 4.13" universe that first appeared in Paradise Cracked.
Hammer & Sickle[107][108] (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. This was followed by Night Watch[74][109][110] (2006) and its sequel, Day Watch (2007), also by Nival Interactive, but instead based on the Russian novels and films of the same name. All three games received mediocre-to-poor review scores despite re-utilizing the highly regarded Silent Storm engine.[111][112][113]
Other titles inspired[114] by Jagged Alliance include Brigade E5: New Jagged Union[114] (2006) by Russian developer Apeiron and its sequel, simply titled 7.62 (2007). The series incorporates an innovative hybrid system the company calls "Smart Pause Mode" in an attempt to add further realism to the genre.[115] Further, Hired Guns: The Jagged Edge (2007) by GFI Russia began its life as Jagged Alliance 3D before Strategy First withdrew the rights to the series name;[116] and Jagged Alliance: Back in Action by bitComposer Games is a 3D, real-time remake of Jagged Alliance 2 currently in development.[117]
The UFO series of games - UFO: Aftermath (2003), UFO: Aftershock (2005)[118][119][120] and UFO: Afterlight (2007) - and UFO: Extraterrestrials (2007) are two X-COM-inspired tactical series by Czech developers ALTAR Interactive and Chaos Concept.[121] The former features real-time play, and the latter received only mixed reviews.[122] A number of additional modern homages to X-COM are also in production, including the open source Project Xenocide and UFO: Alien Invasion, as well as Isochron and Xenonauts by JSeuss Software and Goldhawk Interactive.[123][124][125][126]
Finally, 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. This was followed more recently by The Battle for Wesnoth[127] (2005) an open source, multi-platform tactical RPG also inspired by Master of Monsters and Warsong.[33][128]
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.[129][130] 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 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,[21] an early reverse tower defense game,[131] and an early action role-playing game.[131][132] 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.[22] Similarly, Kure Software Koubou's Silver Ghost (1988) combined elements of both tactical RPGs and action RPGs,[24] while Ogre Battle: March of the Black Queen (1993) blurred the line between a tactical RPG and a real-time strategy.[34] 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.[55] Vagrant Story is a game that combines elements of Action RPG, Adventure and Strategy; with its heavy emphasis on battle preparations, weapon management, upgrading skills, taking turns battling, weakness against certain attributes and traps which form a square shape, like in a tactical turn-based game.
Some PC role-playing games, such as parts of the Ultima series[133] beginning with Ultima III: Exodus (1983);[16] Wizard's Crown (1985) and The Eternal Dagger (1987); Return to Krondor (1998); 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. More recent examples include Troika Games' The Temple of Elemental Evil (2003), which featured an accurate implementation of the Dungeons & Dragons 3.5 edition ruleset;[134] Knights of the Chalice (2009), which implements the D20 Open Game License;[135] and Pyrrhic Tales: Prelude to Darkness (2002).[136]
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.[137] The X-COM series also possesses a strategic layer, complete with strategic map and research tree; and Jagged Alliance 2 features a strategic world map with roving bands of enemies that must be defeated before entering the final sector. 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."[54] Radiant Historia (2010) also blurs the line between traditional RPGs and tactical RPGs.[64][clarification needed] Infinite Space (2009) by Platinum Games is a hybrid of tactical RPG, real-time strategy, and space simulator.[61] The 3rd Birthday (2010), the third game in the Parasite Eve series, features a unique blend of action role-playing game, real-time tactical RPG, survival horror and third-person tactical shooter elements.[138][139]
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?).[140][141][142] Tactica Online was a planned MMORPG that would have featured tactical combat, had development not been cancelled.[143][144] Strugarden is a Japan/Korea-exclusive 3D MMORPG which uniquely employs separate movement and attack rounds.[145] Gunrox (2008), Poxnora (2006) and Wakfu (2012) are some other recent 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 gamers. 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 Final Fantasy Tactics, Tactics Ogre, Fire Emblem and Disgaea have enjoyed a surprising measure of popularity, as have hand-held war games including Fire Emblem and Final Fantasy Tactics Advance. 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 some developers, it is becoming increasingly difficult in recent years to develop games of this type for the PC (though several have been developed in Eastern Europe with mixed results);[146][147] and even Japanese RPG developers are beginning to complain about a supposed bias against turn-based systems.[148][149] Reasons cited include Western developers' focus on developing real-time and action-oriented games instead.[147]
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
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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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The world of Paradise Cracked was largely influenced by such movie Blade Runner, 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.
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{{cite web}}
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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.
{{cite web}}
:|first=
missing|last=
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Publishers run a mile from anything with turn-based mechanics—it is regarded as too niche. RTS games pretty much killed off turn-based strategy games in the mid-90s—but now even RTS games are regarded as niche. (...) Thanks to 'Advance Wars', 'Fire Emblem' and 'Final Fantasy Tactics' it seems turn-based games are not totally dead—at least for Nintendo handhelds.
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