|That Lion is a bastard|
I'm a fan of tactical games so I was eager to get started and find out what this game was like and take notes on how it works everything out.
I began with my Hero, asleep in bed and stared at by a strange black knight looming from across the room. So I did what any other character would: followed the tutorial and did as I was told. It wouldn't be for a few matches that I would finally have freedom to do my own attacking with my own band of troops that had joined me from the castle and a local inn.
Now, I had all the basic archetypes and the only thing left was to continue defending the kingdom by attacking these Black Knights of the Mirror. I'm not sure what the mirror is, but it's bad is all I know.
The problem is, and I know it's petty, but I don't like the Aesthetics. It's colours are too dull and dark, even with the brightness turned up, and all the map and character models look very meh. It's not them, it's me. I can get picky with certain art styles sometimes, and it puts me off. Still, I took notes on the game itself, because I don't see why I can't think how another game, that I happen to really enjoy, wouldn't be able to take advantage of this format.
Characters level up as normal, gaining experience with each encounter, the majority to those who fought hardest.
Skills are then learnt in the barracks, placing down gold and waiting Minutes/hours/days for that to reach the next tier. Skills are based on the characters class, of which you cannot change out.
New skills are learnt by gaining ranks, as each new characters begin at a Novice Rank, and then Work their way up to Ultimate.
Special resources are available as Crowns, earns in game in small values, and can be used to expediate learning and Healing.
Characters do not end battle completely healed and ready for the next battle. They must heal over time. So far I've seen that the rate is a constant and the duration increases based on the amount of health lost.
You do not heal in battle. If you have a healing source, you gain Temporary Hit Points which disappear at the end of the fight.
If you die in a fight, that character cannot be used for a period of time. Whether the downtime is based on health or rank, or if it's a set time, I'm not sure. I've only died with one character, the Brogue Thief. (Seriously, she's a terrible stereotype of a Pom.)
Purchases are Random. That's one thing that irks me most. You spend a bunch of gold and you'll end up with potentially 3 pieces of junk you weren't looking for. Same with Promotion Stones, you could spend much more money than you want trying to get one stone you need. Same with if you want to buy a new soldier. You pay, and it rolls up a random Character.
It's unappealing. To get anything definite, you have to sink in money to Hero packs which may also give you a bonus of gold and crowns on top.
Microtransactions have never been a problem since I make a point not to spend money on something like in game currency, and especially since I have no real life money at the best of times, but there is still a point where I just get turned off by it, and that just barely reaches it.
All these notes make me think of one of my favourite tactical RPGs, Tactics Ogre. Directed by Yasumi Matsuno, it is a fantastic piece of work that I still play today when I charge my PSP. So thinking of a game like that, knowing that the world of Ogre Battle is immense and full of conflict, it makes me feel funny in the pants and wish it were real.
Because all those silly aesthetic irks I have would disappear. I adore the art style of Tactics ogre games. But frankly, I would buy any Ogre Battle game that comes out in the future, and every night I clasp my little hands together and wish that another would come. Or another remake of the older ones.