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Tactical role-playing game

Tactical role-playing games[1][2][3][4] (abbreviated TRPGs), also known as strategy role-playing games[5][6] and in Japan as simulation RPGs[a] (both abbreviated SRPGs), are a video game genre that combines core elements of role-playing video games with those of tactical (turn-based or real-time) strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as Chainmail, which were primarily concerned with combat.

Game design Edit

This subgenre of role-playing video games principally refers to games which incorporate elements from strategy video games as an alternative to traditional role-playing game (RPG) systems. Like standard RPGs, the player typically controls a finite party and battles a similar number of enemies. Like other RPGs, death is usually temporary, but this genre incorporates strategic gameplay such as tactical movement on an isometric grid. Unlike traditional RPGs which are traditionally single-player, some tactical RPGs feature multiplayer play, such as Final Fantasy Tactics.[7]

A distinct difference between tactical RPGs and traditional RPGs is the lack of exploration;[8] for instance, Final Fantasy Tactics does away with the third-person exploration of towns and dungeons that is typical in a Final Fantasy game.[9] 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 are awarded secondary experience points which can be used to advance in specific character classes.[9] Battles have specific winning conditions, such as defeating all enemies or surviving a certain number of turns, 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.[9]

History Edit

A number of early role-playing video games used a tactical form of combat, such as Tunnels of Doom (1982)[10] and Ultima III: Exodus (1983),[11] as well as The Dragon and Princess (1982)[12] and Bokosuka Wars (1983),[13] which introduced party-based, tiled combat to America and Japan, respectively. Further, tactical RPGs are descendants of tabletop role-playing games and wargames, such as Dungeons & Dragons and Chainmail, which were mainly tactical in their original form.[14][Note 1] Nevertheless, much of the development of tactical RPGs has diverged on each side of the Pacific, and the term "tactical RPG" is sometimes reserved only for those titles that were created in Japan.[citation needed]

8-bit origins in the East (1982–1990) Edit

 
Tactical role-playing games often involve moving troops turn by turn across a map to defeat foes or capture territory, as depicted similarly in this illustration.

One of the earliest Japanese RPGs, Koei's The Dragon and Princess, was released on NEC's PC-8001 home computer platform in 1982.[17] This game can also be considered a precursor to the tactical RPG genre. It used a combat system where, following a random encounter, the game transitioned to a separate, graphical, overhead battle screen, and tactical turn-based combat ensued. That same year, Tunnels of Doom used a similar combat system,[10] as did Ultima III: Exodus released in 1983.[12][18]

During the 8-bit era, 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 and levels up along the way.[13] It is also considered to be an early prototype real-time strategy game.[20]

Another notable early example of the genre was Kure Software Koubou's 1988 PC-8801 strategy RPG, Silver Ghost,[21] 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 the players had to direct, oversee and command multiple characters.[22] 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.[23] 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.[24][25] Master of Monsters, developed by SystemSoft and released in 1989 for the MSX2, added fantasy characters and magic attacks to the gameplay of the wartime combat Daisenryaku series, which had instead opted for tanks, planes, and other vehicles of real-world modern combat. Master of Monsters also added experience bars for the character units, a concept which would be adapted and popularized by later console-based series like Fire Emblem. Unlike many other early titles in the genre, Master of Monsters made its way to the west via a port to the Sega Genesis in 1991, albeit only in North America.

However, the genre did not become prolific until Nintendo published the game that set the template for tactical wargame RPGs, Fire Emblem: Ankoku Ryū to Hikari no Tsurugi. Developed by Intelligent Systems and released exclusively in Japan for the Nintendo Famicom in 1990, Fire Emblem would become an archetype for the whole genre, establishing gameplay elements that are still used in tactical RPGs today, though many 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 that the development team gained experience with in their 1988 release Famicom Wars, Intelligent Systems 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,[26] a concept still used in recent games such as Shin Megami Tensei: Devil Survivor,[27] and Final Promise Story.[28] It was not until the release of Fire Emblem: The Blazing Blade for the Game Boy Advance, many years later, that the series was introduced to Western gamers, who until then were more familiar with localized precursors like Nobunaga's Ambition, as well as later tactical RPGs partially influenced by Fire Emblem, including the Shining and Ogre series and Final Fantasy Tactics, and Nippon Ichi games like Disgaea.[26]

Eastern console history (1991–present) Edit

16-bit consoles Edit

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.[29] 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.[30]

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.[31]

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. It spawned sequels, Shining Force II for Sega Genesis and Shining Force CD for Sega CD, besides the Shining Force Gaiden 1, 2 and 3 for Sega Game Gear and Shining Force III for Sega Saturn. The game's creator, Camelot Software Planning's Hiroyuki Takahashi, cited Kure Software Koubou's 1988 tactical RPG, Silver Ghost, as his inspiration.[22] 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 influence 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.[32][33]

The sequel, Tactics Ogre: Let Us Cling Together, was originally a 1995 SNES game that was not released outside 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.[33] 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.[33][34] 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",[34] 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).[35] 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: Genealogy of the Holy War 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.[36]

32-bit consoles Edit

 
Isometric graphics of Front Mission. The character's movement range is indicated in blue. Some terrain objects such as trees block movement. The terrain also shows a noticeable variation in height at different places.

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,[37] 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.

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.[38] 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.[39]

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.[33] 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.[40] 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.[41] The game's reputation led to other developers adding the word "Tactics" to their titles to indicate the tactical RPG genre.[42] 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.[41]

Sixth generation Edit

On sixth-generation consoles, a loyal American fan-base has been established by Nippon Ichi, makers of the PlayStation 2 games La Pucelle: Tactics, Phantom Brave, and Disgaea: Hour of Darkness.[43] 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).[33] 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.[44]

In 2001, Sakura Wars 3 for the Dreamcast introduced a new combat system that incorporates action elements,[45] 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.[46] 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.[45] The Sakura Wars series would not be released in the West until the fifth game, Sakura Wars: So Long, My Love (2005).[38] The Front Mission series also continued on to the PlayStation 2, with Front Mission 4 and 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.[47] 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.[48] The game ended up receiving an average score of 77.83% at GameRankings.[49] 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.[50] This time period also saw the Western debut of Fire Emblem in Fire Emblem: The Blazing Blade (simply titled Fire Emblem outside Japan).

Seventh generation Edit

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".[51]

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).[52] 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.[53][54]

The Atlus title Shin Megami Tensei: Devil Survivor (2009) blended together both traditional and tactical RPG gameplay along with non-linear adventure game elements.[55] It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,[56] with the player's actions and choices having consequences on who lives and dies.[27] Infinite Space (2009) by PlatinumGames, for the Nintendo DS, is a hybrid of tactical role-playing, real-time strategy and space simulator elements,[57] and features a non-linear branching narrative with numerous choices that can have dramatic consequences,[58] and an epic scale spanning hundreds of planets.[59]

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.[60] 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 effect 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.[60][61] The player can also travel back and forth between two parallel timelines,[62] and can obtain many possible parallel endings.[63] 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.[64][65]

Atlus title Growlanser IV: Wayfarer of the Time (2012)[66] 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 title 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 affects the game's storyline.[28]

Western personal computers Edit

Many Western PC games have utilized this genre for years, as well. Western games tend to have 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.[67][68] Notable examples include the Jagged Alliance series (1994-2018)[69][70][71] and the Silent Storm series (2003-2005),[70][72][73][74][75] with many titles owing considerably to the X-COM series (1994-2016) of strategy games.[67][69] In fact, Western PC games in the genre were largely defined by X-COM in much the same way as Eastern console games were by Fire Emblem.[76]

1990s Edit

Lords of Chaos (1990) came about when Julian Gollop wanted to add more role-playing elements to his 1985 video game Chaos: The Battle of Wizards, which was more of a tactical wargame.[77] Incubation: Time Is Running Out (1997),[69] 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 are mainly tactical wargames featuring vehicle combat and base capturing. The game was generally well received by critics.[78]

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.[79]

Vantage Master is a series of tactical RPGs similar to Master of Monsters developed and published by Nihon Falcom for Microsoft Windows, beginning in 1997. The first game in the series was never released outside Japan, South Korea and Taiwan. The latest game, Vantage Master Portable for the PSP,[80] was released on April 24, 2008.

Jagged Alliance is tactical turn-based RPG series developed by Sir-Tech Canada. First game was released in 1995, second in 1999.

2000s Edit

 
Silent Storm presents the player with two sets of equipped weapons, numerous stances, and several different firing modes. Terrain elevation is also completely fluid, with smooth ramps, sloping embankments, flights of stairs and ladders (not pictured).

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,[81] though it features a different action point system and is missing the latter game's upgradable units. The game's reception was mixed.[82]

Fallout Tactics: Brotherhood of Steel (2001)[83][84][85] is a spin-off of the Fallout series of CRPGs by Interplay Entertainment developed by Australian company Micro Forté. Unusual for the genre is the option to choose between real-time and turn-based play, or between "Continuous Turn-Based Mode" (CTB), "Individual Turn-Based Mode" (ITB), and "Squad Turn-Based Mode" (STB) modes as the developers put it.[86] The game even allows the player to switch modes in the middle of play.[84] The game received generally favorable reviews from critics,[87] though was not as well-received as the series' more 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.[88]

Freedom Force (2002)[89][90] and its sequel, Freedom Force vs. the Third Reich (2005)[91][92] - both by Irrational Games - are two examples of comic book superhero tactical RPGs that are played in real-time instead of turns. Both games received favorable reviews from critics.[93][94]

Paradise Cracked (2003),[69][95] COPS 2170: The Power of Law (2005), Metalheart: Replicants Rampage (2004)[96][97][98] and Shadow Vault (2004)[99][100][101] are poorly received[98][102][103][104] 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;[69] and Metalheart: Replicants Rampage is a post-apocalyptic cyberpunk tactical RPG inspired by Jagged Alliance, Syndicate, and Fallout.[96] COPS 2170: The Power of Law is set in the same "Reality 4.13" universe that first appeared in Paradise Cracked.

Hammer & Sickle (2005)[105][106] 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. After this came Night Watch (2006)[70][107][108] 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 utilizing the highly regarded Silent Storm engine.[109][110][111]

Other titles inspired[112] by Jagged Alliance include Brigade E5: New Jagged Union (2006)[112] and its sequel, simply titled 7.62 (2007), by Russian developer Apeiron; Hired Guns: The Jagged Edge (2007) by GFI Russia; and Jagged Alliance: Back in Action by bitComposer Games. The Brigade E5 series incorporates an innovative hybrid real-time system the company calls "Smart Pause Mode" in an attempt to heighten realism;[113] Hired Guns: The Jagged Edge began its life as Jagged Alliance 3D before Strategy First withdrew the rights to the series name;[114] and Jagged Alliance: Back in Action is a 3D, real-time remake of Jagged Alliance 2.[115] Lastly, Jagged Alliance: Flashback was released in 2014 following a successful Kickstarter.[116] The developer Full Control gained notoriety, however, for feuding with its backers,[117] and the company stopped making games shortly thereafter.[118]

Additional titles inspired by X-COM include UFO: Aftermath (2003), UFO: Aftershock (2005),[119][120][121] UFO: Afterlight (2007) and UFO: Extraterrestrials (2007) by Czech developers ALTAR Interactive and Chaos Concept;[122] as well as Xenonauts (2014) by Goldhawk Interactive.[123][124][125] ALTAR's UFO series features real-time play; Chaos Concept's UFO: Extraterrestrials received only mixed reviews;[126] and Xenonauts currently has a "Very Positive" rating on Steam.[127] The open source, cross-platform X-COM-clone UFO: Alien Invasion is also under development.

The Battle for Wesnoth (2005) is another Master of Monsters and Warsong clone, released under an open source license for multiple platforms.[31][128][129] It is also continually updated.

2010s Edit

The tactical isometric cyberpunk/fantasy RPG, Shadowrun Returns (2013), was funded via a successful crowd-sourced Kickstarter campaign that raised a total of $1.9 million for development.[130] The game is based on the popular Shadowrun pen-and-paper setting by Jordan Weisman, and features tactical combat in a world filled with cybernetics, magic and fantasy creatures.[131] Two sequels, Shadowrun: Dragonfall (2014) and Shadowrun: Hong Kong (2015) quickly followed. An online tactical game not directly related to the previous three games, Shadowrun Chronicles: Boston Lockdown, was released to less-than-positive reviews in 2015.[132]

In 2014 the tactical RPG Blackguards based on the German The Dark Eye pen-and-paper setting was released to mixed or average reviews.[133][134] A sequel, Blackguards 2, was released one year later. In 2014, The Banner Saga was released, the first chapter of a TRPG trilogy that would lead to two sequels.

2015 saw the release of Invisible, Inc. for OS X, Windows and Linux. It has been described as a "tactical RPG that mixes stealth with procedural generation", since it introduces elements of espionage and roguelike gameplay.[135] It received generally favorable scores from reviewers.[136] A version for the PlayStation 4[137][138] and Nintendo Switch[139] has been released.

In March 2017 the German indie developer Overhype Studios released its tactical RPG Battle Brothers out of Early Access to generally favorable reviews.[140] This mercenary company simulation was described as a "cleverly constructed, carefully balanced board game".[141]

Genre blurring Edit

Other games combine 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.[142][143] Rebelstar (1984) and Laser Squad (1988) were precursors to X-COM created by the same developer, Julian Gollop. They did not, however, feature the statistical character development and strategic map of the later series.[144]

Bokosuka Wars (1983), a game regarded as the progenitor of the strategy/simulation RPG genre,[13] is also difficult to clearly define. While often referred to as a strategy/simulation RPG,[13] it is also sometimes referred to as a prototype real-time strategy,[20] an early reverse tower defense game,[145] and an early action role-playing game.[145][146] 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.[147] Similarly, Kure Software Koubou's Silver Ghost (1988) combined elements of both tactical RPGs and action RPGs,[22] while Ogre Battle: March of the Black Queen (1993) blurred the line between a tactical RPG and a real-time strategy.[32] 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.[52]

In addition to a turn-based tactical combat layer, the X-COM series also possesses a real-time 3D strategic layer, complete with global defensive map as well as a technology tree that the player must research in order to unlock new weapons and armor. Jagged Alliance 2 features a country sector map with fortified towns and roving bands of enemies that must be defeated before entering the capital city of Meduna. Knights in the Nightmare (2009) combines elements of traditional tactical RPGs with bullet hell–style shoot 'em up gameplay.[citation needed]

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 by one source as "the missing link between Final Fantasy Tactics and Full Spectrum Warrior".[51] In an interview with Eurogamer, X-COM developer Julian Gollop mentioned how surprised he was how close Valkyria Chronicles was in design to his cancelled game Dreamland Chronicles.[144]

Infinite Space (2009) by PlatinumGames is a hybrid of tactical RPG, real-time strategy, and space simulator.[57] 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.[148][149]

Dead State (2014) is a turn-based RPG developed by DoubleBear Productions and Iron Tower Studios set in a zombie apocalypse scenario. Players are tasked with leading a group of survivors living in a shelter in the fictional town of Splendid, Texas.[150] Dead State mixes tactical combat and RPG character development with survival horror and base management elements. An "enhanced edition" was released in 2015 under the name, Dead State: Reanimated.[151]

Full-fledged CRPGs Edit

A number of "full-fledged" computer role-playing games could also be described as having "tactical combat". Examples from the classic era of CRPGs include parts of the aforementioned Ultima series[152] beginning with Ultima III: Exodus (1983);[11] SSI's Wizard's Crown (1985) and The Eternal Dagger (1987);[153] the Realms of Arkania (1992-1996) series based on the German The Dark Eye pen-and-paper system;[153] and the Gold Box games of the late '80s and early '90s - many of which were later ported to Japanese video game systems.[154] Other examples include Troika Games' The Temple of Elemental Evil (2003), which features a highly accurate implementation of the Dungeons & Dragons 3.5 edition ruleset;[155] Knights of the Chalice (2009), which implements the d20 Open Game License;[156] and Pyrrhic Tales: Prelude to Darkness (2002), an open world RPG featuring one continuous game world.[157] More recent examples include Wasteland 2 (2014),[158] Divinity: Original Sin (2014)[159] and The Age of Decadence (2015). Partly due to the success of Wasteland 2, Divinity: Original Sin, Shadowrun: Dragonfall, Blackguards and Dead State, 2014 has been labeled "the first year of the CRPG renaissance".[160]

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.[161] Heroes of Jin Yong (1996), a Chinese role-playing game based on the popular historical Wuxia novels by Jin Yong, features a number of melee and ranged kung fu skills to train and develop, as well as a grid-based battle system.[citation needed] A remake of the game under the title of Tale of Wuxia was released in Chinese in 2015,[citation needed] and later on Steam in both Chinese and English in 2016.[162]

Massively multiplayer online gaming Edit

Several massively multiplayer online games (MMOs) have combined multiplayer online gaming with tactical turn-based combat. Examples include, Dofus (2005), The Continuum (2008), as well as the Russian game Total Influence Online (2009).[163][164][165] Tactica Online was a planned MMORPG that would have featured tactical combat, had development not been cancelled in 2006.[166][167] Gunrox (2008), Poxnora (2006) and Wakfu (2012) are some other recent examples.[168][169][170]

Popularity Edit

Many tactical RPGs can be both extremely time-consuming and extremely difficult. Hence, the appeal of most tactical RPGs is to the hardcore, not casual, computer and video game player.[171] Traditionally, tactical RPGs have been quite popular in Japan but have not enjoyed the same degree of success in North America and elsewhere.[172][173] However, the audience for Japanese tactical RPGs has grown substantially in the West since the mid-90s, with PS1 and PS2 titles such as Final Fantasy Tactics, Suikoden Tactics, Vanguard Bandits and Disgaea enjoying a surprising measure of popularity outside Japan.[Note 2] Further, older Japanese tactical RPGs are also being re-released via software emulation—such as Nintendo's Virtual Console for the Wii, WiiU and Nintendo 3DS.[176] Until it was later replaced with the Nintendo Switch Online's legacy games service in 2018 before being fully discontinued in 2023, giving these games a new lease on life.[177]

In the 2000s, some developers complained it was becoming increasingly difficult to develop games of this type (though several had been developed in Eastern Europe with limited success);[178][179] and even some developers were beginning to complain about a supposed bias against turn-based systems.[180][181] Reasons cited include publishers' focus on developing real-time, action-oriented games, as well as a perception that games with turn-based mechanics were "too niche" to become successful.[179] Things have turned around in the 2010s, at least in the West. A few high-profile titles, such as 2K Games' strategy video games, XCOM: Enemy Unknown and XCOM 2 - as well as a number of Kickstarter-funded RPGs, such as Larian's Divinity: Original Sin, inXile's Wasteland 2 and Harebrained Schemes' Shadowrun Returns - were successfully developed and published in recent years, in part due to new means of funding and distributing them. According to Dan Tudge of n-Space: "The resurgence of tactical-isometric RPGs has a lot to do with accessibility. ... Changes in the ecosystem like Steam and digital distribution have made it easier than ever for developers to connect with players".[182]

See also Edit

Notes Edit

  1. ^ Japanese: シミュレーションRPG, Hepburn: Shimyurēshon RPG
  1. ^ Delving even further, one finds that wargames such as Kriegspiel and Chainmail are themselves descendants of traditional ancient strategy games such as chess and chaturanga.[15][16]
  2. ^ Final Fantasy Tactics for the PS1 is often considered the breakthrough title outside Japan.[174][175]

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  173. ^ Parfitt, Ben (July 17, 2007). . MCV. Archived from the original on 2009-02-10. Retrieved 12 May 2011. The tactical RPG genre may not be a chart-topper in the West, but hardcore followers of Japanese RPG specialists Nippon Ichi will be delighted to hear that the studio is bringing the latest instalment to its critically acclaimed series to PS3 next year.
  174. ^ Parish, Jeremy. . 1UP.com. Archived from the original on 4 June 2011. Retrieved 12 May 2011. Tactical RPGs have been gaining popularity in the United States since a PS1 game called Final Fantasy Tactics introduced a legion of gamers to its detail-oriented strategy. ... Although FFT is often praised for giving birth to the tactical RPG genre, that PS1 masterpiece would never have existed without this classic pair of Super NES ports.
  175. ^ Beckett, Michael. . RPGamer. Archived from the original on 14 March 2012. Retrieved 12 May 2011. Final Fantasy Tactics did much the same thing for tactical RPGs that Final Fantasy VII did for the genre as a whole—made it more popular, more accessible, and more visible to the rest of the gaming world.
  176. ^ Bramwell, Tom (October 21, 2002). "Dynasty Tactics - First Impressions". Eurogamer. Retrieved 12 May 2011. Final Fantasy Tactics is being given a new lease of life on Game Boy Advance, and Capcom has plans to release an Onimusha Tactics title in the near future too.
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  179. ^ a b Gollop, Julian. "Blog comment by Julian Gollop, developer of X-COM and other genre titles". Gamasutra. 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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tactical, role, playing, game, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, possibly, contains, original, research, please, improve, verifying, claims. This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article possibly contains original research Please improve it by verifying the claims made and adding inline citations Statements consisting only of original research should be removed January 2012 Learn how and when to remove this template message This article s lead section may be too short to adequately summarize the key points Please consider expanding the lead to provide an accessible overview of all important aspects of the article November 2012 This article may be weighted too heavily toward only one aspect of its subject Please help by introducing more general information to this article Feel free to discuss the issue on the talk page January 2012 Learn how and when to remove this template message Tactical role playing games 1 2 3 4 abbreviated TRPGs also known as strategy role playing games 5 6 and in Japan as simulation RPGs a both abbreviated SRPGs are a video game genre that combines core elements of role playing video games with those of tactical turn based or real time strategy video games The formats of tactical RPGs are much like traditional tabletop role playing games and strategy games in appearance pacing and rule structure Likewise early tabletop role playing games are descended from skirmish wargames such as Chainmail which were primarily concerned with combat Contents 1 Game design 2 History 2 1 8 bit origins in the East 1982 1990 2 2 Eastern console history 1991 present 2 2 1 16 bit consoles 2 2 2 32 bit consoles 2 2 3 Sixth generation 2 2 4 Seventh generation 2 3 Western personal computers 2 3 1 1990s 2 3 2 2000s 2 3 3 2010s 2 4 Genre blurring 2 4 1 Full fledged CRPGs 2 4 2 Massively multiplayer online gaming 3 Popularity 4 See also 5 Notes 6 ReferencesGame design EditThis section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed April 2017 Learn how and when to remove this template message This subgenre of role playing video games principally refers to games which incorporate elements from strategy video games as an alternative to traditional role playing game RPG systems Like standard RPGs the player typically controls a finite party and battles a similar number of enemies Like other RPGs death is usually temporary but this genre incorporates strategic gameplay such as tactical movement on an isometric grid Unlike traditional RPGs which are traditionally single player some tactical RPGs feature multiplayer play such as Final Fantasy Tactics 7 A distinct difference between tactical RPGs and traditional RPGs is the lack of exploration 8 for instance Final Fantasy Tactics does away with the third person exploration of towns and dungeons that is typical in a Final Fantasy game 9 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 are awarded secondary experience points which can be used to advance in specific character classes 9 Battles have specific winning conditions such as defeating all enemies or surviving a certain number of turns 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 9 History EditThis section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed July 2009 Learn how and when to remove this template message This section needs to be updated Please help update this article to reflect recent events or newly available information November 2012 A number of early role playing video games used a tactical form of combat such as Tunnels of Doom 1982 10 and Ultima III Exodus 1983 11 as well as The Dragon and Princess 1982 12 and Bokosuka Wars 1983 13 which introduced party based tiled combat to America and Japan respectively Further tactical RPGs are descendants of tabletop role playing games and wargames such as Dungeons amp Dragons and Chainmail which were mainly tactical in their original form 14 Note 1 Nevertheless much of the development of tactical RPGs has diverged on each side of the Pacific and the term tactical RPG is sometimes reserved only for those titles that were created in Japan citation needed 8 bit origins in the East 1982 1990 Edit nbsp Tactical role playing games often involve moving troops turn by turn across a map to defeat foes or capture territory as depicted similarly in this illustration One of the earliest Japanese RPGs Koei s The Dragon and Princess was released on NEC s PC 8001 home computer platform in 1982 17 This game can also be considered a precursor to the tactical RPG genre It used a combat system where following a random encounter the game transitioned to a separate graphical overhead battle screen and tactical turn based combat ensued That same year Tunnels of Doom used a similar combat system 10 as did Ultima III Exodus released in 1983 12 18 During the 8 bit era 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 and levels up along the way 13 It is also considered to be an early prototype real time strategy game 20 Another notable early example of the genre was Kure Software Koubou s 1988 PC 8801 strategy RPG Silver Ghost 21 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 the players had to direct oversee and command multiple characters 22 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 23 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 24 25 Master of Monsters developed by SystemSoft and released in 1989 for the MSX2 added fantasy characters and magic attacks to the gameplay of the wartime combat Daisenryaku series which had instead opted for tanks planes and other vehicles of real world modern combat Master of Monsters also added experience bars for the character units a concept which would be adapted and popularized by later console based series like Fire Emblem Unlike many other early titles in the genre Master of Monsters made its way to the west via a port to the Sega Genesis in 1991 albeit only in North America However the genre did not become prolific until Nintendo published the game that set the template for tactical wargame RPGs Fire Emblem Ankoku Ryu to Hikari no Tsurugi Developed by Intelligent Systems and released exclusively in Japan for the Nintendo Famicom in 1990 Fire Emblem would become an archetype for the whole genre establishing gameplay elements that are still used in tactical RPGs today though many 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 that the development team gained experience with in their 1988 release Famicom Wars Intelligent Systems 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 26 a concept still used in recent games such as Shin Megami Tensei Devil Survivor 27 and Final Promise Story 28 It was not until the release of Fire Emblem The Blazing Blade for the Game Boy Advance many years later that the series was introduced to Western gamers who until then were more familiar with localized precursors like Nobunaga s Ambition as well as later tactical RPGs partially influenced by Fire Emblem including the Shining and Ogre series and Final Fantasy Tactics and Nippon Ichi games like Disgaea 26 Eastern console history 1991 present Edit 16 bit consoles Edit 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 29 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 30 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 31 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 It spawned sequels Shining Force II for Sega Genesis and Shining Force CD for Sega CD besides the Shining Force Gaiden 1 2 and 3 for Sega Game Gear and Shining Force III for Sega Saturn The game s creator Camelot Software Planning s Hiroyuki Takahashi cited Kure Software Koubou s 1988 tactical RPG Silver Ghost as his inspiration 22 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 influence 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 32 33 The sequel Tactics Ogre Let Us Cling Together was originally a 1995 SNES game that was not released outside 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 33 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 33 34 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 34 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 35 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 Genealogy of the Holy War 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 36 32 bit consoles Edit nbsp Isometric graphics of Front Mission The character s movement range is indicated in blue Some terrain objects such as trees block movement The terrain also shows a noticeable variation in height at different places 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 37 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 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 38 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 39 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 33 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 40 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 41 The game s reputation led to other developers adding the word Tactics to their titles to indicate the tactical RPG genre 42 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 41 Sixth generation Edit On sixth generation consoles a loyal American fan base has been established by Nippon Ichi makers of the PlayStation 2 games La Pucelle Tactics Phantom Brave and Disgaea Hour of Darkness 43 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 33 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 44 In 2001 Sakura Wars 3 for the Dreamcast introduced a new combat system that incorporates action elements 45 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 46 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 45 The Sakura Wars series would not be released in the West until the fifth game Sakura Wars So Long My Love 2005 38 The Front Mission series also continued on to the PlayStation 2 with Front Mission 4 and 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 47 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 48 The game ended up receiving an average score of 77 83 at GameRankings 49 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 50 This time period also saw the Western debut of Fire Emblem in Fire Emblem The Blazing Blade simply titled Fire Emblem outside Japan Seventh generation Edit 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 51 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 52 Developer Kuju Entertainment released Dungeons amp 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 amp Dragons but suffered from a poor interface and awkward camera controls 53 54 The Atlus title Shin Megami Tensei Devil Survivor 2009 blended together both traditional and tactical RPG gameplay along with non linear adventure game elements 55 It also featured an innovative demon auction system and a death clock system where each character has a specified time of death 56 with the player s actions and choices having consequences on who lives and dies 27 Infinite Space 2009 by PlatinumGames for the Nintendo DS is a hybrid of tactical role playing real time strategy and space simulator elements 57 and features a non linear branching narrative with numerous choices that can have dramatic consequences 58 and an epic scale spanning hundreds of planets 59 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 60 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 effect 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 60 61 The player can also travel back and forth between two parallel timelines 62 and can obtain many possible parallel endings 63 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 64 65 Atlus title Growlanser IV Wayfarer of the Time 2012 66 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 title 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 affects the game s storyline 28 Western personal computers Edit Many Western PC games have utilized this genre for years as well Western games tend to have 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 67 68 Notable examples include the Jagged Alliance series 1994 2018 69 70 71 and the Silent Storm series 2003 2005 70 72 73 74 75 with many titles owing considerably to the X COM series 1994 2016 of strategy games 67 69 In fact Western PC games in the genre were largely defined by X COM in much the same way as Eastern console games were by Fire Emblem 76 1990s Edit Lords of Chaos 1990 came about when Julian Gollop wanted to add more role playing elements to his 1985 video game Chaos The Battle of Wizards which was more of a tactical wargame 77 Incubation Time Is Running Out 1997 69 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 are mainly tactical wargames featuring vehicle combat and base capturing The game was generally well received by critics 78 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 79 Vantage Master is a series of tactical RPGs similar to Master of Monsters developed and published by Nihon Falcom for Microsoft Windows beginning in 1997 The first game in the series was never released outside Japan South Korea and Taiwan The latest game Vantage Master Portable for the PSP 80 was released on April 24 2008 Jagged Alliance is tactical turn based RPG series developed by Sir Tech Canada First game was released in 1995 second in 1999 2000s Edit nbsp Silent Storm presents the player with two sets of equipped weapons numerous stances and several different firing modes Terrain elevation is also completely fluid with smooth ramps sloping embankments flights of stairs and ladders not pictured 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 81 though it features a different action point system and is missing the latter game s upgradable units The game s reception was mixed 82 Fallout Tactics Brotherhood of Steel 2001 83 84 85 is a spin off of the Fallout series of CRPGs by Interplay Entertainment developed by Australian company Micro Forte Unusual for the genre is the option to choose between real time and turn based play or between Continuous Turn Based Mode CTB Individual Turn Based Mode ITB and Squad Turn Based Mode STB modes as the developers put it 86 The game even allows the player to switch modes in the middle of play 84 The game received generally favorable reviews from critics 87 though was not as well received as the series more 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 88 Freedom Force 2002 89 90 and its sequel Freedom Force vs the Third Reich 2005 91 92 both by Irrational Games are two examples of comic book superhero tactical RPGs that are played in real time instead of turns Both games received favorable reviews from critics 93 94 Paradise Cracked 2003 69 95 COPS 2170 The Power of Law 2005 Metalheart Replicants Rampage 2004 96 97 98 and Shadow Vault 2004 99 100 101 are poorly received 98 102 103 104 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 69 and Metalheart Replicants Rampage is a post apocalyptic cyberpunk tactical RPG inspired by Jagged Alliance Syndicate and Fallout 96 COPS 2170 The Power of Law is set in the same Reality 4 13 universe that first appeared in Paradise Cracked Hammer amp Sickle 2005 105 106 is a tactical RPG co developed by Russian companies Novik amp Co and Nival Interactive and published by CDV It is set in the Silent Storm universe and follows the events in the main series After this came Night Watch 2006 70 107 108 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 utilizing the highly regarded Silent Storm engine 109 110 111 Other titles inspired 112 by Jagged Alliance include Brigade E5 New Jagged Union 2006 112 and its sequel simply titled 7 62 2007 by Russian developer Apeiron Hired Guns The Jagged Edge 2007 by GFI Russia and Jagged Alliance Back in Action by bitComposer Games The Brigade E5 series incorporates an innovative hybrid real time system the company calls Smart Pause Mode in an attempt to heighten realism 113 Hired Guns The Jagged Edge began its life as Jagged Alliance 3D before Strategy First withdrew the rights to the series name 114 and Jagged Alliance Back in Action is a 3D real time remake of Jagged Alliance 2 115 Lastly Jagged Alliance Flashback was released in 2014 following a successful Kickstarter 116 The developer Full Control gained notoriety however for feuding with its backers 117 and the company stopped making games shortly thereafter 118 Additional titles inspired by X COM include UFO Aftermath 2003 UFO Aftershock 2005 119 120 121 UFO Afterlight 2007 and UFO Extraterrestrials 2007 by Czech developers ALTAR Interactive and Chaos Concept 122 as well as Xenonauts 2014 by Goldhawk Interactive 123 124 125 ALTAR s UFO series features real time play Chaos Concept s UFO Extraterrestrials received only mixed reviews 126 and Xenonauts currently has a Very Positive rating on Steam 127 The open source cross platform X COM clone UFO Alien Invasion is also under development The Battle for Wesnoth 2005 is another Master of Monsters and Warsong clone released under an open source license for multiple platforms 31 128 129 It is also continually updated 2010s Edit This section needs expansion You can help by adding to it November 2012 The tactical isometric cyberpunk fantasy RPG Shadowrun Returns 2013 was funded via a successful crowd sourced Kickstarter campaign that raised a total of 1 9 million for development 130 The game is based on the popular Shadowrun pen and paper setting by Jordan Weisman and features tactical combat in a world filled with cybernetics magic and fantasy creatures 131 Two sequels Shadowrun Dragonfall 2014 and Shadowrun Hong Kong 2015 quickly followed An online tactical game not directly related to the previous three games Shadowrun Chronicles Boston Lockdown was released to less than positive reviews in 2015 132 In 2014 the tactical RPG Blackguards based on the German The Dark Eye pen and paper setting was released to mixed or average reviews 133 134 A sequel Blackguards 2 was released one year later In 2014 The Banner Saga was released the first chapter of a TRPG trilogy that would lead to two sequels 2015 saw the release of Invisible Inc for OS X Windows and Linux It has been described as a tactical RPG that mixes stealth with procedural generation since it introduces elements of espionage and roguelike gameplay 135 It received generally favorable scores from reviewers 136 A version for the PlayStation 4 137 138 and Nintendo Switch 139 has been released In March 2017 the German indie developer Overhype Studios released its tactical RPG Battle Brothers out of Early Access to generally favorable reviews 140 This mercenary company simulation was described as a cleverly constructed carefully balanced board game 141 Genre blurring Edit Other games combine 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 142 143 Rebelstar 1984 and Laser Squad 1988 were precursors to X COM created by the same developer Julian Gollop They did not however feature the statistical character development and strategic map of the later series 144 Bokosuka Wars 1983 a game regarded as the progenitor of the strategy simulation RPG genre 13 is also difficult to clearly define While often referred to as a strategy simulation RPG 13 it is also sometimes referred to as a prototype real time strategy 20 an early reverse tower defense game 145 and an early action role playing game 145 146 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 147 Similarly Kure Software Koubou s Silver Ghost 1988 combined elements of both tactical RPGs and action RPGs 22 while Ogre Battle March of the Black Queen 1993 blurred the line between a tactical RPG and a real time strategy 32 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 52 In addition to a turn based tactical combat layer the X COM series also possesses a real time 3D strategic layer complete with global defensive map as well as a technology tree that the player must research in order to unlock new weapons and armor Jagged Alliance 2 features a country sector map with fortified towns and roving bands of enemies that must be defeated before entering the capital city of Meduna Knights in the Nightmare 2009 combines elements of traditional tactical RPGs with bullet hell style shoot em up gameplay citation needed 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 by one source as the missing link between Final Fantasy Tactics and Full Spectrum Warrior 51 In an interview with Eurogamer X COM developer Julian Gollop mentioned how surprised he was how close Valkyria Chronicles was in design to his cancelled game Dreamland Chronicles 144 Infinite Space 2009 by PlatinumGames is a hybrid of tactical RPG real time strategy and space simulator 57 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 148 149 Dead State 2014 is a turn based RPG developed by DoubleBear Productions and Iron Tower Studios set in a zombie apocalypse scenario Players are tasked with leading a group of survivors living in a shelter in the fictional town of Splendid Texas 150 Dead State mixes tactical combat and RPG character development with survival horror and base management elements An enhanced edition was released in 2015 under the name Dead State Reanimated 151 Full fledged CRPGs Edit A number of full fledged computer role playing games could also be described as having tactical combat Examples from the classic era of CRPGs include parts of the aforementioned Ultima series 152 beginning with Ultima III Exodus 1983 11 SSI s Wizard s Crown 1985 and The Eternal Dagger 1987 153 the Realms of Arkania 1992 1996 series based on the German The Dark Eye pen and paper system 153 and the Gold Box games of the late 80s and early 90s many of which were later ported to Japanese video game systems 154 Other examples include Troika Games The Temple of Elemental Evil 2003 which features a highly accurate implementation of the Dungeons amp Dragons 3 5 edition ruleset 155 Knights of the Chalice 2009 which implements the d20 Open Game License 156 and Pyrrhic Tales Prelude to Darkness 2002 an open world RPG featuring one continuous game world 157 More recent examples include Wasteland 2 2014 158 Divinity Original Sin 2014 159 and The Age of Decadence 2015 Partly due to the success of Wasteland 2 Divinity Original Sin Shadowrun Dragonfall Blackguards and Dead State 2014 has been labeled the first year of the CRPG renaissance 160 Tir nan og 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 161 Heroes of Jin Yong 1996 a Chinese role playing game based on the popular historical Wuxia novels by Jin Yong features a number of melee and ranged kung fu skills to train and develop as well as a grid based battle system citation needed A remake of the game under the title of Tale of Wuxia was released in Chinese in 2015 citation needed and later on Steam in both Chinese and English in 2016 162 Massively multiplayer online gaming Edit Several massively multiplayer online games MMOs have combined multiplayer online gaming with tactical turn based combat Examples include Dofus 2005 The Continuum 2008 as well as the Russian game Total Influence Online 2009 163 164 165 Tactica Online was a planned MMORPG that would have featured tactical combat had development not been cancelled in 2006 166 167 Gunrox 2008 Poxnora 2006 and Wakfu 2012 are some other recent examples 168 169 170 Popularity EditMany tactical RPGs can be both extremely time consuming and extremely difficult Hence the appeal of most tactical RPGs is to the hardcore not casual computer and video game player 171 Traditionally tactical RPGs have been quite popular in Japan but have not enjoyed the same degree of success in North America and elsewhere 172 173 However the audience for Japanese tactical RPGs has grown substantially in the West since the mid 90s with PS1 and PS2 titles such as Final Fantasy Tactics Suikoden Tactics Vanguard Bandits and Disgaea enjoying a surprising measure of popularity outside Japan Note 2 Further older Japanese tactical RPGs are also being re released via software emulation such as Nintendo s Virtual Console for the Wii WiiU and Nintendo 3DS 176 Until it was later replaced with the Nintendo Switch Online s legacy games service in 2018 before being fully discontinued in 2023 giving these games a new lease on life 177 In the 2000s some developers complained it was becoming increasingly difficult to develop games of this type though several had been developed in Eastern Europe with limited success 178 179 and even some developers were beginning to complain about a supposed bias against turn based systems 180 181 Reasons cited include publishers focus on developing real time action oriented games as well as a perception that games with turn based mechanics were too niche to become successful 179 Things have turned around in the 2010s at least in the West A few high profile titles such as 2K Games strategy video games XCOM Enemy Unknown and XCOM 2 as well as a number of Kickstarter funded RPGs such as Larian s Divinity Original Sin inXile s Wasteland 2 and Harebrained Schemes Shadowrun Returns were successfully developed and published in recent years in part due to new means of funding and distributing them According to Dan Tudge of n Space The resurgence of tactical isometric RPGs has a lot to do with accessibility Changes in the ecosystem like Steam and digital distribution have made it easier than ever for developers to connect with players 182 See also EditHistory of role playing video games Role playing battle systems List of tactical role playing video gamesNotes Edit Japanese シミュレーションRPG Hepburn Shimyureshon RPG Delving even further one finds that wargames such as Kriegspiel and Chainmail are themselves descendants of traditional ancient strategy games such as chess and chaturanga 15 16 Final Fantasy Tactics for the PS1 is often considered the breakthrough title outside Japan 174 175 References Edit Chaos Wars GameSpot Retrieved 2007 11 26 Search results for tactical role playing GameSpot Archived from the original on 2017 06 29 Retrieved 2007 11 26 Search results for tactical RPG GameSpot Archived from the original on 2021 10 02 Retrieved 2007 11 26 Hammer amp Sickle IGN Archived from the original on May 7 2005 Retrieved 2007 11 26 Strategy 20RPG Search Results GameSpot Strategy RPG the DioField Chronicle Announced for PC and Consoles 10 March 2022 Final Fantasy Tactics Getting Multiplayer IGN March 14 2007 Retrieved 2019 03 10 Playing Roles On Tactical 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Bailey Kat Oct 23 2009 Strategery The Dragon Age Appetizer 1up com Archived from the original on 2013 01 01 Retrieved 2010 02 04 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 everyone Bailey Kat September 4 2009 Strategery Valkyria Chronicles and X Com UFO Defense 1UP com Archived from the original on July 9 2012 Retrieved 15 May 2011 For Japan the Famicom s Fire Emblem Ankoku Ryu to Hikari is the archetype for the whole genre Over the years franchises like Tactics Ogre and Final Fantasy Tactics have offered unique twists and refinements but the basic conceits have remained the same with square based grid being one of the subgenres most recognizable traits Western SRPGs however have generally allowed for a bit more freedom of movement with some like Freedom Force and Dawn of War II if you re willing to call it an SRPG going real time a b c d e S Dennis Paradise Cracked Review GamersHell Retrieved 2007 11 26 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 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 Jagged Alliance 2 Expansion Pack Announced RPG Vault November 27 1999 Archived from the original on December 11 2007 Retrieved 2007 11 26 Aihoshi Richard 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to D amp 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 Gillen Kieron August 11 2009 Our RPG Cup Overfloweth Knights of the Chalice Rock Paper Shotgun Retrieved 12 May 2011 It uses the D20 Open Gaming Licence to accurately translate something that s worryingly close to the real D amp D experience It s combat driven with splashes of dialogue but the fact the rules are sophisticated enough to allow tactics means I found it compelling if somewhat hard even once you ve battled past the interface Gillen Kieron February 1 2008 Against RPG Decadence Vince D Weller Interview Rock Paper Shotgun Retrieved 14 May 2011 Sykes Tom February 9 2013 Wasteland 2 trailer shows off first gameplay footage including tactical battles giant bugs PC Gamer Future plc Retrieved 2015 12 18 Kaiser Rowan July 16 2014 Divinity Original Sin is an odd mix of old and new school RPG 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Retrieved 2023 07 27 Bailey Kat February 19 2009 Strategery Your First Tactical RPG 1UP com Archived from the original on December 22 2015 It wasn t too long ago that I mentioned how difficult it is to get into tactical RPGs It s an intimidating genre what with all the grids and customization and names like Tactics Ogre People are worried that they won t understand what s going on That it ll be hard That it ll be boring So if you ve made it past all those fears and you re ready to take the plunge congratulations You re a lot stronger than I was while contemplating Final Fantasy Tactics a decade ago But people like you have also been asking me the same question time and time again where to start Vandal Hearts II PlayStation CNET Retrieved 12 May 2011 Although the RPG has gained popularity in the US its tactical offshoot the strategy RPG has had a harder time gaining similar popularity Parfitt Ben July 17 2007 Disgaea 3 heading to PS3 MCV Archived from the original on 2009 02 10 Retrieved 12 May 2011 The tactical RPG genre may not be a chart topper in the West but hardcore followers of Japanese RPG specialists Nippon Ichi will be delighted to hear that the studio is bringing the latest instalment to its critically acclaimed series to PS3 next year Parish Jeremy PlayStation Tactics 1UP com Archived from the original on 4 June 2011 Retrieved 12 May 2011 Tactical RPGs have been gaining popularity in the United States since a PS1 game called Final Fantasy Tactics introduced a legion of gamers to its detail oriented strategy Although FFT is often praised for giving birth to the tactical RPG genre that PS1 masterpiece would never have existed without this classic pair of Super NES ports Beckett Michael Final Fantasy Tactics Retroview RPGamer Archived from the original on 14 March 2012 Retrieved 12 May 2011 Final Fantasy Tactics did much the same thing for tactical RPGs that Final Fantasy VII did for the genre as a whole made it more popular more accessible and more visible to the rest of the gaming world Bramwell Tom October 21 2002 Dynasty Tactics First Impressions Eurogamer Retrieved 12 May 2011 Final Fantasy Tactics is being given a new lease of life on Game Boy Advance and Capcom has plans to release an Onimusha Tactics title in the near future too Nintendo will close the Wii U and 3DS eShops on March 27th 2023 The Verge Aihoshi Richard October 16 2007 Jagged Alliance 3 Interview RPG Vault Archived from the original on 2007 10 18 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 a b Gollop Julian Blog comment by Julian Gollop developer of X COM and other genre titles Gamasutra 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 John Funk 2010 07 13 The Escapist News Dragon Quest Creator Western Reviewers Dislike Turn Based Games The Escapist Archived from the original on 2017 11 11 Retrieved 2010 09 15 Interview Yuji Horii and a Lifetime of Dragon Questing Nintendo DS Feature at IGN Uk ds ign com 2010 07 10 Retrieved 2010 09 15 Jarvis Matthew 2015 06 29 Why it s not RIP for D amp D video games MCV Newbay Archived from the original on 2017 04 14 Retrieved 2017 04 14 Retrieved from https en wikipedia org w index php title Tactical role playing game amp oldid 1177675420, wikipedia, wiki, book, books, library,

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