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Tactical role-playing game

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Tactical role-playing games[1][2][3][4](abbreviatedTRPGs), also known asstrategy role-playing games[5][6]and in Japan assimulation RPGs[a](both abbreviatedSRPGs), are avideo gamegenre that combines core elements ofrole-playing video gameswith those of tactical (turn-basedorreal-time)strategy video games.The formats of tactical RPGs are much like traditionaltabletop role-playing gamesandstrategy gamesin appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended fromskirmish wargamessuch asChainmail,which were primarily concerned with combat.

Game design

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Thissubgenreof role-playing video games principally refers to games which incorporate elements fromstrategy video gamesas 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 anisometric grid.Unlike traditional RPGs which are traditionally single-player, some tactical RPGs featuremultiplayerplay, such asFinal Fantasy Tactics.[7]

A distinct difference between tactical RPGs and traditional RPGs is the lack of exploration;[8]for instance,Final Fantasy Tacticsdoes away with the third-person exploration of towns and dungeons that is typical in aFinal Fantasygame.[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, includingwarriorsand magic users, depending on the game. Characters normally gainexperience pointsfrom 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

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A number of early role-playing video games used a tactical form of combat, such asTunnels of Doom(1982)[10]andUltima III: Exodus(1983),[11]as well asThe Dragon and Princess(1982)[12]andBokosuka Wars(1983),[13]which introduced party-based, tiled combat to America and Japan, respectively. Further, tactical RPGs are descendants oftabletop role-playing gamesandwargames,such asDungeons & DragonsandChainmail,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 Japan (1982–1990)

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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 earliestJapanese RPGs,Koei'sThe Dragon and Princess,was released onNEC'sPC-8001home computerplatform in 1982.[17]This game can also be considered a precursor to the tactical RPG genre. It used a combat system where, following arandom encounter,the game transitioned to a separate, graphical, overhead battle screen, andtactical turn-basedcombat ensued. That same year,Tunnels of Doomused a similar combat system,[10]as didUltima III: Exodusreleased in 1983.[12][18]

During the8-bitera,Bokosuka Wars,a computer game developed by Koji Sumii for theSharp X1in 1983[19]and ported to theNintendo Entertainment System(NES) byASCIIin 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 andstrategy gameelements. The game revolves around a king who must recruit soldiers and lead his army against overwhelming enemy forces, while each unit gains experience andlevels upalong the way.[13]It is also considered to be an early prototypereal-time strategygame.[20]

Another notable early example of the genre wasKure Software Koubou's 1988PC-8801strategy RPG,Silver Ghost,[21]which was cited byCamelot Software Planning's Hiroyuki Takahashi as inspiration for theShiningseries of tactical RPGs. According to Takahashi,Silver Ghostwas a simulation action type of game where the players had to direct, oversee and command multiple characters.[22]Unlike later tactical RPGs, however,Silver Ghostwas notturn-based,but instead used real-time strategy andaction role-playing gameelements. It also featured apoint-and-clickinterface, to control the characters using a cursor.[23]A similar game released by Kure Software Koubo that same year wasFirst 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 astrategy 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 computerAIthat 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 theMSX2,added fantasy characters and magic attacks to the gameplay of the wartime combatDaisenryakuseries, which had instead opted for tanks, planes, and other vehicles of real-world modern combat.Master of Monstersalso added experience bars for the character units, a concept which would be adapted and popularized by later console-based series likeFire Emblem.Unlike many other early titles in the genre,Master of Monstersmade its way to the west via a port to theSega Genesisin 1991, albeit only in North America.

However, the genre did not become prolific untilNintendopublished the game that set the template fortactical wargameRPGs,Fire Emblem: Ankoku Ryū to Hikari no Tsurugi.Developed byIntelligent Systemsand released exclusively in Japan for the NintendoFamicomin 1990,Fire Emblemwould 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 andstrategy games.Combining the basic concepts from games likeDragon Questand simpleturn-based strategyelements that the development team gained experience with in their 1988 releaseFamicom 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 ofhit pointswould usually remain dead forever. The latter mechanic was used to introduce anon-linearstoryline to the genre, where differentmultiple endingsare possible depending on which characters are alive or dead,[26]a concept still used in recent games such asShin Megami Tensei: Devil Survivor,[27]andFinal Promise Story.[28]It was not until the release ofFire Emblem: The Blazing Bladefor theGame Boy Advance,many years later, that the series was introduced to Western gamers, who until then were more familiar with localized precursors likeNobunaga's Ambition,as well as later tactical RPGs partially influenced byFire Emblem,including theShiningandOgreseries andFinal Fantasy Tactics,andNippon Ichigames likeDisgaea.[26]

Eastern console history (1991–present)

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16-bit consoles

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During the16-bitgeneration, among the first imitators wasLangrisserby NCS/Masaya, first released for theMega Drive / Genesisin 1991. It was translated for North American release and retitledWarsong.TheLangrisserseries differed fromFire Emblemin 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.Langrisserset 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]SinceDer Langrisserin 1994, the series offered non-linear branching paths andmultiple endings.The player's choices and actions affected which of four different paths they followed, eitheraligningthemselves 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 IIIintroduced a relationship system similar todating sims.Depending on the player's choices and actions, the feelings of the female allies will change towards theplayer character,who will end up with the female ally he is closest with.[30]

Master of Monsterswas a unique title bySystemSoft.WhereLangrisserandFire Emblemused a square-based grid,Master of Monstersused 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 calledMaster of Monsters: Disciples of Gaia,which had limited success and was criticized for its slow gameplay. BothWarsongandMaster of Monsterswere cited as the inspirations behind the 2005turn-based strategycomputer RPG,The Battle for Wesnoth.[31]

The first game in the long-runningSuper Robot Warsseries is another early example of the genre, initially released for the Game Boy in 1991.

Another influential early tactical RPG wasSega'sShining Forcefor the Sega Genesis, which was released in 1992.Shining Forceused 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 IIfor Sega Genesis andShining Force CDfor Sega CD, besides theShining Force Gaiden 1, 2 and 3for Sega Game Gear andShining Force IIIfor 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 theSuper Nintendo Entertainment System(SNES),Bahamut Lagoon,beganSquare's(nowSquare Enix) famous line of tactical RPGs.

Four games from theOgre Battleseries have been released inNorth America.The first wasOgre Battle: March of the Black Queenwas 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 amapin real-time. When two parties meet, the combat plays out with minimal user interaction. The game is notable for introducing a moralalignmentsystem 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 thePlayStation,along withOgre Battle: March of the Black Queen.Both of the PlayStation re-releases were marketed in North America byAtlus,as wasOgre Battle 64: Person of Lordly Caliberfor theNintendo 64.Tactics Ogre'sgameplay is more similar to the genre of tactical RPGs thatFinal Fantasy Tacticsbelongs to (which was developed by former members ofQuestand created/written/directed byYasumi Matsuno), complete with battles taking place onisometricgrids.[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 civiliannon-player characterson 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 ofdatabaseon the land, people, encounters and races of Valeria (similar to, but much more expansive than, the troves of knowledge inMass 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 Tacticsshared some staff members withTactics Ogreand shares many of its gameplay elements. A prequel to the originalTactics Ogre,Tactics Ogre: The Knight of Lodis,was later released for the Game Boy Advance. A remake ofLet Us Cling Togetherwas later released for thePSPin 2011.

In 1996, the tactical role-playing gameFire Emblem: Genealogy of the Holy Waralso 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

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Isometric graphics ofFront 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.

The32-bitera saw many influential tactical RPGs, such asKonami's 1996Vandal Heartsseries,which feature branching storylines that can be altered by the player'sdialogue choicesthat lead to different endings,[37]as well as Sega's 1997Shining Force 3,SCEI'sArc the Lad Collection(1996–1999), and Square's 1997Final Fantasy Tacticsand 1999Front Mission 3.Konami'sVandal Heartswas an early PlayStation title that helped popularize tactical RPGs in the US. It was released byKonamiand 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 byMicro Cabinand released in 1993 on thePanasonic 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'sSakura Wars,released for theSega Saturnin 1996, combined tactical RPG combat withdating simandvisual novelelements, introducing areal-timebranching choicesystem 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 theplayer 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 theanalog stickdepending on the situation.[38]The success ofSakura Warsled to a wave of games that combine the RPG and dating sim genres, includingThousand Armsin 1998,Riviera: The Promised Landin 2002, andLuminous Arcin 2007.[39]

Final Fantasy Tacticswas arguably the most responsible for bringing tactical RPGs to North America. Developed by former employees ofQuest,the developer responsible for theOgre Battleseries, it combined many elements of theFinal Fantasyseries withTactics Ogre-style gameplay. It also expanded on the isometric grid combat ofTactics Ogreby allowing players to freely rotate the camera around the battlefield rather than keeping the camera in a fixed position. The storyline ofFinal Fantasy Tacticswas also more linear than its predecessor, in order to provide a deeper epic narrative.[33]Thanks toHiroyuki Ito,lead designer on the game, it also successfully implemented a modifiedjob system,previously used inFinal Fantasy V,which allowed the player to change a unit'scharacter classat 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 asFinal Fantasy Tactics: The War of the Lionsand is still regarded as one of the greatest tactical RPGs of all time.[41]

Sixth generation

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Onsixth-generationconsoles, a loyal American fan-base has been established byNippon Ichi,makers of thePlayStation 2gamesLa Pucelle: Tactics,Phantom Brave,andDisgaea: Hour of Darkness.[43]Of these games,Disgaeahas been the most successful to date, and was the second Nippon Ichi game released in North America, the first beingRhapsody: 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: TacticsandDisgaea: Hour of Darkness,which Atlus re-released due to high demand, have become cult hits for the PlayStation 2.[44]

In 2001,Sakura Wars 3for theDreamcastintroduced a new combat system that incorporatesactionelements,[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 inValkyria Chronicles,developed by much of the same team in 2008.[45]TheSakura Warsseries would not be released in the West until the fifth game,Sakura Wars: So Long, My Love(2005).[38]TheFront Missionseriesalso continued on to the PlayStation 2, withFront Mission 4and5,the latter of which never saw a Western release, but a fan translation.

The Game Boy Advance would also see the release ofRebelstar: Tactical Command(2005) byX-COMcreators, Nick andJulian 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% atGameRankings.[49]In early 2006,Idea Factory'sBlazing Soulsfeatured 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 ofFire EmbleminFire Emblem: The Blazing Blade(simply titledFire Emblemoutside Japan).

Seventh generation

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Onseventh-generationconsoles,Sega'sValkyria Chronicles(2008) for thePlayStation 3utilizes theseventh-generation consoleprocessing power by using a distinctive anime/watercolor art style, as well as incorporatingthird-persontactical shooterelements. After selecting a character in the overhead map view, the player manually controls him/her from athird-personview. This mechanic allows for, among others: free movement to a certain range,manual aimingwith extra damage for headshots, a limitedcover system,andreal-timehazards, such as interception fire andlandmines.The game has been described as "the missing link betweenFinal Fantasy TacticsandFull Spectrum Warrior".[51]

In 2004,KonamireleasedMetal Gear Acid,which combined thestealth gameelements of theMetal Gearseries with turn-based tactical RPG gameplay of games likeFire Emblem,Final Fantasy Tactics,andDisgaea,along with the random-draw, forethought andresource managementappeal of card battles like in Konami's ownYu-Gi-Oh!games (1999 onwards).[52]DeveloperKuju EntertainmentreleasedDungeons & Dragons Tacticsfor 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]

TheAtlustitleShin Megami Tensei: Devil Survivor(2009) blended together both traditional and tactical RPG gameplay along with non-linearadventure gameelements.[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) byPlatinumGames,for the Nintendo DS, is a hybrid of tactical role-playing, real-time strategy andspace simulatorelements,[57]and features anon-linear branching narrativewith numerous choices that can have dramatic consequences,[58]and an epic scale spanning hundreds of planets.[59]

Radiant Historia,released by Atlus for theNintendo DSin 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 ofnon-linearbranching storylines, which it combines with the concepts of time travel andparallel universes,expanding on theChronoseries.Radiant Historiatakes 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 parallelendings.[63]Square Enix's PSP version ofTactics 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]

AtlustitleGrowlanser 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 titleSaigo 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

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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 theJagged Allianceseries (1994-2018)[69][70][71]and theSilent Stormseries (2003-2005),[70][72][73][74][75]with many titles owing considerably to theX-COMseries (1994-2016) of strategy games.[67][69]In fact, Western PC games in the genre were largely defined byX-COMin much the same way as Eastern console games were byFire Emblem.[76]

1990s

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Lords of Chaos(1990) came about whenJulian Gollopwanted to add more role-playing elements to his 1985 video gameChaos: The Battle of Wizards,which was more of a tactical wargame.[77]Incubation: Time Is Running Out(1997),[69]part of theBattle Isleseries, was one of the firststrategytitles to use fully3D graphicsand support hardware acceleration on the3dfx Voodoo.Other titles in the series are mainlytactical wargamesfeaturing 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 developerMetropolis Softwarefeaturing elements ofsurvival horror.It is also the first title in a series featuring the main character, Cole Sullivan. Later titles in the series werethird-person shooters.The game's reception was mixed.[79]

Vantage Masteris a series of tactical RPGs similar toMaster of Monstersdeveloped and published byNihon Falcomfor Microsoft Windows, beginning in 1997. The first game in the series was never released outsideJapan,South KoreaandTaiwan.The latest game,Vantage Master Portablefor thePSP,[80]was released on April 24, 2008.

Jagged Allianceis a tactical turn-based RPG series developed bySir-Tech Canadareleased in 1995, witha sequel released in 1999.Athird game in the series,developed byHaemimont Gamesand published byTHQ Nordic,was released in 2023.

2000s

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Silent Stormpresents 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 theTom Clancy's Power Playsnovel of the same name developed byRed Storm Entertainment.It has also been compared toX-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 aspin-offof theFalloutseries of CRPGs byInterplay Entertainmentdeveloped by Australian companyMicro 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-basedreal-time tacticscomputer game by German developerSilver 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 byIrrational Games- are two examples of comic booksuperherotactical 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]andShadow Vault(2004)[99][100][101]are poorly received[98][102][103][104]tactical RPGs byMiST Land South,Akellaand Mayhem Studios of Russia and Slovakia, respectively.Paradise Crackedwas inspired bycyberpunkworks such asThe Matrix,Blade Runner,Ghost in the Shell,andPhilip K. Dicknovels;[69]andMetalheart: Replicants Rampageis a post-apocalypticcyberpunktactical RPG inspired byJagged Alliance,Syndicate,andFallout.[96]COPS 2170: The Power of Lawis set in the same "Reality 4.13" universe that first appeared inParadise Cracked.

Hammer & Sickle(2005)[105][106]is a tactical RPG co-developed by Russian companies Novik & Co andNival Interactive,and published byCDV.It is set in theSilent Stormuniverse and follows the events in the main series. After this cameNight Watch(2006)[70][107][108]and its sequel,Day Watch(2007), also by Nival Interactive, but instead based on the Russiannovels and filmsof the same name. All three games received mediocre-to-poor review scores despite utilizing the highly regardedSilent Stormengine.[109][110][111]

Other titles inspired[112]byJagged AllianceincludeBrigade E5: New Jagged Union(2006)[112]and its sequel, simply titled7.62(2007), by Russian developer Apeiron;Hired Guns: The Jagged Edge(2007) by GFI Russia; andJagged Alliance: Back in Actionby bitComposer Games. TheBrigade E5series incorporates an innovative hybrid real-time system the company calls "Smart Pause Mode" in an attempt to heighten realism;[113]Hired Guns: The Jagged Edgebegan its life asJagged Alliance 3Dbefore Strategy First withdrew the rights to the series name;[114]Jagged Alliance: Back in Actionis a 3D, real-timeremakeofJagged Alliance 2.[115]Lastly,Jagged Alliance: Flashbackwas released in 2014 following a successfulKickstarter.[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 byX-COMincludeUFO: Aftermath(2003),UFO: Aftershock(2005),[119][120][121]UFO: Afterlight(2007) andUFO: Extraterrestrials(2007) by Czech developers ALTAR Interactive and Chaos Concept;[122]as well asXenonauts(2014) by Goldhawk Interactive.[123][124][125]ALTAR'sUFOseries features real-time play; Chaos Concept'sUFO: Extraterrestrialsreceived only mixed reviews;[126]andXenonautscurrently has a "Very Positive" rating on Steam.[127]The open source, cross-platformX-COM-cloneUFO: Alien Invasionis also under development.

The Battle for Wesnoth(2005) is anotherMaster of MonstersandWarsongclone, released under anopen source licensefor multiple platforms.[31][128][129]It is also continually updated.

2010s

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The tactical isometric cyberpunk/fantasy RPG,Shadowrun Returns(2013), was funded via a successful crowd-sourcedKickstartercampaign that raised a total of $1.9 million for development.[130]The game is based on the popularShadowrunpen-and-paper setting byJordan Weisman,and features tactical combat in a world filled with cybernetics,magicandfantasycreatures.[131]Two sequels,Shadowrun: Dragonfall(2014) andShadowrun: 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 RPGBlackguardsbased on the GermanThe Dark Eyepen-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 Sagawas released, the first chapter of a TRPG trilogy that would lead totwosequels.

2015 saw the release ofInvisible, 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 androguelikegameplay.[135]It received generally favorable scores from reviewers.[136]A version for thePlayStation 4[137][138]andNintendo Switch[139]has been released.

In March 2017 theGermanindie developer Overhype Studios released its tactical RPGBattle Brothersout ofEarly Accessto generally favorable reviews.[140]This mercenary company simulation was described as a "cleverly constructed, carefully balanced board game".[141]

Genre blurring

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Other games combine similar mechanics, but typically belong in other genres.Tactical wargamessuch as theSteel Panthersseries (1995–2006) sometimes combine tactical military combat with RPG-derived unit advancement.Avalon Hill's Squad Leader(2000), aman-to-man wargameutilizing theSoldiers at Warengine, has also been compared (unfavorably) toX-COMandJagged Alliance.[142][143]Rebelstar(1984) andLaser Squad(1988) were precursors toX-COMcreated by the same developer,Julian Gollop.They did not, however, feature thestatistical character developmentand 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 prototypereal-time strategy,[20]an early reversetower defensegame,[145]and an earlyaction role-playing game.[145][146]Nobunaga's Ambition(1983) and laterKoeititles as well as Capcom'sDestiny of an Emperor(1989) have blurred the line between a role-playing game, turn-basedgrand strategy wargame,andsimulation video game.[147]Similarly, Kure Software Koubou'sSilver Ghost(1988) combined elements of both tactical RPGs and action RPGs,[22]whileOgre 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 astealth game,a genre theMetal Gearseries is normally known for, along with tactical role-playing inspired by the likes ofFire EmblemandFinal Fantasy Tactics,infused with card gameplay found in games like Konami's ownYu-Gi-Oh!series.[52]

In addition to a turn-based tactical combat layer, theX-COMseries 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 2features 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 withbullet hell–styleshoot 'em upgameplay.[citation needed]

Sega'sValkyria Chronicles(2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy andthird-persontactical shooterelements, including over-the-shouldermanual aimingand acover system.This has led to the game being described by one source as "the missing link betweenFinal Fantasy TacticsandFull Spectrum Warrior".[51]In an interview with Eurogamer,X-COMdeveloperJulian Gollopmentioned how surprised he was how closeValkyria Chronicleswas in design to his cancelled gameDreamland Chronicles.[144]

Infinite Space(2009) byPlatinumGamesis a hybrid of tactical RPG, real-time strategy, andspace simulator.[57]The 3rd Birthday(2010), the third game in theParasite Eveseries, features a unique blend ofaction role-playing game,real-time tactical RPG,survival horrorand third-person tactical shooter elements.[148][149]

Dead State(2014) is a turn-based RPG developed byDoubleBear Productionsand Iron Tower Studios set in azombie apocalypsescenario. Players are tasked with leading a group of survivors living in a shelter in the fictional town of Splendid,Texas.[150]Dead Statemixes tactical combat and RPG character development withsurvival horrorandbase managementelements. 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 aforementionedUltimaseries[152]beginning withUltima III: Exodus(1983);[11]SSI'sWizard's Crown(1985) andThe Eternal Dagger(1987);[153]theRealms of Arkania(1992-1996) series based on the GermanThe Dark Eyepen-and-paper system;[153]and theGold Boxgames of the late '80s and early '90s - many of which were later ported to Japanesevideo game systems.[154]Other examples includeTroika Games'The Temple of Elemental Evil(2003), which features a highly accurate implementation of theDungeons & Dragons3.5 editionruleset;[155]Knights of the Chalice(2009), which implements the d20Open Game License;[156]andPyrrhic Tales: Prelude to Darkness(2002), anopen worldRPG featuring one continuous game world.[157]More recent examples includeWasteland 2(2014),[158]Divinity: Original Sin(2014)[159]andThe Age of Decadence(2015). Partly due to the success ofWasteland 2,Divinity: Original Sin,Shadowrun: Dragonfall,BlackguardsandDead 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 thePC98and later released forWindows.The latest title in the series is also being released for thePlayStation 2and PSP.[161]Heroes of Jin Yong(1996), a Chinese role-playing game based on the popular historicalWuxianovels byJin Yong,features a number of melee and rangedkung fuskills to train and develop, as well as a grid-based battle system.[citation needed]A remake of the game under the title ofTale of Wuxiawas released in Chinese in 2015,[citation needed]and later onSteamin both Chinese and English in 2016.[162]

Massively multiplayer online gaming

[edit]

Severalmassively 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 gameTotal Influence Online(2009).[163][164][165]Tactica Onlinewas a planned MMORPG that would have featured tactical combat, had development not been cancelled in 2006.[166][167]Gunrox(2008),Poxnora(2006) andWakfu(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 inJapanbut 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, withPS1andPS2titles such asFinal Fantasy Tactics,Suikoden Tactics,Vanguard BanditsandDisgaeaenjoying a surprising measure of popularity outside Japan.[Note 2]Further, older Japanese tactical RPGs were also re-released viasoftware emulation,such as Nintendo'sVirtual Consolefor theWii,WiiUandNintendo 3DS,[176]until it was later replaced with theNintendo Switch Online'slegacy games servicein 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 as2K Games' strategy video games,XCOM: Enemy UnknownandXCOM 2- as well as a number of Kickstarter-funded RPGs, such asLarian'sDivinity: Original Sin,inXile'sWasteland 2andHarebrained 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 asKriegspielandChainmailare themselves descendants of traditional ancient strategy games such aschessandchaturanga.[15][16]
  2. ^Final Fantasy Tacticsfor the PS1 is often considered the breakthrough title outside Japan.[174][175]

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