Last time we talked about Triangle Strategy's combat, so let's talk about how it handles narrative!
Triangle Strategy is not a subtle about its themes and interviews with producers Tomoya Asano and Yasuaki Arai reveal a real desire to convey a complicated story as simply as possible. The three kingdoms map to a philosophy of how one should be a leader. On paper, the kingdoms play in par medieval fantasy tropes between a northern snowy territory, wide-field knight kingdom, and a hot desert kingdom. Where Triangle Strategy elevates itself is in the choices it gives players. Constant small choices in every dialogue and exploration scene builds up to major choices at the Scales of Conviction with pretty wide narrative branching. Each decision helps a player sculpt their Serenoa and how he will respond to structural power. It's really bold! So let's do a deep dive! (Read More away!)
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Triangle Strategy, a tactics game developed by Artdink and Square Enix, is the rare game where I immediately wanted to replay to see what content I had missed. It was such a smooth tactics RPG and I was so excited in talking with others about what different story choices we made.
Combat scenarios are presented like puzzles more than a level curve to beat. Through use of a curated experience curve the maps keep a constant forward pace where you're never stuck on a map too long but can't trivialize a map. Triangle Strategy is, honestly, the main inspiration for this blog. It's a game I feel synergizes the spirit of high momentum fail-forward tabletop games, tactics game design loop, and branching storytelling experiments of the recent years. So I'm gonna do a series of posts on the game! Today we're gonna cover an overview and lengthy dive into combat. |
AboutTriangles, Tactics, and Tabletop, Kupo! is a blog discussing thoughts on tactics games and tabletop rpgs I've played. Archives
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