Unicorn Overlord
The renaissance of the tactical RPG is in full swing. So it seems brazen for Vanillaware’s effort (a decade in the making) to show up late to the party, announcing itself as the ‘rebirth’ of the genre. But like its exiled prince Alain, who has also spent ten years training in sword and strategy, preparing himself to reclaim his kingdom from the Zenorian Empire, it’s spent its time well. This is no mere emulation of classical tactics games from the ’90s; Vanillaware has broken free from the shackles of the grid in favour of a hybrid of realtime and turn-based systems, while distinguishing itself from its peers with its exceptional 2D art.
Much of your time, however, is spent looking at the world map of Fevrith from the top down. Even at this distance, the diminutive forms of its characters are recognisable through telling details, such that transitions to battle scenes are aesthetically consistent rather than cutting between chibi sprites and 3D models – a feat that’s all the more impressive given the size of the cast. Liberating the kingdom of Cornia requires a grand army whose recruits you’ll gather by trekking across all five dominions of the continent. The masterstroke comes from retaining everyone’s individual role within the context of large-scale military battles, addressing the inherent problem of RPGs with sprawling rosters where the majority end up warming the bench.