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.
Where tactical games usually denote a unit as a single character, here you can form mini parties, their capacity growing over the course of the campaign. It’s a practical way of marshalling an army while ensuring each unit has its own function and identity. Confrontations with enemy units have remarkable depth and complexity; a 5v5 clash where you can mix and match classes that complement each other – and where class attributes also differ between humans, elves, beastmen and angels – means there is no neat weapon triangle system. How a battle plays out is determined by a set of preconditions reminiscent of Final Fantasy XII’s gambit system: each character has a list of active and passive skills but also a limited number of actions they can take in a battle. As such, success is about prioritising skills, such as buffing the front row before attacking – and you can fine-tune these details, even running mock battles with other units to test their effectiveness. Battles are not only handsomely animated but play out as extended sequences of spells, attacks, dodges and guards, as you sit back like a coach studying their team’s play-by-play, keeping a watchful eye out for mistakes. Perhaps one fighter falls too early because their low HP means they’d be better placed in the back row, or perhaps your cleric shouldn’t use a heal too early, reserving it for when an ally is in more dire need.