Square Enix's line of retro-focused RPGs -- a loose association of games, to be sure, but one that I mentally class 4 Heroes of Light, the Bravely Default games, the entire Tokyo RPG Factory catalog, and Octopath Traveler under -- has never failed to disappoint me. (And yes, it does indeed depress me that some of those games are old enough now to themselves be considered "retro.") Either they're less a riff and more of a hollow retread, or the innovations they do attempt merely add tedium, complexity, or dour cynicism to the mix. In both cases, they lack the inimitable charm that made the original games worth of imitation in the first place. Triangle Strategy is the first of these games that I've found to be worth the candle on its own merits.
Gameplay-wise, Triangle Strategy is an echo of games from the Tactics Ogre lineage of strategy-RPGs, with its three-quarters perspective and emphasis on character-by-character turn-based combat. However, Triangle Strategy differs -- and improves upon -- its source material in a few key ways.
Most importantly, there is a strong focus on actual use of tactics. This is primarily achieved by eliminating the job system and cutting down on character customization. The Final Fantasy Tactics games, in particular, are all about min-maxing synergistic builds that can easily overwhelm the computer's forces once they get going. This has its own satisfactions, but it moves most of the core decisions the player makes away from the battlefield and into the menu screen, where they're deciding what abilities to learn and what weapons to equip. In Triangle Strategy, each player character is entirely unique -- there are no classes, and there are no generics. Each character has a list of skills which is diverse enough to provide some tactical variety, but not so versatile that they can handle an entire map on their own. The player can still do powerful things, mind, but those powerful things come as a result of paying close attention to the state of the battlefield and thinking about how their units work together, not from deploying a team of characters dual-wielding Swiss army knives. Because the overwhelmingly powerful "broken" options are not in play, the game has space to make things like knockback effects, status ailments, aggro control, and traps matter; elements that are often in other strategy games, but are rarely worth using when you can instead just order your team of godslayers to go forth and kill. Realizing that you've got things exactly spaced out that one character can knock an enemy directly into the waiting follow-up attack of an ally, or using turn manipulation to skip the charge time on a powerful spell, is way more satisfying than Arithematizing Holy on turn one, or sending out a retinue of Assassins to one-hit-kill everything before the enemy can even act. The game actually presents meaningful challenges, even on Normal difficulty, something FFT usually only manages via cheapness like untelegraphed duels or escort missions.
As a consequence of cutting out all the overpowered stuff, Triangle Strategy boasts exceptional balance. All the characters feel useful, despite their uniqueness, and none of them feel substantially stronger than others. (A system-level change helps here -- Speed is no longer the god stat. All characters get one turn per round, Speed just affects how early in the round they get it. Gone are the days of Ninja taking eight turns for every one a Knight gets, and the maps are designed such that going early in the round is not a pure advantage for all characters.) Moreover, all character types have a place. Tanky melee units are durable and are good at focus-firing down individual characters, and a lot of them have counterattacks to give better action economy, but none of them are durable enough to take on waves of enemies on their own, they're prone to getting sniped by magic, and they tend to have no options for dealing area damage. Mages can cover your area-of-effect needs and deal hellacious damage, but they're fragile and TP-hungry. Support characters have crazy utility, but low damage. Everyone feels like they have a role to play in your overall strategy, and your choice of who is best to use can change wildly depending on the map and the enemy deployment, rather than the Fire Emblem tactic of having an A-team you always use except when certain utility roles are required. I found myself constantly agonizing over who to cut from my teams with each battle, because I could see how each individual person might help me, trying to decide if I could live without Erador's frontline ability or additional healing this particular map. Map design is also nice and varied, with excellent use of terrain to force you to change up your battle strategies.
This is not to say the gameplay is perfect, although I did largely enjoy it. First off, although the game was advertised on its environmental interactions system -- fire spells light burn flammable objects, ice melts to form puddles, lightning conducts in water, high winds lower projectile accuracy, etc -- this system is highly underused. Most of the interactions require turns of setup for very little payoff, so it really only comes up in situations where the element was on the map to start with, which, in practice, tends to be electrifying standing water on maps that have it and occasionally lighting grass on fire in outdoor maps. Additionally, in every map I played, the weather started clear and only changed if I chose to change it, and only one character I recruited could do that. This is baffling to me. You're going to include weather but not have any gimmick maps that take advantage of it?
Individual character levels also feel largely vestigial in this game. There isn't enough experience in the game to use everyone without grinding the mental maps or abusing the retreat mechanic -- but, as I mentioned before, this is a game that encourages pulling people off the shelf as the situation dictates, not investing in a primary team and letting everyone else warm the bench. The game even tags characters with abilities well-suited to the current mission as "recommended," so it's annoying when those recommended characters are ten levels below the curve and can't be deployed to show what they can do. The level scaling is so strict that characters who are at or above the recommended level will gain virtually no experience, and characters who are below will gain levels on practically every action anyway. The only purpose of individual levels seems to be gating off certain abilities, but there are other ways this could have been done. (Indeed, the game does one of them, but more on that in a second.) This game seems like it would have benefited from a Chrono Cross-type mechanic where you level up as a party, and everyone is automatically set to your current party level. Or simply use a Paper Mario setup where character's stats are what they are and never go up, and you work around it.
But far and away my least favorite aspect of the game's combat was the character customization system. Not necessarily how it works, even, but more about how unbelievably reluctant the game is about letting you utilize it.
There are only two ways to customize your characters in Triangle Strategy -- you can upgrade their weapon, or you can promote them to a higher class. Upgrading their weapon costs money and materials, but raises their stats or adds to or improves their abilities. Each character has three weapon levels, but upgrading the weapon level doesn't seem to do anything except expand the number of upgrades the character can buy (making those upgrades basically double-locked). Buying an individual weapon ability requires generic materials that can be bought at the shop or found as loot in the battles, so even though each character's upgrades become more expensive the more you buy, you can eventually get the ones you want. Buying a weapon level, on the other hand, requires a rare material, which can only be dropped from bosses or bought (in minuscule numbers) from the sundry shop. As far as I can tell, all the rare materials are absolutely capped in the number you can obtain in a single playthrough, and that number is less than the amount you need to upgrade everyone's weapon. This is absolutely infuriating. It's one thing not to be able to fill in random stat nodes or whatever, but all of the characters have extremely cool upgrades and extra moves that alter their utility substantially buried at the end of their upgrade trees, and the game will not let you use them! You can't buy them, you can't grind for them, no sidequest gets you more. I recruited a character late in my playthrough, and I couldn't even upgrade his weapon to level two, much less three, because I had already used all the Silver the game decided it was going to allow me before he even joined up, before I even knew that Silver might be something I'd want to hold onto. Again, this would be one thing if you were intended to build a core team who fought all the battles and you could focus all the upgrades onto them, but you're not. Why build the system like this?
Why build two systems like this, because class promotions work the same way. There are three levels of class. Going from the first class level to the second requires a character be level 10 and that they spend a Medal of Bravery, and there are more than enough of those to get everyone who starts at the first class level up to the second, eventually. Going up to the third class level requires a character be level 20 and that they spend a Medal of Valor -- but there are maybe a half-dozen Medals of Valor in the game. Again, I wouldn't care if it was only stats, but again, the class promotions lock off cool new abilities and strategies, and every single character you use extensively is going to want one. Hope you're happy with the six you picked.
Look, the idea of these systems is to allow the game to trickle out abilities so that you get more powerful, but not too powerful, so power jumps still feel individually meaningful. (And so that you can't grind your way to a full arsenal in mental battles.) But by the endgame, the trickle-out phase should be over. Let me promote my characters, upgrade my weapons, and deploy them how I want. Put 99 of everything in the shops for the last 3-4 fights and let me set up a final build for everyone. Or just cut the whole system and let me upgrade my abilities without having to pay my taxes first.
The other major gameplay element in the game is, of course, the persuasion phase. Every so often, the team will be confronted by a major choice, and everyone will vote on what to do. Before the vote, though, you have an opportunity to talk to all of them and persuade them to vote a particular way, which they may or may not do depending on how well you made your case (and, I suspect, an invisible stat check). I don't think I expected to like it as much as I did.
First of all, most of the choices are quite difficult. The writers did an excellent job of making sure that there is no obvious "right" choice in any of the votes -- although Benedict in particular comes up with a few truly skin-crawling proposals over the course of the game, he can at least make a good case for most of them. Unlike most games with a "morality" system, it's not a matter of simply aligning with the character or faction whose ending you want or simply avoiding the obvious puppy-kicking choices -- all of the choices have trade-offs, and coming down on one side or the other means accepting that trade. I can't remember the last game where I had to simply put the controller down for a few minutes and genuinely consider the consequences of each choice. In the end, I decided to make the choice that kept my conscience the cleanest each time, and I didn't end where I expected it to. It was also intriguing to me that, rather than aligning yourself with one of the three "factions" in the game, the final vote is instead which one you're going to reject. Rejecting Utility results in a morally upright and admirable choice, but one in which you abdicate your responsibilities and end up chasing something that may be unrealistic and even impossible. Rejecting Liberty means making a safe, responsible choice with arguably the least loss of life, but one which the population of the continent is doomed to servitude under a creed that you know to be an unjust lie, and that you've sacrificed the last, best hope to correct it. Rejecting Morality results in a logical, even clever geopolitical move, but one that it's difficult to justify to anyone as anything other than a self-serving power grab.
I also enjoyed the actual act of persuasion. I was worried that the investigation segments would result in unlocking "perfect answers" that you would always have to select, but my fears were unfounded -- more information just gives you more arguments, not necessarily better arguments. Instead, you have to take the measure of the person you're talking to and tailor your arguments to what they would find most receptive. The veteran soldier Erador is more likely to be persuaded if you argue towards your feudal obligations and the martial reputation of House Wolffort. Anna is completely unmoved by emotional or moral arguments, but she's surprisingly receptive if you can prove you've done your homework and make a logical case based on the facts. Geela prefers moral arguments, but more from a public relations sense than any inherent ethical code on her part -- she wants a plan that can be sold as House Wolffort being in the right. It's a delight to hear the situation, decide what you want to do, examine the facts, then consider how your allies will respond as you approach them. It's so good, in fact, that I wish there was more of it -- I was disappointed that the core seven were the only people who ever get a vote in the game. I guess it's sort of necessary for the voters to remain consistent so that the player can retain a good grasp of their personalities and values, but I would have liked to see other people join in the voting depending on what route you were on, or more opportunities to persuade outside of the big branches. It's kind of weird that, say, Geela, Hughette, Anna, and arguably Erador (who are all basically randos in terms of the story) all get votes, but none of the other people you recruit do. I suppose we're meant to think that everyone is technically voting, and the seven are just a representation of the overall electorate (simplified down for the player's sake, so that they don't have to negotiate with twenty-odd people every time a vote comes up), in the same way that your "army" is never more than a few dozen people. Don't mind me, I'm just the guy who spends too much time wondering about questions of scale in fantasy strategy RPGs.
(I did notice that Serenoa lost his vote since the first demo, which makes a certain amount of sense -- having a vote and making that vote the tiebreaker gives the player a little too much power to control the voting without having to persuade their allies at all. This would have been especially true once three-way votes started coming up -- if Serenoa joined up with a two-person faction in a three-way vote, the worst another faction could do would tie them, and Serenoa's vote would break the tie. It's a little weird that this basically makes the lord of the house an impartial adjudicator though.)
Oh, I almost forgot to talk about the third major player phase: Investigation. Don't worry, you wouldn't have missed much if I had -- investigation is extremely underdeveloped. You examine all the sparklies, you talk to all the NPCs, you do another once-over while swinging the camera around to make sure you haven't missed anything, then you press Start and move on to the next part. More could have been done. How about bonus negotiations where if you succeed, you can make the next story fight easier by cutting off reinforcements or starting in a better position? Or sidequests triggered by negotiating with NPCs that give you more upgrade materials? You could even move recruitment here -- instead of having them show up in your tent when you cross certain conviction thresholds, have them appear during investigation, and if you negotiate correctly or perform some other task, they join up then and there. (You may have noticed that I want more opportunities to negotiate.) As it is, though, the most intrigue you get during investigation is one-time-only merchants who sell a slightly better class of consummable than your normal vendor. Hardly worth mentioning, and something of a disappointment considering how fleshed-out and interesting the other two main phases are.
I discussed the narrative slightly during the persuasion section above, but to go into more detail: It's a relief to finally get one of these games that commits to being a political drama throughout. Be it Fire Emblem, Ogre Battle, or Final Fantasy Tactics, the trend has always been to start with politics to set the stage, but to ultimately move on to ancient demons and magic artifacts as the real source of the strife. Triangle Strategy is about the conflict between nations for power and resources, and that's it. To the extent that character drama is involved, it's to demonstrate how individuals, even ones who are trying to do the best they can, are hopelessly crushed between the gears of the systemic issues that are bigger than any one person. (I suppose it's a very 2020s game in that respect.) That's not an unambiguous positive in my opinion, but it does serve to set the game apart from its peers, which generally feel like they have to let the player beat up a giant dragon at the end in order to have a satisfying denouement. It's a telling motif that all three of the main nations are corrupt, reversed takes on the ideals they're supposed to loosely embody -- take your pick between a Randian libertarian hellscape, a prejudice-driven xenophobic theocracy, or an entitled, self-serving oligarchy.
Actually, contrasting Triangle Strategy with the other big Switch strategy RPG, Fire Emblem: Three Houses, is of great interest to me. Three Houses covers for its somewhat shaky main plot with an extensive cast of well-written and compelling characters. Even the fringe-iest PCs had more to them than met the eye, believable backstories and realistic inner lives. Triangle Strategy, by contrast, has much more solid main plotting and logical world-building, but it does so at the cost of characterization. The minor characters are fun to use in battle, but they have to be, because that's basically all you get. They never interact with anyone besides the main cast, they don't have plot or character arcs aside from one three-stage side story per character, and they don't intersect with the main plot at all. (It is kind of funny to me that people have been arguing for years that FE should get rid of permadeath so that the minor characters can more reliably interact with the main plot, and then you get this, which doesn't use permadeath but integrates its minor characters into the narrative with even less care than the worst FE game.)
The voice acting has picked up some criticism, and not unjustly, in my mind. (I'm loathe to criticize voice acting recorded in the pandemic, however.) Most of the actors are experienced and I don't feel anyone was miscast, but there's some bad direction here. However, that's not to say there are no good performances. In particular, (endgame spoilers) Benedict's scornful dressing-down of Serenoa in the Morality final route was hair-raising, as was Serenoa's indignant defense of his actions and beliefs.
Overall, an excellent game and highly recommended. It's the first long-form game since Three Houses where I rolled credits and immediately wanted to start another run, which is high praise. (With Kirby coming out next week, I'm probably not going to right away, though.) I'd buy a sequel, and if they fixed the character customization problems they'd have an all-time classic on their hands. Buy it unless you hate reading.