Unicorn Overlord is a a strategy RPG developed by Vanillaware for Switch, PS4, PS5, Xbox Series S, and Xbox Series X, to be released on March 8, 2024 (don't hold your breath for a PC version). A substantial demo - basically the early parts of the game on a generous seven-hour timer, with complete save transfer to the full version - is available now, and I highly recommend it. The Switch version appears to have no performance compromises relative to the others, with fast loading times, responsive UI, and no framerate dips that I've noticed, though the Switch version does not support output at 4k resolution.
Unicorn Overlord applies Vanillaware's signature huge, hand-illustrated sprites to a highly specific subgenre of strategy RPG. This is only like the third or fifth game ever that is like 1993's Ogre Battle: March of the Black Queen: the player gives commands to small squads of characters, who travel across the battle map in real-time (with pause) and fight it out autonomously when they encounter an enemy squad. Each of the sixty-ish named characters (plus generics) is customizable to a degree that would suit a regular-type RPG, even including a system somewhat similar to Final Fantasy XII's gambits to fine-tune the tactics. There is considerable depth to the process of countering enemy unit formations with your own, but it's got that classic Rock, Paper, Scissors foundation, where no unit is without a weakness. Between battles, you can freely roam the overworld completing side quests and getting optional battles and gathering allies and so forth.
The story is classic and, despite its design pedigree, seems to lack the political complexity and moral ambiguity of Yasumi Matsuno's work in this kind of genre. Rather, it begins as a very clear homage to Fire Emblem: Dark Dragon and the Sword of Light, with the blue-haired exiled prince and his wizened man-at-arms rallying a rebellion against a total jerkwad of an emperor. Unique units can also talk to each other if you have them fight together enough, unlockingSupport Rapport Conversations.
I've wanted a game like this for a very long time, and I'm so pleased that the demo has given me such strong confidence in its quality. Check it out, why don't you?
Unicorn Overlord applies Vanillaware's signature huge, hand-illustrated sprites to a highly specific subgenre of strategy RPG. This is only like the third or fifth game ever that is like 1993's Ogre Battle: March of the Black Queen: the player gives commands to small squads of characters, who travel across the battle map in real-time (with pause) and fight it out autonomously when they encounter an enemy squad. Each of the sixty-ish named characters (plus generics) is customizable to a degree that would suit a regular-type RPG, even including a system somewhat similar to Final Fantasy XII's gambits to fine-tune the tactics. There is considerable depth to the process of countering enemy unit formations with your own, but it's got that classic Rock, Paper, Scissors foundation, where no unit is without a weakness. Between battles, you can freely roam the overworld completing side quests and getting optional battles and gathering allies and so forth.
The story is classic and, despite its design pedigree, seems to lack the political complexity and moral ambiguity of Yasumi Matsuno's work in this kind of genre. Rather, it begins as a very clear homage to Fire Emblem: Dark Dragon and the Sword of Light, with the blue-haired exiled prince and his wizened man-at-arms rallying a rebellion against a total jerkwad of an emperor. Unique units can also talk to each other if you have them fight together enough, unlocking
I've wanted a game like this for a very long time, and I'm so pleased that the demo has given me such strong confidence in its quality. Check it out, why don't you?