It's a shame that Triangle Strategy is so often compared to
Final Fantasy Tactics [ファイナルファンタジータクティクス] when they are fundamentally quite different games. Unfortunately, with the
tactical RPG genre being sparse as it is, some people don't have any other reference points for the TRPG/SRPG landscape, and this can lead to some false expectations.
In contrast with Final Fantasy Tactics where teambuilding and endless customization is much of the game's appeal, Triangle Strategy features no class system and very little unit customization. Annoyingly, some people knock that as a down side, but in reality, heavy unit customization is not an objectively good or bad feature, but just a completely different style of game with its own set of trade-offs, almost a different sub-genre entirely.
The core of Triangle Strategy's gameplay comes from its combat, strategy, and puzzle-solving element, and I say with complete confidence that
Triangle Strategy wouldn't have had as smart, well-balanced, and wonderfully challenging combat as it had if there was the same level of complex, messy customization that FFT had. I see it as very analogous to the trade-off from open world games vs. more linear games with very handcrafted, intricate level design. While FFT is a blast (and a separate personal favorite of mine), the combat in the game is rarely ever challenging or "smart", largely because the job system is a combinatorial explosion of unbalanced customization options. And let's be honest: the fun of Final Fantasy Tactics is much less about the 'tactics' as much as it is grinding out the most comically busted job synergies and proceeding to steamroll the game with them. (Not to say that isn't also a hell of a lot of fun.)
But Triangle Strategy's narrower focus on intelligently designed maps, diverse units, and fine-tuned game mechanics results in combat with so much more depth than most TRPGs, making it a joy to play. In particular, the game has one of the most brilliant Hard Modes I've played in a turn-based game: Hard battles are designed to take several retries for every battle, forcing you to experiment and choreograph specific strategies for each new battle (and notably, almost every chapter features a completely unique map as well. I'd loosely say its difficulty curve is similar to
Shin Megami Tensei [真・女神転生]'s balancing, where
the game has very high expectations of you, yet provides you such a deep pool of tactical options and resources in a way that makes every single battle feel immensely creative and rewarding.
Despite the lack of a class system, the strategic element of the game is instead tied to
which units you use, and TS has over 20+ characters you can recruit in a playthrough (30 across all routes), each unit with completely bespoke abilities and traits. And what truly makes the combat amazing is just how well-balanced all these different units are. Throughout my playthrough, I found myself viably using
each and every character at some point or another. Some units may thrive more on maps with high vertical terrain, maybe some in complex alleyways, or some better in open fields, but everyone has scenarios where they get a chance to shine. This is all because the amount of different abilities and mechanics in the game is just staggering: you can use
attacks, magic, meaningful buffs and debuffs, a dozen different forms of crowd control, tanks, manipulation of the action economy, you can conjure temporary walls to make chokepoints on the fly, erect ladders to retreat up buildings, create decoys to divide enemy forces, change enemy directions with wind magic to set up backstabs, deploy spring traps that can shove units into a canyon Wile E. Coyote style, set flammable grass tiles on fire, forcibly taunt enemies into said fires, there's units that can teleport, even units that can stop or turn back time. There is also no permadeath, which some people will also naively cry as a "dumbed down" feature, yet in reality, I really like in the game's context: it further encourages this kind of experimentation and adds yet another strategic layer of deciding when to sac certain units, feeling in a way much more like chess than
Fire Emblem [ファイアーエムブレム].
The end result is that even with the high level of difficulty, there's so many options available to you that no battle ever feels the same, and there's so many different ways you can solve the same problem. I would not hesitate to describe Triangle Strategy as having the most refined gameplay in the whole tactical RPG canon to date, successfully iterating on decades of the genre's history.
With all that said, my biggest pushback on the game:
while the gameplay was incredible, the story was much less remarkable. And unlike some games where you can power through a couple scattered cutscenes and ignore the story, the dialogue in TS is
long. Although not to the point of being a visual novel (these claims probably come from the annoyingly long and dry three demo chapters, where the cutscene length is by far at its most egregious, although picks up in excitement after Chapter 4), it is still clearly designed to be a
rather story-heavy TRPG. And it's an exposition-heavy one at that, with a bigger focus on worldbuilding and political setpieces rather than being character-driven.
While I liked the grounded writing approach and found the (largely) mature characters to be really refreshing, I honestly found the overall dialogue and plot to be just average. There's some cool story beats and neat political intrigue and a couple twists and all, and I'd rarely call any parts of the story "bad", but generally, I felt it
just wasn't enough to merit the overall dialogue length and attention that the game demands of you.
I will highlight one of the really cool and notable aspects is the game's multiple branching routes, driven by decisions you can "vote" on with your party members. These choices really can substantially alter the direction of the plot. The game is rather intentionally designed for multiply plays, and I found it to be have one of the better implementations of NG+. There's enough branches that you can easily do a second playthrough and have almost half of your chapters be completely new content. At the end of it all, I ended up logging about 100 hours between two playthroughs that was needed to exhaust most the content.
CONCLUSION: It's really heartening to know that there's some teams at
Square Enix that still have a brilliant and artful eye for turn-based strategy design. I'd call this a must-play for any tactics RPG fans, or for any lovers of high difficulty turn-based games in general, for whom the story would certainly be worth powering through. For the general population, I'd give a more cautious recommendation that depends on how much of an appetite you have for an overlong (although really not all that bad) story.
The gameplay in battles is good, I liked how tight and balanced it was. Say what you want about making busted units in FFT or FE but I like a bit of tension in these types of games and having to rely on my whole squad in fights was a nice change of pace. The EXP scaling meant that you didn't need to grind (I ignored the optional fights for the most part and used underlevelled characters just fine). The characters' unique skills were a lot of fun, adjusting the environment, getting in extra turns and giving major supports to others.
Anyway, probably my GOTY, so far, check it out. It plays the main theme for the final fight so it's at LEAST getting a 4