Shining Force: Resurrection of the Dark Dragon

30.04.2004
Critic 86/100
A remake of the original Shining Force that was released in 1992 on the Sega Genesis. The mysterious traveler Darksol has worked his way into the King's graces to further his plans of resurrecting an ancient evil, the Dark Dragon. You play the role of Max, a young warrior who remembers nothing of his past. When Guardiana is attacked, you are given an army to lead, & must unravel the mystery behind the Legacy of the Gods, lest the world perish."
"Darksol, a mysterious traveler who has worked his way into the King of Runefaust's graces, is secretly planning to resurrect an ancient, but terrible creature, the Dark Dragon. He has convinced the King of Runefaust to invade the kingdom of Guardiana in an effort to realize his sinister plan. You play the part of a promising young warrior who washed ashore in Guardiana, but you have lost your memory and remember nothing of your past. When Guardiana is attacked, you are thrust into the role of leader and must unravel the mystery behind the Legacy of the Gods and put a stop to Dark Dragon's revival at any cost, or the world shall perish. In this classic tactical RPG, you'll control a band of up to 12 characters on the battlefield as you fight to save Guardiana, as well as the world, from the forces of evil. Customize your party from over 30 characters as you explore the world of Rune. On your journey, you'll discover a vast array of weapons, armor and powerful magic spells which will be at your disposal. Do you have what it takes to learn the truth of your past and win the final battle?"

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20.03.1992

Shining Force is a turn-based tactical RPG. Battles take place in square grids, and each unit occupies 1 square. Units can belong to one of two sides: allies (controlled by the player) or enemies (controlled by the computer AI). Each unit can move up to a fixed amount of squares along the battlefield, determined by its Move statistic. Depending on its location relative to enemies and to allies, a unit also has the option to attack, cast a spell, use an item, search (if adjacent to a treasure chest), or stay and do nothing, all of which end the unit's turn. Some commands, such as equipping or dropping items, don't count as actions, and the character's turn is able to continue. The order of the turns is determined by the unit's agility score and a random seed. Units can use offensive actions, such as physical attacks or offensive magic, only on units belonging to the other side and can use supportive actions, such as healing magic, stat-enhancing magic, and items, only on units belonging to the same side.

Part of collection:
Shining Force (last 3 games)

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The sequel to Shining Force Cross

Part of franchise:
Shining (last 3 games)

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This is a Japan-only game in the Shining franchise. The game's battle system is called "Concerto", and is a strategic real time battle system similar to the ones found in Sakura Wars and Valkyria Chronicles. The player make use of swords, bows and magic in a battle system that places importance on character cooperation—hence the name "Concerto". The player forms a party of up to five for battle. The game will have damage based on character position, and items collected upon defeating enemies. The songstresses are special members of the player's battle party. By performing their magic song, they can achieve various effects on battle—blocking enemies from moving, increasing characters' move count, making hasten the party's pace. Some songs can even be used for attack. Using the songs requires Mana Energy. The game also has inter-character relationships. Depending on the player's selections during event scenes, movements and usage of group skills during battle, the characters' relationships will change.

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Fire Emblem: Three Houses is a tactical role-playing game developed by Intelligent Systems and Koei Tecmo for the Nintendo Switch. Players take the role of a professor at Garreg Mach Monastery, where they teach and guide one of three student houses. Gameplay combines turn-based battles, character development, exploration, and relationship-building.

08.07.1999

Vandal Hearts II is a tactical role-playing game for the PlayStation and the sequel to Vandal Hearts.

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Breaking from its traditional role-playing roots, Suikoden Tactics incorporates simulation and strategy elements to take players on an adventure never seen before in the franchise. Told through the eyes of Kyril, a young adventurer investigating the sudden appearance of hideous creatures in the island nations, Suikoden Tactics unfolds another perspective to the events of Suikoden IV and the legendary "Rune Cannons." In all, there are more than 25 different battle scenarios, the ability to modify and customize your character as the game progresses, and a unique "Combination Attack system" that allows players to combine the powers of numerous characters in combat as they build friendships.

08.02.2007

Protect the Light, Condemn the Dark! A Millennium of peace is about to be torn asunder by the spread of darkness. A war with the Witches 1,000 years ago nearly destroyed the planet, and now they have returned. Character Designs by Kaito Shibano, music from Yasunori Mitsuda, and solid storylines combine to give Tactical RPG Fans the kind of portable gaming experience they've been craving! Take the battle online! Fight your friends over the Nintendo Wi-Fi Connection! Luminous Arc's versatile controls allow you to choose between +Control Pad and left/right-handed stylus controls!

21.06.2001

"Highlights and Key Features: - Over 40 hours of gameplay and multiple endings! - Discover powerful character classes with the new Emblem System! - Cast a wide assortment of magic spells to defeat the enemy! - Go head-to-head against a friend by using the Game Boy® Advance Game Link® cable! - All new Quest Mode enables you to discover hidden items and weapons not available in the main game. - Utilize the Exchange Mode to trade items, spell books and characters with a friend. - Save up to 3 games!"

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Tales of Destiny is a follow-up to Tales of Phantasia. Like its predecessor, it has the structure of traditional Japanese role-playing games, but substitutes turn-based combat for action-oriented one. Battles take place on separate side-scrolling screens and resemble those of a fighting game. The player controls the main hero, navigating him on the battle screen and performing various attacks and combos. Other party members are controlled by the game's AI, but it is possible to pause the battle at any time and assign new combat style to any one of them.

01.11.1985

Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar. The fourth game in the Ultima series features an improved game engine, with color graphics and enhanced character interaction: the player can have conversations with non-playable characters by typing names of various topics. However, the main difference between Ultima IV and its predecessors in the series (as well as other role-playing games) lies in the game's objectives and the ways to fulfill them. Instead of building up a character by any means possible in order to face a villain in the end of the game, in Ultima IV the player is trying to become the Avatar, a role model for people. This means upholding the Eight Virtues, basically trying to become a better person. Making morally conscious decisions and helping other people is not done expecting a material reward, but because it is the actual goal of the game and the main focus of its gameplay. The game frowns on behavior typical of most other RPGs, such as backstabbing fleeing enemies or picking up everything that isn't nailed down even if it does not belong to the protagonist. This different approach established the game's reputation as the first "true" Ultima, influencing the design philosophy of later installments and the overall spirit of the series. Character creation is done by choosing responses to morally ambiguous questions. Each of the Eight Virtues corresponds to a character class; by determining the player's personal priorities in the virtues, the game assigns a class and a starting location for the Avatar. After emerging in Britannia, the player is free to explore it in various ways (on foot, moongate teleportation, on horseback, by ship, etc.). Certain items must be collected in any order to enter the Stygian Abyss and complete the game. The Avatar also has to reach the highest level in all virtues. This is achieved by various means: donating blood increases Sacrifice, not fleeing from combat increases Valor, etc. The process, however, is not irreversible: should the Avatar overpay a blind seller, he gains Compassion points; should he, on the other hand, cheat the seller by underpaying, his level in several virtues would decrease. These unorthodox features of the game co-exist with plenty of traditional RPG elements, such as dungeons to explore and hostile monsters to kill. Enemies are encountered on the world map as well as in dungeons; combat takes place on separate top-down screens, allowing player-controlled and enemy parties freely move on them. Characters accumulate experience points and level up, gaining higher amount of hit points and access to stronger magic spells. Like in the previous installments of the series, world map, town exploration and combat are presented from a top-down view, while the dungeons are pseudo-3D and are explored from first-person perspective. Ultima IV also introduces several new gameplay features to the series and role-playing games in general. A number of initially non-playable characters living in various areas of the game world are able to to join the party and fight alongside the hero, replacing traditional player-generated characters or mercenaries and adventurers available only in special locations. Additional new elements include buying and combining reagents in order to cast spells, puzzle rooms in dungeons, and others.

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