Monday, April 18, 2022

Thoughts on Triangle Strategy

It's pretty good.
I like that each character had a different ability set. However, that makes the low number of deploy slots even more irritating, as does the fact that some of the mock battles had higher limits than the story battles.
The characters look as if somebody ran Eureka Seven through a Final Fantasy Tactics-izer, a strange device invented for a niche market.
The battles managed to change things up from one to the next without becoming a real pain with gimmicks and triggers players have to negotiate in a restricted way. Most importanty, the gimmicks and terrain features sometimes work in the player's favor, which games sometimes neglect to do and give all the fun to the enemies instead, who are incapable of appreciating it. This post was written before the AI revolution, if any future readers are confused. The TP system is fine, but I think the more expensive abilities are impractical beyond what the developers must have hoped.
The story doesn't really support the weight placed on it, and also isn't good. My perception of the situation, the resources available to each faction, the implications of various approaches, and so on always differed from that of the characters, which created a sense of alienation. Sometimes none of the available decisions made sense to me based on what I understood of things as they stood. Beyond that, it's overall a mess with elements, especially regarding Hyzante, that seem to intrude from other games. Possibly better games. It swings between basing everything on personal motives and being a struggle of ideological frameworks in a strange way, as if the writers never agreed which style they would pursue. The long, long sections between battles, which at first I accepted as setup for later events and decisions, ended up being mostly too much talking about stuff that didn't really matter later.
Grinding mock battles is unnecessary to succeed, but seems necessary to enjoy some characters. Only late in the game could I afford offensive items.
The hidden items in the exploration areas makes them a slog instead of a break between battles which give a deeper feeling to the world.
The point of New Game+ in a game like this is so that I can replay it faster to see different paths. Increasing enemy difficulty is fine for a mode, but leave one for easy replays. Sure, the game isn't hard, but I'm talking really fast, as in not paying attention at all.
The endless trips between the merchant and the forge are irksome and unnecessary. The smith should sell the upgrade items.
Before playing it, I thought Triangle Strategy was a bad name. Nothing has changed.

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