Project Triangle Strategy – Demo impressions

This entry is part 1 of 2 in the series Triangle Strategy

The newly-revealed Project Triangle Strategy is a clear homage to two of my favourite games of all time — Tactics Ogre and Final Fantasy Tactics. After playing the demo, I’m cautiously interested.

The debt to FFT and Tactics Ogre is clearest in the aesthetics. The sprites look just like those in the classic games, right down to the way mages raise their arms over their heads when casting spells, and the character portraits are also gorgeous.

Based on the two levels in the demo, the gameplay seems solid. Positioning, elemental vulnerabilities, and terrain all matter. I cleared the second level by the skin of my teeth, with only one melee character and a few casters left standing. Using terrain, and a spell that created temporary ice walls on the ground, I was able to channel the second level’s boss into a chokepoint where my last melee fighter could stall her long enough for the mages to bring her down. Disappointingly, mounts seem cosmetic — a horseman can climb ladders (?!) and a bird rider doesn’t seem able to fly over obstacles — but that issue is fairly minor.

My biggest concern is the writing. What made the narratives of FFT and Tactics Ogre so great wasn’t convoluted plots or warring lords. What made them great was the themes and character arcs revealed by those plots — what happens when youthful idealists find themselves betrayed by reality, and how those idealists respond afterwards. In the short demo, I saw nothing comparable, although conclusions will have to wait for the full game.

Overall, I liked the demo enough to keep an eye on this game. Release is set for 2022 — hopefully it will fulfil its promise.