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Tactical role-playing game[1][2][3][4] (abbreviatedTRPG), also known asstrategy role-playing game[5][6] orsimulation RPG[a] (both abbreviatedSRPG), is avideo game genre that combines core elements ofrole-playing video games with those of tactical (turn-based orreal-time)strategy video games. The formats of tactical RPGs are much like traditionaltabletop role-playing games andstrategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended fromskirmish wargames such asChainmail, which were primarily concerned with combat.
Thissubgenre of role-playing video games principally refers to games which incorporate elements fromstrategy video games as an alternative to traditional role-playing game (RPG) systems. Like standard RPGs, the player typically controls a finite party and battles a similar number of enemies. Like other RPGs, death is usually temporary, but this genre incorporates strategic gameplay such as tactical movement on anisometric grid. Unlike traditional RPGs which are traditionally single-player, some tactical RPGs featuremultiplayer play, such asFinal Fantasy Tactics: The War of the Lions.[7]
A distinct difference between tactical RPGs and traditional RPGs is the lack of exploration;[8] for instance,Final Fantasy Tactics does away with the third-person exploration of towns and dungeons that is typical in aFinal Fantasy game.[9] Instead of exploration, there is an emphasis on battle strategy. Players are able to build and train characters to use in battle, utilizing different classes, includingwarriors and magic users, depending on the game. Characters normally gainexperience points from battle and grow stronger, and are awarded secondary experience points which can be used to advance in specific character classes.[9] Battles have specific winning conditions, such as defeating all enemies or surviving a certain number of turns, that the player must accomplish before the next map will become available. In between battles, players can access their characters to equip them, change classes, train them, depending on the game.[9]
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A number of early role-playing video games used a tactical form of combat, such asTunnels of Doom (1982)[10] andUltima III: Exodus (1983),[11] as well asThe Dragon and Princess (1982)[12] andBokosuka Wars (1983),[13] which introduced party-based, tiled combat to America and Japan, respectively. Further, tactical RPGs are descendants oftabletop role-playing games andwargames, such asDungeons & Dragons andChainmail, which were mainly tactical in their original form.[14][Note 1] Nevertheless, much of the development of tactical RPGs has diverged on each side of the Pacific, and the term "tactical RPG" is sometimes reserved only for those titles that were created in Japan.[citation needed]

One of the earliestJapanese RPGs,Koei'sThe Dragon and Princess, was released onNEC'sPC-8001home computer platform in 1982.[17] This game can also be considered a precursor to the tactical RPG genre. It used a combat system where, following arandom encounter, the game transitioned to a separate, graphical, overhead battle screen, andtactical turn-based combat ensued. That same year,Tunnels of Doom used a similar combat system,[10] as didUltima III: Exodus released in 1983.[12][18]
During the8-bit era,Bokosuka Wars, a computer game developed by Koji Sumii for theSharp X1 in 1983[19] and ported to theNintendo Entertainment System (NES) byASCII in 1985, was responsible for laying the foundations for the tactical RPG genre, or "simulation RPG" genre as it is known in Japan, with its blend of role-playing andstrategy game elements. The game revolves around a king who must recruit soldiers and lead his army against overwhelming enemy forces, while each unit gains experience andlevels up along the way.[13] It is also considered to be an early prototypereal-time strategy game.[20]
Another notable early example of the genre wasKure Software Koubou's 1988PC-8801 strategy RPG,Silver Ghost,[21] which was cited byCamelot Software Planning's Hiroyuki Takahashi as inspiration for theShining series of tactical RPGs. According to Takahashi,Silver Ghost was a simulation action type of game where the players had to direct, oversee and command multiple characters.[22] Unlike later tactical RPGs, however,Silver Ghost was notturn-based, but instead used real-time strategy andaction role-playing game elements. It also featured apoint-and-click interface, to control the characters using a cursor.[23] A similar game released by Kure Software Koubo that same year wasFirst Queen, a unique hybrid between a real-time strategy, action RPG, and strategy RPG. Like an RPG, the player can explore the world, purchase items, and level up, and like astrategy video game, it focuses on recruiting soldiers and fighting against large armies rather than small parties. The game's "Gochyakyara" ("Multiple Characters") system let the player control one character at a time while the others are controlled by computerAI that follow the leader, and where battles are large-scale with characters sometimes filling an entire screen.[24][25]Master of Monsters, developed by SystemSoft and released in 1989 for theMSX2, added fantasy characters and magic attacks to the gameplay of the wartime combatDaisenryaku series, which had instead opted for tanks, planes, and other vehicles of real-world modern combat.Master of Monsters also added experience bars for the character units, a concept which would be adapted and popularized by later console-based series likeFire Emblem. Unlike many other early titles in the genre,Master of Monsters made its way to the west via a port to theSega Genesis in 1991, albeit only in North America.
However, the genre did not become prolific untilNintendo published the game that set the template fortactical wargame RPGs,Fire Emblem: Ankoku Ryū to Hikari no Tsurugi. Developed byIntelligent Systems and released exclusively in Japan for the NintendoFamicom in 1990,Fire Emblem would become an archetype for the whole genre, establishing gameplay elements that are still used in tactical RPGs today, though many of these elements were influenced by earlier RPGs andstrategy games. Combining the basic concepts from games likeDragon Quest and simpleturn-based strategy elements that the development team gained experience with in their 1988 releaseFamicom Wars, Intelligent Systems created a hit, which spawned many sequels and imitators. It introduced unique features such as how the characters were not interchangeable pawns but each of them were unique, in terms of both class and stats, and how a character who runs out ofhit points would usually remain dead forever. The latter mechanic was used to introduce anon-linear storyline to the genre, where differentmultiple endings are possible depending on which characters are alive or dead,[26] a concept still used in recent games such asShin Megami Tensei: Devil Survivor,[27] andFinal Promise Story.[28] It was not until the release ofFire Emblem: The Blazing Blade for theGame Boy Advance, many years later, that the series was introduced to Western gamers, who until then were more familiar with localized precursors likeNobunaga's Ambition, as well as later tactical RPGs partially influenced byFire Emblem, including theShining andOgre series andFinal Fantasy Tactics, andNippon Ichi games likeDisgaea.[26]
During the16-bit generation, among the first imitators wasLangrisser by NCS/Masaya, first released for theMega Drive / Genesis in 1991. It was translated for North American release and retitledWarsong. TheLangrisser series differed fromFire Emblem in that it used a general-soldier structure instead of controlling main characters.Langrisser, too, spawned many sequels, none of which were brought to North America.Langrisser set itself apart from other tactical RPGs in its time with larger-scale battles, where the player could control over thirty units at one time and fight against scores of enemies.[29] SinceDer Langrisser in 1994, the series offered non-linear branching paths andmultiple endings. The player's choices and actions affected which of four different paths they followed, eitheraligning themselves with one of three different factions or fighting against all of them. Each of the four paths leads to a different ending and there are over 75 possible scenarios.Langrisser III introduced a relationship system similar todating sims. Depending on the player's choices and actions, the feelings of the female allies will change towards theplayer character, who will end up with the female ally he is closest with.[30]
Master of Monsters was a unique title bySystemSoft. WhereLangrisser andFire Emblem used a square-based grid,Master of Monsters used a hexagonal grid. Players could choose one of four different Lords to defend their Towers and areas on the grid by building an army of creatures to destroy the opposing armies. This game had a sequel for the PlayStation calledMaster of Monsters: Disciples of Gaia, which had limited success and was criticized for its slow gameplay. BothWarsong andMaster of Monsters were cited as the inspirations behind the 2005turn-based strategy computer RPG,The Battle for Wesnoth.[31]
The first game in the long-runningSuper Robot Wars series is another early example of the genre, initially released for the Game Boy in 1991.
Another influential early tactical RPG wasSega'sShining Force for the Sega Genesis, which was released in 1992.Shining Force used even more console RPG elements than earlier games, allowing the player to walk around towns and talk to people and buy weapons. It spawned sequels,Shining Force II for Sega Genesis andShining Force CD for Sega CD, besides theShining Force Gaiden 1, 2 and 3 for Sega Game Gear andShining Force III for Sega Saturn. The game's creator,Camelot Software Planning's Hiroyuki Takahashi, cited Kure Software Koubou's 1988 tactical RPG,Silver Ghost, as his inspiration.[22] One game released solely in Japan for theSuper Nintendo Entertainment System (SNES),Bahamut Lagoon, beganSquare's (nowSquare Enix) famous line of tactical RPGs.
Four games from theOgre Battle series have been released inNorth America. The first wasOgre Battle: March of the Black Queen was released for the SNES in 1993 and was more of a real-time strategy RPG in which the player forms character parties that are moved around amap in real-time. When two parties meet, the combat plays out with minimal user interaction. The game is notable for introducing a moralalignment system that not only affects the gameplay but where tactical and strategic decisions influence the outcome of a non-linear branching storyline, which is affected by factors such as the moral alignments of the troops used to liberate a city, whether to keep certain liberated cities guarded, making popular or unpopular decisions, concentrating power among just a few units, making deals with thieves, and a general sense of justice. These factors lead to one of 13 possible endings, alongside other factors such as how many and which units are used, how battles are fought, the army's reputation, player character's alignment and charisma, and secrets discovered.[32][33]
The sequel,Tactics Ogre: Let Us Cling Together, was originally a 1995 SNES game that was not released outside Japan. It was later ported to thePlayStation, along withOgre Battle: March of the Black Queen. Both of the PlayStation re-releases were marketed in North America byAtlus, as wasOgre Battle 64: Person of Lordly Caliber for theNintendo 64.Tactics Ogre's gameplay is more similar to the genre of tactical RPGs thatFinal Fantasy Tactics belongs to (which was developed by former members ofQuest and created/written/directed byYasumi Matsuno), complete with battles taking place onisometric grids.[33] It was also the first to bear the name "Tactics" in the title, a term gamers would come to associate with the genre. Not only are characters moved individually on a grid, but the view is isometric, and the order of combat is calculated for each character individually. The game also expanded the non-linear alignment system of its predecessor, with three types of alignments for each unit: Lawful, Neutral, and Chaos, neither of which are portrayed as necessarily good or bad. The game gives players the freedom to choose their own destiny, with difficult moral decisions, such as whether to follow a Lawful path by upholding the oath of loyalty and slaughter civiliannon-player characters on the leader's command, or follow the chaotic path by following a personal sense of justice and rebelling, or instead follow a more neutral path.[33][34] Such factors affect the game's ending, which is also affected by decisions such as whether to obtain the most powerful class, which can only be acquired by making a tragic sacrifice. Another feature was "Warren's Report",[34] a type ofdatabase on the land, people, encounters and races of Valeria (similar to, but much more expansive than, the troves of knowledge inMass Effect).[35] Although this game defined the genre in many ways, it was not widely recognized by American gamers because it was released to American audiences several years later.Final Fantasy Tactics shared some staff members withTactics Ogre and shares many of its gameplay elements. A prequel to the originalTactics Ogre,Tactics Ogre: The Knight of Lodis, was later released for the Game Boy Advance. A remake ofLet Us Cling Together was later released for thePSP in 2011.
In 1996, the tactical role-playing gameFire Emblem: Genealogy of the Holy War also featured a non-linear branching storyline, but instead of using an alignment system, it used a relationship system resembling dating sims that gave players the ability to affect the relationship points between different units/characters. This in turn affected both the gameplay and storyline, with the different possible relationships in the first generation of the game's plot leading to different units/characters appearing during the second generation, ultimately leading to different possible outcomes to the storyline.[36]

The32-bit era saw many influential tactical RPGs, such asKonami's 1996Vandal Hearts series, which feature branching storylines that can be altered by the player'sdialogue choices that lead to different endings,[37] as well as Sega's 1997Shining Force 3,SCEI'sArc the Lad Collection (1996–1999), and Square's 1997Final Fantasy Tactics and 1999Front Mission 3. Konami'sVandal Hearts was an early PlayStation title that helped popularize tactical RPGs in the US. It was released byKonami and featured a 3D isometric map that could be rotated by the player. A sequel was subsequently released, also for the PlayStation.
One of the first 32-bit tactical RPGs,Guardian War, was developed byMicro Cabin and released in 1993 on thePanasonic 3DO. While the game lacked in story, it included many game mechanics that are seen throughout many of the 32-bit tactical RPGs; like isometric camera rotation, interchangeable and hybridization of "jobs" or "classes" for each character, the combination of moves between characters, and the capture of NPCs and having them play on your side.
Sega'sSakura Wars, released for theSega Saturn in 1996, combined tactical RPG combat withdating sim andvisual novel elements, introducing areal-timebranching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time. The player's choice, or lack thereof, affects theplayer character's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using theanalog stick depending on the situation.[38] The success ofSakura Wars led to a wave of games that combine the RPG and dating sim genres, includingThousand Arms in 1998,Riviera: The Promised Land in 2002, andLuminous Arc in 2007.[39]
Final Fantasy Tactics was arguably the most responsible for bringing tactical RPGs to North America. Developed by former employees ofQuest, the developer responsible for theOgre Battle series, it combined many elements of theFinal Fantasy series withTactics Ogre-style gameplay. It also expanded on the isometric grid combat ofTactics Ogre by allowing players to freely rotate the camera around the battlefield rather than keeping the camera in a fixed position. The storyline ofFinal Fantasy Tactics was also more linear than its predecessor, in order to provide a deeper epic narrative.[33] Thanks toHiroyuki Ito, lead designer on the game, it also successfully implemented a modifiedjob system, previously used inFinal Fantasy V, which allowed the player to change a unit'scharacter class at any time during the game and learn new abilities from job points earned with each class.[40] The game was acclaimed for both its highly tactical gameplay and its well-written storyline that touches on issues such as class, privilege, religion, and politics.[41] The game's reputation led to other developers adding the word "Tactics" to their titles to indicate the tactical RPG genre.[42] It was later ported to the PSP asFinal Fantasy Tactics: The War of the Lions and is still regarded as one of the greatest tactical RPGs of all time.[41]
Onsixth-generation consoles, a loyal American fan-base has been established byNippon Ichi, makers of thePlayStation 2 gamesLa Pucelle: Tactics,Phantom Brave, andDisgaea: Hour of Darkness.[43] Of these games,Disgaea has been the most successful to date, and was the second Nippon Ichi game released in North America, the first beingRhapsody: A Musical Adventure (published by Atlus).[33] Throughout this generation, companies have recognized the large audience and popularity of these types of games, particularly Atlus and Nintendo.La Pucelle: Tactics andDisgaea: Hour of Darkness, which Atlus re-released due to high demand, have become cult hits for the PlayStation 2.[44]
In 2001,Sakura Wars 3 for theDreamcast introduced a new combat system that incorporatesaction elements,[45] and abandons the use of grids in favour of allowing each character to move around freely across the battlefield but with a limited number of moves each turn illustrated using a bar at the bottom of the screen.[46] This type of combat system would later be the basis for the combat system inValkyria Chronicles, developed by much of the same team in 2008.[45] TheSakura Wars series would not be released in the West until the fifth game,Sakura Wars: So Long, My Love (2005).[38] TheFront Mission series also continued on to the PlayStation 2, withFront Mission 4 and5, the latter of which never saw a Western release, but a fan translation.
The Game Boy Advance would also see the release ofRebelstar: Tactical Command (2005) byX-COM creators, Nick andJulian Gollop.[47] The game would be highly praised for adapting the combat mechanics of the highly detailed and acclaimed PC strategy series, but would also receive criticism for sub-par presentation, a lackluster storyline, and lack of link-mode support.[48] The game ended up receiving an average score of 77.83% atGameRankings.[49] In early 2006,Idea Factory'sBlazing Souls featured nonlinear gameplay that allows the player to progress through the game and the story in whatever order they wish. In addition, instead of having separate screens or maps for exploration and battle, the game features a seamless transition between exploration and battle.[50] This time period also saw the Western debut ofFire Emblem inFire Emblem: The Blazing Blade (simply titledFire Emblem outside Japan).
Onseventh-generation consoles,Sega'sValkyria Chronicles (2008) for thePlayStation 3 utilizes theseventh-generation console processing power by using a distinctive anime/watercolor art style, as well as incorporatingthird-persontactical shooter elements. After selecting a character in the overhead map view, the player manually controls him/her from athird-person view. This mechanic allows for, among others: free movement to a certain range,manual aiming with extra damage for headshots, a limitedcover system, andreal-time hazards, such as interception fire andlandmines. The game has been described as "the missing link betweenFinal Fantasy Tactics andFull Spectrum Warrior".[51]
In 2004,Konami releasedMetal Gear Acid, which combined thestealth game elements of theMetal Gear series with turn-based tactical RPG gameplay of games likeFire Emblem,Final Fantasy Tactics, andDisgaea, along with the random-draw, forethought andresource management appeal of card battles like in Konami's ownYu-Gi-Oh! games (1999 onwards).[52] DeveloperKuju Entertainment releasedDungeons & Dragons Tactics for the PlayStation Portable in 2007. The game intended to adapt the rules and mechanics of the popular table-top role-playing game,Dungeons & Dragons, but suffered from a poor interface and awkward camera controls.[53][54]
TheAtlus titleShin Megami Tensei: Devil Survivor (2009) blended together both traditional and tactical RPG gameplay along with non-linearadventure game elements.[55] It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,[56] with the player's actions and choices having consequences on who lives and dies.[27]Infinite Space (2009) byPlatinumGames, for the Nintendo DS, is a hybrid of tactical role-playing, real-time strategy andspace simulator elements,[57] and features anon-linear branching narrative with numerous choices that can have dramatic consequences,[58] and an epic scale spanning hundreds of planets.[59]
Radiant Historia, released by Atlus for theNintendo DS in 2010, combined the gameplay of traditional RPG titles with a highly tactical grid combat system, with several unique features such as a queue allowing party members to switch turns and perform combo attacks when near each other on the queue, and the manipulation of enemy positions by knocking a target onto another grid space and attack multiple targets when enemies fall onto the same grid space.[60] The game is most notable for its unique take on the concept ofnon-linear branching storylines, which it combines with the concepts of time travel andparallel universes, expanding on theChrono series.Radiant Historia takes it much further by giving players the freedom to travel backwards and forwards through a timeline to alter the course of history, with each of their choices and actions having a major effect on the timeline. The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline.[60][61] The player can also travel back and forth between two parallel timelines,[62] and can obtain many possible parallelendings.[63]Square Enix's PSP version ofTactics Ogre: Let Us Cling Together, released around the same time, featured a similar "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.[64][65]
Atlus titleGrowlanser IV: Wayfarer of the Time (2012)[66] features a unique battle system that blends turn-based and real-time strategy. The player controls each character in turn, but the actions play out in real-time.Imageepoch's titleSaigo no Yakusoku no Monogatari (Final Promise Story) for the PlayStation Portable has a strategic command-based battle system where enemies learn from previous skirmishes. The characters can also die permanently during gameplay which in turn affects the game's storyline.[28]
Many Western PC games have utilized this genre for years, as well. Western games tend to have stronger military themes, without many of the fantasy elements often found in their console (and mainly Japanese) counterparts, as well as greater freedom of movement when interacting with the surrounding environment.[67][68] Notable examples include theJagged Alliance series (1994-2023)[69][70][71] and theSilent Storm series (2003-2005),[70][72][73][74][75] with many titles owing considerably to theX-COM series (1994-2016) of strategy games.[67][69] In fact, Western PC games in the genre were largely defined byX-COM in much the same way as Eastern console games were byFire Emblem.[76]
Lords of Chaos (1990) came about whenJulian Gollop wanted to add more role-playing elements to his 1985 video gameChaos: The Battle of Wizards, which was more of a tactical wargame.[77]Incubation: Time Is Running Out (1997),[69] part of theBattle Isle series, was one of the firststrategy titles to use fully3D graphics and support hardware acceleration on the3dfx Voodoo. Other titles in the series are mainlytactical wargames featuring vehicle combat and base capturing. The game was generally well received by critics.[78]
Gorky 17 (1999, a.k.a.Odium) is a tactical RPG by Polish developerMetropolis Software featuring elements ofsurvival horror. It is also the first title in a series featuring the main character, Cole Sullivan. Later titles in the series werethird-person shooters. The game's reception was mixed.[79]
Vantage Master is a series of tactical RPGs similar toMaster of Monsters developed and published byNihon Falcom for Microsoft Windows, beginning in 1997. The first game in the series was never released outsideJapan,South Korea andTaiwan. The latest game,Vantage Master Portable for thePSP,[80] was released on April 24, 2008.
Jagged Alliance is a tactical turn-based RPG series developed bySir-Tech Canada released in 1995, witha sequel released in 1999. Athird game in the series, developed byHaemimont Games and published byTHQ Nordic, was released in 2023.
Shadow Watch (2000) is a video game adaptation of theTom Clancy's Power Plays novel of the same name developed byRed Storm Entertainment. It has also been compared toX-COM,[81] though it features a different action point system and is missing the latter game's upgradable units. The game's reception was mixed.[82]
Fallout Tactics: Brotherhood of Steel (2001)[83][84][85] is aspin-off of theFallout series of CRPGs byInterplay Entertainment developed by Australian companyMicro Forté. Unusual for the genre is the option to choose between real-time and turn-based play, or between "Continuous Turn-Based Mode" (CTB), "Individual Turn-Based Mode" (ITB), and "Squad Turn-Based Mode" (STB) modes as the developers put it.[86] The game even allows the player to switch modes in the middle of play.[84] The game received generally favorable reviews from critics,[87] though was not as well-received as the series' more traditional RPG titles.
Soldiers of Anarchy (2002) is a squad-basedreal-time tactics computer game by German developerSilver Style Entertainment. Gameplay involves squad tactics, vehicles and a wide variety of weapons and ammunition. The game received mixed reviews from critics.[88]
Freedom Force (2002)[89][90] and its sequel,Freedom Force vs. the Third Reich (2005)[91][92] - both byIrrational Games - are two examples of comic booksuperhero tactical RPGs that are played in real-time instead of turns. Both games received favorable reviews from critics.[93][94]
Paradise Cracked (2003),[69][95]COPS 2170: The Power of Law (2005),Metalheart: Replicants Rampage (2004)[96][97][98] andShadow Vault (2004)[99][100][101] are poorly received[98][102][103][104] tactical RPGs byMiST Land South,Akella and Mayhem Studios of Russia and Slovakia, respectively.Paradise Cracked was inspired bycyberpunk works such asThe Matrix,Blade Runner,Ghost in the Shell, andPhilip K. Dick novels;[69] andMetalheart: Replicants Rampage is a post-apocalypticcyberpunk tactical RPG inspired byJagged Alliance,Syndicate, andFallout.[96]COPS 2170: The Power of Law is set in the same "Reality 4.13" universe that first appeared inParadise Cracked.
Hammer & Sickle (2005)[105][106] is a tactical RPG co-developed by Russian companies Novik & Co andNival Interactive, and published byCDV. It is set in theSilent Storm universe and follows the events in the main series. After this cameNight Watch (2006)[70][107][108] and its sequel,Day Watch (2007), also by Nival Interactive, but instead based on the Russiannovels and films of the same name. All three games received mediocre-to-poor review scores despite utilizing the highly regardedSilent Storm engine.[109][110][111]
Other titles inspired[112] byJagged Alliance includeBrigade E5: New Jagged Union (2006)[112] and its sequel, simply titled7.62 (2007), by Russian developer Apeiron;Hired Guns: The Jagged Edge (2007) by GFI Russia; andJagged Alliance: Back in Action by bitComposer Games. TheBrigade E5 series incorporates an innovative hybrid real-time system the company calls "Smart Pause Mode" in an attempt to heighten realism;[113]Hired Guns: The Jagged Edge began its life asJagged Alliance 3D before Strategy First withdrew the rights to the series name;[114]Jagged Alliance: Back in Action is a 3D, real-timeremake ofJagged Alliance 2.[115] Lastly,Jagged Alliance: Flashback was released in 2014 following a successfulKickstarter.[116] The developer Full Control gained notoriety, however, for feuding with its backers,[117] and the company stopped making games shortly thereafter.[118]
Additional titles inspired byX-COM includeUFO: Aftermath (2003),UFO: Aftershock (2005),[119][120][121]UFO: Afterlight (2007) andUFO: Extraterrestrials (2007) by Czech developers ALTAR Interactive and Chaos Concept;[122] as well asXenonauts (2014) by Goldhawk Interactive.[123][124][125] ALTAR'sUFO series features real-time play; Chaos Concept'sUFO: Extraterrestrials received only mixed reviews;[126] andXenonauts currently has a "Very Positive" rating on Steam.[127] The open source, cross-platformX-COM-cloneUFO: Alien Invasion is also under development.
The Battle for Wesnoth (2005) is anotherMaster of Monsters andWarsong clone, released under anopen source license for multiple platforms.[31][128][129] It is also continually updated.
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The tactical isometric cyberpunk/fantasy RPG,Shadowrun Returns (2013), was funded via a successful crowd-sourcedKickstarter campaign that raised a total of $1.9 million for development.[130] The game is based on the popularShadowrun pen-and-paper setting byJordan Weisman, and features tactical combat in a world filled with cybernetics,magic andfantasy creatures.[131] Two sequels,Shadowrun: Dragonfall (2014) andShadowrun: Hong Kong (2015) quickly followed. An online tactical game not directly related to the previous three games,Shadowrun Chronicles: Boston Lockdown, was released to less-than-positive reviews in 2015.[132]
In 2014 the tactical RPGBlackguards based on the GermanThe Dark Eye pen-and-paper setting was released to mixed or average reviews.[133][134] A sequel,Blackguards 2, was released one year later. In 2014,The Banner Saga was released, the first chapter of a TRPG trilogy that would lead totwosequels.
2015 saw the release ofInvisible, Inc. for OS X, Windows and Linux. It has been described as a "tactical RPG that mixes stealth with procedural generation", since it introduces elements of espionage androguelike gameplay.[135] It received generally favorable scores from reviewers.[136] A version for thePlayStation 4[137][138] andNintendo Switch[139] has been released.
In March 2017 theGerman indie developer Overhype Studios released its tactical RPGBattle Brothers out ofEarly Access to generally favorable reviews.[140] This mercenary company simulation was described as a "cleverly constructed, carefully balanced board game".[141]
Other games combine similar mechanics, but typically belong in other genres.Tactical wargames such as theSteel Panthers series (1995–2006) sometimes combine tactical military combat with RPG-derived unit advancement.Avalon Hill's Squad Leader (2000), aman-to-man wargame utilizing theSoldiers at War engine, has also been compared (unfavorably) toX-COM andJagged Alliance.[142][143]Rebelstar (1984) andLaser Squad (1988) were precursors toX-COM created by the same developer,Julian Gollop. They did not, however, feature thestatistical character development and strategic map of the later series.[144]
Bokosuka Wars (1983), a game regarded as the progenitor of the strategy/simulation RPG genre,[13] is also difficult to clearly define. While often referred to as a strategy/simulation RPG,[13] it is also sometimes referred to as a prototypereal-time strategy,[20] an early reversetower defense game,[145] and an earlyaction role-playing game.[145][146]Nobunaga's Ambition (1983) and laterKoei titles as well as Capcom'sDestiny of an Emperor (1989) have blurred the line between a role-playing game, turn-basedgrand strategy wargame, andsimulation video game.[147] Similarly, Kure Software Koubou'sSilver Ghost (1988) combined elements of both tactical RPGs and action RPGs,[22] whileOgre Battle: March of the Black Queen (1993) blurred the line between a tactical RPG and a real-time strategy.[32]Metal Gear Acid (2004) blurs the line between astealth game, a genre theMetal Gear series is normally known for, along with tactical role-playing inspired by the likes ofFire Emblem andFinal Fantasy Tactics, infused with card gameplay found in games like Konami's ownYu-Gi-Oh! series.[52]
In addition to a turn-based tactical combat layer, theX-COM series also possesses a real-time 3D strategic layer, complete with global defensive map as well as a technology tree that the player must research in order to unlock new weapons and armor.Jagged Alliance 2 features a country sector map with fortified towns and roving bands of enemies that must be defeated before entering the capital city of Meduna.Knights in the Nightmare (2009) combines elements of traditional tactical RPGs withbullet hell–styleshoot 'em up gameplay.[citation needed]
Sega'sValkyria Chronicles (2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy andthird-persontactical shooter elements, including over-the-shouldermanual aiming and acover system. This has led to the game being described by one source as "the missing link betweenFinal Fantasy Tactics andFull Spectrum Warrior".[51] In an interview withEurogamer,X-COM developerJulian Gollop mentioned how surprised he was how closeValkyria Chronicles was in design to his cancelled gameDreamland Chronicles.[144]
Infinite Space (2009) byPlatinumGames is a hybrid of tactical RPG, real-time strategy, andspace simulator.[57]The 3rd Birthday (2010), the third game in theParasite Eve series, features a unique blend ofaction role-playing game, real-time tactical RPG,survival horror and third-person tactical shooter elements.[148][149]
Dead State (2014) is a turn-based RPG developed byDoubleBear Productions and Iron Tower Studios set in azombie apocalypse scenario. Players are tasked with leading a group of survivors living in a shelter in the fictional town of Splendid,Texas.[150]Dead State mixes tactical combat and RPG character development withsurvival horror andbase management elements. An "enhanced edition" was released in 2015 under the name,Dead State: Reanimated.[151]
A number of "full-fledged" computer role-playing games could also be described as having "tactical combat". Examples from the classic era of CRPGs include parts of the aforementionedUltima series[152] beginning withUltima III: Exodus (1983);[11] SSI'sWizard's Crown (1985) andThe Eternal Dagger (1987);[153] theRealms of Arkania (1992-1996) series based on the GermanThe Dark Eye pen-and-paper system;[153] and theGold Box games of the late '80s and early '90s - many of which were later ported to Japanesevideo game systems.[154] Other examples includeTroika Games'The Temple of Elemental Evil (2003), which features a highly accurate implementation of theDungeons & Dragons3.5 edition ruleset;[155]Knights of the Chalice (2009), which implements the d20Open Game License;[156] andPyrrhic Tales: Prelude to Darkness (2002), anopen world RPG featuring one continuous game world.[157] More recent examples includeWasteland 2 (2014),[158]Divinity: Original Sin (2014)[159] andThe Age of Decadence (2015). Partly due to the success ofWasteland 2,Divinity: Original Sin,Shadowrun: Dragonfall,Blackguards andDead State, 2014 has been labeled "the first year of the CRPG renaissance".[160]
Tir-nan-óg (beginning in 1984) is a series of role-playing video games that premiered in Japan on thePC98 and later released forWindows. The latest title in the series is also being released for thePlayStation 2 and PSP.[161]Heroes of Jin Yong (1996), a Chinese role-playing game based on the popular historicalWuxia novels byJin Yong, features a number of melee and rangedkung fu skills to train and develop, as well as a grid-based battle system.[citation needed] A remake of the game under the title ofTale of Wuxia was released in Chinese in 2015,[citation needed] and later onSteam in both Chinese and English in 2016.[162]
Severalmassively multiplayer online games (MMOs) have combined multiplayer online gaming with tactical turn-based combat. Examples include,Dofus (2005),The Continuum (2008), as well as the Russian gameTotal Influence Online (2009).[163][164][165]Tactica Online was a planned MMORPG that would have featured tactical combat, had development not been cancelled in 2006.[166][167]Gunrox (2008),Poxnora (2006) andWakfu (2012) are some other recent examples.[168][169][170]
Many tactical RPGs can be both extremely time-consuming and extremely difficult. Hence, the appeal of most tactical RPGs is to the hardcore, not casual, computer and video game player.[171] Traditionally, tactical RPGs have been quite popular inJapan but have not enjoyed the same degree of success in North America and elsewhere.[172][173] However, the audience for Japanese tactical RPGs has grown substantially in the West since the mid-90s, withPS1 andPS2 titles such asFinal Fantasy Tactics,Suikoden Tactics,Vanguard Bandits andDisgaea enjoying a surprising measure of popularity outside Japan.[Note 2] Further, older Japanese tactical RPGs were also re-released viasoftware emulation, such as Nintendo'sVirtual Console for theWii,WiiU andNintendo 3DS,[176] until it was later replaced with theNintendo Classics service in 2018 before being fully discontinued in 2023, giving these games a new lease on life.[177]
In the 2000s, some developers complained it was becoming increasingly difficult to develop games of this type (though several had been developed in Eastern Europe with limited success);[178][179] and even some developers were beginning to complain about a supposed bias against turn-based systems.[180][181] Reasons cited include publishers' focus on developing real-time, action-oriented games, as well as a perception that games with turn-based mechanics were "too niche" to become successful.[179] Things have turned around in the 2010s, at least in the West. A few high-profile titles, such as2K Games' strategy video games,XCOM: Enemy Unknown andXCOM 2 - as well as a number of Kickstarter-funded RPGs, such asLarian'sDivinity: Original Sin,inXile'sWasteland 2 andHarebrained Schemes'Shadowrun Returns - were successfully developed and published in recent years, in part due to new means of funding and distributing them. According to Dan Tudge of n-Space: "The resurgence of tactical-isometric RPGs has a lot to do with accessibility. ... Changes in the ecosystem like Steam and digital distribution have made it easier than ever for developers to connect with players".[182]
Dragon and Princess / ドラゴンアンドプリンセス is often pointed as the first RPG made in Japan, and it's particularly interesting for being a party-based game with top-down tactical turn-based combat (beforeUltima III popularized such combat system), but at its core it's a text-adventure game ...
{{cite web}}:|archive-url= is malformed: timestamp (help)CS1 maint: url-status (link)The interesting wrinkle here is that when outside of battle, it's possible to explore the world in the same manner as any other RPG, and that's whereDragon Age Journeys has something in common with western tactical RPGs. TheX-Coms of the world have always a great deal more freedom than evenValkyria Chronicles, andDragon Age takes that one step further by offering actual dungeons to explore, rather than asking players to take on simple missions like 'kill everyone'.
For Japan, the Famicom'sFire Emblem: Ankoku Ryu to Hikari is the archetype for the whole genre. Over the years, franchises likeTactics Ogre andFinal Fantasy Tactics have offered unique twists and refinements, but the basic conceits have remained the same, with square-based grid being one of the subgenres most recognizable traits. Western SRPGs, however, have generally allowed for a bit more freedom of movement, with some likeFreedom Force (andDawn of War II, if you're willing to call it an SRPG) going real-time.
The world ofParadise Cracked was largely influenced by such movieBlade Runner, as well as novels of Philip K. Dick and various other cyberpunk writers. It actually has one of the most interesting plots ever - but I won't give it away just yet. The game's genre can be called tactical RPG, drawing some of its best features from such games asX-Com,Jagged Alliance,Incubation andFallout.
One of the absolute essentials from that era wasX-COM: UFO Defense, which defined western tactical RPGs every bit as much as Fire Emblem did for strategy RPGs in the east. ... The crux of the game is efficiently defeating the aliens in turn-based combat, building up various bases, and outfitting soldiers with the latest and greatest equipment.
DS:R isn't just an update - it's our definitive enhanced edition with brand-new content, full of improvements and fixes requested by you, our community!
Greyhawk: The Temple of Elemental Evil will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat.
It uses the D20 Open Gaming Licence to accurately translate something that's worryingly close to the real D&D experience. It's combat driven with splashes of dialogue, but the fact the rules are sophisticated enough to allow tactics means I found it compelling – if somewhat hard, even once you've battled past the interface.
It wasn't too long ago that I mentioned how difficult it is to get into tactical RPGs. It's an intimidating genre, what with all the grids and customization and names likeTactics Ogre. People are worried that they won't understand what's going on. That it'll be hard. That it'll be boring. So if you've made it past all those fears and you're ready to take the plunge, congratulations. You're a lot stronger than I was while contemplatingFinal Fantasy Tactics a decade ago. But people like you have also been asking me the same question, time and time again—where to start?
Although the RPG has gained popularity in the US, its tactical offshoot, the strategy-RPG, has had a harder time gaining similar popularity.
The tactical RPG genre may not be a chart-topper in the West, but hardcore followers of Japanese RPG specialists Nippon Ichi will be delighted to hear that the studio is bringing the latest instalment to its critically acclaimed series to PS3 next year.
Tactical RPGs have been gaining popularity in the United States since a PS1 game calledFinal Fantasy Tactics introduced a legion of gamers to its detail-oriented strategy. ... Although FFT is often praised for giving birth to the tactical RPG genre, that PS1 masterpiece would never have existed without this classic pair of Super NES ports.
Final Fantasy Tactics did much the same thing for tactical RPGs thatFinal Fantasy VII did for the genre as a whole—made it more popular, more accessible, and more visible to the rest of the gaming world.
Final Fantasy Tactics is being given a new lease of life on Game Boy Advance, and Capcom has plans to release anOnimusha Tactics title in the near future too.
When choosing a team to develop a project of this type and scale, it was obvious that we needed Russian developers, the same people that created games with similarities toJagged Alliance 2, both in genre and the time setting. I'm referring to releases likeSilent Storm,Night Watch,Brigade E5 and others. Such projects have not been created in western countries for a long time, which can make development more difficult.
Publishers run a mile from anything with turn-based mechanics—it is regarded as too niche. RTS games pretty much killed off turn-based strategy games in the mid-90s—but now even RTS games are regarded as niche. (...) Thanks toAdvance Wars,Fire Emblem andFinal Fantasy Tactics it seems turn-based games are not totally dead—at least for Nintendo handhelds.