The first unusual thing about Symphony Of War Colon The Nephilim Saga is that it is a strategy game built into RPG Maker. It’s not Especially Unusual, but it leads to another unusual thing: it is also Good Strategy game. The third unusual thing is that I didn’t appreciate it until it was just a little bit: it’s not just a great strategy game for the “RPG maker game” but one of the best games I’ve played this year.

That’s a very big statement and I wonder anyone. Once inside, and even a few hours later, I was expecting something like “good game with the engine” to come out of this writing. I’ve played some great RPG maker games, and some of them weren’t even bragging games, but they’re leading many of its users down the same awesome design path. Symphony of War eliminates or greatly reduces most of these common errors, its biggest point being leaving a cumbersome user interface. The credit for the work done by Dancing Dragon Games to defeat the z-list JRPG framework in the top drawer strategy / tactical RPG is a credit I say not “overwhelming” and “not terribly terrible” which probably compares to Advance War. Or Ogre Battle 64, but come on, you’ve never heard of it before this week.

You lead an army through a linear campaign of turn-based battles where the goal is usually to capture an enemy fort or reach a given square to a specific squad. I call it “squad” because although I will describe it in more detail later they add a lot to the design, but the basic element that organizes our forces is. You don’t lead independent single-soldier units around, or say Advance Wars or Master of Magic. Instead, you assign dozens of nominees, assign them to a “squad” and then command that squad as a singular.

Of course, your squad Could Only five archers, or three spearmen. But he can also be a lancer, an assassin, two priests, a rifleman, and a magician. The structure of the next squad can be completely different, especially the limit of how long a squad can actually sit depends on who is leading, and anyone recruiting at the highest entry level can be a squad leader. Everyone has a class, and they can graduate in a variety of good grades (or be demoted if for some reason the new job isn’t completed). But every recruitment is unique; Not every soldier or healer or infantry starts with a different statistic, they get it at a different rate. Squad assignments are permanent, so you can freely move anyone from squad to squad or disintegrate your entire army and reorganize it from scratch (the main story’s characters should all be led by Wu himself).

That attack did not fail because swordsmen are bad elements; They failed because you put them in the healing squad or at the front to protect them from counter-attacks.

This has far-reaching implications, both strategically and strategically, but just as important is how much it makes our military recognizable. These are your children, your special children, who are leading their own team because you told them. That attack did not fail because swordsmen are bad elements; They failed because you put them in the front line without a healer, or to protect them from counter-attacks. Lots Heavy units are with them so they can’t attack properly. Or maybe you’re just thinking and you should join Tilda’s entire team with Noel’s Valkyrie / Ranger team.

These decisions and relationships are not static, as the tides grow at different angles. Until the second or third of the game, you will be waiting for not only the battles but also the bits in them. There you can recruit entry level units, as well as recruit some more limited specialized units and buy some artwork to add squads for different boosts to make them even more different. Other items can permanently increase individual recruitment figures or motivate them to steal money from enemies, get a free bonus attack at the end of a battle, inflict additional morale damage or heap other possibilities.

This all adds up to the neighborhood, where you move the unit in and out of the pieces to see what you can do with your friends. Maybe you have a lowly archer who has become a capable leader of his own squad by capturing many surrendered enemies. An Acolyte in Diana’s next line will probably graduate to Paladin, whose extra strength is not necessary for her old group but will protect Ingram’s Rangers from cavalry charges. I also found myself dismissing one of the leaders of a team of pure spearmen who had been wiped out after many defensive advantages. One of the others had just become a better leader, which allowed me to put him in charge and add a healer to the team, giving them the flexibility they needed. To help him find himself, I gave Demotti a ‘bodyguard’ perk so he could fight teeth and nails to protect his own replacement. What a champ.

Adding to this is a tech tree that promotes specialization in one branch (or rather, to prioritize one, and ignore one of the three branches until the campaign). From the very beginning, you will be able to afford more troops than you do, so you are thinking about how long your army will last, rather than depending on the circumstances. I wanted an army of light ganim and spearmen with the support of healers, so I hired them. “Mixed unit strategy” research gives random teams a combined bonus, enhances my natural tendency to accept chaos, so you may have noticed irregular arrangements in the screenshot. There is an order for that, but instead of uniform units, each team is part of a larger strategy. But your army can be all clean and efficient, and that’s fine, because it is Yours Military Tech Tree emphasizes the real differences between forces focused on resources and quality equipment and those that focus on expanding strategic options, and those that prioritize raw unit skills through training and specialization.

The view below the top of the map in the Symphony of War is captured as an objective

You can assume that new guns will completely outrun archers, but they are slow and cumbersome, and my preferred strategy of ambush and killing (lowering morale, which weakens enemies and increases their chances of surrendering, giving you ransom money). They really put it down, and my focus on the light units diminishes the advantage of their armor penetration.

You feel like you’re making a decision, but it’s not trivial. Decisively, once the squad attacked another, you just watch. There is no point in repeatedly asking a soldier to slap a man in the face. Instead, you can enjoy excellent and satisfying animations and sounds as all your soldiers leap over the enemy, take control of the cavalry, and while reading a book in the other hand, the learned magician almost blasts the enemy off their shoulders. This is where you like specific characters because of their habit of finally getting a free shot and completing annoying bullying, or overcoming the chances of facing a brutal artillery barrage three times in a row. I want to recommend the “Paramadeath” option because Symphony is a little easier for an experienced strategy player (and any resources spent on upgrading it will be refunded to you if it dies), but God, I don’t know if I could take the pain in my heart.

A battle between two pieces of soldiers and magicians on the field in the Symphony of War

This is another interesting effect of the whole squad system; Slightly like the Third Reach against Freedom Force, it helps develop a competent bench. Sure, it’s tempting to do all the work with one or two Super Strong Squads, but beyond a certain point, the sheer force is just that, and it’s good that you use those squads as coaches, promoting the best fighters wherever they are. More is needed. This campaign works well to change your objectives and often you have divided your army into several initial areas to reflect the situation on the battlefield. Sometimes you will attack from two sides through the swamps and grasslands, sometimes you will rush to pick up the siege for a potential friend, sometimes you will cut off the combatant retreat. There’s a section in the middle where you temporarily trim your troops to its center, and I find myself not choosing the most effective or balanced squads, but the ones I like the most.

Theoretically the ideal force also takes into account the “components” of each recruitment. In each fighter (no class) you have a classic water-air-egg-plants-etc. The deal that decides which figures it will raise quickly or slowly and which other factors it will face or fight against. But that’s where the interface really shines (and where the game is just for the keyboard, it’ll be annoying. For God’s love, use the mouse). There is a clear and useful encyclopedia menu, but it and each unit will have to click and move a lot and the component guide is so vague in particular that I ignored the whole system and just remembered that weather for this sentence. And time of day is also a factor. But I was able to ignore it and yet I know and I feel empowered to organize and fight as I want, mainly because I felt very responsible for my randomly generated wards.

In Symphony of War, a group of warriors on horseback attacks an enemy squad with a Lil Dragon friend.

Honestly, I liked this walk-on more than the main cast, which are … well, they’re fine. I wouldn’t pretend I didn’t skip the cut scene for one or two missions, but I came quickly. The menu option on the base lets you review non-serious conversations between characters that develop relationships between them, and the epilogue, fallout-style aside. It’s a cute detail but the writing doesn’t really do it justice. The story is otherwise basically fine, but I liked the early action about political ambitions and the Civil War more. It will soon evolve into your usual The Evil One Cometh vs The Prophecy Ladder fare, but that’s fine. The massive beats are quite obvious and I literally called a character a traitor right away and had to wait for hours to catch my character, but that’s okay. I want to stay on power hungry politicians instead of Let’s Awaken the Dark Lord Oh No My Soul How Could This Happen, but, you know, it’s a fantasy game. It had dragons in it from day one, so it’s not like I wasn’t warned. Most importantly, the structure of the game remains diverse, which takes you away from complacency and changes the way you play, without ever squeezing the player or capsizing the finger.

I can go further on how all these simple systems interact, and the more time you play, the less details emerge. Moments of drama and specific characters that made me very happy. The Symphony of War is probably about what you want from a strategic game RPG, and I can’t possibly put any flaws against it. Go and assemble your own brick workstra.