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Follow a young magic user named Peony on her journey across a vibrant world full of mystery and danger. Fae Tactics is now available DRM-free on GOG.COM! Summon allies, cast magic spells, and befriend a colorful crew of characters as you dive into the growing conflicts between man and magical beings known as fae.

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mqstout: "Unique menuless turn based tactical gameplay."
Maybe the developer want to make it like Final Fantasy Tactics but the lite version? So it's focus on the story. Maybe creatures you carry with you might affect the battle?

Developers, come here and tell us what the bloody hell is it.
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Fortuk: I can't review the game as I don't own it at this point, but I've been looking into the gameplay to get an impression of how it works. What the store page says about not using menus is correct, in combat it's all contextual with coloured tiles and tool tips. Click on a tile, the unit moves there. Click on the unit, it'll wait. Click on an allied unit, you'll heal/buff it. Click on an in range enemy unit, you'll attack it. Icons below the unit portrait indicate what types of action are available to the character.

There seems to be quite a bit of depth to the combat. Terrain height matters, facing matters (attacks from the back always hit, for example), units combo their attacks together, you get various skills that work in different ways, you can collect summons in addition to your regular party, there's spells, you can buff outside combat with cooking, there's equipment to change around, etc.

Some details to also mention: until you commit at the end, you can freely cancel your actions and move your character back to where they started, which isn't always a given in these types of games. Also, party members level up and get stat points, which you can freely redistribute outside of combat at no cost - you're not committed to a specific build and can adapt your stat distribution to battles as you please.

Reviews indicate that the game starts a little slow to introduce you to all the mechanics, but ramps up as it goes along. It's also a long, meaty game with additional difficulties. Downsides are that there's currently some bugs as you'd expect at launch and that you have to click a lot as you can't use the keyboard to confirm. Also, it is sometimes unclear what a trait does until you use it. These should be fixable issues, but they still exist at this point. If you were hoping for it, it should also be mentioned that this is not an exploration based game with a large overworld and everything.

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RyaReisender: For someone who usually find SRPGs too complex, but really loved Shining Force, do you think this game could be something.

Menuless combat actually made me interested in the game.
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Fortuk: Again, this is my impression not from playing but from observing what's been shown and said about the game, but from what I can see it might be up your alley. There's mechanics to tweak and get crunchy with if that's your thing, but the way the game controls means that you don't need to do complex menu diving to get your units to act the way you want them to. The way you're not locked into actions the moment you do them or commit to choosing stats also takes away the worry of making the wrong choice - you don't have to worry about misclicking or building your characters the wrong way.
That's actually pretty good explanation for the gameplay system. So it is indeed a Final Fantasy Tactics lite. I think they design it first for mobile phone and PC second?
Post edited August 01, 2020 by RedRagan
Queueing up commands and then executing them to commit sounds similar to how the Disgaea series (and related in-universe series) manages its turns. That's a reasonably good system. Hopefully it also means it will have none of that select-facing-to-end turn thing that so many good tactical RPGs have chosen to adopt.

The menu-less or context sensitive actions sounds intriguing. Stella Deus, for the PS2, had an alternate input entry method that did just that for moving and attacking, where if you selected an enemy as your destination, your character would move into attack range and perform a basic attack. Combining the two actions into one made for a reasonably streamlined experience.

Doing the same for toggling switches or performing some sort of default support command on an ally would be good too.