Live by the Sword: Tactics Game Review
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The tactical RPG genre used to be pretty small, but games like Nintendo's Fire Emblem series and others have helped it become very popular. Games like Triangle Strategy by Square Enix and the soon-to-be-released Ogres Tactics: Reborn show that the genre can go to new heights in terms of gameplay and story.
But AAA studios aren't the only ones making games in this style. Labrador Studios and other independent developers are also working on tactical RPGs. With Live by the Sword: Tactics, they have done just that. How's their new SRPG? Read our Live by the Sword: Tactics review to find out!
Live by the Sword: Tactics starts off with a pretty simple idea. There isn't a big beginning that tells you about the world or the details of a war that is about to start. Even though the basic ideas are the same as in many other tactical role-playing games that came before it, most of the game is done by talking between the characters.
It makes the game feel more personal and close, but it doesn't have the epic scale of other games. This does fit with the fact that the game is more about small, dense maps than the big battles seen in other games. The scale also fits with the small number of fighters since most battles are between 5 vs. 5 fighters.
The fact that you can only fight with five characters is a big problem for the story campaign. Because of this, the game has to keep the fights very small. This would have been fine if they hadn't tried to make a story like many other tactical RPGs, where all-out war breaks out.
This makes it harder to follow the story in Live by the Sword: Tactics. It's possible that the story was just added so that players could get a taste of the combat, which is more focused on skirmishes and multiplayer. The battles in the story are pretty easy, which defeats the point of these small-scale fights, which are meant to be more about tactics than about using stronger units.
So, if the game's main focus is on deeper mechanics that make players rely more on strategy than gimmicks like leveling up or getting better weapons, does that mean the game is fun to play? Sadly, compared to other works in the same genre, it never seemed to have much depth.
As was already said, characters don't change much during the course of the Live by the Sword: Tactics campaign. Before a battle, players can change which abilities each unit has. This is the only way to change how a unit looks or acts. But having a limited number of moves never seemed to stop me from building my characters or making me want to try new things. I didn't feel the need to change their movesets very often.
Last but not least, battles tend to be slow and boring. Most strategies involve focusing on one enemy unit at a time to reduce their number. This is because in smaller battles, each unit is much more important, and losing one hurts the team a lot. Even when there are only one or two enemies left, it takes a long time to finish the fight, even though the outcome has been known for a long time.
This is even more obvious when you only control one or two units during story levels. During these times, it's clear that you only need to do the most basic things to win. Even on a level where you're sure to lose because you're outnumbered, it took me a long time to watch my units get killed off so the story could move on.
In the end, it's pretty boring, but if the difficulty were raised, Live by the Sword: Tactics would become a frustrating experience where random chance can ruin even the best plan. The design just puts itself in a place where it is more balanced against other human players than against AI.
Still, if you like the core gameplay of Live by the Sword: Tactics, there is a good amount of content for you to chew on. As we've already said, there's a "story mode" that works a lot like a tutorial in many of its stages. Along with that is the adventure mode, which is the "roguelite" part of the game. In this mode, you build up your units as you move around the world map.
Lastly, there is a mode called "multiplayer," which works like "skirmish mode," except that the enemies are controlled by other people. It's a nice addition to a game where most of the battles are small and the units are balanced more like eSports games than like traditional tactical RPGs. Live by the Sword: Tactics could be a good game for years to come as long as it has even a small group of players who are willing to change things up now and then.
Live by the Sword: Tactics is a game that puts too much emphasis on making sure that every fight is fair. Even though it might make for a good multiplayer experience, the single-player experience is still incredibly boring. Every interaction feels the same, but with a different paint job. Not only that, but if the game tried to be more, it would cause problems with meta-use and could hurt the creativity that tactical games usually let players have.
Most fans of the genre should probably stay away from this game. There just isn't enough to make most of the single-player gameplay interesting.
Even so, it seems like it would be better to do it with a friend, where you can feel more free to try new things. Other than that, it's better to skip Live by the Sword: Tactics.
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