

Tactics Ogre maps were a lot more reliant on water/ snow tiles that slowed down your movement.
#Fft war of the gods series
it works in a similar lane of Though as the Super Robot Wars series and SD Gundam G Generation series.Ī few other games tried to emulate the idea of how important your maps need to be in a good Strategy game, Children of the Zodiarcs did this.

For Fire Emblem's gameplay, you are more incentivise in thinking on how you gonna distribute your power on "Lanes" to strike almost in direct lines to your foes. It's not about Strategy in positioning as is managing your troops and breaking formation. And although not quite as good, Stella Glow on the 3DS does it too.Īnd you might be think "Well, Fire Emblem does not really uses these elements in the same way" but Fire Emble is another branch in that tree. Front Mission 3 nails almost as hard these same aspects. Now, don't go thinking FFT is the only one to get it right. Others abandon terrain almost completely, going for a more chess like approach where you have to consider how you kite enemies and position your troops ( Banner Saga does this ) Or they are just flat boring plains most of the time, with very little elevation, overly simplifieing the strategy ( Tactics Advance does this.
#Fft war of the gods Ps4
The maps are either too long, made like huge corridors that force you to think on how you spend your resources to travel through the map, which in their make them feel like a slog ( Gods War on PS4 does this ) And those that do think in Strategy terms like Tactics did, fail in some aspects. If you go looking for other Tactical RPG's of our time, you will see that they are not built like Strategy maps. Even the very basic first maps in the game still have these elements, with cut off points, high and low terrain and a flow to them. Those 3 elements combined to make each map in FFT a challenge. So, there would be pillars in front of a temple, and those pillars would be a part of the strategy of that map. While in the era FFT was released most RPG's had that "Warp you to the battle dimension" feeling, the battles in FFT felt like they were happening in the place they were actually happening. battles break in abandon houses, city streets, castle rooftops, and they all FEEL like those places and LOOK like those places.

This gives a great sense of immersion to the fights. And it works in synergy with item 1.ģ) Naturally feeling. If you let the opposing force break your formation and surround you, or plan badly your position, this could lead to doom. This keeps the fighting fast paced and intense, but also, makes positioning critical. Maps in FFT are not tiny, some are quite large (most are tall instead though.) but they are all compact. Terrain changes constantly, being above or below matters a lot, jumping and movement are key to positioning, many maps will have "funnels" that can be overcome with high stats or abilities.Ģ) Small sizes. But largely, Maps in FFT have a few things in common.ġ) Vertical gameplay. Just a very few examples to paint a picture.
