Grand Kingdom (Vita) review"Interesting ideas make Grand Kingdom a unique experience, but it's not always a great one." |
Grand Kingdom is a new tactical RPG from Spike Chunsoft and NIS America that doesn't feel like typical genre fare, at least not once you move past its generic premise. The tale begins as your squad claims victory on the battlefield. That glorious moment is chopped off at the knees, however, when the rival force surrenders. You're wondering what to do next when a soldier you just defeated invites you to join "the Guild," a powerful group of mercenaries led by a famous swordsman. This could be your chance for redemption.
Basic tutorials cleverly serve as your initiation into the guild. You might be tempted to rush through it all, because you've possibly completed dozens of RPGs by now. You know the ropes, right? But Grand Kingdom can initially be quite complex. The tutorials are actually worth your time. You might even find it useful to go through them again, a few hours after initially clearing them. There's a lot to learn, and there's some stuff that you'll still have to figure out on your own. I was dozens of hours into the game before I realized that I could use a melee attack from an adjacent lane, rather than only head-on.
So, what's this about lanes?
The turn-based combat starts with your group of heroes lined up on the left side of an area. Enemies are positioned to the right. There are three horizontal strips: front, middle and back. So you move a unit forward within a lane, switching lanes along the way as necessary, until you've progressed as far as your available energy permits. Then you can either guard or unleash one or more attacks. Easy, right?
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Staff review by Jason Venter (June 25, 2016)
Jason Venter has been playing games for 30 years, since discovering the Apple IIe version of Mario Bros. in his elementary school days. Now he writes about them, here at HonestGamers and also at other sites that agree to pay him for his words. |
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