The market is relatively flooded with tactical RPG games when it comes to the PlayStation 4, and it usually is hard to create a unique experience that offers a better experience over others. With finicky turn systems or lacklustre stories, it is becoming increasingly hard to find a good RPG amongst the few. Surprisingly, Grand Kingdom manages to tick the boxes, and Spike Chunsoft/NIS America’s latest offering may be the one to break the slump.
Enemy units and map conditions adhere to this same rule, so often players will be tactically hamstrung if they make the wrong move. When an enemy is encountered, the game shifts into the battle scene, and it is here where the game really shines.
Grand Kingdom employs a turn-based fighting system like most other RPGs of its calibre, but it makes some significant changes. Before any battle, players set up a formation for their units in which battles will be encountered.There are three ‘tracks’ that can be used which are parallel to each other, and players adjust accordingly where they want particular units or defensive objects that can be used to block attacks or add range (barrels, shields, boxes, etc). When a battle occurs, the turn-based system comes into play, and the battle is ultimately decided by how the player sets it up. Each unit has a movement gauge and an attack gauge – the movement gauge determines how far a unit can move (and if it can jump tracks), and these units can move to within striking distance or out of range of other units.
There are three ‘tracks’ that can be used which are parallel to each other, and players adjust accordingly where they want particular units or defensive objects that can be used to block attacks or add range (barrels, shields, boxes, etc). When a battle occurs, the turn-based system comes into play, and the battle is ultimately decided by how the player sets it up. Each unit has a movement gauge and an attack gauge – the movement gauge determines how far a unit can move (and if it can jump tracks), and these units can move to within striking distance or out of range of other units. Then, using the attack gauge, players can either attack a character, initiate a guard, or heal other units. Some units have the chance of an assist, which can be critical for taking out enemies, and focusing on the opposing party’s leader will slow their attacking capabilities. Thinking ahead is your key to victory, by examining the enemies on the field and your own units to see what the best strategy for victory is.
I found the ‘track’ system quite interesting, and it may take players a while to truly get the hang of it, but once you do and you understand what your units are capable of, battles unfold in extremely fast time, and tiny mistakes can mean the end of your party. Ranged units are especially interesting, as every shot you take is up to you in a sort of quick-time event, rather than predetermined hits or chances. The way you fight, the units you choose and the squads you take into a battle will be entirely different to anyone else, and will ultimately define whether you win or lose matches. And with a multitude of unit classes and abilities, no two squads will be the same, and balance will be the key.