Most noticeable is a lack of customisation: we can’t change the outfits or genders of those within our squad, nor can get an alternative looks or different classes. Although it has some needed improvements, it still plays well on the whole. You may not get as much tactical enjoyment as you would from one of the games by Firaxis studios, as it doesn’t get that deep into it in reality, but if you’re at all familiar with those games, Fort Triumph is incredibly easy to pick up and play (but much like many turn-based tactical games, it’s also hard to master!). That’s not to say that it isn’t a good game by a long stretch, as it’s a perfectly fine game to pick up and play quickly. Whilst there are many similarities and definitely some inspiration from the series and genre, Fort Triumph stands apart from its inspiration, with a lot of cool new ideas done exceptionally well.įort Triumph is in Steam Early Access at this point, so yes, there are a few bugs knocking around and there’s a fair bit of polishing and refining required before it’s considered a whole game. So, right now it’s just sounding like the core mechanics of X-COM. but medieval?’ and they’re absolutely dead-on right. Other small annoyances include a strange inability to remap controls and hot keys, as well as some combat camera awkwardness, which sometimes forgets to refocus on players and can go a little wonky during cinematic shots triggered by critical hit and fatal blows.The first thing everyone sees and feels when they’re just starting to get stuck into Fort Triumph is ‘Wow, this game feels like X-COM!. ![]() This all-too-common reliance on obfuscated probability is a surefire method to frustrate players, whose human inability to properly anticipate outcomes would have better been overcome by taking one more cue from Into the Breach, whose input randomness removes RNG and goes all-in on player responsibility. ![]() As with most of the turn-based tactics genre, attacks will land or fail based on numerical hit chance percentages. The story's no different, providing absurd satire like Beetcoin's need to be mined, magical crystal balls working more like spotty two-way video calls, and the world's literal embodiment of evil casually chatting with minions about light topics like torture and slavery.įort Triumph may be exceptional, but it's not perfect. Four standard RPG character classes - the tank Paladin, support Mage, DPS Ranger, and glass cannon Savage - can be personalized not only with a diverse array of specialized abilities, but also with mild color customization and renaming to help players form a bond with their parties.Īnd it's hard not to get attached thanks to the game's dialogue, which magnifies and distorts tropes of the heroically pure Paladin, the barbarian Savage, and the stupid goblin to wonderful effect, and it consistently draws players' smirks and laughter without ever taking itself too seriously. Players can field multiple parties of up to five characters each, allowing for simultaneous offense and defense. It doesn't approach Souls-like territory, but players are more or less tossed into the fray after an effectively brief tutorial, giving them space to become immersed in the world with each startling combat and story revelation.īeyond raw mechanics, there's lot to love about Fort Triumph's unassuming characters and story. Familiarity aside, the game provides plenty of room to be surprised. ![]() ![]() Squad member perma-death is on by default to lend weight to every move, and losing a specialized squad member early on can be devastating without a mission restart (luckily, proper save-scumming is prevented by maps procedurally regenerating). Neither those who crave XCOM-levels of punishment nor genre newcomers will be disappointed, as Fort Triumph has a well-paced difficulty curve for campaigns and provides a few difficulty settings for playthrough, which can range from getting one's bearings to a constant fight for survival.
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