An In-depth, Spoiler-free Review of Triangle Strategy

triangle strategy title screen hard mode

Many have compared Triangle Strategy to the likes of Final Fantasy Tactics and Fire Emblem due to surface-level similarities such as the diorama-style map layout, grid-based combat, and multiple routes. Few have made comparisons between the game and Tactics Orge due to the “self-determined branching story paths” playstyle enabled by the convictions system. In truth, Triangle Strategy merely takes inspiration from these classics and puts its own spin on the genre to create a wholly unique and deeply satisfying tactical experience that makes it, in my opinion, a strong contender for GOTY 2022 and one of the best SRPGs out there, though of course not without its flaws.

This review will be broken into 3 parts: the good, the mixed, and the bad, and of course will be based on my personal opinion and preference as a gamer. For context, I have put over 80 hours into this game so far, currently on the first half of my NG+ playthrough. I’ve been playing the game on Hard mode since the beginning, and I’m planning to do 4 full playthroughs of the game in Hard mode for completionism as it’s one of my favourite games in recent memory. Also, this review will mainly be focusing on the mechanical aspects of the game instead of presentation. But if you must know, I do enjoy the visuals and music of this game as well.

So without further ado, let’s get started!

The Good:

Combat

Triangle Strategy is a very meticulous game mechanically with some streamlined aspects. There is no MP or SP to manage, but there is a streamlined TP system for using skills. Most of your units generate 1 TP automatically every turn, except for the first turn when the map starts where most of your units will start out with 3 TP. There are ways to manipulate and stock up on TP for your team using specialized support units or unique supportive skills. The game uses a turn order system that’s determined by unit Speed instead of the Player-Enemy phase found in games like Fire Emblem and Advance Wars. Because of this, counterattacking is only reserved for certain units with specific skills that enable it. Physical attacks have hitrates and can trigger follow-up attacks while magic, in most cases, cannot miss but cannot proc any follow-up from nearby allies.

triangle strategy roland glenbrook follow up attack
A visual example of TP, hitrates, follow-up attack, buffs, debuffs, and status effect. This is a notoriously difficult map on NG+, at least if you don’t apply creative strategies to beat it.

There are many nifty strategies you can pull off in battle. A pincer maneuver where 2 units surround an enemy will result in a follow-up attack that adds more damage to the target, which can also be triggered by ranged physical units like Archers. Hitting an enemy from the back will increase the accuracy and guarantee a critical hit dealing higher damage. Being on an elevated platform will grant you increased damage, accuracy, and range in the case of Archers while being on a lower platform will decrease them. You can even place traps that bounce the enemy back a few tiles or stop them dead in their tracks if stepped on. Skills that displace the enemy, if used creatively, can even push them into your unit’s range and trigger follow-up attacks!

Terrain is also important and exploitable in this game. You can cast fire magic on grassy terrain or wooden barricades to create fire tiles that hurt anyone standing on or crossing them directly. Lightning magic when cast on bodies of water or metallic surfaces like the side of a ship or a railway will spread the damage and “paralysis” effect on any enemy standing on it. Ice magic will decrease the movement and accuracy of both friends and foe, and Wind magic can expose the enemies’ backs to let your melee units hit them for higher damage. Pushing an enemy off an elevated platform will cause devastating fall damage the higher up they were originally, and you can push enemies into the wall or each other for some collision damage. And so on. All of these mechanics also apply to the enemy, not just your team, which makes for tense battles that will see you spending minutes pondering on your next move and thinking many turns ahead.

triangle strategy giovanna koppel ice fire terrain ground
By making use of utility skills and the terrain, you can overcome positioning challenges and gain the upper hand in combat. Build a ladder to reach high ground on a map where you start at a disadvantageous position and exploit the flammable grass to pressure the enemies while alleviating pressure off your team.

Due to this intricacy, everything you do matters in Triangle Strategy. Where your units stand, what direction they’re facing, whether they’re on a higher or lower elevation, and what kind of terrain they’re standing on. Simply making your units face the “wrong” direction or standing on a terrain that the enemy can exploit can result in devastating situations that end with your unit in critical health or even death. It can feel quite daunting at times, especially for players new to the tactics/strategy genre. But to people who love the genre or have an interest in mechanically deep but slower games, it’s absolutely fantastic! The game even features a neat “kudos” system where you get rewarded for performing cool feats in battle such as landing back attacks, triggering follow-up attacks, hitting enemy weakness, hitting or healing multiple friends and foes at once, making enemies fall down from an elevated platform, etc. There’s no better feeling than pulling off a big-brained move in combat and seeing the kudos popup complimenting you for your skillful play.


triangle strategy hossabara freyya kudos follow up attack
Creative application of unique unit skills can result in satisfying setups that earn you praise from the game itself, which you can use to customize your strategies even further.

Unit balance and variety

Unlike many tactics and strategy games out there, Triangle Strategy doesn’t offer a job system or diverging stat growths depending on the class progression you take. Each unit has a pre-determined set of skills and statline. You can only promote units into higher tiers of their base class to gain access to more advanced skills, increased stats, and increased max TP. While this does indeed lower the freedom for players to create the “dream” team of powerful, highly optimized units like Fire Emblem or Final Fantasy Tactics, Triangle Strategy definitely isn’t lacking in terms of party customization and I’d even argue that this more “restricted” approach lends to better strategic gameplay overall.

triangle strategy groma jurgina weapon skill backstab
Typically, being at a lower elevation will decrease damage and accuracy, but some units with specific skills - like this usually poorly-rated unit by the community - can benefit from it. This encourages the diversification of team comps for specific maps.

Precisely because each unit has a specific role and contribution to make, be it to deal physical damage, cast spells, heal, manipulate enemy positioning, delay enemy turns, disable dangerous enemies, or buff and support teammates, etc. you need to strategically plan out your game plan for every map and encounter by mix-matching each unit’s different playstyle and find ways to synergize their strengths together while covering up weaknesses. This can often result in unexpected team compositions and strategies that you might have never expected. You don’t just need to understand the general statline of each unit to give them the most “optimized” classes and skills to make encounters easier like most other games, you need to actively think and experiment, mix-matching your 30 different units together in smaller, strategic team comps that will be the most effective for any given situation.

This also means there are no bad units, just units with either a high skill ceiling or units that don’t fit your preferred playstyle. In this way, Triangle Strategy avoids a common problem seen in many SRPGs where units get homogenized because there are usually definitively “best” classes and skill combinations that almost every unit wants to have. Those who look for free-form unit customization might find this to be a negative, but as a huge fan of Into the Breach where each squad and pilot has a specific playstyle, I adore this aspect of Triangle Strategy.

Difficulty and general game design

triangle strategy flanagan grutte weapon skill
This is a “low-tier” flier tank who reduces incoming damage for all allies adjacent to him but he’s “weak” to Archers (and Mages), one of the most common dangerous enemy types. This weakness is easily mitigated by simply letting him take hits face-on because of his passive ability. The payoff is more than worth it.

One of the biggest complaints I’ve seen levied at the game’s balancing is in regards to Hard mode where enemies receive a bigger damage multiplier compared to your units. Specifically, the enemies hit twice as hard and your units deal only 75% of their actual effective damage. Combined with the enemy placement and density versus the map layout, as well as bosses being super beefed up and having immunity to many different status ailments, many have argued that this is a poor and lazy way to increase the difficulty, and it certainly isn’t helped by the fact that the game’s producer admitted he couldn’t beat the game on Hard mode. However, having completed the game on NG Hard without any deaths of my own units (I couldn’t be bothered with the green NPCs in my first run especially due to my own choices that led to tricky maps), I don’t find this to be a problem at all.

Firstly, there are always ways to approach a map by combining different units to effectively tackle the layout and enemy types. Is it a map with widly different elevations? Maybe deploy fliers or units with skills that become more effective in varied elevations. Is it a map with many dangerous, high-damage Mages? Consider bringing units who can shut them down or units with far-hitting attacks to kill them without being in the danger zone. Is it a map where you get rushed down by many enemies at once? Perhaps you should consider bringing tanks that can shield your team from incoming fire in different ways.

Also, bosses especially always have a certain “weakness” that you can capitalize on. For example, there is a hard-hitting boss with even a ranged attack that works with varied elevation. However, despite being immune to many ailments he can still be Blinded to drastically decrease his accuracy. Another example is a recurring boss who is super bulky, hard-hitting, and immune to all ailments. However, she has difficulty reaching your team and can also be quite predictable in terms of movement due to being a melee unit, which is something you can and will need to exploit to win.

Secondly, due to the core mechanic of back attacks, follow-ups, and many other strong utility skills, there are many ways to dish out the necessary damage to take down these bulky obstacles. The game design just simply doesn’t allow you to grind, brute force, dodgetank, or use overpowered self-customized skill combinations to carry you to victory. But make no mistake, this game can still be cheesed in many ways by smart utilization of its intricate map layout and mechanics. Some have remarked that at times, it feels more like a puzzle game than a strategy game.

Personally, as someone who loves games where each unit has a definitive role like Advance Wars and Into the Breach, I don’t see this as an issue. In fact, it’s actually why I like the game so much. And I must stress again, there are multiple ways to beat a map, so it’s only lightly “puzzle-like” in that you have to figure out how certain things tick to formulate a comprehensive game plan. There is never just 1 solution.

triangle strategy roland glenbrook rout rushed map
This is an infamously high-pressure map where you get rushed, The typical strategy would be to bring tanks but I opted to bring only support, utility, and damage dealers. It still worked out well enough that I managed to complete it by routing all the enemies instead of quickly killing the boss to get it over with.

Case in point, there are a number of “kill the boss” or escape maps where I’ve successfully won by routing every enemy in sight even though many players online have said they could only rush to the goal effectively and cannot afford to take out all obstacles. Or there was a map where I believed there was only 1 sure way to stand a chance which is by climbing to the highest platform immediately, but others have cleared the map by slowly making their way up top too by utilizing different units that I didn’t have access to at the time. So at the end of the day, it really just depends on your playstyle, personal strategy, and at least on NG, which units you have access to.

Replayability

Despite the lack of a job system, Triangle Strategy is actually a highly replayable game. Upon beating the game for the first time, you’ll unlock NG+ which carries over all of the progress you have made including stats, levels, inventory items, upgrades, recruited characters, and conviction points. Additionally, you can spice up each playthrough by making different story choices as they each result in different maps to play on and even different units you can recruit.

The story itself, without any spoilers, is also quite fantastic and engaging, and although most of the branching story paths eventually converge, there are neat lore and even characterization tidbits to be found in these branching scenarios. There are 30 total characters to recruit including your core team of 8, and it’ll take you at least 4 playthroughs to get them all. Since each and every one of them plays differently, much strategic fun can still be found when replaying the story chapters using different characters and team comps. The only limit is your imagination!

triangle strategy clarus brokker rufus tyrant
An alternative story path you can find yourself in when making different decisions during certain voting sections. Trying out different scenarios is a great way to add more fun and variety when replaying.

Exploration, voting, and convictions

Triangle Strategy features a sizeable overworld with destination points you can click on to progress the main story and view optional side stories that will add more context/foreshadowing of main story events. Additionally, there are Exploration sessions that serve as a way to gather more key information that can be used to make the branching path choice you will need, collect free items that will be especially helpful for the upcoming story battle, rare accessories that will complement the playstyle of some of your units, special multiple-choice dialogues with NPCs that will grant you conviction points. Most importantly, however, these Exploration sections are also the way for you to familiarize yourself with the map layout and general terrain of the upcoming story battle, This feature is a fine marriage of gameplay and story that is entirely optional, but rewards players willing to engage with it.

Outside of its obvious use as a way to shape your playthrough’s story and gameplay flow, the voting mechanic is a very nice way to show great characterization and development for your main cast. The more you understand and engage with the game’s characters through dialogue and cutscenes, the better of a grasp you’ll have on their personality and how you can convince them to vote the way you want… mostly. The game’s voting sessions also start out easy and ramp up in difficulty. At first, you’ll have little trouble convincing all the party members to vote your way, and there is usually a tie-breaker undecided character to help you out if you really suck at persuading. Eventually, the characters will become more firm in their resolve and it’ll become harder, and eventually, impossible to get a unanimous vote.

triangle strategy geela breisse voting persuasion
Not all retainers share the same views as their liege, and Geela is the prime example of this. It makes for very interesting and eventually, heartfelt characterization and development.

Depending on your convictions, I’ve heard that some votes might even be impossible to achieve in NG, though I’ve personally never run into this problem. Some might find this quirk annoying but I personally like that there’s this sense of you building up a personality for your main character throughout the game and his argument can become unconvincing to your allies because it contrasts too much with the personality you’ve been shaping up for him so far.

Tying many recruitable characters to conviction points is also a neat mechanic in my opinion. It serves as sprinkled-out surprises to shake up your strategy in a NG playthrough and a goal to work towards in subsequent playthroughs. It’s also a neat little way to characterize these recruitable side characters, as the majority of them will have a main conviction that requires higher points than the secondary conviction. For example, Medina, a support unit that specializes in healing and generating TP for your team, requires Morality then Liberty points, and her backstory is about disagreeing with the moral values of her home nation and liberating herself from it to use her abilities to better and more fairly help people. It’s pretty neat stuff.

Nuanced characters and story

With the way the game was advertised as “a tactical RPG that will challenge your convictions” with a focus on adult, human-centric politics, it’s to be expected that the story and characters, especially the prominently featured trio of Benedict, Frederica, and Roland, will go through many dramatic twists and turns. And I’m happy to say the game doesn’t disappoint in this aspect. These 3 “reps” specifically are undoubtedly the best, most fleshed out, and well-developed characters in the entire game and I thoroughly enjoyed interacting and experiencing the story with all 3 of them. I also respect the devs for staying true to their convictions of creating a mature drama and not pulling their punches in the game’s final stretches and conclusions. At times, it feels like the game is the very opposite of a power fantasy where no matter how hard things get, it can all be properly resolved at the end.

The game touches on some interesting topics and philosophies that truly cannot and should not be viewed purely through a black-and-white lens. In fact, there has been a likely small but rather vocal minority in the player base that express their discontent with certain characters and even claims that the game’s overall narrative and final message are somehow forced or inconsistent because “one of these choices are clearly superior and the others are nonsensical”. Without trying to engage in any arguments or spewing any spoilers for the story, I will say that you will need to keep an open mind and be mindful of the setting and time period of the game, as well as the personality and journey of the characters to have the most complete and objective view of the story, its branching developments, and its different conclusions.

triangle strategy serenoa wolffort symon

The game starts out relatively light-hearted and hopeful and stays that way for a grand total of 3.5 chapters. Our main character Serenoa truly has it rough.

Overall, as someone who prefers a more adult and less fantastical way of storytelling and character crafting, Triangle Strategy definitely has one of the best video game stories I’ve had the pleasure to experience, and I’m looking forward to experiencing all of the endings with the characters and getting all of the recruits. However, precisely because the game isn’t shy to show the obvious downsides of your decisions, especially at the end, the game’s overall world and story are quite cut and dried, and it won’t be generating as much long-lasting discussion as safer stories like, say, Fire Emblem Three Houses.

EXP scaling, quicksave, and retreat

I’m not a fan of grinding in general, so the intuitive EXP system in Triangle Strategy is a much-welcomed feature, especially in a game with such a huge cast of recruitable characters. Instead of having to soften up enemies to feed kills to your under-leveled units or having to constantly complete enemy encounters like in many other RPGs, this game makes it so that units that are really behind the recommended level for the map will gain 100 EXP aka 1 level per action taken, which includes simply throwing a buff item on yourself or another ally - as long as you’re doing something other than waiting. Additionally, the game’s scaling works in a way that you cannot become too over-leveled for a map, so you cannot brute force through victory in the main story via grinding out levels.

Most notably, the game has a Retreat function that lets you essentially restart a map while keeping all the EXP and loot gained without losing any consumable items used. And due to the mentioned scaling preventing over-leveling, this won’t mess with the game balance or determine whether you can clear a map or not outside of very specific cases. In the very early game of NG, especially on Hard mode, there might be times when gaining a new skill locked behind a level can help you have an easier time beating a map. But this is rather few and far in between and I’d imagine most players won’t experience this, especially since the game is quite challenging on Normal compared to most other SRPGs.

triangle strategy quicksave retreat
Aside from reducing the tedium of grinding to level up units that are lagging behind with smart EXP scaling, the game offers some anti-frustration features in Quicksaves and Retreat.  

 There’s also a neat Quicksave function that typically saves just before you make a mistake that results in unit loss, so you don’t have to Retreat and start over again. Though I’ve run into a few times where the game just decided to quicksave AFTER my unit died so it’s not 100% reliable but it works 95% of the time!

The Mixed:

The resource and upgrade system

triangle strategt medina alliam upgrade skill tree
This support unit with underwhelming offenses who will always be using her turn to support your team instead of attacking for some reason gets 3 tiers of weapon potency (damage) and Luck upgrades.

As someone who actually enjoys resource management games and doesn’t really care for RPG skills customization, I appreciate the simplicity of upgrading and promoting units in Triangle Strategy. However, something I’m a bit mixed about is the “progressive” resource requirement for upgrades. Specifically, your first upgrade in every tier will cost the least resources to perform, then after each upgrade, the remaining upgrade will cost more, making every decision very important as you have a pretty big roster of units. And of course, the resources needed in each tier get more expensive and rare, so you can’t afford to waste them.

The story chapters will reward resources and the in-game shops will restock at certain chapter milestones, but overall it’s still a rather slow, inflexible system that requires careful planning. Especially in NG if your conviction points are spread out and you gain many new recruits - you won’t have the resources to upgrade all your guys. Medals to promote your units, especially on the first playthrough, are also quite scarce, so the choice to spend resources on your units will give you a bit of a headache at times.

In general, the game is very much designed to encourage multiple playthroughs and the resource and upgrade system reflect that clearly. I personally don’t dislike it, but I can imagine some players who prefer more freedom to experiment with upgrades won’t be too fond of this.

Character stories

It can take quite a while to get the character stories which are based on the number of times you deploy them in battle, especially if they are early recruits. I actually finished my first playthrough with only 2 out of the 8 main cast characters’ first stories unlocked! The game is nice enough to make lategame recruits require fewer battles to unlock their character stories though. Overall, another feature to encourage replayability that I don’t personally mind. However, this definitely makes the game’s characters, especially the side cast, less…. endearing to players, especially those who might only play the game once or twice, as it takes a good while before you can get to know them beyond their recruitment story.

Recruitment stories vs mental mock battles

triangle strategy piccoletta character story
Your conviction and game progress unlocks optional recruits, but you only get to view a story cutscene of how they join you instead of fighting alongside them in an engaging battle. Truly a missed opportunity.

Speaking of recruitment stories, this is actually the first “mixed” point that I’m personally bothered by. There’s nothing wrong with the writing quality of these stories, but I wish they had been included with recruitment “paralogues” with maps you can play on as well. The game has a mental mock battle system as an optional grinding and resource gathering method, but they have no story attached to them at all. I feel that it was a missed opportunity to not have characters joining you that come with playable map scenarios you can fight on, and this is the one aspect where Triangle Strategy feels lacking when it comes to gameplay-story integration.

Missable information and general pacing

The game has many branching story paths, and it’s actually possible to completely miss out on visiting an important country in the game’s key conflict if you make a specific set of choices. This will absolutely starve you of the needed context to understand the good and bad sides of a faction. Coupled with the abundance of cutscenes, characters, Exploration dialogues, and talking in the game, it’s not unexpected that some players, especially those who aren’t “completing” all the endings, might miss out on important context and information needed to form their opinion on a specific character or faction. Usually, this information will be mentioned somehow I suspect this might be the reason why a number of players are making the complaints about certain characters being “irrational” or certain plot developments coming “out of nowhere” at the end.

Personally, I have no trouble following the story of the game, nor do I mind its pacing that much. However, I do feel that the game isn’t very…. tailored for the handheld gaming experience. What I mean by this, is that usually handheld SRPGs have very concise storytelling that quickly leads you in and out of battle, as handheld games’ main appeal is the ability to be played in short bursts of an hour or even less. I don’t think I can actually enjoy Triangle Strategy on, say, lunch break if I have an office job, for example. Especially since the game is developed in the HD2D, diorama-like style for a hybrid device, I didn’t expect the devs to make it a game that requires so much time commitment.

Wonky RNG

This is the type of game where you can miss 2 out of 5 86% hits. Or a 90% chance ailment might not land 2 times in a row. At the time though, I’ve had characters with 60% and 50% ailment chances land almost every time. So I’ll keep this as a “mixed” aspect instead of bad because it helps me out sometimes.

The Bad:

Lack of information transparency

You know how I said I enjoy resource management in my games? I can’t say it’s handled perfectly here in Triangle Strategy because of 1 extremely aggravating thing: complete obscurity of information about future skills and upgrades. Here, you can see that my (unit name) is nearing level (number) to obtain the new skill “(skill name)”. I don’t know what this skill does until I unlock it by reaching the required level.

However, the main problem is that this obscurity of information extends to weapon upgrades as well. Yes, you’ve read that right. The extremely costly upgrades. You cannot see the description of the upgrades you can access in a higher tier UNLESS you spend the rare material to unlock the tier itself. The game does have certain icons to denote the types of skills so you can make a semi-educated guess, but this won’t work most of the time, especially for upgrades that unlock new skills and passives.

triangle strategy narve oparyn weapon rank upgrade skill tree
I need to spend an expensive resource (and some money) just to see what this skill does. Not all the upgrades can be inferred through visual cues, especially for these “ultimate” weapon skills.


This is, frankly, ridiculous, especially on your first playthrough where every little resource matters. You basically have to look up a guide online to obtain the foreknowledge to be able to spend your resources wisely, because some units will literally have nothing of value to offer in certain tiers. It’s a similar problem to Fire Emblem where they just don’t show you the unit’s stat growths inside the game itself. A lot of the time you can make an educated guess based on their base stats or class access. But not always. Some units might start out with a decent base in a certain stat only to barely be able to grow in that stat again via level-ups.

Some ailment inflicting skills or attack skills with lower accuracy will not tell you the accuracy you can expect. I understand that it’s because levels also affect it but they could’ve just said the base accuracy is a certain number and it changes depending on level difference.

triangle strategy anna pascal skill status ailment
The skill description will only say vaguely that it has “a chance” to inflict a status ailment despite having roughly one more line of free space for text.

triangle strategy anna pascal skill status ailment combat
You need to check the actual % in combat, which also scales according to your level relative to the enemy, something that the skill description also neglects to inform you.

Also, when you buff or debuff a unit’s stats using skills or items, the game doesn’t show you by how much has this stat been increased or reduced. You literally have to remember the “before and after” stats. You cannot hover the cursor over the stat to see the changed value like Fire Emblem. Why.

triangle strategy benedict pascal buff utility support skill
The description of a buff (or debuff) skill doesn’t specify the exact value of the stat change. This value can be increased with upgrades but that’s only a few more lines of code to make it a dynamic description.

triangle strategy benedict pascal buff utility support skill icon
The buff icon description doesn’t specify the number it’s buffed by. And no, it’s not by +3 like the number of arrows indicates.

triangle strategy benedict pascal buff utility support skill stat
When clicking on the clearly highlighted stat that has been buffed, it literally just shows the basic definition of the stats, not even showing the numerical value of the stat change….

In general, the lack of transparency is just a bad design choice because strategy games shouldn't be obscuring strategic information relevant to your process of formulating a strategy.

Miscellaneous annoying UI quirks

It can be a bit annoying to equip and swap out accessories between different units, especially before a battle. You have to go to “Unit Placement”, press “X” to access the list of units to decide which one to deploy, then press “X” specifically on that unit to change out their accessories. And here, you have to change specifically per slot. So in slot 1, you need to choose 1 accessory, then move the cursor down to slot 2 to give them another one. It’s a bit cumbersome.

triangle strategy frederica aesfrost accessories equipment
Why can’t I just put both accessories on a unit in 2 clicks rather than having to press down, A to bring up the accessory list, down to select the exact accessory, and A again to put it on?

Also, some units have a branching “or” upgrade for skills. You can, for example, choose to increase the damage of the Fire instead of the Ice spell for a Mage that can cast both (example in the “Lack of Infomation Transparency”. Your need will depend on the enemies and terrain available on the map you’re bringing him to, so you might need to swap out often. You cannot access this on the battle preparation screen. You need to go to the Encampment then go to the Blacksmith there instead. It’s 2 additional loading screens.

A lot of these cumbersome quirks can probably be attributed to the fact that they want to keep the battle preparation screen simple with only 4 items in the side menu. However, I expect to be able to, well, fully prepare for the battle on this screen, so this is a failing point for me in the UI. I can understand having to go to the shop to buy materials and items, but this is just not intuitive.

The Luck stat is practically useless

Luck in this game only increases the chance of dealing critical hits when hitting on any side that isn’t the back, in a game with a guaranteed way to score a critical hit by… hitting in the back. It doesn’t affect ailment landing/evading chances. It doesn’t affect your hitrate or your Evasion. It doesn’t affect the rate of spoils dropping. It’s realistically only relevant on one specific unit, your protagonist. Yeah, I’m thinking they didn’t really think this out….

Verdict

Triangle Strategy is a fantastic strategy game that will keep you invested in its story, characters, and gameplay if you’re interested in a game about human politics, team building, and resource management. It’s a slow game but the hook sinks deep. It’s by no means perfect, and it’s definitely not made to appeal to the widest possible audience, but I have great respect for what it’s trying to do and the strong convictions of the people who created it. The game is fantastic but frankly, niche, and I think the great but not incredible sales numbers it has managed to pull definitely shows especially when stacked up against other modern juggernauts. In many ways, it takes inspiration from the classics and modern critical darlings while pulling off things I wouldn’t expect a modern SRPG to do especially when it comes to the story, characters, and customization mechanics.

Triangle Strategy isn’t without its flaw, but it is, to me, one of the best games on the Switch worthy of being a system seller next to other incredible franchises such as Metroid, Splatoon, Mario, and Bayonetta, and one of the best SRPGs I’ve ever played. I’m looking forward to what else team Asano will give us, especially in the realm of turn-based strategy/tactical games.

Triangle Strategy gets The Grey Tabby seal of approval.

the grey tabby boeing seal of approval

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