Summary
The resurgence of tactical RPGs is in full swing with an amazing selection in 2022 and more games on the horizon. One of those isArcadian Atlas, a modern take inspired byTRPG classics likeFinal Fantasy TacticsandTactics Ogre.
Arcadian Atlascarries a lot of the genre’s legacy like familiar framing to aesthetic similarities, but it also stands as its own landmark in the renaissance TRPGs have been seeing in recent years. And while it draws familiar staples from the broader TRPG genre, like strategic battle grids and class systems, it works to incorporate unexpected inspirations and new ideas to create its own place. Taylor Bair of Twin Otter Studios recently explained some of the game’s unique mechanics and history to Game Rant as part of a recent interview

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One of the particular points of interest, as it is in any TRPG, is the game’s class system, which Bair went into some detail explaining.
“There are our four core classes divided into strategic frameworks: the Cavalier who is a close-range fighter, the Ranger who is a long-range fighter and scout, the Apothecary who dabbles in healing and corruptive potions, and the Warmancer who is a long-range magic class. Each core class can then promote to one of two advanced classes when they advance in level, for a total of 12 classes. The Cavalier for instance can later promote to either the Ronin or Inquisitor class, each with their own powerful strategic philosophies.”

TheTactical RPG’s classes can be further customized, Bair explained. Each of the 12 classes also has multiple skill trees to further define the individual unit, allowing two Inquisitors to be very different in practice despite being the same class. Warmancers, for instance, can specialize in different elemental attacks. Fire and Ice Warmancers can slow enemies or deal damage over time respectively, for instance.
This versatility of its classes can, of course, be played to great effect in combat. Nimbler units can surround enemies, while heavy-hitting units tend to be slower. That only forms one element of the multifaceted complexity ofArcadian Atlas’combat system, said Bair. That system includes laying traps, controlling checkpoints, and environmental hazards. Bair gave some examples found in-game, highlighting the complexity of encounters.
Strategy in Arcadia is a multi-layered playground. On the battlefield layer you have elevation considerations, water slowing your path, and noxious wastelands. On the class layer you have units that pack a punch but are slower to surround a foe, while nimbler units may not down a target in a single turn, but they have no problem scaling a cliffside with ease for a flank attack. On the skill level you can lay traps for enemies, blocking off key chokepoints, or sacrifice personal safety by flying into a rage and dealing massive damage for a few crucial turns. And all these layers can change based on the win conditions for a fight. Sometimes it’s not about beating everyone senseless. Sometimes the odds are overwhelming, and victory means getting out of an ambush alive.
That complexity needed a system more advanced than the oneAtlaswas initially prototyped on.Starting with RPG Makerposed problems forArcadian Atlas, as the software isn’t designed to support tactical RPG-styled combat. Though it can be done,making the game in Unityallowed those features to be implemented in a game engine that was designed to support it.
“RPG Maker was a great way to prototype the concept, but wasn’t robust enough to support the game we wanted to create. With Unity, we were able to build out complex battle systems that could support laying traps that persist and burn, poison, or shock foes that dare to tread on them, deep skill trees, and meticulously scripted scenes to unfold the drama of Arcadia through thousands of custom animations. Making that switch allowed Arcadian Atlas to fit our original vision and more–we couldn’t be happier with the move.”
In this,Arcadian Atlasisn’t alone. Working withAtlas’ publisher Serenity Forge alsohelped the developer ofLISA: Definitive Editionupgrade from an RPG Maker-based game to Unity.
As for personal favorite classes, Bair couldn’t choose between the flashy and area-based Druid or the creative Shaman, who can raise all fallen units as undead with their Unholy Revival. Of course, with the specialized skill trees, each of those could be further customized to a player’s tastes.
“Creating skills that were truly unique to each class, playing on themes while making them relevant and useful regardless of level was incredibly satisfying,” said Bair.
Arcadian Atlasreleases July 27 on Steam.
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