

Here, because the goal was to add a sense of reality to the events, every character has their own animations. In a lot of classic SRPGs, movement animations are minimal, but the actual movement speed is brisk. One downside to Reverie Knights’ robust animation for movement is its slow pace for combat. Having parity between different versions is fine, but it seems like an odd omission to not have touchscreen support for parts of the game that would logically include it if it was in the game. The weirdest time to not have a touchscreen is the overworld area where a cursor pops up and that would be ideal for touchscreens, but that isn’t used at all. It could just be a matter of the icons being too small to touch with ease without using a stylus, but touchscreen support would help speed up combat pacing.
REVERIE KNIGHTS TACTICS TRAINER FULL
It’s nice to have the full highlight, but does seem odd to not have them touchable as well. This first comes up as being odd when selecting actions during a turn as that’s done with the left face button - but uses small icons that seem like they should be pressed as well since they’re fully highlighted. In a slightly odd move for a game that’s so menu-heavy and has an on-screen pointer for the world map, there’s no touchscreen support on Switch. There’s a lot of depth to the combat, but the learning curve is sloped fairly, and the player never goes into a tough battle without the skills needed to do well. Similarly, having environmental-based attacks comes in handy when you may not have allies nearby, but do have things like thorns in an opponent’s path that you can draw them into to chip away at them when paired up with something like a freeze spell. Placing the characters too close together can lead to both taking damage in a group attack scenario, but can also thin the numbers out early and offer up an advantage later on. This adds another layer to one’s positioning as there’s a risk/reward system at play. Unlike a lot of classic genre entries, team attacks are possible when allies sandwich foes.

The basic formula of starting with your troops, mapping out their movements and setting up attacks is intact - but made more action-packed as well. Reverie Knights manages to keep things familiar while still adding some depth to combat. Clerics have been sent to try and pass knowledge on and battle the goblins to take the city back and wouldn’t you know it, tactical warfare is the best way to do it. Reverie starts off strong with a motion comic showing the goblin invaders taking over the city and killing folks - hooking the player right away with fast action and showing the stakes. One mistake that so many tactical RPG games make is either having the story be too convoluted for its own good or telling and not showing. Reverie Knights Tactics does a wonderful job of making things feel more modern while also getting the player hooked into the story right away.

1 release last year, but few have found a way to blend a more traditional fantasy setting with a robust tactical RPG system in modern times. Compilations have helped bring older games to a new generation, like the NIS Classics Vol.
REVERIE KNIGHTS TACTICS TRAINER SERIES
The isometric tactical RPG has seen something of a rebirth over the past few years with games like the Mercenaries series and Fae Tactics out to remind people of the past in the case of Mercenaries and bring the genre closer into the present when it comes to quality of life with Fae Tactics.
