Reviews from

in the past


Really great tactical experience with high replay-ability. The pixel art is charming; I love all the sprites and drawn, detailed headshot for each character. There is a ton of lore and backstory I haven't seen in my two playthroughs. There's more I could have played, so don't think 64 hours is high. I found it fascinating that character side stories are stretched across different playthroughs. You can't see it all in one. That encourages to replay and keeps the content fresh.

The battles are fun; I had to learn new mechanics that I haven't seen in Fire Emblem. (I haven't played many tactical games, so my references are very small.)

I did enjoy that the gameplay differs. I could have played more runs for new story bits, but my tactical itch was satisfied. I was pleased with my screw-everything-up run and the golden route. The story isn't meant to be a mystery book, but you learn which allies are baddies real quick. You can have a good guess what's going on behind the scenes. That felt like the weakest point to me. But the character depth, history, and magic were well done.

In my first playthrough, my screen would rapidly spin around in combat. I don't think it was my stick getting stuck; I haven't experience that in other games. Then the second playthrough was fine. It didn't constantly rotate the camera. Certainly odd.

Really want to go back to this one. Unfortunately stopped playing midway thru so will probably have to start over

Me parece qué cómo rpg cumple con tener una buena historia, una jugabilidad interesante, y gráficos muy bonitos.
Ahora su mayor atractivo es la toma de decisiones y cómo ésto cambia radicalmente tú partida, ésta característica está sorprendentemente bien, entonces porqué aún no me parece un juego excelente?
Creó qué su historia al final no lleva muy lejos, siendo éste un conflicto muy estándar , dado a qué los personajes no ponen mucho de su parte, la jugabilidad podría ser más rápida satisfactoria, tampoco ayuda un doblaje meh y un ritmo muy mejorable, aún le falta mucho para llegar a Táctics ogre o a Final Fantasy Tactics, pero es un juego genial, y sí te gusta el género la pasarás de maravilla.

The right choice isn’t the one you want to make. Every choice comes with sacrifice, and each person will always be leaning towards things that vie for their heart. People are inevitably in conflict and choosing is never going to feel easy. Triangle Strategy mechanically make choices feel difficult. It will fill you with regret and show you the reminders of the path you have chosen? It’s wondrous.


Triangle Strategy as a tactical RPG is FRESH. A SRPG in the way of Final Fantasy Tactics, I just want to first give adoration to its class systems. The recharge of actions and how that affects abilities ( a little bit of cribbing from the Bravely actions) is something that affects the entire combat. In some ways it limits you, to get great use out of mages, you can’t spam magic, you have to plan its use. While many times it felt like I underused elements, they create unique items (such as ones that add action points upon a kill) or unique support units, that can give away their actions or manipulate the actions of other enemies. These actions in game are called TP, technique points. I think so much about Julio and how he ruins enemy units and expands others because all his actions are about changing yours and enemies. In many ways the magicians get to really be the unique component of this game. The effects of their magic affect the map and are dynamic. If enemies are on metal train tracks or in water, thunder magic (and items that work like them) are exploitable. You can freeze walls around you to affect how enemies will try to engage with you. You can throw oil on the floor and burn them to create fire walls that enemies will avoid to lose health. You can manipulate so much. They even can work together, melting ice with fire to create puddles you can electrify. I just wish that the magic was just a bit more powerful and doled out a bit more . That when getting to use the magic or plan in terms of environment synergy , that I would really gain an advantage and feel powerful. When I talk about a mechanically amazing system, I want to even mention Jen! He was an MVP, a blacksmith who was a trap setter is so unique, I have never used a character like him. He has ladders he can create that make scaling walls different and he can lay traps on the floor that will fling enemies into differs parts of the map or even to each other. As a game very much with the format of individual movement moment to moment rather than army to army, it just feels like you have an assortment of options and this ignores that I didn’t use everyone.


I think what stands out with Triangle Strategy is how that choice making affects how you maneuver the story. At key junctures you have choices with he core story cast. You have 7 characters that judge to make decisions that are not clear cut. They vote on the decisions and you ahem dialogue trees to see where people will vote. However you have to convince them based on who they are as a character. What values do they have, and can you pick choices that lean them towards what you care about. It makes all these characters feel alive. It’s been heart wrenching at moments to disappoint some with the path you have chosen or seethe your conversation with them couldn’t sway them. You can’t always get your way. 
In order to have the upper hands in some of the conversations the other part of the game come into play, exploration of the maps.

At most junctures you can enter the surrounding area to talk to player characters and npc and find items. This was so effective, you got the opportunity to try to get more information from the world, and use them in your deliberations with teammates. In the world you see and learn different elements of the maps. It makes these maps feel like real places, and you even see these places return for future cutscenes or even totally different maps. What this really has done is create a sense of place. Norzelia: with the Aesfrost, Glenbrook and Hyzante countries feel real, lived in and you play battles where people truly breathe.

I think the weakest part of this game is that you never feel powerful and that can affect how the pacing of this game can feel. On one hand never feeling truly more powerful even at higher levels sometimes, means that often when you win a map, you truly feel like it is your wit at work. The satisfaction that you were able to get he best on your opponent is great. Strategies of unit placement , team composition, being aggressive or patter truly radically affect the outcomes. Maps like Chapter 16 and 20 for Frederica’s route demonstrate the unique predicaments and gimmicks that challenge your thinking. From a map design it’s great. But feeling weak with such detailed customization (but low numbers) can feel disheartening. It means often in games after several turns of great plays, that if you make one mistake , it’s unlikely you will recover. There were many moments where the minute the other team gets more units than me alive, that my wits couldn’t out do the lack of offensive power. It also makes it feel peculiar about how to upgrade units when the improvement is so minimal on defense and attack. Again it makes for feeling you are smart but I think of a time where it ended up being a map ending at a one on one at the very end with one of the strongest units and grunt enemy and I couldn’t beat them without consistent use of health items. It makes battles feel a tad longer and feel like you are behind.


These issues are minor when great that the cast and story is on display. People have lamented that this is a talky game but I can’t imagine what people would have wanted them to truncate. The game circles Benedict, Frederica and Roland primarily and they are a sensational trio. It makes decisions that let some of them down feel like heartbreaks. Benedict in particular as a machiavellian schemer is the best character in this game and adds so much to the feeling of decision making here. No one is completely right and you can’t always win. I love that you can always look at the bio of who is speaking, it means for later you can always catch up on the story if you leave it BUT even better seeing characters bios change because of choices you made, feels like the world is evolving.
This game really does ask you: do you courage to stick to your convictions? I appreciate that it asked me that both in and out of battle. Special game.

When this game was announced, I remember being really hyped for it. The idea it sold sounded so good. How did it turn out? Well, for starters, it actually is a really good game. It has few flaws. The only thing that would hold you back for liking it completely is if you don't dig the tactical combat system. I like the game's focus on choices and all the different paths the stories could take based on your big decisions. And the decisions are hard, too. They're always morally grey, with each side having a valid ethical argument. The characters are great, the story is phenomenal, the artstyle is gorgeous as usual, ever since Square Enix adopted this style, but the music could be more memorable. The gameplay is very good of course, it's just hard, even on the normal diffuculty. But it being a challenge is good, it teaches you to think and actually make a plan. Overall, it's a quality game with nothing too much wrong with it. A good idea well executed.


Im so glad pixel art games have revived.
This is the kind of story the industry was lacking and that we would have had earlier if its growth was in a pro-consumer way.

Its not a masterpiece but good enough to stay in your mind years after playing it.
Characters are great, plot is very good, the message has been done before but its been presented in an interesting way, and gameplay is fun.

Of course there are details here and there worth addressing, but im sure theyll be worked in future projects

Very good, cross tactics ogre and fire emblem.
Lot of talking which you can skip to, it is a great story but for me I prefer action, at the end it becomes bit repetative to level up so you can progress further. 63hr47min to complete.

is just fine,im about half way through but not really interested in keeping at it for now,love the graphics and the gameplay is decent,but the story is pretty uninteresting and so is dialogue and characters

ligh 6

Out of the box, Triangle Strategy might seem like the average generic medieval war RPG, and it is, but in a good way. Triangle Strategy knows what it is and it executes it to near perfection. A complex world marked by an engaging story make this game a blast to play through. The way your decisions affect the story is rewarding and makes you want to plat the game over and over again. The gameplay is deep and enjoyable, while its soundtrack fits perfectly. In conclusion, Triangle Strategy is all you want from a war SRPG.

Solid tactics battles and a good story is bogged down by some pretty terrible pacing at times.

Una experiencia maravillosa, que me ha hecho sentir las mismas sensaciones que cuando viví del fantástico viaje de Ramza y Marche. Todo fan del género TJRPG debe de jugarlo. Combates muy desafiantes y desarrollo de cada uno de los personajes excelente.

it starts off really slow and i made sure to give it time to hook me -- introduce a character that i'll go crazy about, show me a mechanics complication that i'll be excited to exploit, set up a plot thread that looks promising -- but it just refused to do any of that. i gave it enough time, even, to do what fft does in its first act -- throw us into the confusing tutorial mission in medias res to create the impression of a whirlwind of political violence and uncertain allegiances, and then flash back to introduce the historical background, ramza's relationship with his brothers, delita's difficult place in the family, all the stuff about the corpse brigade or whatever those guys were called. triangle strategy used that time to drag its feet and belabour the most obvious "everything changed when the fire nation attacked" setup in history.

i really tried to like it. i wanted to see what it was going to do with its branching narrative stuff and all the scheming nobles it was so slowly introducing. but i just don't have enough fft nostalgia in my body to carry me through what's otherwise an alright but thoroughly unexciting game.

While similar to any given Fire Emblem game, it offers an infinitely better story at the cost of customizability. I am deducting a star because while the mechanic marketed (the "triangle" decision making) was serviceable, it lacked a certain degree of complexity that I feel like it sorely needed. However, the game is still an excellent one.

Le pasa exactamente lo mismo que al Octopath: la música y el arte están flamísimos, los combates no están del todo mal, pero la historia y los personajes tienen la profundidad de un plato llano.

I really really enjoyed this game and am already planning a second playthrough. Though at first, I couldn't get hooked, mainly because the game is heavily story based and it takes a good amount of time for it to get set up, so there is A LOT of cutscenes towards the beginning and I just felt like I was playing through a narrative. But as the plot starts to unfold, this set-up is absolutely justified. This is a very emotional, politically driven story with heartbreak around every corner. I really appreciate how the decisions of the player significantly impact the direction of the story. I for one, can't stand games where they give you a dialogue decision and no matter how you answer, it doesn't change anything. This game absolutely makes you live with the consequences of your actions, making every decision a hard one. The characters are extremely well written, Frederica being on of my personal favorites. The fact that each character plays completely different then one another is so fun to mess around with. There are no identical classes so it gives you an excuse to use each and every character and find what works best for you as the player. Overall, the narration, voice acting, gameplay, and story make this a real treasure of a game, one that I can certainly go back to since there are so many other paths to take.

Une DA en 2D HD magnifique, des musiques qui collent bien à l'ambiance du jeu à la fois épique et tragique. Une histoire avec un lore qui sert le jeu pour tout joueur ayant le courage de se lancer dans cet univers plus que fournit.

at first i didn't think very highly of the game as it seemed boring and predictable but it really isn't, i ended up enjoying it a lot, the gameplay is amazing and the characters are fun, likeable and interesting (although most are not very deep)
i do recommend to play at least once, eventually i'm gonna try to get all (or as many as i can) routes
for the first i chose roland's option bc he's my fav and i simply wanted to go with him lol. i didn't agree with him and i didn't like his ending but well, i'd do anything for a pretty blondie /s. jokes aside he's actually a very interesting and well written character, a lot more so than others in my opinion. he's just not the person people want him to be.

Very good strategy RPG. I really enjoyed the systems and the fact that your decisions actually matter. Not a big fan of the ending I got but I'm looking forward to new game+. They set it up nicely where you keep your troops and items and levels. The story is ok but there is too much of it. I think 30 hours of the 78 I played were story.

Difficulty Played: Normal

A really fun game, with just enough difficulty. Original story with twists here and there, engaging, simple yet endearing.

I don’t even want to touch whatever’s going on with the story but the gameplay is fantastic. So is the art direction, the music, the gimmick… The characters are nicely written for the most part, too. I really, really don’t want to talk about Triangle Strategy’s story. The Roselle are a weird narrative decision that unfortunately isn’t too out of character for Square Enix.

Sin entrar en mucho destripe.. he acabado, tras empezarlo dos veces, la primera ruta de Triangle Strategy. El juego en sí es lo mejor que ha hecho el Team Asano y Square Enix en la vida. Tengo ganas de ver las otras rutas

Hits the perfect middleground between the more serious high fantasy fare of stuff like FFT and Tactics Ogre, and the focus on customizability and malleable RPG mechanics that the FFTA games had. Feels like your decisions genuinely matter and impact the story here. Also really feels like positioning and direction facing is balanced to matter a lot more here than in its sister titles, which is an adjustment I had a lot of fun with.

I think the most genius game design decision here, though, is to save EXP and levels gained from failed attempts at chapters. The game is, in response, balanced such that you'll easily become underleveled if you don't die much and if you don't do the optional challenges, but if you die enough times the game will be clearable for most anyone. I love it. It allowed me to have a fun, constantly exciting time with this, and I also know that my 10 year old self wouldn't have been stuck at one of the later chapters for hours and hours on end before restarting the game entirely because it would have gotten easier with each subsequent attempt.

The game ultimately starts to get slower and more monotonous towards the end, unfortunately, though. Well, kinda. I actually realized that this isn't as big of a problem as I initially thought when I reached the final boss and remembered that it has the option to speed through animations which makes that much less of an issue. So it's probably still a bit of an issue, but really what happened is that my dumbass sat through hours of repeated battle animations for no reason. Ah well!

Muy buen juego en general, se centra bastante en la historia por lo que tarda un poco en arrancar pero una vez que el conflicto principal empieza el juego engancha bastante. Quizá lo único que hubiera cambiado es que los reclutables tuvieran un poco más de influencia en la historia aparte de sus historias independientes, aún así fue lindo ver a varios en la historia extra de la golden route.

a good strategy game with a decent difficulty. the characters are nice and the routes are mostly balanced. yet nothing made this stand out too much from any other strategy games

Triangle Strategy terminado con sus 4 finales ⚖️
Es un SRPG magnífico, con una historia y personajes bien construidos y una gran rejugabilidad.
Ojito, que es exigente, aunque tampoco injusto.

One of the worst rpgs I have played , poorly balancing of plot progression and actual gameplay. Very little battles , to much plot via talking from very bland and cookie cutter characters . A very forced and contrived relationship between the main protagonist and the female lead . And the battle system is very bare bones lacking any strategy behind it . The only positives I can give is maybe the art style , the graphics and music along with the petty drunk family member he is the best part of the game for me and got a chuckle out of me at times .


Great gameplay and solid worldbuilding meet cardboard cutout characters.

Triangle Strategy is a boilerplate tactical RPG with a heavy emphasis on story. The gameplay is pretty bare-bones, and encounters are quite slow-paced. In fact the entire game is quite slow to unfurl, thanks in part to the detailed narrative. While the writing isn't particularly sophisticated, the story does balance a large number of meaningful characters, factions, political tensions, and so on. And, although the pace is very slow, it is also well-measured. Whether or not this game succeeds will hinge on whether the characters and story capture the player's imagination. While I did enjoy the story, it could not compensate for the glacial combat and limited progression system.

Combat and music in this game ruled, and I loved making Serenoa's choices entirely based off of what his wife thought was best.

However. Whew Boy!!!! The orientalism was off the charts with this one!!!! That scene where our European-coded characters are in a desert city (a scene that not all players will see, given it has branching paths) and are startled and horrified by a daily call to prayer that is very reminiscent of Muslim calls to prayer was wild. How is it scary when Muslims have daily calls to prayer but not when Christians drink the blood and eat the flesh of Christ? It's classic Edward Said Orientalism all the way down in this one.

To quote from the article on Said's work from Wikipedia: "These cultural representations [of the Middle East] usually depict the 'Orient' as primitive, irrational, violent, despotic, fanatic, and essentially inferior to the westerner or native informant, and hence, 'enlightenment' can only occur when "traditional" and "reactionary" values are replaced by "contemporary" and "progressive" ideas that are either western or western-influenced."

I finished the game largely to see just how islamophobic it gets and it is rough. I was pretty unsettled not to see it mentioned in most critical reviews of the game, either.

The tactics were great and I loved most of the characters, but I cannot forgive them for that.

I love my 1.50m tall Assassin Daughter.

Starts slow, but has a suprisingly strong story woven around great characters that go through real developments and have real conflicting belief systems. In my video games? I didnt even know that was allowed.

Combat is excellent, progression systems keep you hooked, getting the true ending is rewarding and comes with 3 really tough chapters because you have to split up your forces for it (Which lead to me defeating Gustadolph on hard mode by repeatedly yeeting him of a cliff with Jans' spring traps).
Great video game, hope we get more like this