Treasure Hunter G marked Sting Entertainment's initial venture into RPGs - pivoting around segmented, AP-driven tactics with the option to move/attack diagonally. Other components, both in-battle and out, further prove that this is far from the usual SRPG. Its creative weapon functions (e.g. spear attacks that also hit those directly behind the user) are backed by concepts not normally found in the genre, including DnD-esque item throws, tile-trapping, variable AP consumption (influenced by enemy proximity), random teleports and knockbacks. No less distinctive is their economy. Money is earned not via battles but by collecting/selling loot salvaged from environmental objects; interesting (and thematically sound) if not particularly exciting, a quality that also applies to its shops (purchasing items on display rather than from a menu) and puzzles (centered on riddles). They also craft detailed towns and interiors much like their publisher - but in general, combat is the prevailing feature here. With the help of preset fights a la Chrono Trigger (i.e. mob-activated & fixed ambushes taking place on the current map), these battles fuse the concise nature of encounter-based strategy with the design variety of their mission-based brethren, somewhere between Arc the Lad and Tactics Ogre.

On the other hand, its story and characters are hardly memorable, despite the amount of cutscenes and despite some truly strange moments - and, given their myriad variations in layouts, encounters are potentially hit or miss (with boss fights leaning towards the latter end).

Reviewed on Apr 13, 2024


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