Wednesday, June 18, 2008

Yggdra Union

Yggdra Union
SRPG - Gameboy Advance
Battery Backup - 3 saves, 1 quicksave
1 player

Developer Sting is one to look out for. The last time they made a game, they created a different interpretation than others in its class. Riviera was that game. And what Riviera did for RPGs, Yggdra Union aims to do with SRPGs.

Like other SRPGs, Yggdra Union has many of the same basics. There's grid movement, the usual rock-paper-scissors unit types (knights, archers, mages, swordsmen, axemen, etc), and stat progression via experience points. In most turn-based combat, a viable strategy is to attack an opponent with multiple units. While the units trade blows, the assumed end result is that the opponent's health is chipped away until one of your units finally kills them. Not so in Yggdra Union. The entire philosophy of combat is completely changed in this title. Here, each turn consists of one or more fights. To damage an opponent, you have to win that fight. That means that in the typical 6-vs-6 fight, if you kill 4 of their soldiers, and they kill all 6 of yours, you are the only one to lose health (morale in Yggdra). It also means that if you attack that enemy on a subsequent turn, you face another 6-vs-6 fight. With this battle system philosophy in place, you should ONLY attack an enemy if you know you will win. Simply throwing all your units at an enemy usually won't work. That means that you absolutely need to take every opportunity to gain an advantage - terrain bonuses, weapon affinity bonuses, aggressive attacks, and card powers.

Wait, card powers? Nope, it's not what you think. There are cards in the game, but there's no deck, and no randomness in drawing cards. Instead, the cards serve 4 purposes:

1. They determine your number of turns. Before each scenario, the game will tell you to choose 4 or 12 or 14 or however many cards Sting thought you would need for the stage. When the battle begins, you choose a card each turn. Once you use that card, you can't use it for the rest of the battle (unless it's a multi-part battle).

2. They determine your movement for the turn. Each card has a number on it indicating how many boxes your units can move on a grid. Some of the more powerful cards allow up to movement 12, which you can split among any or all of your units.

3. They determine your attack power. Each card has another number indicating how well you'll fight with the card and how much morale damage inflicted. This number increases as you win fights.

4. Finally, each card has an ability associated with it. Some of these cards are good in the right context, ie elemental magic, but others are tide-shifters. Use them correctly, and you can turn your attack that was sure to lose, into a win.

This interesting card system is only the beginning of Sting's bag of tricks. Not only are you allowed one card per turn, but you're only allowed one attack per turn. That's where the concept of "unions" come in. If you arrange your squad into specific shapes with respect to your attacker, they form a union and attack the enemy together. Each unit in the union will face off sequentially against the enemy. If the enemy is isolated, they will experience "battle fatigue" and will start each subsequent battle with one less unit. That means if you have a 5-unit union vs 1 enemy, the first fight will be 6-vs-6, the second 6-vs-5, and so on until the fifth fight you will be battling 6-vs-2. Manage your formation units well, and you can easily stack the odds in your favor. But be aware that the enemy can form unions too. Therein lies the core mechanic of the game. Since each stage has a limited number of turns, you have to make the most of your opportunities. Attacking with unions is the quickest way to progress through a scenario, but sometimes it's better to fight as smaller unions or individual units if you risk losing a fight, and hence unit morale. The choice of strategy is up to you.

The last thing to mention are the battles themselves. Once you enter a fight, as I mentioned earlier, usually it's 6 soldiers against 6 enemy soldiers. The fight takes place in real-time, and without any input, they will play out mathematically based on weapon affinities (sword > axe > spears), unit attack strength, land bonuses, etc. It's sort of like Dragon Force's 100-vs-100 battles. But even as you watch the fights play out, you have quite a bit of interaction in the form of an aggression meter. If you drain your aggression meter, your unit will inflict more damage than normal for as long as you drain it. If your unit has any elemental bonuses (ie fire damage), they will added in. If you charge your aggression meter, your unit will be more passive and hence weaker than normal. In addition to charging the meter to go aggro later, if you charge your meter to 100%, you can use your card's ability. Both aggressive tactics and using card abilities can sway the fight in your favor, so interaction with the aggression meter is a huge role. The enemy has a Rage meter that acts in a similar fashion.

That's the entire battle engine in a nutshell. There's so many different elements to it that it's hard to be concise, but it comes together quite nicely. Yggdra Union also has a little bit of interaction outside of the battles too. On each battlefield, there's a grid of possible locations. Sometimes if you stop on a particular square, you'll find a hidden item. Items are also very important because they can boost your unit stats and grant additional abilities. Alternatively, they can be used to heal morale of your units. Units can only equip one item at a time, and items only last for 1 to 3 stages. So item management is a critical planning aspect of the game. That's not all. The battlefield will also contain towns and castles. Sometimes, depending on the character, what items you have in possession, and what time of the day it is, you can obtain items from townsfolk by landing on these icons. Some will give you items freely, while others will only give you an item in exchange for another. Because all of these item discoveries are hidden, they're either a pleasant surprise or a completionist's worst nightmare. In addition, items can also drop from defeated enemies, or can be stolen during battle.

I absolutely love that Sting consistently tries out new ideas. Although the elements vary in their degrees of success, you have to commend a company that will not succumb to laziness and status quo. Here in Yggdra Union, the game systems are actually quite innovative and well implemented. The game is difficult, and - unless you utilize the wealth of items, weapon and elemental affinities, terrain, the aggression meter and card powers, basically everything available to you - Game Overs are not uncommon. That's quite a fresh breath of air compared to the stale "surround and pound" tactics of other SRPGs. There definitely are some design flaws here and there : the in-game tutorial is inadequate, causing confusion early-on; there are no help menus like Riviera; you cannot view enemy units prior to choosing your characters for a stage; battle conditions will change without warning ie. sudden appearance of enemy back-up; questionable pacing; the script has typos and is a bit hokey despite its serious content. But these things do not diminish what Sting has accomplished. Yggdra Union dares to shove past its stagnant peers. It's totally my type of game.

No comments: