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[NSW, PSx, XBx] Unicorn Overlord

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    [NSW, PSx, XBx] Unicorn Overlord

    New game by Vanillaware, and we're back into fantasy territory with a spiritual, single player successor to Vanillaware's own Grand Knights History and Quest Corporation's Tactics Ogre.


    Story involves a big bad guy killing the royal family and conquering the world, only that the young prince Alain, your character, escapes and 10 years later he form a rebellion to reestablish his birthright. Standard fantasy stuff, but so far characters and writing have been a notch or two, or three, or twenty above Fire Emblem Engage.


    Graphics are of course on par with Vanillaware's usual standard, but I consider them not a striking as 13 Sentinels. Reason one is the setting, a rather standard fantasy world like Dragon's Crown and not as unique as Odin Sphere. Reason two is how vast Unicorn Overlord (UO) is, and so artists had less time to focus on a single location or character; some sprites also clearly use Dragon's Crown as basis, and give a sense of deja vu. Reason three, and a very personal one at that, I'm getting bored by fantasy.


    UO has two distinct phases: in the first, you go around the overworld collecting materials, rebuilding towns, uncovering scretes, completing quests, and fighting random enemy formations roaming around; these enemies do not give your units experience but they do give renown if defeated (renown is used to increase formation size, promote units, and recruit mercenaries). There are no time limits on the overworld nad you can freely teleport between discovered locations. Cities around the overworld are "proper" missions, and once you start one, perspective shifts to a sort-of real-time strategy game.

    To clear a mission you need to capture the enemy's stronghold, and lose if the enemy capture yours or all your units are dead and don't have resurrection items.


    Units are not single characters like in Fire Emblem, but a formation of up to 6 characters (the exact number depends on your renown), arranged in a 2x3 table. Characters belong to a class and all have diffrent attack and defence abilities: gladiators sweep a column, lancers pierce through rows, and so on.

    There's a lot of unit types and to survive you need to mix and match classes to bring out their best abilities. For example I unlocked gryphon riders relatively early in the game, placed two together along with a lancer, and they were able to plow through most enemy formations with ease. So I added a third rider, gleefully admiring them destroying enemy formations. Then enemy units started to be more varied, and my gryphon riders lost almost all combat capabilities as they lacked endurance and healing capabilities. Same thing for the starting thief, he was (and still is) able to dodge most attacks, but then enemy formations got bigger and units inside got more attacks, and the thief wasn't able to dodge everything.

    There's some rock-paper-scissors mechanics for classes as well (warriors break armour, archers are good against flying units, etc), and in the 10 or so hours I've been playing, the influx of new possibilities has been steady, to the point that I still have to experiment with the latest classes I've got, shaman and elven archer.


    Formations are done, so it's time to deploy them in battle. Movement is in real time, with underlying terrain affecting movement speed or even vision, for example units in woods are invisible unless someone is close enough. Maps are littered with secondary strongholds (where you can withdraw/deploy units, heal deployed units), watchtowers (from where archers and mages can offer ranged support for free), mantlets (defence bonus for units inside), and even siege weapons.

    When two units collide, the battle is played automatically based on classes' abilities and assigned tactics. Characters attack as long as they have APs (red gems) and activate support abilities if they have PPs (blue gems). The losing formation, if not all its units have been decimated, is knocked back and is unable to move for a short period of time; if engaged in this state, the other formation gets to strike first. Units can attack (or offer ranged support where outside watchtowers) for a limited number of times before they have to rest, their stamina. Units without stamina cannot move and will always be subject to first strikes; units can rest on the battlefield or at strongholds.


    Long story short, there's a lot to UO. It's a massive game that's a joy to play, but is not without its problems.

    First, the options available. Yes, it's the game's greatest asset but also a weak point: all characters have four equipment slots, various abilities, you can modify their tactics. It's fine if you have, let's say, 20 characters, but you break that number...within the first hour? You can teleport to cities and forts to buy stuff and recruit units, but not all items and units are available everywhere, you need to check on the world map what a location offers, teleport to it, buy what you want, and repeat it for as many times as you need.

    Having a "master list" of units and items would greatly speed up the process, and often I've found myself skipping on exploring available weapons (even enemy drops) because I had to take care of so much else. The good thing is that on Switch loading is basically immediate and even switching areas of the overworld is met with a fade-in/fade-out of less than a second.

    Second, the interface. This is a direct result of having to cram so many things on screen at once, and navigating some screens is a bit of a nightmare. There's also a bit of clunkiness typical of Vanillaware titles, but at least there are plenty of shortcuts, animated UI elements are fast and responsive, and you can skip almost anything.

    #2
    I meant to update the thread earlier, but....
    Anyway, completed the first area and the game asks me if I want to go to the elven woods or to the land of drakes. Given I already had decent griffons, I went for the elven woods.
    Most of my units were around level 15, and Enemy units were one level above mine; it wasn't bad that bad at first, but all the units I faced were promoted, while mine weren't. Did a few battles there and won by the skin on my teeth, with many of my characters defeated and at times whole formations destroyed (no perma-death in UO). When enemies reached level 20 and I was still around 17/18 and unpromoted, I decided to take a look at the land of the drakes and found enemies at level 10.
    So, I guess the game wants to go there before going to see the elves, and this netted me the ability to promote units, and a pretty sweet wyvern rider...who is female and has red hairs, which made me recall Fire Emblem on the GBA.
    The level disparity allowed to have some incredibly easy battles, and even got enough renown to promote units, which made battles even easier. The land of the drakes is also home to the colisseum, where you can also battle against other player's formations. Battling in the colisseum nets you coins for some pretty powerful items, and if you defeat the last opponent, you get her in your army; her class is dreadnought, and haven't seen any other unit like her around.

    After the land of the drakes I went back to the elves, and now battles are much easier. Even got to the third location, a nation up north shrouded in snow, but since the first battle was at level 25, I went back to the elves.
    The difference between the units you fight in the woods and the previous location is staggering: elves base almost every attack on magic (decimates armoured foes) and have a lot of fast-acting units, plus of course a lot of bows, with makes you seriously reconsider sending out flying formations on single missions; units in the land of drakes are more of the armoured type, with hoplites covering for wyvern riders and lancers. These two locations really make you shuffle formations around, and make you appreciate purely support units like clerics and shamans.

    The elven woods are also home to some treacherous terrain that, while passable by all units, constantly damages ground units passing on it. Battle maps also get rather complex, with a lot of interlocking watchtowers and even siege weapons to twart your advance. If anything, I'd say you are on the offence in all missions, and wouldn't have minded more defensive tasks for more variety. A lot of story missions have one of two gimmicks per map (estinguish fires with spells, open roads by capturing locations, etc.), and it's enough to keep the interest going, but I do feel that all the flexibility and nuance units have is a bit wasted with you just tasked of attacking enemy positions.

    Today I completed the elven woods as well, and got to the snowy nation, filled with beastmen: werewolves, werebears, werelions, werehowls, and more. Their units follow the same archetypes as human units (clerics, gladiators, hoplites, etc) but with slightly different abilities and stats: werewolves are flimsy but have great agility, werebears are slower but sturdier, and so on.

    The story flatly told me that my character has to marry someone to progress, and I've discovered you can marry a werebear.

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      #3
      Is there any consensus for this about what platform to get ?

      Comment


        #4
        I don't think the ports are all that different. Probably there are a couple if comparison videos on YT.

        Comment


          #5
          Close to completing the game.
          Completed the snowy land, which had some very interesting missions based around the local weather, and map complexity skyrocketed as well; and because I didn't go to the fourth and final location beforehand to involuntarily grind, the challenge felt fair.
          This land is home to werebeasts that really shake up things compared to what came before, with a lot of units mixing two classes together while still adding something new. It's also the only land with two bridges to rebuild using the same resource, which prompted some heated sessions in the mining minigame. This location also finally unlocks the mysterious doors scattered around the continent, from which you claim treasure...if you defeat the enemy protecting it.

          Climbed the coliseum rankings as well, defeating the champion and unlocking the true final fight...which I still have to beat as there's a five level gap between enemies and my best formation.

          The fourth and final land is the land of holy angels, very weak to archers like evey other flying unit but resistant to magic and one class is also able to reflect it...which was a nasty surprise the first time I saw it. Angels are very good at what they do, but are otherwise fragile and most attacks will down them if you can actually hit them.
          Of course battles here are the most complex to date, with many locations featuring overlapping watchtowers, and of course the constant threat of angels flying around to recapture strongholds or your base camp....which, in fact, never happens. The AI is more preoccupied in recapturing watchtowers and siege weapons, a bit disappointing if you ask me, as some angelic formations can decimate your formations if they don't have an archer in them or supporting them from afar.
          Compared to other lands this fourth location is a tad smaller and goes faster than the others, but I must admit it might be due to me going through it in two/three long sessions thanks to bank holidays, rather than multiple smaller chunks.

          Throughout the game classes lose and gain usefulness not just due to the opposition but also to their new abilities and weapons you buy. Mages become meh rather soon, especially as long-range support units: archers are much better, and you get several archer types with different strenghts and weaknesses, though all are able to support friendlies from afar.
          Clerics become really useful for both battle and overworld abilities; at first healing abilities that some combat classes have are enough to carry you through.
          Elf knights are meh throughout; they have some nice abilities but they don' have either the HP or agility to withstand attacks, despite th class replenishing attack action upon a successful dodge; they can be paired with hoplites to make them survive longer, but they don't quite match other, more specialised units in attack output.
          The two elf royals are incredibly useful, with both powerful area magics and healing capabilities. Give them items adding passive action points, and they will support most parties.
          Wyvern and griffon riders need some work to get the best out of them, and a decent healer to keep them going. I only have on "flying strike team" as they still have some glaring flaws, but it's great to send them at the very beginning of a mission deep into enemy territory and eliminate support units; griffons have an overworld ability to massively increase movement speed of all friendlies in an area which comes pretty cheap, and to me it's them most overpowered ability in the game.

          Comment


            #6
            Well, I wasn't wrong about being close to ending the game...

            After completing the last four secondary quests on the overworld and defeating the coliseum chapmpion (which opens up another round of 30 bouts, levelled 40 to 50), I started the last mission.
            The last mission is divided in three parts you have to play back-to-back, and hopefully I had enough items to carry me through its almost two hours of lenght...and that's with skipping battles.
            This leads to a rather lengthy ending cutscene and the ability to get back into the action for a few endgame quests. There is no NG+ but you do unlock an extra difficulty setting.

            Overall, great game.
            I partially retract my statement about the various options being a detriment: you don't play with tactics, all classes behave rather well with their automatic strategy. I think I actually modified standard behaviour only once, and focused on items instead. I still think the interface needs plenty of refinement work though: for items are listed one by one when selling them, even when they're exactly the same; there are plenty of ways to sort items but not by who equips them, nor there are filters. I ended up with around 700 items in inventory, and browsing through weapons always required a lot of scrolling and attention.
            I liked the vast amount of options available when creating formations, the number of playable characters, classes, and advancement options. During the 60 or o hours I've spent I never felt bored, despite all continents repeating the same quest types and only story missions offering something different from the myriad of random battles you need to clear.
            Unicorn Overlord is easily the best strategy game by Vanillaware, but their best? Eeh, maybe not, I like Odin Sphere Leiftrasir and 13 Sentinels more.

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              #7
              Completed the after-story quest as well as the last battles in the coliseum.
              The last quest is basically a victory lap on one of the largest maps of the game where you fight all named characters you faced in the story and recruit some of them as well, though they don't have any relationship link with anyone, and there's nothing to do with them. In this map you can also basically get a two-three formations all the way to level 50, the maximum, and this lets you clear the last coliseum battles. For your troubles in the coliseum you get an item that gives two extra active and two extra passive actions, though it lowers all stats by 15 points, which even at level 50 it's a massive decrease...but again, I don't know what you can do with it, as you can only replay the last story mission.
              I've also discovered you can "rewind time" before a particularly important story beat and see how it plays with different characters, and at least with level 50 formations going through the last mission should be far faster than the first time around.

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                #8
                I just gave the demo a chance and loved it! I wasn't sure about having units in groups but it seems to work well. Looking forward to playing though the full game.

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