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==History== {{More citations needed section|date=July 2009}} {{update|section|date=November 2012}} A number of early role-playing video games used a tactical form of combat, such as ''[[Tunnels of Doom]]'' (1982)<ref name="armarc-tunnels">{{cite web|last1=Barton|first1=Matt|title=Review: Texas Instruments' "Tunnels of Doom" (1982)|url=http://www.armchairarcade.com/neo/node/1024|website=Armchair Arcade|publisher=Armchair Arcade, Inc.|access-date=2 October 2017|archive-date=3 October 2017|archive-url=https://web.archive.org/web/20171003075144/http://www.armchairarcade.com/neo/node/1024|url-status=dead}}</ref> and ''[[Ultima III: Exodus]]'' (1983),<ref name="barton_3623_04">{{cite web|first=Matt|last=Barton|url=http://www.gamasutra.com/view/feature/3623/the_history_of_computer_.php |archive-url=https://web.archive.org/web/20080423120401/http://www.gamasutra.com/view/feature/3623/the_history_of_computer_.php |url-status=dead |archive-date=April 23, 2008 |title=The History of Computer Role-Playing Games Part 1: The Early Years (1980-1983) |publisher=[[Gamasutra]] |date=2007-02-23 |access-date=2010-09-05 | page=4}}</ref> as well as ''The Dragon and Princess'' (1982)<ref name=dragon-princess/> and ''[[Bokosuka Wars]]'' (1983),<ref name=Nintendo-Bokosuka/> which introduced party-based, tiled combat to America and Japan, respectively. Further, tactical RPGs are descendants of [[tabletop role-playing game]]s and [[Wargaming|wargames]], such as ''[[Dungeons & Dragons]]'' and ''[[Chainmail (game)|Chainmail]]'', which were mainly tactical in their original form.<ref name="barton_ddesktops_c">{{Cite book|first=Matt|last=Barton|url=https://books.google.com/books?id=IMXu61GbTqMC |title=Dungeons & Desktops: The History of Computer Role-Playing Games |publisher=[[A K Peters, Ltd.]] |year=2008 |access-date=2010-09-08 |isbn = 978-1-56881-411-7 |page=12}}</ref>{{#tag:ref|Delving even further, one finds that wargames such as ''[[Kriegsspiel (wargame)|Kriegspiel]]'' and ''Chainmail'' are themselves descendants of traditional ancient strategy games such as [[chess]] and [[chaturanga]].<ref>Jon Peterson (2012), [https://books.google.com/books?id=syNzMAEACAAJ ''Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games'']</ref><ref>{{cite web|url=http://faculty.virginia.edu/setear/students/wargames/page1a.htm|archive-url=https://web.archive.org/web/20030514061936/http://faculty.virginia.edu/setear/students/wargames/page1a.htm|url-status=dead|archive-date=May 14, 2003|title=Wargames 1a: A Brief History of Wargames|website=faculty.virginia.edu|access-date=16 August 2018}}</ref>|group="Note"}} Nevertheless, much of the development of tactical RPGs has diverged on each side of the Pacific, and the term "tactical RPG" is sometimes reserved only for those titles that were created in Japan.{{citation needed|date=April 2017}} ===8-bit origins in Japan (1982–1990)=== [[File:Fire Emblem-like mockup.png|thumb|Tactical role-playing games often involve moving troops turn by turn across a map to defeat foes or capture territory, as depicted similarly in this illustration.]] One of the earliest [[History of Eastern role-playing video games|Japanese RPGs]], [[Koei]]'s ''The Dragon and Princess'', was released on [[NEC]]'s [[PC-8000 Series|PC-8001]] [[home computer]] platform in 1982.<ref name="oh_fm7">{{cite web|title=ランダム・アクセス・メモ|url=http://www.retropc.net/fm-7/random_access_memo/04.html|work=[[:jp:Oh!FM|Oh! FM-7]]|access-date=19 September 2011|page=4|date=4 August 2001|archive-date=22 March 2012|archive-url=https://web.archive.org/web/20120322151107/http://www.retropc.net/fm-7/random_access_memo/04.html|url-status=dead}} ([https://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.retropc.net%2Ffm-7%2Frandom_access_memo%2F04.html&act=url Translation])</ref> This game can also be considered a precursor to the tactical RPG genre. It used a combat system where, following a [[random encounter]], the game transitioned to a separate, graphical, overhead battle screen, and [[Turn-based tactics|tactical turn-based]] combat ensued. That same year, ''Tunnels of Doom'' used a similar combat system,<ref name="armarc-tunnels"/> as did ''Ultima III: Exodus'' released in 1983.<ref name=dragon-princess>{{cite web|url=http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-dragon-princess-1982.html|title=Dark Age of JRPGs (1): The Dragon & Princess (1982)|website=blog.hardcoregaming101.net|access-date=16 August 2018}}</ref><ref>{{cite web | url =http://www.gamasutra.com/blogs/FelipePepe/20161010/282896/19821987__The_Birth_of_Japanese_RPGs_retold_in_15_Games.php | archive-url =https://web.archive.org/web/20161013142318/http://www.gamasutra.com/blogs/FelipePepe/20161010/282896/19821987__The_Birth_of_Japanese_RPGs_retold_in_15_Games.php | url-status =dead | archive-date =October 13, 2016 | title =1982-1987 - The Birth of Japanese RPGs, re-told in 15 Games | last =Pepe | first =Felipe | date =2016-10-10 | website =Gamasutra | publisher =UBM Techweb | access-date =2016-11-26 | quote = Dragon and Princess / ドラゴンアンドプリンセス is often pointed as the first RPG made in Japan, and it's particularly interesting for being a party-based game with top-down tactical turn-based combat (before ''Ultima III'' popularized such combat system), but at its core it's a text-adventure game ...}}</ref> During the [[History of video game consoles (third generation)|8-bit]] era, ''Bokosuka Wars'', a computer game developed by Koji Sumii for the [[Sharp X1]] in 1983<ref>[http://www.gamespot.com/x1/strategy/bokosukawars/index.html Bokosuka Wars], GameSpot</ref> and ported to the [[Nintendo Entertainment System]] (NES) by [[ASCII (company)|ASCII]] in 1985, was responsible for laying the foundations for the tactical RPG genre, or "simulation RPG" genre as it is known in Japan, with its blend of role-playing and [[strategy game]] elements. The game revolves around a king who must recruit soldiers and lead his army against overwhelming enemy forces, while each unit gains experience and [[levels up]] along the way.<ref name=Nintendo-Bokosuka>{{cite web|url=https://www.nintendo.co.jp/wii/vc/vc_bw/index.html|title=VC ボコスカウォーズ|website=www.nintendo.co.jp|access-date=16 August 2018}}</ref> It is also considered to be an early prototype [[real-time strategy]] game.<ref name=1UP-Druaga>{{cite web |url=http://www.1up.com/do/feature?pager.offset=1&cId=3135870|title=The Quest of Ki |archive-url=https://archive.today/20050119105913/http://www.1up.com/do/feature?pager.offset=1&cId=3135870 |archive-date=2005-01-19 |url-status=dead |work=[[1UP.com|1UP]] |access-date=16 August 2018}}</ref> Another notable early example of the genre was [[Kure Software Koubou]]'s 1988 [[NEC PC-8801|PC-8801]] strategy RPG, ''[[Kure Software Koubou#Silver Ghost|Silver Ghost]]'',<ref>{{cite web|url=http://www.kure.sakura.ne.jp/8_works/game/2_sg.html|title=シルバーゴースト|language=ja|website=www.kure.sakura.ne.jp|access-date=16 August 2018}}</ref> which was cited by [[Camelot Software Planning]]'s Hiroyuki Takahashi as inspiration for the ''[[Shining (series)|Shining]]'' series of tactical RPGs. According to Takahashi, ''Silver Ghost'' was a simulation action type of game where the players had to direct, oversee and command multiple characters.<ref name=GamesTM>[http://www.gamestm.co.uk/retro/behind-the-scenes-shining-force/ Behind The Scenes – Shining Force], ''[[GamesTM]]''</ref> Unlike later tactical RPGs, however, ''Silver Ghost'' was not [[turn-based]], but instead used real-time strategy and [[action role-playing game]] elements. It also featured a [[point-and-click]] interface, to control the characters using a cursor.<ref>{{cite web|author=Kurt Kalata|date=February 4, 2010|title=So What the Heck is Silver Ghost|publisher=Hardcore Gaming 101|url=http://blog.hardcoregaming101.net/2010/02/so-what-heck-is-silver-ghost.html|access-date=2011-04-02}}</ref> A similar game released by Kure Software Koubo that same year was ''First Queen'', a unique hybrid between a real-time strategy, action RPG, and strategy RPG. Like an RPG, the player can explore the world, purchase items, and level up, and like a [[strategy video game]], it focuses on recruiting soldiers and fighting against large armies rather than small parties. The game's "Gochyakyara" ("Multiple Characters") system let the player control one character at a time while the others are controlled by computer [[Artificial intelligence|AI]] that follow the leader, and where battles are large-scale with characters sometimes filling an entire screen.<ref>{{MobyGames|id=/first-queen|name=First Queen}}</ref><ref name="kuresoft">{{cite web|title=Official Site|publisher=Kure Software Koubou|url=http://www.kuresoft.net|access-date=2011-05-19}} ([https://translate.google.com/translate?hl=en&sl=ja&u=http://www.kuresoft.net Translation])</ref> ''[[Master of Monsters (video game)|Master of Monsters]]'', developed by SystemSoft and released in 1989 for the [[MSX2]], added fantasy characters and magic attacks to the gameplay of the wartime combat ''[[Daisenryaku]]'' series, which had instead opted for tanks, planes, and other vehicles of real-world modern combat. ''Master of Monsters'' also added experience bars for the character units, a concept which would be adapted and popularized by later console-based series like ''[[Fire Emblem]]''. Unlike many other early titles in the genre, ''Master of Monsters'' made its way to the west via a port to the [[Sega Genesis]] in 1991, albeit only in North America. However, the genre did not become prolific until [[Nintendo]] published the game that set the template for [[tactical wargame]] RPGs, ''[[Fire Emblem: Ankoku Ryū to Hikari no Tsurugi]]''. Developed by [[Intelligent Systems]] and released exclusively in Japan for the Nintendo [[Famicom]] in 1990, ''[[Fire Emblem]]'' would become an archetype for the whole genre, establishing gameplay elements that are still used in tactical RPGs today, though many of these elements were influenced by earlier RPGs and [[strategy game]]s. Combining the basic concepts from games like ''[[Dragon Quest]]'' and simple [[turn-based strategy]] elements that the development team gained experience with in their 1988 release ''[[Famicom Wars]]'', Intelligent Systems created a hit, which spawned many sequels and imitators. It introduced unique features such as how the characters were not interchangeable pawns but each of them were unique, in terms of both class and stats, and how a character who runs out of [[hit point]]s would usually remain dead forever. The latter mechanic was used to introduce a [[Nonlinear gameplay|non-linear]] storyline to the genre, where different [[multiple endings]] are possible depending on which characters are alive or dead,<ref name=Fire-Emblem/> a concept still used in recent games such as ''[[Shin Megami Tensei: Devil Survivor]]'',<ref name=Devil-Survivor/> and ''[[Imageepoch|Final Promise Story]]''.<ref name=Escapist-Imageepoch/> It was not until the release of ''[[Fire Emblem: The Blazing Blade]]'' for the [[Game Boy Advance]], many years later, that the series was introduced to Western gamers, who until then were more familiar with localized precursors like ''[[Nobunaga's Ambition]]'', as well as later tactical RPGs partially influenced by ''Fire Emblem'', including the ''Shining'' and ''Ogre'' series and ''Final Fantasy Tactics'', and [[Nippon Ichi]] games like ''[[Disgaea]]''.<ref name=Fire-Emblem>[https://www.gamedeveloper.com/design/game-design-essentials-20-rpgs Game Design Essentials: Fire Emblem], Gamasutra</ref> ===Eastern console history (1991–present)=== ====16-bit consoles==== During the [[History of video game consoles (fourth generation)|16-bit]] generation, among the first imitators was ''[[Langrisser]]'' by NCS/Masaya, first released for the [[Mega Drive|Mega Drive / Genesis]] in 1991. It was translated for North American release and retitled ''[[Warsong]]''. The ''Langrisser'' series differed from ''Fire Emblem'' in that it used a general-soldier structure instead of controlling main characters. ''Langrisser'', too, spawned many sequels, none of which were brought to North America. ''Langrisser'' set itself apart from other tactical RPGs in its time with larger-scale battles, where the player could control over thirty units at one time and fight against scores of enemies.<ref>Kurt Kalata, [http://www.hardcoregaming101.net/langrisser/langrisser.htm Langrisser] {{Webarchive|url=https://web.archive.org/web/20110224071149/http://www.hardcoregaming101.net/langrisser/langrisser.htm |date=2011-02-24}}, Hardcore Gaming 101</ref> Since ''[[Langrisser II|Der Langrisser]]'' in 1994, the series offered non-linear branching paths and [[multiple endings]]. The player's choices and actions affected which of four different paths they followed, either [[Alignment (role-playing games)|aligning]] themselves with one of three different factions or fighting against all of them. Each of the four paths leads to a different ending and there are over 75 possible scenarios. ''Langrisser III'' introduced a relationship system similar to [[dating sim]]s. Depending on the player's choices and actions, the feelings of the female allies will change towards the [[player character]], who will end up with the female ally he is closest with.<ref>Kurt Kalata, [http://www.hardcoregaming101.net/langrisser/langrisser2.htm Langrisser (Page 2)] {{Webarchive|url=https://web.archive.org/web/20110202152035/http://hardcoregaming101.net/langrisser/langrisser2.htm |date=2011-02-02}}, Hardcore Gaming 101</ref> ''[[Master of Monsters (video game)|Master of Monsters]]'' was a unique title by [[SystemSoft Alpha Corporation|SystemSoft]]. Where ''Langrisser'' and ''Fire Emblem'' used a square-based grid, ''Master of Monsters'' used a hexagonal grid. Players could choose one of four different Lords to defend their Towers and areas on the grid by building an army of creatures to destroy the opposing armies. This game had a sequel for the PlayStation called ''Master of Monsters: Disciples of Gaia'', which had limited success and was criticized for its slow gameplay. Both ''Warsong'' and ''Master of Monsters'' were cited as the inspirations behind the 2005 [[turn-based strategy]] computer RPG, ''[[The Battle for Wesnoth]]''.<ref name=MeriStation>[http://www.meristation.com/v3/des_analisis.php?id=cw4600fdf7c1637&idj=cw4600f9efed5b6&pic=GEN The Battle for Wesnoth] {{Webarchive|url=https://web.archive.org/web/20110929150116/http://www.meristation.com/v3/des_analisis.php?id=cw4600fdf7c1637&idj=cw4600f9efed5b6&pic=GEN |date=2011-09-29}} ([https://translate.google.com/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_analisis.php%3Fid%3Dcw4600fdf7c1637%26idj%3Dcw4600f9efed5b6%26pic%3DGEN&sl=es&tl=en&hl=&ie=UTF-8 Translation]), MeriStation</ref> The first game in the long-running ''[[Super Robot Wars]]'' series is another early example of the genre, initially released for the Game Boy in 1991. Another influential early tactical RPG was [[Sega]]'s ''[[Shining Force]]'' for the Sega Genesis, which was released in 1992. ''Shining Force'' used even more console RPG elements than earlier games, allowing the player to walk around towns and talk to people and buy weapons. It spawned sequels, ''[[Shining Force II]]'' for Sega Genesis and ''[[Shining Force CD]]'' for Sega CD, besides the ''Shining Force Gaiden 1, 2 and 3'' for Sega Game Gear and ''Shining Force III'' for Sega Saturn. The game's creator, [[Camelot Software Planning]]'s Hiroyuki Takahashi, cited Kure Software Koubou's 1988 tactical RPG, ''Silver Ghost'', as his inspiration.<ref name=GamesTM/> One game released solely in Japan for the [[Super Nintendo Entertainment System]] (SNES), ''[[Bahamut Lagoon]]'', began [[Square (video game company)|Square's]] (now [[Square Enix]]) famous line of tactical RPGs. Four games from the ''[[Ogre Battle]]'' series have been released in [[North America]]. The first was ''[[Ogre Battle: March of the Black Queen]]'' was released for the SNES in 1993 and was more of a real-time strategy RPG in which the player forms character parties that are moved around a [[Overworld|map]] in real-time. When two parties meet, the combat plays out with minimal user interaction. The game is notable for introducing a moral [[Alignment (role-playing games)|alignment]] system that not only affects the gameplay but where tactical and strategic decisions influence the outcome of a non-linear branching storyline, which is affected by factors such as the moral alignments of the troops used to liberate a city, whether to keep certain liberated cities guarded, making popular or unpopular decisions, concentrating power among just a few units, making deals with thieves, and a general sense of justice. These factors lead to one of 13 possible endings, alongside other factors such as how many and which units are used, how battles are fought, the army's reputation, player character's alignment and charisma, and secrets discovered.<ref name=Ogre-Battle>[http://www.rpgfan.com/reviews/ogrebattle/Ogre_Battle-4.html Ogre Battle] {{Webarchive|url=https://web.archive.org/web/20080612215238/http://rpgfan.com/reviews/ogrebattle/Ogre_Battle-4.html |date=2008-06-12}}, RPG Fan</ref><ref name="1upparish"/> The sequel, ''[[Tactics Ogre: Let Us Cling Together]]'', was originally a 1995 SNES game that was not released outside Japan. It was later ported to the [[PlayStation]], along with ''Ogre Battle: March of the Black Queen''. Both of the PlayStation re-releases were marketed in North America by [[Atlus]], as was ''[[Ogre Battle 64: Person of Lordly Caliber]]'' for the [[Nintendo 64]]. ''Tactics Ogre's'' gameplay is more similar to the genre of tactical RPGs that ''[[Final Fantasy Tactics]]'' belongs to (which was developed by former members of [[Quest Corporation|Quest]] and created/written/directed by [[Yasumi Matsuno]]), complete with battles taking place on [[Isometric projection|isometric]] grids.<ref name="1upparish"/> It was also the first to bear the name "Tactics" in the title, a term gamers would come to associate with the genre. Not only are characters moved individually on a grid, but the view is isometric, and the order of combat is calculated for each character individually. The game also expanded the non-linear alignment system of its predecessor, with three types of alignments for each unit: Lawful, Neutral, and Chaos, neither of which are portrayed as necessarily good or bad. The game gives players the freedom to choose their own destiny, with difficult moral decisions, such as whether to follow a Lawful path by upholding the oath of loyalty and slaughter civilian [[non-player character]]s on the leader's command, or follow the chaotic path by following a personal sense of justice and rebelling, or instead follow a more neutral path.<ref name="1upparish"/><ref name=Tactics-Ogre>[http://www.rpgfan.com/reviews/tacticsogre/Tactics_Ogre-3.html Tactics Ogre], RPG Fan</ref> Such factors affect the game's ending, which is also affected by decisions such as whether to obtain the most powerful class, which can only be acquired by making a tragic sacrifice. Another feature was "Warren's Report",<ref name=Tactics-Ogre/> a type of [[database]] on the land, people, encounters and races of Valeria (similar to, but much more expansive than, the troves of knowledge in ''[[Mass Effect]]'').<ref name="Temple">{{cite web|title=Tactics Ogre: Let Us Cling Together - Review|publisher=The Gamers' Temple|author=Jason Nimer|url=http://www.gamerstemple.com/vgreview.asp?r=6281|access-date=2011-04-02}}</ref> Although this game defined the genre in many ways, it was not widely recognized by American gamers because it was released to American audiences several years later. ''Final Fantasy Tactics'' shared some staff members with ''Tactics Ogre'' and shares many of its gameplay elements. A prequel to the original ''Tactics Ogre'', ''[[Tactics Ogre: The Knight of Lodis]]'', was later released for the Game Boy Advance. A remake of ''Let Us Cling Together'' was later released for the [[PlayStation Portable|PSP]] in 2011. In 1996, the tactical role-playing game ''[[Fire Emblem: Genealogy of the Holy War]]'' also featured a non-linear branching storyline, but instead of using an alignment system, it used a relationship system resembling dating sims that gave players the ability to affect the relationship points between different units/characters. This in turn affected both the gameplay and storyline, with the different possible relationships in the first generation of the game's plot leading to different units/characters appearing during the second generation, ultimately leading to different possible outcomes to the storyline.<ref name="gtell_bestsnes">{{cite web|title=Important Importables: Best SNES role-playing games|first=Jenni|last=Lada|publisher=Gamer Tell|date=February 1, 2008|url=http://www.gamertell.com/gaming/comment/important-importables-best-snes-rpgs|access-date=2009-09-11|archive-date=2012-07-30|archive-url=https://web.archive.org/web/20120730051541/http://www.technologytell.com/gaming/29674/important-importables-best-snes-rpgs/|url-status=dead}}</ref> ====32-bit consoles==== [[File:Front Mission.png|thumb|Isometric graphics of ''[[Front Mission (video game)|Front Mission]]''. The character's movement range is indicated in blue. Some terrain objects such as trees block movement. The terrain also shows a noticeable variation in height at different places.]] The [[History of video game consoles (fifth generation)|32-bit]] era saw many influential tactical RPGs, such as [[Konami]]'s 1996 ''[[Vandal Hearts]] series'', which feature branching storylines that can be altered by the player's [[Dialog tree|dialogue choices]] that lead to different endings,<ref>{{cite web|title=Vandal Hearts II|publisher=RPGFan|author=Jaime|url=http://www.rpgfan.com/reviews/vandalhearts2/Vandal_Hearts_2-3.html|access-date=2011-05-03|archive-date=2014-04-18|archive-url=https://web.archive.org/web/20140418220912/http://www.rpgfan.com/reviews/vandalhearts2/Vandal_Hearts_2-3.html|url-status=dead}}</ref> as well as Sega's 1997 ''[[Shining Force 3]]'', [[Sony Computer Entertainment|SCEI]]'s ''[[Arc the Lad Collection]]'' (1996–1999), and Square's 1997 ''[[Final Fantasy Tactics]]'' and 1999 ''[[Front Mission 3]]''. Konami's ''[[Vandal Hearts]]'' was an early PlayStation title that helped popularize tactical RPGs in the US. It was released by [[Konami]] and featured a 3D isometric map that could be rotated by the player. A sequel was subsequently released, also for the PlayStation. One of the first 32-bit tactical RPGs, ''[[Guardian War]]'', was developed by [[Micro Cabin]] and released in 1993 on the [[3DO Interactive Multiplayer|Panasonic 3DO]]. While the game lacked in story, it included many game mechanics that are seen throughout many of the 32-bit tactical RPGs; like isometric camera rotation, interchangeable and hybridization of "jobs" or "classes" for each character, the combination of moves between characters, and the capture of NPCs and having them play on your side. [[Sega]]'s ''[[Sakura Wars]]'', released for the [[Sega Saturn]] in 1996, combined tactical RPG combat with [[dating sim]] and [[visual novel]] elements, introducing a [[Real-time game|real-time]] [[Nonlinear gameplay#Branching storylines|branching choice]] system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time. The player's choice, or lack thereof, affects the [[player character]]'s relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the [[analog stick]] depending on the situation.<ref name="rpgamer_sakura">{{cite web|title=Sakura Wars ~So Long My Love~ Interview|publisher=RPGamer|year=2010|url=http://www.rpgamer.com/games/sakura/sakura5/sakura5int.html|access-date=2011-03-30|archive-url=https://web.archive.org/web/20120511131711/http://www.rpgamer.com/games/sakura/sakura5/sakura5int.html|archive-date=2012-05-11|url-status=dead}}</ref> The success of ''Sakura Wars'' led to a wave of games that combine the RPG and dating sim genres, including ''[[Thousand Arms]]'' in 1998, ''[[Riviera: The Promised Land]]'' in 2002, and ''[[Luminous Arc (video game)|Luminous Arc]]'' in 2007.<ref>{{cite web|title=Sakura Wars Comes to America, But is it Too Late to Matter?|author=Jeremy Parish|date=May 8, 2009|publisher=1UP.com|url=http://www.1up.com/do/blogEntry?bId=8988084|archive-url=https://web.archive.org/web/20121018220047/http://www.1up.com/do/blogEntry?bId=8988084|url-status=dead|archive-date=October 18, 2012|access-date=2011-05-18}}</ref> ''[[Final Fantasy Tactics]]'' was arguably the most responsible for bringing tactical RPGs to North America. Developed by former employees of [[Quest Corporation|Quest]], the developer responsible for the ''Ogre Battle'' series, it combined many elements of the ''[[Final Fantasy]]'' series with ''Tactics Ogre''-style gameplay. It also expanded on the isometric grid combat of ''Tactics Ogre'' by allowing players to freely rotate the camera around the battlefield rather than keeping the camera in a fixed position. The storyline of ''Final Fantasy Tactics'' was also more linear than its predecessor, in order to provide a deeper epic narrative.<ref name="1upparish"/> Thanks to [[Hiroyuki Ito]], lead designer on the game, it also successfully implemented a modified [[job system]], previously used in ''[[Final Fantasy V]]'', which allowed the player to change a unit's [[character class]] at any time during the game and learn new abilities from job points earned with each class.<ref>[http://www.gamesarefun.com/gamesdb/review.php?reviewid=652 Review - Final Fantasy Tactics: War of the Lions (PSP)] {{webarchive|url=https://web.archive.org/web/20080510122138/http://www.gamesarefun.com/gamesdb/review.php?reviewid=652 |date=2008-05-10}}, GamesAreFun.com</ref> The game was acclaimed for both its highly tactical gameplay and its well-written storyline that touches on issues such as class, privilege, religion, and politics.<ref name=GameDaily/> The game's reputation led to other developers adding the word "Tactics" to their titles to indicate the tactical RPG genre.<ref>{{cite web|url=http://uk.retro.ign.com/articles/998/998839p7.html|title=IGN Presents the History of Final Fantasy: Know the legacy of the greatest RPG franchise in videogames|date=June 26, 2009|page=7|author=Travis Fahs|publisher=IGN|access-date=2011-03-02}}</ref> It was later ported to the PSP as ''[[Final Fantasy Tactics: The War of the Lions]]'' and is still regarded as one of the greatest tactical RPGs of all time.<ref name=GameDaily>[http://www.gamedaily.com/articles/features/chart-toppers-square-enix-strategizes-a-hit-with-final-fantasy-tactics/71240 Chart Toppers: Square Enix Strategizes a Hit with Final Fantasy Tactics], [[GameDaily]] {{webarchive |url=https://web.archive.org/web/20081024224924/http://www.gamedaily.com/articles/features/chart-toppers-square-enix-strategizes-a-hit-with-final-fantasy-tactics/71240 |date=October 24, 2008}}</ref> ====Sixth generation==== On [[History of video game consoles (sixth generation)|sixth-generation]] consoles, a loyal American fan-base has been established by [[Nippon Ichi]], makers of the [[PlayStation 2]] games ''[[La Pucelle: Tactics]]'', ''[[Phantom Brave]]'', and ''[[Disgaea: Hour of Darkness]]''.<ref>'Time Extend', ''Edge'', March 2008, p105</ref> Of these games, ''Disgaea'' has been the most successful to date, and was the second Nippon Ichi game released in North America, the first being ''[[Rhapsody: A Musical Adventure]]'' (published by Atlus).<ref name="1upparish">{{cite web | last =Parish | first =Jeremy | title =PlayStation Tactics | publisher =1UP.com | url =http://www.1up.com/features/playstation-tactics | archive-url =https://web.archive.org/web/20110604094510/http://www.1up.com/features/playstation-tactics | url-status =dead | archive-date =2011-06-04 | access-date =2010-02-04}}</ref> Throughout this generation, companies have recognized the large audience and popularity of these types of games, particularly Atlus and Nintendo. ''La Pucelle: Tactics'' and ''Disgaea: Hour of Darkness'', which Atlus re-released due to high demand, have become cult hits for the PlayStation 2.<ref>{{cite web | last =Speer| first =Justin| title =Disgaea 2 | publisher =[[GameSpy]]| url =http://ps2.gamespy.com/playstation-2/disgaea-2/716558p1.html| access-date =2010-02-04}}</ref> In 2001, ''[[Sakura Wars|Sakura Wars 3]]'' for the [[Dreamcast]] introduced a new combat system that incorporates [[Action game|action]] elements,<ref name="1up_valkyria"/> and abandons the use of grids in favour of allowing each character to move around freely across the battlefield but with a limited number of moves each turn illustrated using a bar at the bottom of the screen.<ref>{{cite web|title=Sakura Wars 3|publisher=RPGFan|author=Sumire Kanzaki|url=http://www.rpgfan.com/reviews/sakurataisen3/Sakura_Taisen_3-2.html|access-date=2011-05-21|archive-date=2016-01-09|archive-url=https://web.archive.org/web/20160109095211/http://www.rpgfan.com/reviews/sakurataisen3/Sakura_Taisen_3-2.html|url-status=dead}}</ref> This type of combat system would later be the basis for the combat system in ''[[Valkyria Chronicles]]'', developed by much of the same team in 2008.<ref name="1up_valkyria">{{cite web|url=http://www.1up.com/do/previewPage?pager.offset=0&cId=3170197&p=|title=An in-depth chat with Valkyria producer Ryutaro Nonaka.|publisher=1UP.com|first=Jeremy|last=Parish|access-date=2009-07-09|date=2008-09-26|archive-date=2011-06-05|archive-url=https://web.archive.org/web/20110605015721/http://www.1up.com/do/previewPage?pager.offset%3D0%26cId%3D3170197%26p%3D|url-status=dead}}</ref> The ''Sakura Wars'' series would not be released in the West until the fifth game, ''[[Sakura Wars: So Long, My Love]]'' (2005).<ref name="rpgamer_sakura"/> The [[Front Mission series|''Front Mission'' series]] also continued on to the PlayStation 2, with ''[[Front Mission 4]]'' and ''[[Front Mission 5|5]]'', the latter of which never saw a Western release, but a fan translation. The Game Boy Advance would also see the release of ''[[Rebelstar: Tactical Command]]'' (2005) by ''[[X-COM]]'' creators, Nick and [[Julian Gollop]].<ref name=gspy_devdry>{{cite web|last=Gollop |first=Julian |title=Rebelstar: Tactical Command - Dev Diary #1 (GBA) |publisher=[[GameSpy]] |date=May 25, 2005 |url=http://gba.gamespy.com/gameboy-advance/rebelstar-tactical-command/619957p1.html |access-date=2008-01-26 |url-status=dead |archive-url=https://web.archive.org/web/20071225205058/http://gba.gamespy.com/gameboy-advance/rebelstar-tactical-command/619957p1.html |archive-date=December 25, 2007}}</ref> The game would be highly praised for adapting the combat mechanics of the highly detailed and acclaimed PC strategy series, but would also receive criticism for sub-par presentation, a lackluster storyline, and lack of link-mode support.<ref name="gspy_rebstar">{{cite web|last=Chapman |first=David |title=Rebelstar Tactical Command |publisher=[[GameSpy]] |date=September 13, 2005 |url=http://gba.gamespy.com/gameboy-advance/rebelstar-tactical-command/650630p1.html |access-date=2010-10-07 |url-status=dead |archive-url=https://web.archive.org/web/20090503125145/http://gba.gamespy.com/gameboy-advance/rebelstar-tactical-command/650630p1.html |archive-date=May 3, 2009}}</ref> The game ended up receiving an average score of 77.83% at [[GameRankings]].<ref>{{cite web|url=http://www.gamerankings.com/gba/927210-rebelstar-tactical-command/index.html |title=Rebelstar: Tactical Command Reviews |publisher=Gamerankings.com |date=2005-09-06 |access-date=2011-04-04}}</ref> In early 2006, [[Idea Factory]]'s ''[[Blazing Souls]]'' featured nonlinear gameplay that allows the player to progress through the game and the story in whatever order they wish. In addition, instead of having separate screens or maps for exploration and battle, the game features a seamless transition between exploration and battle.<ref>Ichi Nen Kan, [http://www.rpgamer.com/news/japan/jj110805.html JAPANDEMONIUM] {{Webarchive|url=https://web.archive.org/web/20110715205529/http://www.rpgamer.com/news/japan/jj110805.html |date=2011-07-15}}, RPGamer, November 8, 2005</ref> This time period also saw the Western debut of ''Fire Emblem'' in ''[[Fire Emblem: The Blazing Blade]]'' (simply titled ''Fire Emblem'' outside Japan). ====Seventh generation==== On [[History of video game consoles (seventh generation)|seventh-generation]] consoles, [[Sega]]'s ''[[Valkyria Chronicles (video game)|Valkyria Chronicles]]'' (2008) for the [[PlayStation 3]] utilizes the [[seventh-generation console]] processing power by using a distinctive anime/watercolor art style, as well as incorporating [[third-person shooter|third-person]] [[tactical shooter]] elements. After selecting a character in the overhead map view, the player manually controls him/her from a [[Third-person (video games)|third-person]] view. This mechanic allows for, among others: free movement to a certain range, [[Free look|manual aiming]] with extra damage for headshots, a limited [[cover system]], and [[Real-time game|real-time]] hazards, such as interception fire and [[landmines]]. The game has been described as "the missing link between ''[[Final Fantasy Tactics]]'' and ''[[Full Spectrum Warrior]]''".<ref name=IGN-Valkyria>{{cite web | title = IGN: Valkyria Chronicles Review | publisher = IGN | date = October 29, 2008 | url = http://ps3.ign.com/articles/925/925384p1.html | access-date = 2008-11-05}}</ref> In 2004, [[Konami]] released ''[[Metal Gear Acid]]'', which combined the [[stealth game]] elements of the ''[[Metal Gear (series)|Metal Gear]]'' series with turn-based tactical RPG gameplay of games like ''Fire Emblem'', ''Final Fantasy Tactics'', and ''Disgaea'', along with the random-draw, forethought and [[Resource management (gaming)|resource management]] appeal of card battles like in Konami's own ''[[Yu-Gi-Oh!]]'' games (1999 onwards).<ref name=Acid>[http://www.1up.com/reviews/metal-gear-acid_5 Metal Gear Acid (PSP)] {{Webarchive|url=https://web.archive.org/web/20110523044731/http://www.1up.com/reviews/metal-gear-acid_5 |date=2011-05-23}}, 1UP, 03/23/2005</ref> Developer [[Kuju Entertainment]] released ''[[Dungeons & Dragons Tactics]]'' for the PlayStation Portable in 2007. The game intended to adapt the rules and mechanics of the popular table-top role-playing game, ''[[Dungeons & Dragons]]'', but suffered from a poor interface and awkward camera controls.<ref name="gspot_dndt">{{cite web | last = Todd | first = Brett | title = Dungeons & Dragons Tactics Review | publisher = GameSpot | date = August 31, 2007 | url = http://www.gamespot.com/psp/strategy/dungeonsdragonstactics/review.html?om_act=convert&om_clk=gssummary&tag=summary;review | archive-url = https://archive.today/20130110215514/http://www.gamespot.com/psp/strategy/dungeonsdragonstactics/review.html?om_act=convert&om_clk=gssummary&tag=summary;review | url-status = dead | archive-date = January 10, 2013 | access-date = 2010-10-07}}</ref><ref name="1up_dndt">{{cite web | last = Walker | first = Torrey | title = Dungeons & Dragons Tactics | publisher = 1UP.com | date = 2007-05-03 | url = http://www.1up.com/previews/dd-tactics | archive-url = https://web.archive.org/web/20121018144811/http://www.1up.com/previews/dd-tactics | url-status = dead | archive-date = 2012-10-18 | access-date = 2010-10-07}}</ref> The [[Atlus]] title ''[[Shin Megami Tensei: Devil Survivor]]'' (2009) blended together both traditional and tactical RPG gameplay along with non-linear [[adventure game]] elements.<ref>[http://nds.gamezone.com/reviews/item/shin_megami_tensei_devil_survivor_nds_review/ Shin Megami Tensei: Devil Survivor - NDS - Review] {{webarchive |url=https://web.archive.org/web/20110812012841/http://nds.gamezone.com/reviews/item/shin_megami_tensei_devil_survivor_nds_review/ |date=August 12, 2011}}, GameZone</ref> It also featured an innovative demon auction system and a death clock system where each character has a specified time of death,<ref>{{cite web|url=http://ds.ign.com/objects/142/14294464.html |title=IGN: SMT: Devil Survivor review, IGN|publisher=IGN |access-date=2010-05-18}}</ref> with the player's actions and choices having consequences on who lives and dies.<ref name=Devil-Survivor>[http://www.siliconera.com/2009/05/27/devil-survivor-and-the-countdown-clock-to-death/ Devil Survivor And The Countdown Clock To Death], Siliconera, May 27, 2009</ref> ''[[Infinite Space]]'' (2009) by [[PlatinumGames]], for the Nintendo DS, is a hybrid of tactical role-playing, real-time strategy and [[Space flight simulator game|space simulator]] elements,<ref name="n-europe_space"/> and features a [[nonlinear gameplay|non-linear branching narrative]] with numerous choices that can have dramatic consequences,<ref name="rpgamer_space">{{cite web|last=Moehnke|first=Mike|title=Infinite Space - Staff Review|url=http://www.rpgamer.com/games/other/nds/infiniteline/reviews/infinitelinestrev1.html|publisher=RPGamer|access-date=2 May 2012|archive-url=https://web.archive.org/web/20111119042525/http://www.rpgamer.com/games/other/nds/infiniteline/reviews/infinitelinestrev1.html|archive-date=2011-11-19|url-status=dead}}</ref> and an epic scale spanning hundreds of planets.<ref>{{cite web|last=Castle|first=Matthew|title=Infinite Space|url=http://www.gamesradar.com/infinite-space/|publisher=[[GamesRadar]]|access-date=2 May 2012|date=March 16, 2010}}</ref> ''[[Radiant Historia]]'', released by Atlus for the [[Nintendo DS]] in 2010, combined the gameplay of traditional RPG titles with a highly tactical grid combat system, with several unique features such as a queue allowing party members to switch turns and perform combo attacks when near each other on the queue, and the manipulation of enemy positions by knocking a target onto another grid space and attack multiple targets when enemies fall onto the same grid space.<ref name=Radiant-Historia>[http://www.1up.com/previews/radiant-historia-distinct-chrono-trigger Radiant Historia Gives Off a Distinct Chrono Trigger Vibe] {{webarchive|url=https://archive.today/20121210102047/http://www.1up.com/previews/radiant-historia-distinct-chrono-trigger |date=2012-12-10}}, 1UP</ref> The game is most notable for its unique take on the concept of [[Nonlinear narrative|non-linear]] branching storylines, which it combines with the concepts of time travel and [[Multiverse|parallel universes]], expanding on the ''[[Chrono (series)|Chrono]]'' series. ''Radiant Historia'' takes it much further by giving players the freedom to travel backwards and forwards through a timeline to alter the course of history, with each of their choices and actions having a major effect on the timeline. The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline.<ref name=Radiant-Historia/><ref>{{cite web|url=http://www.destructoid.com/to-those-of-you-that-asked-about-radiant-historia-191310.phtml|title=To those of you that asked about Radiant Historia|date=10 January 2011|access-date=16 August 2018}}</ref> The player can also travel back and forth between two parallel timelines,<ref>[http://www.andriasang.com/e/blog/2010/08/02/radiant_history_full_site_open/ Radiant Historia's Full Official Site Opens] {{webarchive|url=https://web.archive.org/web/20100805170753/http://www.andriasang.com/e/blog/2010/08/02/radiant_history_full_site_open |date=2010-08-05}}, Andriasang</ref> and can obtain many possible parallel [[Multiple endings|endings]].<ref>[http://www.siliconera.com/2010/10/29/radiant-historia-has-many-endings/ Radiant Historia Has "Many" Endings], Siliconera</ref> [[Square Enix]]'s PSP version of ''[[Tactics Ogre: Let Us Cling Together]]'', released around the same time, featured a similar "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.<ref>[http://www.gamesradar.com/psp/tactics-ogre-let-us-cling-together/review/tactics-ogre-let-us-cling-together-review/a-2011021515943267079/g-20100722113014352012 Tactics Ogre: Let Us Cling Together], [[GamesRadar]], February 15, 2011</ref><ref>{{cite web|last=Parish|first=Jeremy|url=http://www.1up.com/reviews/radiant-historia-review|archive-url=https://web.archive.org/web/20110629034238/http://www.1up.com/reviews/radiant-historia-review|url-status=dead|archive-date=2011-06-29|title=Radiant Historia Review for DS, Game from 1UP.com|publisher=1UP.com|pages=1–2|date=2011-02-22|access-date=2011-02-25}}</ref> [[Atlus]] title ''[[Growlanser IV: Wayfarer of the Time]]'' (2012)<ref>[http://www.siliconera.com/2012/01/18/its-official-growlanser-wayfarer-of-time-will-travel-to-north-america/ Growlanser: Wayfarer of Time], Siliconera</ref> features a unique battle system that blends turn-based and real-time strategy. The player controls each character in turn, but the actions play out in real-time. [[Imageepoch]]'s title ''Saigo no Yakusoku no Monogatari'' (''Final Promise Story'') for the PlayStation Portable has a strategic command-based battle system where enemies learn from previous skirmishes. The characters can also die permanently during gameplay which in turn affects the game's storyline.<ref name=Escapist-Imageepoch>Tom Goldman (24 Nov 2010), [http://www.escapistmagazine.com/news/view/105615-Imageepoch-Unveils-New-Wave-of-JRPGs Imageepoch Unveils New Wave of JRPGs] {{Webarchive|url=https://web.archive.org/web/20160605080504/http://www.escapistmagazine.com/news/view/105615-Imageepoch-Unveils-New-Wave-of-JRPGs |date=2016-06-05}}, ''[[The Escapist (magazine)|The Escapist]]''</ref> ===Western personal computers=== Many Western PC games have utilized this genre for years, as well. Western games tend to have stronger military themes, without many of the fantasy elements often found in their console (and mainly Japanese) counterparts, as well as greater freedom of movement when interacting with the surrounding environment.<ref name="1up_daj"/><ref name="1upkat_valkchro">{{cite web|last=Bailey|first=Kat|title=Strategery: Valkyria Chronicles and X-Com: UFO Defense|url=http://www.1up.com/do/blogEntry?bId=9003286|archive-url=https://web.archive.org/web/20120709171620/http://www.1up.com/do/blogEntry?bId=9003286|url-status=dead|archive-date=July 9, 2012|publisher=1UP.com|access-date=15 May 2011|date=September 4, 2009|quote=For Japan, the Famicom's ''Fire Emblem: Ankoku Ryu to Hikari'' is the archetype for the whole genre. Over the years, franchises like ''Tactics Ogre'' and ''Final Fantasy Tactics'' have offered unique twists and refinements, but the basic conceits have remained the same, with square-based grid being one of the subgenres most recognizable traits. Western SRPGs, however, have generally allowed for a bit more freedom of movement, with some like ''Freedom Force'' (and ''Dawn of War II'', if you're willing to call it an SRPG) going real-time.}}</ref> Notable examples include the ''[[Jagged Alliance (series)|Jagged Alliance]]'' series (1994-2023)<ref name=gamershell_pc/><ref name=gamehelper>{{cite web | last =Thompson | first =Mike | title =Night Watch | publisher =Game Helper Magazine | date =June 22, 2006 | url =http://www.gamehelper.com/magazine/previews/night-watch | access-date =2007-11-26 | archive-url = https://web.archive.org/web/20071228055845/http://www.gamehelper.com/magazine/previews/night-watch | archive-date = 2007-12-28}}</ref><ref name=rpgvault_ja2>{{cite web | title =Jagged Alliance 2 Expansion Pack Announced | publisher =[[RPG Vault]] | date =November 27, 1999 | url =http://rpgvaultarchive.ign.com/archive/19991121.shtml | access-date =2007-11-26 | url-status =dead | archive-url =https://web.archive.org/web/20071211103927/http://rpgvaultarchive.ign.com/archive/19991121.shtml | archive-date =December 11, 2007}}</ref> and the ''[[Silent Storm]]'' series (2003-2005),<ref name=gamehelper/><ref name=rpgvault_ss>{{cite web|first=Richard |last=Aihoshi |title=Silent Storm Interview |publisher=[[RPG Vault]] |url=http://rpgvault.ign.com/articles/367/367949p1.html |access-date=2007-11-26 |url-status=dead |archive-url=https://web.archive.org/web/20021006023429/http://rpgvault.ign.com/articles/367/367949p1.html |archive-date=2002-10-06}}</ref><ref name=gspot_ss1>{{cite web | last =Calvert | first =Justin | title =New Silent Storm details emerge | publisher =GameSpot | date =June 3, 2003 | url =http://www.gamespot.com/pc/strategy/silentstorm/news.html?sid=6029398 | access-date =2007-11-26}}</ref><ref name=gspot_ss2>{{cite web | last =Thorsen | first =Tor | title =Silent Storm makes golden sound | publisher =GameSpot | date =January 15, 2004 | url =http://www.gamespot.com/pc/strategy/silentstorm/news.html?sid=6086587 | access-date =2007-11-26}}</ref><ref name=justrpg>{{cite web | last =Stock | first =Robert | title =Silent Storm | publisher =Just RPG | date =January 20, 2004 | url =http://www.just-rpg.com/default.asp?pid=931 | access-date =2007-11-26 | url-status =dead | archive-url =https://web.archive.org/web/20071215040750/http://www.just-rpg.com/default.asp?pid=931 | archive-date =December 15, 2007}}</ref> with many titles owing considerably to the ''[[X-COM]]'' series (1994-2016) of strategy games.<ref name="1up_daj">{{cite web | last = Bailey | first = Kat | title = Strategery: The Dragon Age Appetizer | publisher = [[1up.com]] | date = Oct 23, 2009 | url = http://www.1up.com/do/blogEntry?bId=9007783 | access-date = 2010-02-04 | quote = The interesting wrinkle here is that when outside of battle, it's possible to explore the world in the same manner as any other RPG, and that's where ''Dragon Age Journeys'' has something in common with western tactical RPGs. The ''X-Coms'' of the world have always a great deal more freedom than even ''Valkyria Chronicles'', and ''Dragon Age'' takes that one step further by offering actual dungeons to explore, rather than asking players to take on simple missions like 'kill everyone'. | url-status = dead | archive-url = https://archive.today/20130101180905/http://www.1up.com/do/blogEntry?bId=9007783 | archive-date = 2013-01-01}}</ref><ref name=gamershell_pc>{{cite web | last =S. | first =Dennis | title =Paradise Cracked Review | publisher =GamersHell | url =http://www.gamershell.com/pc/paradise_cracked/review.html | access-date =2007-11-26 | quote = The world of ''Paradise Cracked'' was largely influenced by such movie ''Blade Runner'', as well as novels of Philip K. Dick and various other cyberpunk writers. It actually has one of the most interesting plots ever - but I won't give it away just yet. The game's genre can be called tactical RPG, drawing some of its best features from such games as ''X-Com'', ''Jagged Alliance'', ''Incubation'' and ''Fallout''.}}</ref> In fact, Western PC games in the genre were largely defined by ''X-COM'' in much the same way as Eastern console games were by ''Fire Emblem''.<ref name="1upkat_xcom">{{cite web|last=Bailey|first=Kat|title=X-COM: Distilling a Classic|url=https://www.techmario.com/calcutta-university-ba-routine-pdf/|publisher=1UP.com|date=April 14, 2010|quote=One of the absolute essentials from that era was ''X-COM: UFO Defense'', which defined western tactical RPGs every bit as much as Fire Emblem did for strategy RPGs in the east. ... The crux of the game is efficiently defeating the aliens in turn-based combat, building up various bases, and outfitting soldiers with the latest and greatest equipment.|url-status=dead|archive-url=https://web.archive.org/web/20120710231744/https://www.techmario.com/calcutta-university-ba-routine-pdf/|archive-date=July 10, 2012}}</ref> ====1990s==== ''[[Lords of Chaos (video game)|Lords of Chaos]]'' (1990) came about when [[Julian Gollop]] wanted to add more role-playing elements to his 1985 video game ''[[Chaos: The Battle of Wizards]]'', which was more of a tactical wargame.<ref>{{cite web|url=https://www.vice.com/en/article/how-a-publishing-nightmare-set-the-stage-for-the-original-x-com/|title=How a Publishing Nightmare Set the Stage for the Original 'X-COM'|last=Craddock|first=David L.|work=[[Vice (magazine)|Vice]]|date=2021-03-09|access-date=2023-06-12}}</ref> ''[[Incubation: Time Is Running Out]]'' (1997),<ref name=gamershell_pc/> part of the ''[[Battle Isle series|Battle Isle]]'' series, was one of the first [[strategy game|strategy]] titles to use fully [[3D computer graphics|3D graphics]] and support hardware acceleration on the [[3dfx#Early history|3dfx Voodoo]]. Other titles in the series are mainly [[tactical wargames]] featuring vehicle combat and base capturing. The game was generally well received by critics.<ref name="grank_incub">{{cite web|url=http://www.gamerankings.com/pc/197623-incubation-time-is-running-out/index.html |title=Incubation: Time Is Running Out for PC|publisher=[[GameRankings]]|access-date=2011-07-27}}</ref> ''[[Gorky 17]]'' (1999, a.k.a. ''Odium'') is a tactical RPG by Polish developer [[Metropolis Software]] featuring elements of [[survival horror]]. It is also the first title in a series featuring the main character, Cole Sullivan. Later titles in the series were [[third-person shooter]]s. The game's reception was mixed.<ref name="grank_gorky">{{cite web|url=http://www.gamerankings.com/pc/198226-odium/index.html |title=Odium for PC|publisher=GameRankings|access-date=2011-07-27}}</ref> ''[[Vantage Master]]'' is a series of tactical RPGs similar to ''[[Master of Monsters]]'' developed and published by [[Nihon Falcom]] for Microsoft Windows, beginning in 1997. The first game in the series was never released outside [[Japan]], [[South Korea]] and [[Taiwan]]. The latest game, ''Vantage Master Portable'' for the [[PlayStation Portable|PSP]],<ref name="vmp">{{cite web |author=Falcom |title=頭を鍛える脳ゲー「ヴァンテージマスターポータブル」、PSPで発売!|date=2007-12-20 |url=http://falcom.com/kaisya/ir/pdf/071220.pdf |access-date=2007-12-20 |archive-url=https://web.archive.org/web/20080829153401/http://www.falcom.com/kaisya/ir/pdf/071220.pdf |archive-date=2008-08-29 |url-status=dead}}</ref> was released on April 24, 2008. ''[[Jagged Alliance (video game)|Jagged Alliance]]'' is a tactical turn-based RPG series developed by ''[[Sir-Tech Canada]]'' released in 1995, with [[Jagged Alliance 2|a sequel released in 1999]]. A [[Jagged Alliance 3|third game in the series]], developed by [[Haemimont Games]] and published by [[THQ Nordic]], was released in 2023. ====2000s==== [[File:Silent Storm pose.JPG|thumb|''[[Silent Storm]]'' presents the player with two sets of equipped weapons, numerous stances, and several different firing modes. Terrain elevation is also completely fluid, with smooth ramps, sloping embankments, flights of stairs and ladders (not pictured).]] ''[[Shadow Watch]]'' (2000) is a video game adaptation of the ''[[Tom Clancy's Power Plays]]'' novel of the same name developed by [[Red Storm Entertainment]]. It has also been compared to ''X-COM'',<ref name=ign_sw>{{cite web | author=IGN Staff | title =Shadow Watch - A Clancy-esque thriller mixed with a comic book kind of X-COM thing. Oh, and it's fun, too. | publisher =IGN | date =April 17, 2000 | url =http://pc.ign.com/articles/161/161650p1.html | archive-url =https://web.archive.org/web/20020218223315/http://pc.ign.com/articles/161/161650p1.html | url-status =dead | archive-date =February 18, 2002 | access-date =2007-12-25}}</ref> though it features a different action point system and is missing the latter game's upgradable units. The game's reception was mixed.<ref name="grank_swatch">{{cite web|url=http://www.gamerankings.com/pc/198607-shadow-watch/index.html |title=Shadow Watch for PC|publisher=GameRankings|access-date=2011-07-27}}</ref> ''[[Fallout Tactics: Brotherhood of Steel]]'' (2001)<ref name=gamebanshee>{{cite web|last=Paik |first=Eric |title=The History of Fallout |publisher=[[GameBanshee]] |date=August 24, 2006 |url=http://www.gamebanshee.com/editorials/fallouthistory1.php |access-date=2007-11-26 |url-status=dead |archive-url=https://web.archive.org/web/20071017034528/http://www.gamebanshee.com/editorials/fallouthistory1.php |archive-date=October 17, 2007}}</ref><ref name=rpgamer>{{cite web | title =Fallout Tactics: Brotherhood of Steel - Retroview | publisher =RPGamer | url =http://www.rpgamer.com/games/fallout/fallouttactics/reviews/fallouttacticsrdrev2.html | access-date =2007-11-26 | archive-url =https://web.archive.org/web/20080424013027/http://www.rpgamer.com/games/fallout/fallouttactics/reviews/fallouttacticsrdrev2.html | archive-date =2008-04-24 | url-status =dead}}</ref><ref name=rpgdot_ss>{{cite web |title=Silent Storm: Review @ FI |publisher=RPGDot |date=January 28, 2004 |url=http://www.rpgdot.com/index.php?disp=2004-01-28 |access-date=2007-11-26 |url-status=dead |archive-url=https://web.archive.org/web/20071218230325/http://www.rpgdot.com/index.php?disp=2004-01-28 |archive-date=2007-12-18}}</ref> is a [[Spin-off (media)|spin-off]] of the ''[[Fallout (franchise)|Fallout]]'' series of CRPGs by [[Interplay Entertainment]] developed by Australian company [[Micro Forté]]. Unusual for the genre is the option to choose between real-time and turn-based play, or between "Continuous Turn-Based Mode" (CTB), "Individual Turn-Based Mode" (ITB), and "Squad Turn-Based Mode" (STB) modes as the developers put it.<ref>{{cite book | title =A Guide to Tactical Combat | publisher =Bethesda Softworks | url =http://cdn.akamai.steamstatic.com/steam/apps/38420/manuals/Fallout_tactics_manual_EN.pdf?t=1403102571 | archive-url =https://web.archive.org/web/20170414163446/http://cdn.akamai.steamstatic.com/steam/apps/38420/manuals/Fallout_tactics_manual_EN.pdf?t=1403102571 | archive-date =April 14, 2017 | url-status =live}}</ref> The game even allows the player to switch modes in the middle of play.<ref name=rpgamer/> The game received generally favorable reviews from critics,<ref name="meta_fot">{{cite web|url=https://www.metacritic.com/game/fallout-tactics-brotherhood-of-steel/critic-reviews/?platform=pc |title=Fallout Tactics: Brotherhood of Steel|publisher=[[Metacritic]]|access-date=2011-07-27}}</ref> though was not as well-received as the series' more traditional RPG titles. ''[[Soldiers of Anarchy]]'' (2002) is a squad-based [[real-time tactics]] computer game by German developer [[Silver Style Entertainment]]. Gameplay involves squad tactics, vehicles and a wide variety of weapons and ammunition. The game received mixed reviews from critics.<ref name="meta_soa">{{cite web|url=https://www.metacritic.com/game/soldiers-of-anarchy/critic-reviews/?platform=pc |title=Soldiers of Anarchy|publisher=Metacritic|access-date=2011-07-27}}</ref> ''[[Freedom Force (2002 video game)|Freedom Force]]'' (2002)<ref name=rpgplanet_ff>{{cite web | last =Allman | first =Mark | title =I Want to Be a Superhero | publisher =[[RPGPlanet]] | date =October 22, 2000 | url =http://www.rpgplanet.com/features/firstlooks/freedomforce/ | access-date =2007-11-26 | url-status =dead | archive-url =https://web.archive.org/web/20071217232640/http://www.rpgplanet.com/features/firstlooks/freedomforce/ | archive-date =December 17, 2007}}</ref><ref name=gspot_ff>{{cite web | title =Freedom Force Q&A | publisher =GameSpot | date =July 17, 2000 | url =http://www.gamespot.com/pc/rpg/freedomforce/news.html?sid=2604600 | access-date =2007-11-26}}</ref> and its sequel, ''[[Freedom Force vs. the Third Reich]]'' (2005)<ref name=firingsquad>{{cite web | last =Yam | first =Marcus | title =For Great Justice! | publisher =FiringSquad | date =October 17, 2003 | url =http://firingsquad.com/news/newsarticle.asp?searchid=5538 | access-date =2007-11-26 | archive-date =2008-12-11 | archive-url =https://web.archive.org/web/20081211171345/http://firingsquad.com/news/newsarticle.asp?searchid=5538 | url-status =dead}}</ref><ref name=ign_ffvtr>{{cite web | last =Adams | first =David | title =Freedom Force at Full Alert | publisher =IGN | date =February 22, 2005 | url =http://pc.ign.com/articles/589/589770p1.html | archive-url =https://web.archive.org/web/20050223122310/http://pc.ign.com/articles/589/589770p1.html | url-status =dead | archive-date =February 23, 2005 | access-date =2007-11-26}}</ref> - both by [[Irrational Games]] - are two examples of comic book [[superhero]] tactical RPGs that are played in real-time instead of turns. Both games received favorable reviews from critics.<ref name="meta_fforce">{{cite web|url=https://www.metacritic.com/game/freedom-force/critic-reviews/?platform=pc |title=Freedom Force|publisher=Metacritic|access-date=2011-07-27}}</ref><ref name="meta_ffvttr">{{cite web|url=https://www.metacritic.com/game/freedom-force-vs-the-3rd-reich/critic-reviews/?platform=pc |title=Freedom Force vs. The 3rd Reich|publisher=Metacritic|access-date=2011-07-27}}</ref> ''[[Paradise Cracked]]'' (2003),<ref name=gamershell_pc/><ref name=rpgv_pc>{{cite web | title =Paradise Cracked Interview | publisher =[[RPG Vault]] | date =October 24, 2002 | url =http://rpgvault.ign.com/articles/375/375378p1.html | access-date =2007-12-25 | url-status =dead | archive-url =https://web.archive.org/web/20080215082134/http://rpgvault.ign.com/articles/375/375378p1.html | archive-date =February 15, 2008}}</ref> ''COPS 2170: The Power of Law'' (2005), ''Metalheart: Replicants Rampage'' (2004)<ref name=tvg_mrr>{{cite web | title =Metalheart: Replicants Rampage - First Look Preview | publisher =Total Video Games | date =December 2, 2004 | url =http://www.totalvideogames.com/articles/Metalheart_Replicants_Rampage_-_First_Look_1298.htm | access-date =2007-11-26 | url-status =dead | archive-url =https://web.archive.org/web/20071218122558/http://www.totalvideogames.com/articles/Metalheart_Replicants_Rampage_-_First_Look_1298.htm | archive-date =December 18, 2007}}</ref><ref name=gspot_mhrr>{{cite web | title =Metalheart: Replicants Rampage | publisher =GameSpot | url =http://www.gamespot.com/pc/rpg/metalheartreplicantsrampage/index.html | access-date =2007-12-02}}</ref><ref name=metacritic_mrr>{{cite web | title =Metalheart: Replicants Rampage | publisher =Metacritic | url =http://www.metacritic.com/games/platforms/pc/metalheartreplicantsrampage | access-date =2007-11-26 | archive-date =2007-11-30 | archive-url =https://web.archive.org/web/20071130032445/http://www.metacritic.com/games/platforms/pc/metalheartreplicantsrampage | url-status =dead}}</ref> and ''Shadow Vault'' (2004)<ref name=sf_sv>{{cite web|title=Strategy First - Role-Playing Game - Shadow Vault |publisher=[[Strategy First]] |url=http://www.strategyfirst.com/en/games/ShadowVault/ |access-date=2007-12-25 |url-status=dead |archive-url=https://web.archive.org/web/20071222020009/http://www.strategyfirst.com/en/games/ShadowVault/ |archive-date=December 22, 2007}}</ref><ref name=ign_sv>{{cite web | title =Shadow Vault | publisher =IGN | url =http://pc.ign.com/objects/664/664419.html | archive-url =https://web.archive.org/web/20040411185107/http://pc.ign.com/objects/664/664419.html | url-status =dead | archive-date =April 11, 2004 | access-date =2007-12-25}}</ref><ref name=gwn_sv>{{cite web | title =Strategy First Signs Shadow Vault | publisher =[[Gameworld Network]] | date =September 8, 2003 | url =http://www.gwn.com/news/story.php/id/2281/Strategy_First_Signs_Shadow_Vault.html | access-date =2007-12-25 | url-status =dead | archive-url =https://web.archive.org/web/20080430191102/http://www.gwn.com/news/story.php/id/2281/Strategy_First_Signs_Shadow_Vault.html | archive-date =April 30, 2008}}</ref> are poorly received<ref name=metacritic_mrr/><ref name=mc_pc>{{cite web | title =Paradise Cracked | publisher =Metacritic | url =https://www.metacritic.com/game/paradise-cracked/critic-reviews/?platform=pc | access-date =2007-12-25}}</ref><ref name=mg_sv>{{cite web | title =Shadow Vault for Windows | publisher =[[MobyGames]] | url =http://www.mobygames.com/game/windows/shadow-vault/mobyrank | access-date =2007-12-25}}</ref><ref name=metacritic_cops>{{cite web | title =COPS 2170: The Power of Law | publisher =Metacritic | url =http://www.metacritic.com/games/platforms/pc/cops2170thepoweroflaw?q=COPS%202170:%20The%20Power%20of%20Law' | access-date =2007-12-12}}</ref> tactical RPGs by [[MiST Land South]], [[Akella]] and Mayhem Studios of Russia and Slovakia, respectively. ''Paradise Cracked'' was inspired by [[cyberpunk]] works such as ''[[The Matrix]]'', ''[[Blade Runner]]'', ''[[Ghost in the Shell]]'', and [[Philip K. Dick]] novels;<ref name=gamershell_pc/> and ''Metalheart: Replicants Rampage'' is a post-apocalyptic [[cyberpunk]] tactical RPG inspired by ''Jagged Alliance'', ''[[Syndicate (computer game)|Syndicate]]'', and ''Fallout''.<ref name=tvg_mrr/> ''COPS 2170: The Power of Law'' is set in the same "Reality 4.13" universe that first appeared in ''Paradise Cracked''. ''[[Hammer & Sickle]]'' (2005)<ref name=gamezone>{{cite web|title=Nival Interactive Announces Hammer & Sickle |publisher=GameZone |url=http://www.gamezone.com/news/item/nival_interactive_announces_hammer_amp_sickle |access-date=2007-11-26 |url-status=dead |archive-url=https://web.archive.org/web/20110616211806/http://www.gamezone.com/news/item/nival_interactive_announces_hammer_amp_sickle |archive-date=June 16, 2011}}</ref><ref name=gamecritics>{{cite web | title =Hammer & Sickle | publisher =GameCritics.com | url =http://www.gamecritics.com/node/1928 | access-date =2007-11-26 | url-status =dead | archive-url =https://web.archive.org/web/20071218163820/http://www.gamecritics.com/node/1928 | archive-date =2007-12-18}}</ref> is a tactical RPG co-developed by Russian companies Novik & Co and [[Nival Interactive]], and published by [[CDV Software Entertainment|CDV]]. It is set in the ''Silent Storm'' universe and follows the events in the main series. After this came ''[[Night Watch (computer game)|Night Watch]]'' (2006)<ref name=gamehelper/><ref name=GameSpot>{{cite web | last =Ocampo | first =Jason | title =Night Watch Exclusive Hands-On - Combat, Classes, and Turning a Hit Russian Movie Into a Game | publisher =GameSpot | date =April 13, 2006 | url =http://www.gamespot.com/pc/rpg/nightwatch/news.html?sid=6147623&mode=all | access-date =2007-11-26}}</ref><ref name=euro_nw>{{cite web | last =Clare | first =Oliver | title =Night Watch | publisher =[[Eurogamer]] | date =December 9, 2006 | url =http://www.strategycore.co.uk/articles/interviews/?game=83 | access-date =2007-12-13}}</ref> and its sequel, ''[[Day Watch (video game)|Day Watch]]'' (2007), also by Nival Interactive, but instead based on the Russian [[Sergei Lukyanenko|novels and films]] of the same name. All three games received mediocre-to-poor review scores despite utilizing the highly regarded [[Silent Storm engine|''Silent Storm'' engine]].<ref name="meta_hamsic">{{cite web|url=https://www.metacritic.com/game/hammer-and-sickle/critic-reviews/?platform=pc |title=Hammer & Sickle|publisher=Metacritic|access-date=2011-07-27}}</ref><ref name="meta_nitwat">{{cite web|url=https://www.metacritic.com/game/night-watch/critic-reviews/?platform=pc |title=Night Watch|publisher=Metacritic|access-date=2011-07-27}}</ref><ref name="meta_daywat">{{cite web|url=https://www.metacritic.com/game/day-watch/critic-reviews/?platform=pc |title=Day Watch|publisher=Metacritic|access-date=2011-07-27}}</ref> Other titles inspired<ref name=pcgamer_be5/> by ''Jagged Alliance'' include ''[[Brigade E5: New Jagged Union]]'' (2006)<ref name=pcgamer_be5>{{cite news | last =Mahood | first =Andy | title =Brigade E5: New Jagged Union - A jagged little pill for turn-based gaming fans | newspaper =Pcgamer | publisher =[[PC Gamer]] | url =http://www.pcgamer.com/archives/2007/01/brigade_e5_new.html | archive-url =https://web.archive.org/web/20080417083847/http://www.pcgamer.com/archives/2007/01/brigade_e5_new.html | archive-date=April 17, 2008 | access-date =2007-11-26}}</ref> and its sequel, simply titled ''7.62'' (2007), by Russian developer Apeiron; ''[[Hired Guns: The Jagged Edge]]'' (2007) by GFI Russia; and ''[[Jagged Alliance: Back in Action]]'' by bitComposer Games. The ''Brigade E5'' series incorporates an innovative hybrid real-time system the company calls "Smart Pause Mode" in an attempt to heighten realism;<ref name=tc762>{{cite web | title =Apeiron on 7.62 & Brigade E5 | publisher =Tacticular Cancer | date =February 16, 2007 | url =http://www.tacticularcancer.com/content.php?id=31 | access-date =2007-10-27}}</ref> ''Hired Guns: The Jagged Edge'' began its life as ''Jagged Alliance 3D'' before Strategy First withdrew the rights to the series name;<ref>{{cite web | last = Butts | first = Steve | title = Hired Guns: The Jagged Edge Review | publisher = IGN | date = December 12, 2008 | url = http://pc.ign.com/articles/938/938107p1.html | archive-url = https://web.archive.org/web/20081215182159/http://pc.ign.com/articles/938/938107p1.html | url-status = dead | archive-date = December 15, 2008 | access-date = 2011-07-25}}</ref> ''Jagged Alliance: Back in Action'' is a 3D, real-time [[video game remake|remake]] of ''Jagged Alliance 2''.<ref>{{cite web | last = Park | first = Andrew | title = Jagged Alliance: Back in Action Impressions - First Look | publisher = GameSpot | date = March 4, 2011 | url = http://www.gamespot.com/pc/strategy/jagged-alliance-back-in-action/news/6302301/jagged-alliance-back-in-action-impressions-first-look?sid=6302301&mode=previews | access-date = 2011-07-25}}</ref> Lastly, ''[[Jagged Alliance: Flashback]]'' was released in 2014 following a successful [[Kickstarter]].<ref>{{cite web | url =https://www.rockpapershotgun.com/2014/10/22/jagged-alliance-flashback-released/ | title =Back In Flashblack: Jagged Alliance Again | last =O'Connor | first =Alice | date =2014-10-22 | website =[[Rock Paper Shotgun]] | access-date =2017-04-13}}</ref> The developer Full Control gained notoriety, however, for feuding with its backers,<ref>{{cite web | url =http://gameranx.com/updates/id/28968/article/jagged-alliance-flashback-dev-accused-of-feuding-with-backers/ | title =Jagged Alliance Flashback Dev Accused Of Feuding With Backers | last =Parreno | first =Ryan | date =2015-07-02 | website =Gameranx | access-date =2017-04-13}}</ref> and the company stopped making games shortly thereafter.<ref>{{cite web | url =https://www.rockpapershotgun.com/2015/03/18/full-control-layoffs/ | title =Space Hulk Devs Full Control Stopping Making Games | last =O'Connor | first =Alice | date =2015-03-18 | website =[[Rock Paper Shotgun]] | access-date =2017-04-13}}</ref> Additional titles inspired by ''X-COM'' include ''[[UFO: Aftermath]]'' (2003), ''[[UFO: Aftershock]]'' (2005),<ref name=gwn_ufoas>{{cite web | title =Tri Synergy and Cenega will release the tactical RPG sequel in North America. When? They don't know yet. | publisher =[[Gameworld Network]] | date =October 27, 2005 | url =http://www.gwn.com/news/story.php/id/8482/UFO_Aftershock_Coming_to_US.html | archive-url =https://web.archive.org/web/20071219002542/http://www.gwn.com/news/story.php/id/8482/UFO_Aftershock_Coming_to_US.html | url-status =dead | archive-date =December 19, 2007 | access-date =2007-11-26}}</ref><ref name=tc_ufoas>{{cite web | last =Brozio | first =Kristofer | title =UFO Aftershock Review | publisher =ThinkComputers | date =January 21, 2005 | url =http://www.thinkcomputers.org/?x=reviews&id=324 | access-date =2007-11-26}}</ref><ref name=gamingtarget_ufoas>{{cite web | last =Scalzo | first =John | title =UFO: Aftershock is coming to America | publisher =Gaming Target | date =October 27, 2005 | url =http://www.gamingtarget.com/article.php?artid=4721 | access-date =2007-11-26}}</ref> ''[[UFO: Afterlight]]'' (2007) and ''[[UFO: Extraterrestrials]]'' (2007) by Czech developers ALTAR Interactive and Chaos Concept;<ref name=sc_ufo>{{cite web | title =Exclusive UFO: Extraterrestrials Interview | publisher =StrategyCore | year =2006 | url =http://www.strategycore.co.uk/articles/interviews/?game=83 | access-date =2007-12-25}}</ref> as well as ''[[Xenonauts]]'' (2014) by Goldhawk Interactive.<ref name=si_ufoai>{{cite web | title = UFO: Alien Invasion (PC) | publisher = Strategy Informer | url = http://www.strategyinformer.com/pc/ufoalieninvasion/ | access-date = 2008-06-15}}</ref><ref>{{cite web | last = Smith | first = Ewan | title = Xenonauts Preview | publisher = IGN UK | date = April 27, 2011 | url = http://pc.ign.com/articles/116/1164344p1.html?RSSwhen2011-04-27_022500&RSSid=1164344 | archive-url = https://archive.today/20120717061620/http://pc.ign.com/articles/116/1164344p1.html?RSSwhen2011-04-27_022500&RSSid=1164344 | url-status = dead | archive-date = July 17, 2012 | access-date = 2011-07-25}}</ref><ref>{{cite web | last = Plunkett | first = Luke | title = X-Com Homage On Intercept Course With iPhone | publisher = Kotaku | date = Apr 19, 2010 | url = http://kotaku.com/5520081/x+com-homage-on-intercept-course-with-iphone | access-date = 2011-07-25}}</ref> ALTAR's ''UFO'' series features real-time play; Chaos Concept's ''UFO: Extraterrestrials'' received only mixed reviews;<ref name="mcrit_ufoextra">{{cite web | title = UFO: Extraterrestrials | publisher = Metacritic | url = https://www.metacritic.com/game/ufo-extraterrestrials/critic-reviews/?platform=pc | access-date = 2010-05-27}}</ref> and ''Xenonauts'' currently has a "Very Positive" rating on Steam.<ref>{{cite web | url =http://store.steampowered.com/app/223830/ | title =Xenonauts on Steam | website =Steam.com | publisher =[[Valve Corporation|Valve]] | access-date =2017-04-13}}</ref> The open source, cross-platform ''X-COM''-clone ''[[UFO: Alien Invasion]]'' is also under development. ''[[The Battle for Wesnoth]]'' (2005) is another ''Master of Monsters'' and ''Warsong'' clone, released under an [[open source license]] for multiple platforms.<ref name=MeriStation/><ref name=pctech>{{cite web|title=The Battle for Wesnoth - an Example of a Successful Open Source Game Project: An Interview with David White (Project Leader) |publisher=CTechTalk |date=December 9, 2004 |url=http://www.pctechtalk.com/?m=show&id=3948 |access-date=2007-11-26 |url-status=dead |archive-url=https://web.archive.org/web/20071031035047/http://www.pctechtalk.com/?m=show&id=3948 |archive-date=October 31, 2007}}</ref><ref name=macworld>{{cite web | last =Hodge | first =Karl | title =Battle For Wesnoth 1.1.11 | publisher =[[Macworld]] | url =http://www.macworld.co.uk/macsoftware/reviews/index.cfm?reviewid=2102&pagtype=allchandate | access-date =2007-11-26 | archive-date =2007-12-18 | archive-url =https://web.archive.org/web/20071218220855/http://www.macworld.co.uk/macsoftware/reviews/index.cfm?reviewid=2102&pagtype=allchandate | url-status =dead}}</ref> It is also continually updated. ====2010s==== {{expand section|date=November 2012}} The tactical isometric cyberpunk/fantasy RPG, ''[[Shadowrun Returns]]'' (2013), was funded via a successful crowd-sourced [[Kickstarter]] campaign that raised a total of $1.9 million for development.<ref>{{cite web |url=https://www.kickstarter.com/projects/1613260297/shadowrun-returns/posts/216978 |title=We really shook the pillars of heaven, didn't we Wang? |author=<!--Staff writer(s); no by-line.--> |date=April 29, 2012 |website=Kickstarter |publisher=Kickstarter PBC |access-date=2015-12-18}}</ref> The game is based on the popular ''[[Shadowrun]]'' pen-and-paper setting by [[Jordan Weisman]], and features tactical combat in a world filled with cybernetics, [[magic in fiction|magic]] and [[fantasy]] creatures.<ref>{{cite web | url =http://kotaku.com/dragonfall-is-the-shadowrun-i-know-and-love-1525636558 | title =Dragonfall Is The Shadowrun I Know And Love | last =Fahey | first =Mike | date =2014-02-18 | website =Kotaku | publisher =Gizmodo Media Group | access-date =2017-04-14}}</ref> Two sequels, ''[[Shadowrun: Dragonfall]]'' (2014) and ''[[Shadowrun: Hong Kong]]'' (2015) quickly followed. An online tactical game not directly related to the previous three games, ''[[Shadowrun Chronicles: Boston Lockdown]]'', was released to less-than-positive reviews in 2015.<ref>{{cite web|url=https://www.metacritic.com/game/shadowrun-online/critic-reviews/?platform=pc |title=Shadowrun Chronicles: Boston Lockdown for PC Reviews |website=Metacritic.com |publisher=CBS Interactive|access-date=2015-06-12}}</ref> In 2014 the tactical RPG ''[[The Dark Eye: Blackguards|Blackguards]]'' based on the German ''[[The Dark Eye (role-playing game)|The Dark Eye]]'' pen-and-paper setting was released to mixed or average reviews.<ref>{{cite web|url=http://www.ign.com/articles/2014/01/30/blackguards-review|title=''Blackguards'' Review|publisher=IGN|access-date=2014-02-20|first=Rowan|last=Kaiser|date=January 30, 2014}}</ref><ref>{{metacritic video game|title=Blackguards|accessdate=2014-02-20|qid=Q15741580}}</ref> A sequel, ''[[Blackguards 2]]'', was released one year later. In 2014, ''[[The Banner Saga]]'' was released, the first chapter of a TRPG trilogy that would lead to [[The Banner Saga 2|two]] [[The Banner Saga 3|sequels]]. 2015 saw the release of ''[[Invisible, Inc.]]'' for OS X, Windows and Linux. It has been described as a "tactical RPG that mixes stealth with procedural generation", since it introduces elements of espionage and [[roguelike]] gameplay.<ref name="invinc">{{cite web |url=http://www.technologytell.com/gaming/145730/invisible-inc-bringing-tactical-espionage-ps4/ |title=Invisible, Inc. is bringing tactical espionage to PS4 |last1=Wood |first1=Austin |date=April 16, 2015 |website=Technology Tell |publisher=GadgeTell LLC. |access-date=2015-12-18}}</ref> It received generally favorable scores from reviewers.<ref>{{cite web | url = https://www.metacritic.com/game/invisible-inc/critic-reviews/?platform=pc | title = Invisible, Inc. (pc) | access-date = May 17, 2015 | publisher = Metacritic}}</ref> A version for the [[PlayStation 4]]<ref>{{cite web | url = http://www.eurogamer.net/articles/2016-03-08-invisible-inc-is-coming-to-ps4-next-month | title = Invisible, Inc. is coming to PS4 next month | first = Jeffrey | last = Matulef | date = March 8, 2016 | access-date = March 8, 2016 | work = [[Eurogamer]]}}</ref><ref>{{Cite web | url = http://www.destructoid.com/klei-s-superb-stealth-strategy-game-invisible-inc-comes-to-ps4-356427.phtml| title = Klei's superb stealth-strategy game Invisible, Inc. comes to PS4 | first = Jordan | last = Lavore | date = April 19, 2016 | access-date = April 19, 2016 | work = [[Destructoid]]}}</ref> and [[Nintendo Switch]]<ref>{{cite web | url = https://www.destructoid.com/stories/invisible-inc-popped-up-on-the-nintendo-switch-eshop-today-594383.phtml | title = Invisible, Inc. popped up on the Nintendo Switch eShop today | first= Jordan | last =Devore | date = June 15, 2020 | access-date = June 15, 2020 | work = [[Destructoid]]}}</ref> has been released. In March 2017 the [[Germany|German]] indie developer Overhype Studios released its tactical RPG ''[[Battle Brothers]]'' out of [[Early Access]] to generally favorable reviews.<ref>{{cite web | url=https://www.metacritic.com/game/battle-brothers/critic-reviews/?platform=pc | title=Battle Brothers | access-date=2017-04-14 | publisher= Metacritic}}</ref> This mercenary company simulation was described as a "cleverly constructed, carefully balanced board game".<ref>{{cite web |url=http://www.pcgamer.com/battle-brothers-review/ |title=Darkest Dungeon Reviews |last1=Birnbaum |first1=Ian |date=April 5, 2017 |website=PC Gamer |publisher=Future US, Inc. |access-date=2017-04-14}}</ref> ===Genre blurring=== Other games combine similar mechanics, but typically belong in other genres. [[Wargame (video games)|Tactical wargames]] such as the ''[[Steel Panthers]]'' series (1995–2006) sometimes combine tactical military combat with RPG-derived unit advancement. ''[[Avalon Hill's Squad Leader]]'' (2000), a [[man-to-man wargame]] utilizing the ''[[Soldiers at War]]'' engine, has also been compared (unfavorably) to ''X-COM'' and ''Jagged Alliance''.<ref name=ign_ahsl>{{cite web | author=IGN Staff | title =Squad Leader - The box says 'Squad Leader'. But there's no Squad Leader in the box. | publisher =IGN | date =November 7, 2000 | url =http://pc.ign.com/articles/164/164776p1.html | archive-url =https://web.archive.org/web/20020409083535/http://pc.ign.com/articles/164/164776p1.html | url-status =dead | archive-date =April 9, 2002 | access-date =2007-11-26}}</ref><ref name=cnet_ahsl>{{cite web | last =Geryk | first =Bruce | title =Squad Leader (PC) | publisher =[[CNET]] | date =November 1, 2000 | url =http://reviews.cnet.com/pc-games/squad-leader-pc/1707-9696_7-30977267.html | access-date =2007-11-26}}</ref> ''[[Rebelstar (series)|Rebelstar]]'' (1984) and ''[[Laser Squad]]'' (1988) were precursors to ''[[X-COM]]'' created by the same developer, [[Julian Gollop]]. They did not, however, feature the [[Experience point|statistical character development]] and strategic map of the later series.<ref name="bickhamxcom">{{cite web | url =http://www.eurogamer.net/articles/2010-11-28-the-story-of-x-com-interview | title =The Story of X-Com | last =Bickham | first =Al | date =2010-11-28 | website =Eurogamer | publisher =Gamer Network | access-date =2017-04-13}}</ref> ''[[Bokosuka Wars]]'' (1983), a game regarded as the progenitor of the strategy/simulation RPG genre,<ref name=Nintendo-Bokosuka/> is also difficult to clearly define. While often referred to as a strategy/simulation RPG,<ref name=Nintendo-Bokosuka/> it is also sometimes referred to as a prototype [[real-time strategy]],<ref name=1UP-Druaga/> an early reverse [[tower defense]] game,<ref name=Gamasutra-Gems>[https://www.gamedeveloper.com/design/gems-in-the-rough-yesterday-s-concepts-mined-for-today Gems In The Rough: Yesterday's Concepts Mined For Today], Gamasutra</ref> and an early [[action role-playing game]].<ref name=Gamasutra-Gems/><ref>{{cite web|url=https://www.allgame.com/game.php?id=14762|title=Bokosuka Wars|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=14762|archive-date=2014-01-01|url-status=dead|website=[[All Media Network#AllGame|AllGame]]}}</ref> ''[[Nobunaga's Ambition]]'' (1983) and later [[Koei]] titles as well as Capcom's ''[[Destiny of an Emperor]]'' (1989) have blurred the line between a role-playing game, turn-based [[grand strategy wargame]], and [[simulation video game]].<ref name=Vestal>{{cite web|first=Andrew |last=Vestal |title=The History of Console RPGs |publisher=GameSpot |date=1998-11-02 |url=http://www.gamespot.com/features/vgs/universal/rpg_hs/nes8.html |access-date=2011-01-06 |ref=gspot_consolehist |url-status=dead |archive-url=https://web.archive.org/web/20090608225623/http://www.gamespot.com/features/vgs/universal/rpg_hs/nes8.html |archive-date=June 8, 2009}}</ref> Similarly, Kure Software Koubou's ''Silver Ghost'' (1988) combined elements of both tactical RPGs and action RPGs,<ref name=GamesTM/> while ''[[Ogre Battle: March of the Black Queen]]'' (1993) blurred the line between a tactical RPG and a real-time strategy.<ref name=Ogre-Battle/> ''[[Metal Gear Acid]]'' (2004) blurs the line between a [[stealth game]], a genre the ''[[Metal Gear (series)|Metal Gear]]'' series is normally known for, along with tactical role-playing inspired by the likes of ''Fire Emblem'' and ''Final Fantasy Tactics'', infused with card gameplay found in games like Konami's own ''[[Yu-Gi-Oh!]]'' series.<ref name=Acid/> In addition to a turn-based tactical combat layer, the ''X-COM'' series also possesses a real-time 3D strategic layer, complete with global defensive map as well as a technology tree that the player must research in order to unlock new weapons and armor. ''Jagged Alliance 2'' features a country sector map with fortified towns and roving bands of enemies that must be defeated before entering the capital city of Meduna. ''[[Knights in the Nightmare]]'' (2009) combines elements of traditional tactical RPGs with [[bullet hell]]–style [[shoot 'em up]] gameplay.{{citation needed|date=April 2017}} Sega's ''[[Valkyria Chronicles (video game)|Valkyria Chronicles]]'' (2008) blurs the line even further by incorporating tactical RPG gameplay with both real-time strategy and [[Third-person shooter|third-person]] [[tactical shooter]] elements, including over-the-shoulder [[Free look|manual aiming]] and a [[cover system]]. This has led to the game being described by one source as "the missing link between ''[[Final Fantasy Tactics]]'' and ''[[Full Spectrum Warrior]]''".<ref name=IGN-Valkyria/> In an interview with Eurogamer, ''X-COM'' developer [[Julian Gollop]] mentioned how surprised he was how close ''Valkyria Chronicles'' was in design to his cancelled game ''Dreamland Chronicles''.<ref name="bickhamxcom"/> ''[[Infinite Space]]'' (2009) by [[PlatinumGames]] is a hybrid of tactical RPG, real-time strategy, and [[Space flight simulator game|space simulator]].<ref name="n-europe_space">{{cite web|url=http://n-europe.com/news.php?nid=13865|archive-url=https://web.archive.org/web/20110714145320/http://n-europe.com/news.php?nid=13865|url-status=dead|archive-date=July 14, 2011|publisher=N-Europe|title=News: Infinite Space Dated For Europe|author=Aaron Clegg|date=February 15, 2010|access-date=2010-03-03}}</ref> ''[[The 3rd Birthday]]'' (2010), the third game in the ''[[Parasite Eve (series)|Parasite Eve]]'' series, features a unique blend of [[action role-playing game]], real-time tactical RPG, [[survival horror]] and third-person tactical shooter elements.<ref>{{cite web|title=The 3rd Birthday Review: Manhattan just can't catch a break these days|date=March 25, 2011|publisher=IGN|author=Patrick Kolan|url=http://uk.psp.ign.com/articles/115/1157383p1.html|access-date=2011-04-01}}</ref><ref>{{cite web|title=The 3rd Birthday review: New year's Eve|author=David Wolinsky|date=April 7, 2011|publisher=Joystiq|url=http://www.joystiq.com/2011/04/07/the-3rd-birthday-review/|access-date=2011-04-09}}</ref> ''[[Dead State]]'' (2014) is a turn-based RPG developed by [[DoubleBear Productions]] and Iron Tower Studios set in a [[zombie apocalypse]] scenario. Players are tasked with leading a group of survivors living in a shelter in the fictional town of Splendid, [[Texas]].<ref>{{cite web |title=A Blood Red State: Dead State Revealed |author=[[Kieron Gillen]] |url=http://www.rockpapershotgun.com/2010/08/25/a-blood-red-state-dead-state-revealed/ |date=2010-08-25 |access-date=2010-12-13 |website=[[Rock Paper Shotgun]]}}</ref> ''Dead State'' mixes tactical combat and RPG character development with [[survival horror]] and [[Construction and management simulation|base management]] elements. An "enhanced edition" was released in 2015 under the name, ''Dead State: Reanimated''.<ref>{{cite web |url=http://steamcommunity.com/games/239840/announcements/detail/191745769341064695 |title=Steam Community :: Group Announcements :: Dead State |work=Dead State: Reanimated is here! |publisher=[[DoubleBear Productions]] |date=May 13, 2015 |quote=DS:R isn't just an update - it's our definitive enhanced edition with brand-new content, full of improvements and fixes requested by you, our community!}}</ref> ====Full-fledged CRPGs==== A number of "full-fledged" computer role-playing games could also be described as having "tactical combat". Examples from the classic era of CRPGs include parts of the aforementioned ''[[Ultima (series)|Ultima]]'' series<ref name=nexus_ultima>{{cite web | last =Tie | first =Sing Chie | title =7 Deadly Games | publisher =neXus Central | date =August 1, 2000 | url =http://clsm.mmu.edu.my/?artid=5&nesect=7§id=1 | access-date =2007-12-02 | archive-url =https://web.archive.org/web/20130127094445/http://clsm.mmu.edu.my/?artid=5 | archive-date =January 27, 2013 | url-status =dead | df =mdy-all}}</ref> beginning with ''[[Ultima III: Exodus]]'' (1983);<ref name="barton_3623_04"/> SSI's ''[[Wizard's Crown]]'' (1985) and ''[[The Eternal Dagger]]'' (1987);<ref name="bart2007c">{{cite web|first=Matt|last=Barton|url=http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php |archive-url=https://web.archive.org/web/20071027033906/http://www.gamasutra.com/view/feature/1571/the_history_of_computer_.php |url-status=dead |archive-date=October 27, 2007 |title=The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994–2004) |publisher=Gamasutra |date=2007-04-11 |access-date=2010-09-05 | ref=barton_1571}}</ref> the ''[[Realms of Arkania: Blade of Destiny|Realms of Arkania]]'' (1992-1996) series based on the German ''[[The Dark Eye (role-playing game)|The Dark Eye]]'' pen-and-paper system;<ref name="bart2007c"/> and the ''[[Gold Box]]'' games of the late '80s and early '90s - many of which were later ported to Japanese [[Video game platforms|video game systems]].<ref name="bart2007b">{{cite web | first=Matt | last=Barton | url=http://www.gamasutra.com/view/feature/1706/the_history_of_computer_.php | archive-url=https://web.archive.org/web/20071027034258/http://www.gamasutra.com/view/feature/1706/the_history_of_computer_.php | url-status=dead | archive-date=October 27, 2007 | title=The History of Computer Role-Playing Games Part 2: The Golden Age (1985–1993) | publisher=Gamasutra | date=2007-02-23 | access-date=2010-09-12 | ref=barton_1706}}</ref> Other examples include [[Troika Games]]' ''[[The Temple of Elemental Evil (computer game)|The Temple of Elemental Evil]]'' (2003), which features a highly accurate implementation of the ''Dungeons & Dragons'' [[Dnd 3.5|3.5 edition]] ruleset;<ref name="toee">{{cite web|title=ATARI INTRODUCES 'GREYHAWK: THE TEMPLE OF ELEMENTAL EVIL' |publisher=[[Atari]] |date=January 8, 2003 |url=http://corporate.infogrames.com/IESA/pressreleases_story.html?sid=340 |access-date=2007-04-04 |quote=''Greyhawk: The Temple of Elemental Evil'' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat. |url-status=dead |archive-url=https://web.archive.org/web/20061029112000/http://corporate.infogrames.com/IESA/pressreleases_story.html?sid=340 |archive-date=2006-10-29}}</ref> ''Knights of the Chalice'' (2009), which implements the d20 [[Open Game License]];<ref name="kotaku_kotc">{{cite web|last=Gillen|first=Kieron|title=Our RPG Cup Overfloweth: Knights of the Chalice|url=http://www.rockpapershotgun.com/2009/08/11/our-rpg-cup-overfloweth-knights-of-the-chalice/|website=[[Rock Paper Shotgun]]|access-date=12 May 2011|date=August 11, 2009|quote=It uses the D20 Open Gaming Licence to accurately translate something that's worryingly close to the real D&D experience. It's combat driven with splashes of dialogue, but the fact the rules are sophisticated enough to allow tactics means I found it compelling – if somewhat hard, even once you've battled past the interface.}}</ref> and ''Pyrrhic Tales: Prelude to Darkness'' (2002), an [[open world]] RPG featuring one continuous game world.<ref name="rps_agedec">{{cite web|last=Gillen|first=Kieron|title=Against RPG Decadence: Vince D. Weller Interview|url=http://www.rockpapershotgun.com/2008/02/01/against-design-decadence-vince-d-weller/|website=[[Rock Paper Shotgun]]|access-date=14 May 2011|date=February 1, 2008}}</ref> More recent examples include ''[[Wasteland 2]]'' (2014),<ref>{{cite web |url=http://www.pcgamer.com/wasteland-2-trailer-shows-off-first-gameplay-footage-including-tactical-battles-giant-bugs/ |title=Wasteland 2 trailer shows off first gameplay footage, including tactical battles, giant bugs |last1=Sykes |first1=Tom |date=February 9, 2013 |website=PC Gamer |publisher=Future plc |access-date=2015-12-18}}</ref> ''[[Divinity: Original Sin]]'' (2014)<ref>{{cite web |url=http://www.gamesradar.com/blackguards-review/ |title=Divinity: Original Sin is an odd mix of old- and new-school RPG design |last1=Kaiser |first1=Rowan |date=July 16, 2014 |website=Ars Technica |publisher=Condé Nast |access-date=2015-12-18}}</ref> and ''[[The Age of Decadence]]'' (2015). Partly due to the success of ''Wasteland 2'', ''Divinity: Original Sin'', ''Shadowrun: Dragonfall'', ''Blackguards'' and ''Dead State'', 2014 has been labeled "the first year of the CRPG renaissance".<ref>{{cite web|last1=Thorman|first1=Peter|title=2014: the first year of the CRPG renaissance|url=http://www.pcgamer.com/2014-the-first-year-of-the-crpg-renaissance/|website=PC Gamer|date=31 December 2014 |access-date=5 December 2015}}</ref> ''Tir-nan-óg'' (beginning in 1984) is a series of role-playing video games that premiered in Japan on the [[NEC PC-9801|PC98]] and later released for [[Microsoft Windows|Windows]]. The latest title in the series is also being released for the [[PlayStation 2]] and PSP.<ref name=rpgf_tno>{{cite web | title = Tir-nan-og Goes PSP, PS2 | publisher = RPGFan | date = January 10, 2008 | url = http://www.rpgfan.com/news/2008/1007.html | access-date = 2008-06-15 | archive-date = 2008-06-14 | archive-url = https://web.archive.org/web/20080614125557/http://www.rpgfan.com/news/2008/1007.html | url-status = dead}}</ref> ''[[Heroes of Jin Yong]]'' (1996), a Chinese role-playing game based on the popular historical [[Wuxia]] novels by [[Jin Yong]], features a number of melee and ranged [[kung fu]] skills to train and develop, as well as a grid-based battle system.{{citation needed|date=April 2017}} A remake of the game under the title of ''Tale of Wuxia'' was released in Chinese in 2015,{{citation needed|date=September 2018}} and later on [[Steam (service)|Steam]] in both Chinese and English in 2016.<ref>{{cite web|url=http://store.steampowered.com/app/377530|title=侠客风云传(Tale of Wuxia) on Steam|access-date=2016-04-30}}</ref> ====Massively multiplayer online gaming==== Several [[massively multiplayer online game]]s (MMOs) have combined multiplayer online gaming with tactical turn-based combat. Examples include, ''[[Dofus]]'' (2005), ''[[The Continuum]]'' (2008), as well as the Russian game ''Total Influence Online'' (2009).<ref name=gamedev_comp>{{cite web|last=Wilkinson |first=Oli |title=Interview with Ankama Studios |publisher=GameDev.net |url=http://www.gamedev.net/columns/interviews/ankama.asp |access-date=2007-12-02 |url-status=unfit |archive-url=https://web.archive.org/web/20090531160621/http://www.gamedev.net/columns/interviews/ankama.asp |archive-date=May 31, 2009}}</ref><ref name=TheContinuum>{{cite web | last =D Argenio | first =Angelo | title =The Continuum: Exclusive Interview | publisher = TCGPlayer.com | url=http://www.tcgplayer.com/db/game_review.asp?AID=2133&PID=18&DBID=4 | access-date =2008-03-13}}</ref><ref>{{cite web |title=Google Translate |url=https://translate.google.com/translate?u=http%3A%2F%2Ftionline.ru&hl=en&ie=UTF8&sl=ru&tl=en |url-status=dead |access-date=2011-04-04 |archive-date=2012-11-08 |archive-url=https://web.archive.org/web/20121108061900/http://translate.google.com/translate?u=http:%2F%2Ftionline.ru&hl=en&ie=UTF8&sl=ru&tl=en}}</ref> ''Tactica Online'' was a planned MMORPG that would have featured tactical combat, had development not been cancelled in 2006.<ref name=tacticaonline>{{cite web | title =Tactica Online | publisher =Tactica Online | url =http://www.tacticaonline.com/# | archive-url =https://web.archive.org/web/20070818103850/http://www.tacticaonline.com/ | archive-date =2007-08-18 | access-date =2007-12-25 | url-status =dead}}</ref><ref name=gspot_to>{{cite web | title =Tactica Online | publisher =GameSpot | url =http://www.gamespot.com/pc/strategy/tacticaonline/index.html?tag=result;title;0 | access-date =2007-12-25}}</ref> ''Gunrox'' (2008), ''[[Poxnora]]'' (2006) and ''[[Wakfu]]'' (2012) are some other recent examples.<ref>{{Cite web |title=GUNROX.com homepage |url=https://www.gunrox.com/ |access-date=2023-07-27 |website=www.gunrox.com}}</ref><ref>{{Cite web |title=Pox Nora - Welcome to Pox Nora |url=https://www.poxnora.com/index.do |access-date=2023-07-27 |website=www.poxnora.com}}</ref><ref>{{Cite web |title=WAKFU, The strategic MMORPG with a real environmental and political system. |url=https://www.wakfu.com/en/prehome |access-date=2023-07-27 |website=WAKFU |language=en}}</ref>
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