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===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>
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