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Gladius - LucasArts Goes FF Tactics? 16

Thanks to an anonymous reader for pointing to the GameSpy preview of LucasArts' Gladius, a PS2/GameCube/Xbox "epic tactical RPG that'll have you building an army of gladiators, one axe swing at a time." There's also a new Gladius preview at RPGamer giving a combat overview: ".. [it] takes place on a standard, tactical-RPG square grid, but the graphics do a good job of hiding it... combat is turn-based, but.. using certain attacks on a foe necessitates the use of several action/arcade elements, such as combo attacks strung together by timed button-presses." They also comment on the unexpected genre choice: "American-developed as it may be, Gladius is a tactical RPG that takes its cue from the old favorites, while at the same time trying to expand the genre." Might this title improve on LucasArts' recent efforts?
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Gladius - LucasArts Goes FF Tactics?

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  • ...will there be a lightsabre? As a hidden feature?
  • by Visigothe ( 3176 ) on Monday July 21, 2003 @10:42AM (#6490880) Homepage
    While reading the various linkage [gasp!!] I came across what looks to be a *very* hot item for fans of Final Fantasy Tactics-style TRPGs [aside from the GBA sequal FF Tactics Advance]

    It's called Disgaea: The Hour of Darkness [rpgamer.com] and RPG gamer has a bunch of screens/video on it. I have to remind myself that that site exists. I don't game much anymore, so I am not usually up on the latest and greatest. That said, I still long for a TRPG similar to the depth of play and plot I found in FFT

  • The grid (Score:3, Insightful)

    by andy_fish ( 557104 ) on Monday July 21, 2003 @12:16PM (#6491674)
    I hope this isn't getting off-topic, but this is a topic that I want to hear comments from others about.

    What is it about a grid that makes the game so much more fun? As mentioned in the article, battle in FFT was based in a grid. Also recently I've been playing Advance Wars which is also in a grid. Both these games are terrific, and all those fancy new 3d games fail at reproducing this kind of fun-ness. (the other game I've been playing is Brute Force, not fun)

    Maybe its more fun cause its simpler? Maybe the disrete steps allow for more complicated gameplay decisions?

    • Re:The grid (Score:3, Insightful)

      by Reapy ( 688651 )
      I think the grid has more do do with gameplay then simplicity. When you have to measure out who is going to be struck by a target and where you are able to move, the grid makes it managable. If there is a bad guy 6 squares away from me, and I can only move 4 squares, its really hard to judge how far away he is without a grid, as well as hard for me to judge how close I need to be to strike him with a weapon. Basically the grid allows you to make much better tactical decision without having to use a lot of t
      • A circular grid around the current unit would make things a little more manageable, but squares and hexes are the best way to make calculating movement and firing ranges easier.

Think of it! With VLSI we can pack 100 ENIACs in 1 sq. cm.!

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