Parties have a set amount of movement per turn, which you can use to traverse across the map and interact with the objects you’ll find there. There were other factors to that though, like the story we’ll get to that.īetween battles, you’ll be presented with a map that’s lifted almost directly from Heroes of Might and Magic 3. In practice, I couldn’t help but feel like my characters were becoming a homogenous blob.
In theory, this keeps your characters varied in between playthroughs or squads. Choosing a new ability will give you a choice out of three, with the order in which skills appear being random (and occasionally cross-class skills being an option). These skill points can be spent either learning new abilities, or upgrading the existing ones. They play largely to their archetypes, gaining skill points as you level up. Throughout the course of a game, you’ll build a party from any combination of four character classes: Mage, Paladin, Archer, and Barbarian. This also makes sense, given that it was one of the key features of the original Kickstarter. It’s a pretty neat idea, and definitely a good way of differentiating Fort Triumph from the crowd. As such, I tended to play fast and direct, setting up chain stuns by pinballing objects between each other and controlling the field of battle. Cover is now a weapon that can be turned against you, so hiding behind a pillar will usually see it falling on you for huge damage instead. This definitely makes for a less defensive approach to battles than XCOM. This quickly becomes the best way to manage enemies and keep them from overwhelming you. If an object or unit gets moved by these and strikes something else, it’ll do damage and stun them for the next turn, making them unable to use abilities. In Fort Triumph, every character has at least one “physics” ability that can directly interact with objects, whether they be units or cover.
#FORTS GAME REVIEW FULL#
Much like XCOM, standing next to objects of various heights can give either half or full cover from attacks in that direction, making you tougher to hit or damage. The physics are the most unique draw to Fort Triumph’s battles. until all your characters have expended their action points, then your turn is over and the enemy moves. Most abilities and attacks will cost two to use, barring a few exceptions. Moving will cost one point up to your range, but you can spend more to move further.
Each character gets three action points which can be used in any order and combination. You’re presented with a grid-based field to which your party of heroes are deployed, then take turns moving your armies. Tactical battles are the heart of Fort Triumph.