Fort Triumph Review **Spoiler Free** Quick Overview: Fort Triumph is a stylized fantasy tactics game with some RPG elements that is overall a fun little title, but admittedly an unfinished one with some undercooked elements. Itās overworld and RPG mechanics leave something to be desired, and 4 of the 5 faction campaigns were never actualized. But despite itās shortcomings, the physics-based combat is addictive and keeps you playing ājust one more battleā. And I enjoyed my time with it. While I would not recommend this game for the full $20 price tag, I think itās a fun time for what it is, if you can get it on sale. Gameplay: Fort Triumph has two overarching gameplay systems: turn-based tactics combat levels, and an overworld map with RPG elements. There are 3 modes to engage with: campaign, skirmish, and multiplayer (I never played multiplayer, so Iām omitting that from this review). The campaign is essentially 3 human-faction skirmishes strung together with a basic story, and minimal progression between them. Skirmishes are essentially map domination vs 2-4 enemies with fog-of-war. You move around the world map, sometimes collecting loot and buffs, but mainly seeking out enemy parties or settlements to defeat, or seeking out overworld NPCs to battle and gain experience. The campaign, on the other hand, will have you completing story objectives rather than eliminating the entire enemy force off the map. The tactical turn-based combat is the defining strong point of this game. It is a simple straight-forward tactical game, but I think that is a positive in this case. Turns are based on a simple Action Point system. Turns flow easily, though they sometimes take a moment to think through. There are 4 classes (paladin, archer, berserker, mage) each with their own class-specific abilities (you are able to obtain cross-class abilities too). There are also 4 factions to play in skirmish (only human has a campaign), and each one provides a specific trait for your heroes. They also have their own buildings available for their overworld camps, which basically means they have their own pool of in-combat buffs to obtain (capturing enemy bases will also acquire their buffs). As your heroes gain XP, they will level up and you will be able to choose between upgrading their abilities, or learning new abilities from a random pool of 3 (note: permadeath is optional, so if itās enabled, be careful not to lose your upgraded heroes. If itās disabled, heroes revive back in town, and need to be rebought. But be warned, at the end of the skirmish-week, they rotate out and are gone.). While you have your standard fare of attack, defense, and movement abilities, the really fun part of this game is the PHYSICS abilities (This could be a kick, wind gust, grappling hook, etc). There is something so visually rewarding watching a baddie getting smacked through a wall, or shoving a column onto an unsuspecting foe. The gameplay also rewards your physics mayhem by stunning enemies, meaning they canāt attack next turn, which is vital to your strategy. After a stun, an enemy will get a stun block, meaning the next stun will be avoided. Heroes (yours and enemies) start a level with stun block. This whole physics system adds some fun novelty to your standard tactics gameplay. Positioning units is important to avoid or maximize stuns. Furthermore, cover becomes a risky business. Cover can really protect you from damage, but can leave you susceptible to being stunned. Combine these physics attacks with overwatch abilities or attacks-of-opportunity and youāve got some fun potential for team combos and chaining damage. Itās simple to engage with but also addicting! Playing on Legendary difficulty definitely makes you play slower and strategize. Each turn is more consequential, and more of a puzzle. The easier difficulties can feel simple, like popcorn entertainment. So, depending on how you want to play, thereās an option for you. But itās nice that increasing the difficulty does impact the style of gameplay you employ. While the combat is a strong but simple offering, much of the rest of the game feels undercooked, or even underfunded (the devs said that a lack of funding prevented them from adding campaigns to the 3 non-human factions). Like I said, the game is relatively simple, which is fine and enjoyable for what it is, but it doesnāt feel quite feature-rich enough to complement the simplicity. Features like the bare-bones tutorial, the anti-climactic endings, and the somewhat inconsequential overworld feel undercooked and needed to be fleshed out. And sometimes bits of missing information feel like a consequence of underfunding. The overworld feels underbaked. I canāt quite put my finger on why, but it seems underwhelming. Exploring the map doesnāt feel very rewarding, and doesnāt have enough variety to feel bigger than the sum of itās parts. Any āside questsā you find are just text-box events you make a choice within (Once and a while there is a battle that ensues). But every battle has the same goal: kill all enemies. There are no collecting or fetch quests, no riddles or puzzles, no debates or persuasions, no caves or dungeons. Thereās nothing Extra to do that makes the overworld feel like a world. Maybe what Iām trying to say is that the RPG elements feel underwhelming. So while the overworld is a nice addition, it feels lacking. I wouldnāt recommend this game over $10. If it was given the time and extra love to complete fully, I think this would be a hidden gem at $20. But it definitely feels like some corners were cut, and itās loss-of-funding is apparent. Itās a shame, because the combat is really simple yet addicting. Itās really easy to just keep playing level after level, kicking enemies into objects and watching it all crumble down. I just wish there was more game wrapped around the combat. Atmosphere: The stylized and colorful art style of the game is what drew me in from the get go. I guess it has a āWarcraftā look, where characters, items, and environments can be somewhat disproportional. But in my opinion, the color and design really shine. There are different themes to different maps, and each faction has a certain look to their settlements and areas. I personally feel the light-hearted style complements the simple gameplay, and helps ground the vibe of the game. The music is a bit repetitive. There are a couple tracks for the overworld, and a couple of tracks for the combat levels. This could get annoying, but I didnāt mind. There are a couple of tracks that just have that inspiring fantasy sound that I love. Overall, I feel the music helped immerse me into the atmosphere. There are two weak-points to the presentation, in my opinion. One, the overworld map is 2D, which kind of works, but does feel a little low-budget. Two, and this is the big negative, the endings to the campaign and skirmishes are super anticlimactic. No spoilers, but the campaign ends with text box descriptions, rather than any visual cutscene. And skirmishes end with a text box that says, āYou are victoriousā. I need a little more than that to feel satisfied from this world. Conclusion: Iāve enjoyed my time with Fort Triumph so far, but I would only recommend it at $10ā¦or maybe at $15. Despite itās fun combat and light-hearted art style, the fact that it feels incomplete and undercooked makes it too difficult to recommend at itās normal $20 price point. If you want to try out some fun simple physics-based tactical gameplay, wait for a sale. But if you pass on this, youāre not missing the hidden gem this could have been with a bit more time in the oven.
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