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1 day

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June 16, 2024

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DISPLAY


By not relying on a phase system for combat, Berwick Saga connotes parallel, correlated events between units.

Isometric games have the virtue of allowing you to assign a narrative to each of your units based on their functions and, overall, their interaction with the map. Combat in Berwick Saga -"All the teams take their turns simultaneously on a unit-by-unit basis"- emphasises manipulation, baiting and deception in strategy. For example, if you want your opponent to close the gap between your units and his position, but you don't want to be exposed by moving into his range, you should simply move a unit away from danger, "offering" your enemy to get closer the next turn instead of you. In other words, you will learn to balance dispersing your units for attack and luring enemies by ceding them empty grids.

Furthermore, grids are hexagonal. Although improbable, a unit can become surrounded by 6 units, at least. And it will be a matter of choice to decide which units you want to have by your side, be they friends or enemies. This will be key considering the terrain, since units have different ranges, both in attack and movement.

But all of these things are subordinated to the choice of which units will act first.

A feeling prevails that an action taken by one unit has an influence on the outcomes of the battles across the map. But rather than observing how actions influence other actions, you sense which character's thoughts —plans, sacrifices, even prayers— have affected others.

Even though the battles are supposed to unfold almost simultaneously, the unit-by-unit battle system almost poses as a metaphor for the order of thought and schemes of each character.

Ultimately, the order of ideas is what ostensibly changes the disposition of the map. For example: in a given scenario, holding position would correlate with a teammate being able to retreat or relocate. While giving the first strike to a nearby enemy would correlate with that same teammate getting stabbed... and most likely your attack failing as well. Alternatively, retreating your second unit first may still allow your first unit to hit its opponent. Even if it's not on purpose, this is what the game communicates, moral correlations.

This is a great game, albeit psychologically heavy. I personally started praying at chapter 3, lol.