I think your just playing games that don’t have a grid. I still play a lot of games with a grid. If you want a strategy game that has a grid, my dad has been playing a lot of jagged alliance 3 and has been saying very positive things about it.
Story is really what I care about the most from RPGs, though I’m also a sucker for old school RPG battle systems. I’ve never heard of this or the studio, but reviews liken it to Chrono Trigger and Final Fantasy, which is a very good look in my book.
It seems like an especially great year for gaming. I can’t remember the last time there was so many highly rated games coming out (and there’s still more to come – I’m most excited for Starfield).
PowerStone 2. 4-player full-freedom game. Think Super Smash meets WWE games, but with pulp adventure theming (including a kinda stereotypical T-Hawk-style indigenous dude) and a vaguely Tezuka retro-anime art style. That and Virtual On Oratio Tangram (which is like if Armored Core was a fighting game) were reasons to own a Dreamcast for innovative fighting games.
Don’t know why. Because XCOM is full of flexibility. But It’s like a feeling like once you see those boxes, it feels like you’re playing by their rulebook.
Which is weird because BG3 is literally about rulebooks.
I like that they donnt use the grid. Feels more natural. That being said, I would occasionally like a measurement tool or something so you can see if you’re within 5/60 ft or whatever
I’m currently in two different D&D campaigns. One plays combats on the regular 5ft grid, the other is “theatre of mind” where where everything is just described. Both are fine, I don’t really feel like I lose anything with either method, it’s just two different abstractions for the same ideas.
Larian’s previous game, Divinity Original Sin: 2, was still highly tactical despite its lack of grid-based positioning or targeting. The game used its mechanics of skills, freer movement, and surfaces/clouds to really shake up each battle and make them unique. Each combat was like a little puzzle. For me, who usually bounces off the likes of XCOM, it was absolutely brilliant. BG3 is much the same, just with a different ruleset (and I’m glad I was familiar with it beforehand. It must be daunting to be thrown into 5e without having a book thrown at you).
Being a nerd now, there is actually a grid in these games, but it’s only used for navmeshes and the surfaces. The game doesn’t expose either of these to you in-game. Visually, the edges of surfaces are messy and extend/retract from where they technically are according to the engine. I suppose you can kind of see the navmesh grid by clicking all around the edges of walkable areas, but other than walking up to edges, the navmesh has little impact on anything else.
I mean, I don't mind too much the lack of a grid system but I just can't get used to the turn-less combat system of games like "Pillars of Eternity", Tyranny or Pathfinder.
They are great, though. It's just a nitpick I have.
Even in tabletop rpgs, I advocate for the removal of the grid. I prefer to do combat in the style of tabletop wargames, free movement in any direction, treating each inch of movement as 5 feet (for D&D and Pathfinder).
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