We’re back to the Langrisser franchise as the series moves to the Saturn, where the last three games in the series game out. Rather than continue to refine the gameplay of L1 and 2, Masaya chose to complete reinvent the gameplay. I think the result was not well received because for L4 and 5 they returned to the gameplay of the first two.
The graphics seem to be based on Der Langrisser FX, and like DFX, there’s a fair amount of voiced dialogue and some anime scenes. However, they returned to the L1 and 2 single-path storyline rather than the branching paths of Der (although there are some secret stages, and a “true ending” with 2 extra stages).
Parts of the gameplay are similar to the previous ones. You still hire troops, and the basic unit compatibilities are the same. The classes are similar, although this time you don’t choose a class path, you unlock additional classes that you can switch between (and they will get better); this makes things more flexible so that you can hire more of a certain type of unit depending on the stage.
The biggest change is that the battle system is now done in a semi-realtime. You choose how you want to move your guys, and then all the commanders move at the same time. Then each unit can attack someone they’re close to. The individual army members no longer act like units, instead they’re just extensions of the commander — they affect the range of the attack and also the damage (more troops is good). However, this time even if troops die, they can be brought back by heal spells or the Heal command. This is annoying when powerful enemies are just healing over and over again; you really need to gang up on the bosses with 3-4 squads.
The effect is rather chaotic; units are often packed into small spaces almost stacked on top of each other, and it’s not always easy to tell who is going to be attacking who. You can switch formations (which I don’t really understand the purpose of) and switch between move/defend/normal which lets you speed up (at the cost of defense) or defend (at the cost of not making an attack). You can also view attack sequences but they’re so slow I can’t imagine doing that for the whole game.
There are 5 equipment slots now.
This is similar to the previous Langrisser stages; our guys start out on the left (just me and Tiaris). Story stuff happens on the right side and basically this is just so you can fool around with the battle system a bit before the story stuff plays out. I just moved Dihalt and Tiaris around and fought the Pegasus units. Even Tiaris and her guardsmen had no real trouble with them, although I cast a Heal 1 once.
This is another typical early Langrisser stage; all you do is escape down to the bottom of the map. Maybe you can try killing some of the top enemies (if you save all the villagers you get a bonus item) but I just escaped.
The first real stage, against undead. I almost lost. Initially I sent everyone north but I noticed some undead groups were evading me and heading down to where the villagers were, so I had to sent Dihalt and Gilbert back down to the bottom. They actually had a surprising amount of trouble dealing with the undead, maybe because I don’t fully understand the battle system yet. Grop keeps summoning undead which I was fighting off, but Grop was too difficult for just Ruin and Tiaris to beat, so I had to send Gilbert up to the top. He got stuck fighting some undead and Dihalt had difficulty dealing with the bottom on his own. I just barely squeaked out the win; I think one more turn I would have lost all the villagers but Gilbert managed to make it up to the top (with a Move mode) and then I had to move Tiaris out of the way so I could get Gilbert in there with his horsemen.
I just moved everyone west and ordered the NPCs to go right. Once the enemies caught up to the villagers I had the new NPC forces attack; the enemies are outclassed so this isn’t too hard.
I moved everyone along the road, and then when I neared the castle, I had Gilbert in Move mode go up around the side of the castle while everyone else stayed there to fight the enemies. Once Gilbert reaches the castle the stage is over.
I’m starting to get some of the class changes; it’s interesting that you change your class to have different units rather than simply hiring different guys (at least at the moment).
This is a really short stage — the goal is to get two opposing forces to fight each other and then retreat. I thought you would actually have to move around so that the two sides had a battle, but all you have to do is move close to the enemies until there’s dialogue, and then run away. You only need one or two units.
Jessica shows up after this. I guess she’s used the “youth” magic again.
This is a tough stage. I actually had to restart because I didn’t have the right troops. One thing I’m discovering is that it’s very difficult to do a 1 on 1 fight; because you can use the Heal to even bring back your troops, I often need 2-3 units to take down a strong enemy even if the compatibility is good.
I went with Soldiers for Dihalt and made Rifanny a hunter so I could use bowmen (this ended up not mattering so much).
The basic strategy was to proceed slowly at first, saving Tiaris’ heal spells for the last part of the stage. I took down the initial pikemen with Dihalt and Ruin, and then took everyone forward into the fortress. I used my hours units and Runa to take down the soldiers, then moved Ruin up (with his pikemen) to deal with the horsemen and flying units (along with Rifanny). I used one Heal from Tiaris during this time.
Now the tough part starts. I used Attack+ on Dihalt and had him and Ruin take out the pikemen (with help from a Thunder spell). Then I healed and moved forward, doing the same thing with the next group of pikemen. Meanwhile you have to deal with attacks from bowmen above; I see no good way to take them out.
Last up is Freya. To enable the best ending you have to get Dihalt near Freya so they have a conversation, then let Freya attack Dihalt (do not attack Freya with Dihalt) then defeat Freya with someone other than Dihalt. Initially I had too few units in there and so I had to reload a save from a few turns ago and move both my horsemen and Luna in there. Rifanny stood back to draw the fire from the archers. There are mages that cast spells as well, but with a Protection from Dihalt and my last Heal from Tiaris, I was able to finish the stage — just barely.
I hope this is one of the harder stages!
They reused the “burning field” stage from Langrisser 2. This one moves a lot more slowly so you have time to move. I initially tried splitting my force but that turned out to be a mistake, so I just went in kind of an upside down V direction. Rifanny was surprisingly effective against the pikemen and archers with direct attacks.
I thought this was a fairly tough stage also. You first have tribesmen to deal with, then Emarinc’s troops. Emarinc will kill some of the enemies but probably won’t get very far (I wonder if the best way to deal with this stage is to go to the NW at the beginning and let Emarinc and the tribesmen fight it out.
I had this mess:
It seemed like I was not doing all that well and I was completely out of spell points by the time I had the battle under control, but at least I was destroying one troop or so per turn.
I think the Heal command is too powerful in this game, although maybe that benefits my team a lot as well.
You have a 19 turn limit here. I think on my first try I tried to move too quickly and got killed by the Shamans and bosses. It’s not necessary to go that fast. I got bogged down by the initial pikemen and was worried about my turn count but once I got past them, the stage opened up a bit. Eventually I was able to reach the boss without killing all of the intervening enemies, which turned out to be a good thing. Other enemies come in afterwards, and the shika tribe will help you fight them. The shamans are especially useful — their fireballs suck when they’re coming at your party, but they help a lot directed at the enemies.
This stage is a nice breather; there are a lot of enemies but they aren’t very hard and they come at you in small batches. The priests can get some EXP by killing the ghouls and other monsters. The boss can hit hard (I lost Luna) but when she’s by herself it’s not that bad. Although it was hard to tell what kind of units she had.
So Bozel is back, of course, he and Jessica seem to be two constants in the games.
This is the “save the bridge” stage from Langrisser 2. I was worried at first because I didn’t see how I was going to beat all enemies in 14 turns, but actually you only have to defeat the infantry group on the right side of the bridge, then the turn limit goes away. From there I didn’t have too much trouble; I summoned some Dark Elves to help against the flyers. Ruin was able to hold off all the horsemen with his pikes, and the archers helped pick up the slack.
On the story, this game does a better job than previous Langrissers (and other SRPGs) of showing what’s happening on a large-scale war — too many of these games make it seem like it’s just your own force against the entire enemy army, and you don’t really understand why the army isn’t doing anything while you’re fighting one battle in one area. But here they have a map between stages that shows the territory of each army and where important characters are. So even when we’re doing something like trying to secure a Gate to prevent demons from coming through, other wars are still going on.
It is odd that the plot started up with the wars between the countries but then almost immediately we go off to defend the Gates while the war keeps going.
There are 36 stages so I’m 1/3 through.