Multiplataforma Unicorn Overlord (Vanillaware)

Daimon

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Staff

Data de lançamento: 8 de Março de 2024
Plataformas: PS5, PS4, Xbox, Switch

From the creators of 13 Sentinels: Aegis Rim and Odin Sphere, Unicorn Overlord shines in combining overworld exploration and an innovative battle system in the iconic Vanillaware style. Traverse the vibrant world, cultivate a grand army with over 60 uniquely designed characters, and grow your renown throughout the five nations in this unique epic fantasy experience!
 
Isto tem mesmo a minha cara... E a Vanillaware nunca desiludiu.

Estou indeciso é se compro para a Switch ou para a PS5.
 
Última edição:
Estou a jogar a demo e já vou com 5 horas (faltam 2). E já fiz a pré-encomenda. O jogo é mesmo, mesmo muito bom. Para quem é fã de SRPGs da era de 90s, é super recomendado.

Famitsu deu 36/40 e aponta para as 40/50 horas de jogo, 100 horas com sidequests.
 
Já tenho o meu. Infelizmente não lhe vou conseguir pegar nas próximas três semanas, mas vou acompanhando o vosso feedback :D
Parece um must para quem gosta de SRPGs.

E a edição especial vale cada cêntimo. Fiquei com vontade de aprender a jogar o jogo de cartas.
 

(Scoop: Atlus wants to release on PC, but can't due to agreement with Vanillaware)​

Unicorn Overlord devs talk history, card games, and that delicious food

(destructoid.com)​

Seriously, the food looks good.

Unicorn Overlord interview

Screenshot by Destructoid

Vanillaware’s latest game Unicorn Overlord arrives tomorrow. The embargo is up, and by now, sites are already posting thoughts and takes on the latest from the studio behind Dragon’s Crown, Odin Sphere, 13 Sentinels, and many other well-loved games.
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And as I’ve written about previously, Unicorn Overlord takes an interesting approach. It’s looking back on the strategy stylings of classics like Ogre Battle, utilizing real-time strategy and an overworld map, setting it apart from other recent throwback tactics projects. Units move and fight in automated conflict using logical progression that you’ve set up ahead of time, similar to the Gambit system from Final Fantasy XII.


In the 20 hours I’ve played of Unicorn Overlord thus far, I’ve been fairly enthralled. It’s a breath of fresh air in the strategy and tactics RPG genre, and feels like Vanillaware both broadcasts its strengths (art, music, design, delicious-looking food) and breaks some new ground in tapping into the past.
UO_interviewBattle3.jpg

Screenshot by Destructoid


So, ahead of the launch, I sent a few questions over to the Vanillaware staff, to ask about their process. Why did they choose to go this route? What was the development process like? And what’s up with the card game in the collector’s edition? We got back some answers from Vanillaware’s lead game designer Wataru Nakanishi and game director Takafumi Noma, as well as Atlus producer Akiyasu Yamamoto, to learn about all that and more.

With Unicorn Overlord, there are reports indicating it was in development for 10 years. What was that like, and
was development ever influenced by other projects the studio worked on throughout the decade?

Wataru Nakanishi, Lead Game Designer:
Although it was a very long-term project, I did not work on it for the entire 10 years, but rather participated in the development of other projects in between, such as Odin Sphere Leifthrasir and Dragon’s Crown Pro.

One project that had a direct influence on me was 13 Sentinels: Aegis Rim, which I was developing at the same time. When designing the Valor Skills for Unicorn Overlord, we incorporated elements of the meta skills system used in that title as an example.

How did you decide on the scenario and setting for Unicorn Overlord? Did the setting idea come before
deciding on making a strategy game, or vice versa?

Takafumi Noma, Game Director:
We set out to make a tactical RPG first and foremost. The general framework for the world, like its setting, and world map were developed next. It wasn’t until the later stages of development that we created the story and detailed characters.

UO_InterviewBattle2.jpg

Screenshot by Destructoid

The combat system of Unicorn Overlord is very intriguing, in the way it asks players to establish logic and priorities for what units will automatically do in battles. Why did you opt for this, over having direct command inputs for each unit?
Nakanishi:
We wanted the focus of the game to be on troop building and the importance of preparing for battle. It would probably be overwhelming to have to give direct commands to all the units marching at the same time (laughing). The battle system itself was a result of our pursuit of combining strategy and ease of understanding.

Akiyasu Yamamoto, Producer: The project was proposed initially to ATLUS as a Tactical RPG with network elements which remained at the core of the game throughout development. The result is a unique Tactical RPG, offering a deckbuilding like experience that, even among Vanillaware, could only be brought to life by the minds of Noma-san and Nakanishi-san.

Why did you choose to forego tiles, and instead use a field map? How did that affect the way you think about
the world and battle maps?

Yamamoto:
Perhaps you mean to point out that this type of game is not so common to see from a Japanese studio? As you’re probably aware, the strategy (tactical) RPG market here is quite different from that in the west. For example, the RTS genre has never really caught on here like it has with the numerous PC titles, indie titles, and more. But to return to your question, Unicorn Overlord does indeed stray from the “mainstream” Japanese SRPG tile-based system. To put it simply, the creators of UO had a true passion for the ’90s tactical RPGs they played growing up, and wanted to create a new game system based on their experience with said games. If one were to draw a family tree of the evolution of gaming, I think you would find Unicorn Overlord would naturally sprout out from the same branch formed by those tiles which influenced it.


UO_InterviewAngel.jpg

Screenshot by Destructoid

How did you go about creating some of the factions you interact with in Unicorn Overlord, like the elves and
angels? Were there any favorite factions to work on, amongst the team?

Noma:
Since the guiding motif was 90’s fantasy, I thought I couldn’t leave out the elf. Initially I was thinking of using elves and dwarves which were common to Japanese TRPGs from that era, but after researching the original Norse mythology, we decided to stick to elves and dark elves instead.

Regarding the angel, although the original setting itself was abandoned during the production process, the design remained, and I think it ended up being put to good use. I think each staff member likely has their favorites, but I personally like all races, so I don’t have a favorite faction.

Unicorn Overlord is heading to PlayStation, Xbox Series consoles, and Switch, but not to PC – is there any reason in particular you chose not to aim for PC at launch? Has there been any discussion about a PC port later on?
Yamamoto:
As a publisher, we would like to deliver it to PC users as well, but per our agreement with Vanillaware, we are only releasing on console. In other words, there are no plans to port it to PC currently.

There’s been a resurgence in tactics games lately – including games like Triangle Strategy, the Tactics Ogre remaster, and even Mario + Rabbids. What do you think of this, and how do you think Unicorn Overlord stands out from other games of this style?

Nakanishi:
As an SRPG fan, I am very pleased. Not only completely new titles, but also remasters of old titles are essential for the survival of the SRPG genre. I for one am very thankful for the recent trend of many SRPG titles being released.

This title, which was created in the midst of all these masterpieces, is full of unique elements such as field parts and battle systems. I believe that both fans of SRPGs of the past and those who have never played SRPGs before will enjoy this title.

Yamamoto: Going back to your previous question, the market for “tile-based” SRPGs has been well explored by major developers and historical IPs for decades. What really drew ATLUS to Vanillaware’s proposal for Unicorn Overlord was how it was a blue ocean opportunity that avoided the red ocean of tile based SRPG. We ourselves had played many tactics games in the 16-bit era of the 1990s and were moved by the proposal from Noma-san and Nakanishi-san, which led to the development of this title.

UO_InterviewFood.jpg

Screenshot by Destructoid

Vanillaware is well-known for its art style, especially its food. How did you decide on what kinds of food to have
in Unicorn Overlord, and does it vary by in-game region? Did you ever make any of the recipes yourselves?

Noma:
At first, we wanted to be realistic and envisioned a scene of soldiers sitting around a campfire and eating porridge as their rations. However, we also wanted the food to look delicious to boost morale, so we asked Shigatake-san, who has done cooking animations for our past productions, to do the cooking animation again for this game.

We asked Shigatake-san to choose the types of dishes himself. He chose dishes that looked delicious and made us want to eat them, while emphasizing visual differentiation. The dishes that can be eaten differ depending on the region in the game, so we hope that you will look forward to that as well in your adventures. Unfortunately, I have never actually made any of the in-game recipes myself… (chuckles).

13 Sentinels had a fairly winding story with multiple viewpoints, while Unicorn Overlord looks to follow one narrative thread through the prince Alain. How did that shift your way of thinking about the story of this game, and what would you say the defining characteristics of Unicorn Overlord’s narrative are?

Yamamoto:
First, I’d like to point out that although both are developed by Vanillaware, the director of both titles is different. Where 13 Sentinels came about as Kamitani-san’s vision of an adventure game, the genesis for Unicorn Overlord was rooted in Noma-san’s passion for the elements from the SRPGs from the ’90s that left an impression on him. Things like giving as much gravity to the emotional connection with the characters involved as their actual battlefield functions and performance. Therefore, this work explores the story of the more than 60 unique characters and their motivations for joining the liberation army. It highlights how even the seemingly weak can bring change to the world by raising their voices and working together against tyranny and injustice. To me, that’s the real message of this story.

UO_InterviewBattle1.jpg

Screenshot by Destructoid

I’m really interested in the card game that’s included in the collector’s edition of Unicorn Overlord. How did that
come about, and was this something the development team worked on themselves?

Yamamoto:
It came about when our publisher, ATLUS, asked Vanillaware if it would be possible to create a deluxe version for users who wanted to continue to enjoy the Unicorn Overlord world outside of the main game. As for accessories, it would be difficult to use something metal for logistical reasons, so we requested a paper one, and the idea we struck upon was a card game. It was the first time for ATLUS to make such an accessory, but we were able to make it a reality by consulting with a long established company that handles card games and other physical games in Japan.

The reason for the extensive size is because the main game itself was created by staff who enjoy deck building and thinking-type card games. The accompanying card game was designed by Mr. Maeda who is a graphic designer at Vanillaware. Please note that although the setting and character classes are shared with the main game, each can be played independently, and this does not mean that you cannot fully enjoy the main game without playing the card game.



Vanillaware ran out of money for Unicorn Overlord’s development (as they did for 13 Sentinels: Aegis Rim)​

(automaton-media.com)

Unicorn Overlord cover art


Atlus and Vanillaware’s tactical RPG Unicorn Overlord launches worldwide in just one day’s time. In a post on X (formerly Twitter) counting down the last remaining day before the release, Vanillaware’s CEO George Kamitani admits to having run out of development funds for the game “as usual” and having to cover for the maxed-out budget out of pocket.

Unicorn Overlord is a fantasy tactical RPG with overworld exploration and real-time battles. The game’s development has famously lasted over 10 years – as it was first conceived by Takafumi Noma in 2014. But, as the title’s programmer Onishi has revealed, it is also Vanillaware’s most ambitious title up to date in terms of content. Apart from its rich gameplay and story and impressive volume of hand-drawn assets, it has also been revealed that Unicorn Overlord will feature over 60 companion characters and over 60 classes of units that the player can freely combine in parties.


Unicorn Overlord: Vanillaware’s Compellingly Unique Xbox Debut​

(Xbox Wire)

Unicorn Overlord Key Art


For all of Vanillaware Ltd’s storied, 22-year history, the Japanese developer of Odin Sphere and 13 Sentinels: Aegis Rim has never shipped a game for Xbox consoles. That is, until today. Unicorn Overlord, a new fantasy RPG title published by ATLUS, is out now for Xbox Series X|S, and it may well be the studio’s best game yet.

Unicorn Overlord is not your typical strategy RPG. Players will find gameplay elements reminiscent of beloved classics; the real-time movement of character groups from Ogre Battle 64, the close-up battle vignettes of Fire Emblem, the relationship building conversations of Like a Dragon: Infinite Wealth, and the fine-tuning combat gambits of Final Fantasy XII, all combined in a way that feels entirely new, wrapped in Vanillaware’s stunning, trademark 2D art style.

Unicorn Overlord Screenshot


You play as Alain, a young leader of a resistance movement that aims to overthrow the tyrannical Zenoiran empire that has enslaved the world. Along the way, you will recruit so many allies from different races and classes, each with different strengths, aversions, and their own reasons for fighting. You’re literally reclaiming the whole world, hearts and minds included, one patch of ground at a time – coloring in a map using your weapons instead of paints.

The real fun is in how these systems mesh together; as your army swells, so do your options to wage war with the empire. Things start simple and approachably, with players commanding a few teams of two around small maps. As you build your renown through victory, you’ll be able to field as many as 10 teams of 5 characters at once, all playing different roles on the battlefield. Hulking Hoplites hold down chokepoints with massive shields in hand. Flying units, such as Gryphon Knights, soar over obstacles to press an advantage, while ranged Hunters and Witches can take over towers to help those on the ground gain an advantage with combat assists.

Unicorn Overlord Screenshot


You will have to use your wits and skills to manage your troops, plan your battles, and make decisions that will shape the fate of the world. Yet – and this is the magic of Unicorn Overlord – the complexity scales so smoothly, it keeps everything manageable.

After each battle, there’s a fun “tidying up” that takes place – with roving enemies removed, you navigate Alain across the map, harvesting resources, visiting and improving towns, and speaking with townsfolks and soldiers. There are also key decisions to make, as you’re often given the option to recruit an enemy you’ve just defeated, or put them to the sword for their crimes. Some of these decisions are agonizing to make, with no clear right answer. For example, I decided to spare a rather unlikeable mage as I knew I’d need his (literal) firepower for an upcoming siege. Another level boss I turned over to the town guard for judgement, only for him to quickly escape the brig. Still waiting to see how that comes back to bite me.

Unicorn Overlord Screenshot


For all there is to say about the game, nothing beats playing it yourself. Fortunately, you can try the game for free by downloading a meaty, free demo from the Xbox Store. The demo allows you to experience several hours of the campaign, where you’ll develop a feel for the core gameplay mechanics and features. Best of all: you can also transfer your save data from the demo to the full game, should you choose to continue your quest… and you will want to.

Getting Started

Here’s a few tips I’ve picked up which may help you through the demo, and beyond:
  • Travel in groups – it might be tempting to fan your troops out all over the map during encounters, but there’s a lot of value in having a group of 2 (or more) units travel together. Once combat is initiated, you can use the controller’s bumpers to cycle through those nearby units to see which is likely to have the best results in a battle.
  • Don’t just deploy everyone at the starting base – sometimes it’s best to have a swift unit like a gryphon rider or knight take over a forward operating base so you can deploy slower units closer to the level boss or another key objective.
  • Spend every point – the game reminds you multiple times, but it can be easy to forget your special moves. You’ll start each battle with a few scant ‘ Valor Points’, which can be spent on deploying your units. But, building them up by capturing objectives or defeating enemy units, you can begin to spend them on special moves (one for every fighter in your army) or on deploying more troops. Spending points wisely can change the tide of battle, and later in a level, an Archer’s ranged attacks or a Knight’s charge can be used to soften up bosses before going in for the killing blow. At minimum, use Alain’s double XP bonus on teams before they’re about to finish off a group, especially if one of the members of said team is a bit under leveled.
  • Don’t stick to the story – In the early part of the game, you’re given one, very clear objective – and I’d recommend avoiding it for a few hours. Exploring the world map reveals huge optional sections that contain side quest battles that can help you level, gain new allies with abilities you won’t have, and unlock new locations with new items to buy. It’s astonishing how far you can travel without completing the main storyline – and how many other storylines you’ll find by doing so.
  • Search high and low – there is much to be found in the exploratory phases after a battle; glowing sparks indicating an item or resource are easy to find, but some are hiding out in forests or in areas seemingly out of reach. You may need to take Alain the long way around a coastline that initially seems impenetrable to get to some caches, but there is always a way!

Unicorn Overlord Screenshot


Don’t miss this opportunity to experience one of the most anticipated and innovative games of the year, from one of the industry’s most celebrated developers. Unicorn Overlord is out now for Xbox Series X|S.
 
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