minds behind Battle Chasers: Nightwar are homage artists. As core members of
the Darksiders team at Vigil Games, they paid tribute to Nintendo’s beloved The
Legend of Zelda series. Now, with a new studio (and help from a well-funded
Kickstarter), the team at Airship Syndicate is displaying their adoration for
another legendary gaming franchise: Final Fantasy. Nightwar is a gorgeous
turn-based RPG with clever battle mechanics, but if you want to survive this
adventure, you have to work for it.
Nightwar is technically a spinoff of the WildStorm/Image Comics series Battle Chasers from the late ’90s, but you wouldn’t know that by playing the game. It quickly introduces the
characters and lays out their backstories in an opening text crawl, then it’s
off to the races to tell an uninspired story about a necromancer’s perverted
mission to raise an undead army. As a fan of the comics, I got a kick out of
seeing these characters back in action and hearing them voiced for the first
time. Even so, the core characters are not well-developed over the course of
the story, which left me feeling unattached to my party and their interactions.
The story didn’t grab me, but the battle system did. Similar to games like Final Fantasy X, Nightwar features a designated turn order, so you can plan out each battle in advance. Regular attacks might be relatively weak, but they happen immediately. On the other hand, abilities burn mana and require a casting time
so your selected ability might not trigger until after an enemy’s attack. This
system requires a little extra planning, but the tension of trying to knock out
an enemy or heal a party member before your foes’ turns is thrilling. On top of
all this, each party member has unique skills and abilities, and many of them
deliver bonus damage depending on the buffs applied by other heroes’ abilities.
I loved experimenting with this team synergy and chaining together different
sets of abilities as I calculated the optimal damage output.
the mana pool for each hero adds an additional layer of sophistication to
combat. Heroes earn overcharge each time they perform a normal attack, and this
overcharge acts as disposable mana that disappears at the end of each battle.
The longer a battle drags on, the more resources you tend to have for more
powerful attacks, which encouraged me to experiment with my teams’ full suite
combat system is incredibly rich, but these turn-based encounters begin to feel
rote thanks to the massive grinding required to overcome each dungeon’s boss. A
massive difficultly spike accompanies each transition from one story dungeon to
the next, and my characters often had to level up several times before that
challenge evened back out. Nightwar’s limited handful of side missions only exacerbates
this problem, because you quickly run out of fresh content and are forced to
grind through the same battles repeatedly for extra experience.
drops could have mitigated the frustration of replaying old content, but
Nightwar’s reward system is also unbalanced. The biggest problem with Nighwar’s
loot is how sparse it is; dungeon treasure chests and monster drops are few and
far between. You can replay old dungeons on harder difficulties for the chance
to receive legendary gear, but unless you replay a dungeon you just completed,
these drops are often worthless because they are so far below your level. Even
when I tackled harder dungeons, I was still rewarded with equipment I didn’t
want. After spending more than an hour replaying one of the hardest dungeons, I
only walked away with one sword for a hero I hadn’t touched since the beginning
of the game.
balancing problems create an uneven play experience, which is disappointing
considering the good things this stylish RPG has to offer. Airship Syndicate’s
gorgeous art design and fluid animations are a wonder to watch, and Nightwar’s
overcharge ability system offers a layer of strategy that is often missing from
turn-based RPGs. Overcoming Nightwar’s most challenging battles is a thrill, but
only if you’re willing to put your nose to the grindstone.