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EFWQ Tactics

Page history last edited by Tim 15 years, 11 months ago

Back to Epic Fantasy Warrior Quest

EFWQ Tactics

Released to rave reviews for the Nintendo 64 in March of 2001, EFWQ Tactics was developed as a joint venture of CubeSoft and Phonics (known as Cube-phonics, which would also be the name of the resulting company when the two houses merged a few years later) when a summer intern came across a brilliant, unattributed script marked "REJECTED" in the old Phonics company files. The script was followed precisely in every way but one: instead of introducing a gaggle of new characters, Cube-phonics drew from existing ELotH:TES canon to develop a rich tactical approach to Battal at the end of the Four Underdogs period. This turned out to be an extremely wise choice, resulting in a game as Epic in scope as its literary counterpart. Unfortunately, production problems prevented this game from achieving the success it deserved.

Plot

Players control the destiny of an androgynous, unnamed warrior who in the year 20,020 forms a small band of mercenaries. Events transpire such that the "mercenary band" becomes a formidable force for good in a war-torn Battal. The Twelve Scourges of Battal, as drawn from the horribly written Scourges Pentadecaphron and drastically improved upon, are plaguing various areas of Battal and, after proving their worth by ridding various areas of bandit plagues, the unnamed warrior's band must take on the pillaging Scourge armies one by one.

Plot cutscenes were relatively rare, usually happening only when the player entered a new country or defeated one of the Scourge armies (which could take as few as 3 battles or as many as 25, depending on the particular Scourge and how far the game had progressed).

In the final battle, the Twelve Scourges unite what remains of their armies and lay siege to the Cerulean Citadel in 20,033. The Grand Elemenstors of the Cerulean Citadel hire the unnamed warrior's band to take part in what would later be known as the Great Elemenstation War, marking the Rise Of The Elemenstors.

Gameplay

Gameplay had two modes: a strategic map of Battal and localized battle-maps. The strategic map actually shows every available army from the very beginning of the game (except the army that comprises the final battle); armies grow and shrink on a set timetable, so players may choose who to battle and when. Attempting to take on the Scourge armies from the beginning, however, results in more or less immediate destruction.

When the player engages an enemy in battle, the localized battle-map appears for a turn-based tactical battle with up to 40 units per side. Units include a dazzling array of professions, each with a set advancement path based on experience. The usual array of warriors, Elemenstors, Familiars, and Furniliars is present, alongside more advanced (if occasionally anachronistic) units such as the Badass Philosopher (a powered-up Lawyer), the Beastmaster (a powered-up Zoo Keeper), and the Warrior Bard (a powered-up Bard, which is amazing because keeping a Bard alive long enough to gain a level is insanely difficult).

Perhaps the most significant inclusion in this game, however, was that of Elemanifestations. A significant number of these Elemanifestations make their first appearance in EFWQ Tactics. Before they can be called upon by the player's Elemenstors, however, they must be recruited, which usually involves battling them. They can turn the tide of most any battle and are crucial to completing the game.

Throughout the game, each successful battle (with bandits or with armies) results in payoff from whatever kingdom you're in, allowing equipment upgrades and the hiring of new units. Lost battles result in the loss of a turn and any dead units, making the game more difficult but not impossible. "Game Over" only happens when the nameless warrior dies; so long as the main unit is available to hire more units, the game can continue. Due to the already punishing difficulty and staggering length of the game (approximately 100 hours of gameplay), most people just reload if they lose a battle.

Production Problems

Artistically stunning, brilliantly written, fun to play, and Epic in scope, EFWQ tactics stood to single-handedly put the Nintendo 64 back on top. The official story is that, unfortunately, it seriously taxed the Nintendo 64 hardware, causing production to be a little tricky. In the end, about 50,000 cartridges were produced before the project was axed. Whether this had anything to do with the newly-minted Cube-phonics alliance with Sony is anyone's guess.

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