Just announced for PS5, Tianji: Shadow of the Ancients is a promising RPG from Taiwanese developer Justdan. The title's getting a worldwide release at some point next year.
Interestingly, Tianji's combat system blends turn-based commands with combos, as you can chain various follow-up attacks together to keep your foes locked down.
The official press release describes battles as having "the satisfying impact of an action game", alongside "deep strategic play".
The whole thing's hand-drawn, too, which certainly helps it stand out in the above trailer. The overworld map in particular looks lovely.
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Has Tianji: Shadow of the Ancients caught your eye? Stand against a dynasty in the comments section below.
[source gematsu.com]





Comments 10
Mmm this gives me eiyuden chronicles vibes. Hope its better than that though!
Gameplay aside, that art style is a horrible turn off.
Looks good. The fighting sort of Octopath like but combos look more interesting.
@Ashkorsair That game had some great characters, writing, combat but the save system almost broke me. Three-hours from one save to another, it still had it's moments but what I would have done for a manual save. I needed to sleep, the game said no.
@girlversusgame well sounds like your name is appropriate then
@Ashkorsair It was a struggle, my first of that genre, but in the end I was glad to have tried and finished it. I'm open to similar games now too, especially if they have a manual-save.
@GirlVersusGame: Just so you know, most JRPGs nowadays have manual and even auto-save. Eiyuden was more of an exception. I circumvented it with the Rest Mode on PS5 when I wanted a break..
@GirlVersusGame Rest mode for you when need rest!!!
Combos? An action game but turn based, so more 'impactful' more timed like older Paper Mario games (others that repeat that system in Indie games) or Utawarerumono or any others?
I've tried odd turn based/tactics but even still. Real time Diofield was fair platinumed, Unicorn Overlord took away too much gameplay and wasn't very fun so barely played it, even for a Vanillaware game. Didn't play much 13 Sentinels. Got a few Indie tactics games but not played them. Turn based I played what dungeon crawlers that are a bit older or newer and are fun.
The Seven Pirates H had it's moments of mechanics and ok turn based and ok stats/worlds. Other turn based games aren't too bad, but most quests aren't very compelling, combat is eh and worlds/characters are tolerable.
I don't quite understand the point of the 'combos' and 'strategy' as the trailer just looks like typical turn based and ok locations with a nice overworld. So they have enough skill or budget to do 'those' but no mixing characters, no item use? Just weapons and AP points or whatever. Or whatever bound to weapons as mods/runes? I don't get it.
But traditional turn based but not much that different of a system? Yeah pass. Some turn based do, but most don't. It's clear it's competition and I'm not interested. Good for the devs/countries we don't hear games from, but otherwise doesn't look compelling at all. That or maybe too much story/culture focus.
Which is fine but gameplay always suffers still and I'm still annoyed at that with devs any budget, their skill, programmers/animators/level designers keep disappointing me. So why should I care?
It's not 'accessibility' it's they have no skill or don't care to try. Just make competitive art/stories, so what?
Games clearly aren't games just 'means to play' not expanding in interesting ways at all. Why are devs so boring.
Clicking around engines or programmers with skill but making the bare minimum is not exciting.
As if combos and AP points or critical or any other details aren't a thing in tactics games and turn based ones have been kind of boring to me over time, the commands/strategies don't excite me as much? How much combo layering can we do?
If they have something with this, sure, like the multi drift boosts in Crash Nitro Kart or any others that tried to do it prior. Sure I see reason in some layering and combos can work or have benefits, as per some characters, classes or assist classes to allow more to other characters or whatever they are going for.
But otherwise not the most exciting marketing really. Marketing that's clearly nothing impactful or meaningful. They need a better marketing angle or actual purpose to the game otherwise what art/story, so what.
Sure artstyle looks nice but if gameplay isn't exciting don't care, easy pass on this one. Story/characters can be whatever doesn't matter not interested.
So I just won't play any other games with 'impactful' attacks. Or any tactics games (prefer over turn based, played a few with some fair mechanics but most didn't do much and were story first/bland worlds so yeah nah pass for me on most RPGs or sub genre games) with more 'compelling mechanics' because why would I care for a turn based game to be 'impactful' animations or damage when I could play any other and have more compelling mechanics. XD
Part 2:
This is why devs fail, bland marketing, not exciting mechanics and just 'atmosphere, story telling, worlds, characters, action, artstyles and more'. Yes because i love bland worlds, characters, book like story telling in a long drawn out RPG with stats and bland mechanics. That's why I don't like RPGs the systems aren't fun. I'd rather read a visual novel then play an RPG with bare bones mechanics.
Are they trying to sell this to board game fans? Tactics fans? Turn Based fans?
Newcomers aka action interested people that play real time and go oh turn based pass. I just see this as stupid marketing.
The devs probably tried, whatever the case for them and me stumbling upon this sure. But eh. It doesn't look like much. I'd have to look it up and see when it was released and it's inspirations/competition. I can think of a few and even I wasn't big on them either. XD
I'm not playing a movie, I'm not playing a game for 'action' or 1 second brain attention seeking impacts.
Story sure, music if it's good, characters if they don't annoy me, artstyles to add something visually interesting of places they go, cough level design which RPGs have the most boring caves, fields, other biomes with no level design depth just 'walking' places, they are like fighting games that aren't platforming ones, just bland backdrops.
But gameplay being typical, adding more combos doesn't really do much. I can use as many AP points or whatever other things in a game, critical, throwing moves (aka more compelling moves that add more to the level design and character use cases to play in the environment which is what I WANT but devs don't do that at all), interesting grids and RPG like stats or how classes work and more.
But no we get a nice artstyle and 'combos'.
What a selling point. XD
I'm all for eastern devs and countries we don't hear much from, but that's just boring marketing right there I'm sorry.
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