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A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
15,824 backers pledged $660,126 to help bring this project to life.

Combat Preview


Greetings Backers,

We have put together this short video that we would like to share with you that shows some of the combat in Unsung Story in action. We have two different stages highlighted in this video, and while watching the video you will notice a few different aspects of combat we may not have talked about or shown up until this point, so please let us help explain a few things.

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Movement in Unsung Story is currently showing in a square grid, however units are able to move in 8 directions much like the directions on a compass. When your unit is able to move, all of the different squares your unit is able to move to will be highlighted, making it easy to see where you can move in order to plan out your attack.

If a unit is within melee range of an enemy unit and has the ability to attack physically with a weapon, then this option will become available at that unit's turn. All available enemies within attack range will be highlighted for an easy view, and it is important to note that different weapons will have different ranges of attack. For example, polearm users will not have to stand as close to an enemy as a sword wielder will need to.

Certain units will have the ability to switch their weapon during combats. Different skills and abilities will be tied to specific weapons, and will only become available when equipped to a unit.

Skills will also be available to certain units based off of the school they belong to. By assigning skills to both units themselves and the weapons, Unsung Story will allow players to customize their units based on what they like to play and what they might need available in their party to balance it out.

Next month we will have a more thorough video going over the specifics in combat, so if you have any questions about the combat system or would like us to talk about anything in particular in the next update, please post in the comments section here and we will do our best to answer everyone. We will also plan another AMA where you will be able to ask your questions directly to us, so stay tuned for that. Thank you everyone!



Adam Bray, Matthew J. Boone, and 47 more people like this update.


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    1. Dustin B. Lynch on October 16, 2016

      Another year goes by and there is radio silence. No further updates as promised. No further comments as promised. In this very update you said that would be another video 'next month' and you have 4 more days to get something else out within 1 year. Either way, we deserve to know if we are never going to get an end product. There is nothing wrong with delaying a game to get it right, but you have to at least keep your backers in the loop and you have failed on all of these basic principals of PR integrity. While I am still hopeful that someday I might get the game that I wanted, or even a game of a similar ilk if not to my liking, I still feel that this is a 2 way street and I am certainly tired of living in the dark.

    2. fr on February 12, 2016

      This is great. Wait it's not.

    3. Missing avatar

      Richard Murray on January 31, 2016

      What is going on with this? Last update in October? That's ages ago now, guys.

    4. Walshee on January 22, 2016

      Complacency for open and regular communication combined with another failure to fulfill actions within a reasonable (and self-imposed) deadline? Sounds like you've learned nothing Playdek. At this point your apology would be of more use to the general community if it was printed on the paper in my bathroom.

    5. Missing avatar

      Level 99 on December 7, 2015

      Glad to see some significant progress being made. I will offer what critical feedback I can based on what I'm seeing.

      First, while the in-game renderer looks adequate, the lack of a consistent art style is the first thing to grab my attention. Medieval Fantasy games, especially tactical RPGs, tend to have an enormous amount of detail and care taken to all elements, from the portraits and textures to the UI elements. The concept art had a style that sold that feeling, while here it seems to be relatively absent. I would definitely like to see those elements of art be updated/upgrade/modified to be more of what we've come to expect from this genre of games. As of right now, that's probably what is most considerably bringing this down in visual appeal for me. There are games that look and feel like they've been cobbled together without much care to the graphic design, and that's what makes the dreaded "freemium/mobile" look. This isn't at that level, but it's too close to that and not close enough to being faithful to the concept art.

      Combat doesn't seem to be versatile enough yet to really comment on, but with tactical RPGs, slowness can kill interest in a game. Fast and brisk menus, breezy movement, weighted but efficient combat animations, and concise battle feedback. These are all things that a good tactical RPG needs. Fire Emblem: Awakening, Jeanne D'Arc and the Disgaea series are prime examples of good implementation of all those factors. Right now, things look quite clunky and slow when it comes to the various interactions and combat. Tactical battles can take a very, very long time in games and one should not feel that the system is dragging things out longer than absolutely necessary. Additionally, adding the ability to toggle on/off full battle animations would be nice for impatient people.

      The character models seem decent for now, but the animations could use some refinement. Additionally, the attacks themselves "feel" flimsy. Sound design, animation refinement, and UI flair would and should be used to enhance that feeling of impact and damage that the attacks have. Accent lines, zooming, colors, filters etc can be considered for improving that point of contact. Grunts and blunt sounds for making the combat have tone.

      Otherwise, not much else to comment on right now. Despite the negativity, it is nice to see things trudging along and I thank you again for involving us in the process. I do hope that these comments are taken for their usage to improving the game.

    6. Missing avatar

      AkumaCode on November 15, 2015

      Very underwhelmed by what I'm seeing in the video. Animations could be better, portraits were underwhelming (but then again it's the story and character development that makes the portrait seem awesome), UI looks meh, character sprites look okay (I hope unique characters look as good sprite wise as Vensial's sprite), don't see any unique skills being displayed, I don't know the importance of Asvora but she looks boring and plain, environments looks mediocre.

      I know it's a work in progress. I am very aware of that, but there's a lot to be done. I am holding you guys to a high standard and being very critical because I want you to succeed. I want you guys to make a game you can be proud to give to your audience, and I want to love your game. Good luck development team.

    7. Ahmed Mosly on November 13, 2015

      I'm very disappointed in how this project is turning out and how slow the development progress is. The premise was so interesting, but I've now learned not to back anything until I see an actual gameplay demo or progress in the initial pitch. I kindly request a refund.

    8. Missing avatar

      Eric on November 4, 2015

      Knowing that this is an early demo, I can say it looks good, though the menus, font, and UI make it look like an RPG Maker game. Also, it looks too much like a mobile game. If the game is going to be for mobile and the PC, please make it look more like the latter than the former. For game immersion's sake and to be true to its inspiration (FF Tactics), it'll need to be artistically detailed and have story depth. I look forward to the next update.

    9. Adrian Tai on November 1, 2015

      not sure if square is still a placeholder or more a fixed thing. i'd think that if anything, might as well go with an octagon... :S

      anyway, i'd prefer if a project gets delayed but with excellent result at the end when it is completed.

    10. Mark L
      on October 30, 2015

      While I agree with the frequently expressed opinion that this is a rather rough demo and indicates that there is a long way to go, that fact does not worry me much at this point. The project is running late, but lots of Kickstarters I've been involved with have run seriously late and still ended up with a finished, playable game. I am assuming at this point that much of the art is 'placeholder' and will be improved significantly before release.

      It is more worrisome, in my opinion, that we keep hearing about PVP, combat, etc., but are not hearing much, if anything, about the story, background, world development, and other RPG elements that should be in the process of development along with the combat and mechanics systems. A little information about how *that* area is progressing would go a long ways toward making me feel secure that this project will eventually develop into a game I might want to play.

      I've played a lot of RPGs with a lot of different combat systems, and my experience has been that a good setting, story, and background can help me ignore even a mediocre combat system, but a great combat system without a decent setting or story ends up being just a combat simulator, not an enjoyable game. I'm hoping that story development is also progressing, and you just aren't talking about it yet, but even a short comment ('yes, we're working on that, too - stay tuned for details') would make me feel more at ease, and assure me that this is not turning from an RPG into a PVP shooter.

    11. Little Orbit Creator on October 29, 2015

      Thank you for all of the comments on this update, the good and the bad. We do know that we have a lot of work to do in order to get this game where it needs to be, and all of your comments are appreciated and helpful in moving us in the right direction. We have also been taking notes on the questions some of you have been posting so that we can work to answer these in the upcoming updates.

      We still plan to have a more in-depth video for the combat coming along with another AMA so you can ask more questions and gain more answers. Thank you again, and please continue to keep your comments coming.

    12. Missing avatar

      Wright Johnson
      on October 27, 2015

      I understand that this is a work-in-progress, and that it's more important to iterate on systems and find the fun at this stage than to make the game sexy for outside consumption. You do appear to have the fundamentals in place, which is nice. However, I can't deny that this is a severely underwhelming video, especially after such a long wait for any footage at all.

      I won't make the mistake of saying "I could do better in two weeks!" or whatever. I'm a veteran KS backer who's watched a lot of successful projects grow from ugly ducklings into swans, as it were. I know a ton of dev effort goes into systems players will never notice, and that videos can be deceptive in that regard. I also know that, given the project's current PR difficulties, you might have considered it wiser to show an underwhelming video and prove the game's existence than to show nothing at all and leave backers in the dark. I can see the logic there.

      But, respectfully, I'm disappointed.

    13. DAOWAce on October 23, 2015

      Please tell me the PC UI isn't that obnoxiously large and lacks so much information. That doesn't look like something I want to play on a large monitor with a KB/M.

      Aside from that, the animations and graphics look very crude, something I'd expect from a low budget indie game.

      I guess my expectations of another FFT quality game were far too hopeful.

    14. Missing avatar

      Garnett on October 23, 2015

      This is obviously missing a lot of things and given the duration of the project, we have higher expectations. My primary expectation from this title is that it has style. We backed this with the expectation that some of the legends that we look up to would influence this project with their style. It needs unique art style applied to characters and settings. It needs a masterful score and soundtrack. It needs to *play* like it has style, right down to the movements and attack animations.

      Currently, this looks like a digital version of medieval toy soldiers. I see nothing of distinction. Please tell me this is a thin veneer on the battle engine and we can expect Unsung have a *signature* style.


    15. Andrew Clunn on October 23, 2015

      Count me as one the people who are glad that the project appears to be seeing real development.

    16. margibso on October 22, 2015

      Just watched the video again paying close attention to attack animations. First thing I noticed is that all of the attacks were spear pokes which is disappointing. Anyway, it looks like you are trying to sell the weight of the attacks with a bright light at the point of contact. In my opinion this looks a bit cartoony and goes against the ascetic that you were originally going for. It would look a lot better it the hit was sold through animation and sound effects. A sickening chunk as the spear hits with the recipients crumpling forward as it goes into their belly. Maybe have a small spurt of blood on connection. Have a bit of screen shake on criticals.

    17. Missing avatar

      Rodolfo Camarena on October 22, 2015

      Okay. I had to re-watch the video at least 15 times. Here are a few things and questions I have.

      > Does each class have a set limit on distance they can travel. E.G., Monk can traverse up to 8 tiles/hex, Priests, 9, Knights, 12, and etc.

      > The red 'X' on the current character is a bit confusing. At first I thought it was where the player cannot move to. So I watched in full screen and was like, "Oh.. still don't like it"
      [suggestion: Remove the 'X' and have it where the character it currently at, highlighted green. Since you have the area where the 'enemies' are on highlighted red, this only seems more appropriate, and unoccupied spaces, which are already white, can remain unchanged]

      > Character profile for player and target. Will that be changed. I hope that those are just templates and the end result would be that the targeting profile would be opposite screen

      > Are there any plans for 'zoom-in' effect for attacks, spells, or actions? I think this will add more to the action and pace to the game. Pace in the sense that this is supposedly a strategy game and these types of visuals is fitting. Knowing the combat is a bit static.

      > Action icons. In the next update/video, could you please indicate what those are. This is what I got from the video: You got your 'Move', 'Attack', 'Cancel', 'Spell/Magic', and 'End Turn' actions. The last icon symbol doesn't make sense if it is indeed the 'End Turn' because it's an arrow or triangle and can be misconstrued for 'Play' or 'Go'.

      > This is just a basic combat demo on a demo stage right? These stages all seem to take place on a single plane. No use of elevation or anything from what I can tell.

      > When will audio be implemented. How far along are you with sound fx, voice work, etc?

      > One more thing. On targets that are 'stacked' together or lined up. Characters with long range attacks (polearms), will they able to penetrate both targets? I guess I'm asking if certain weapons will have a hitbox that will be able to strike multiple targets.

      And I'm done. ^_^

    18. Missing avatar

      Rodolfo Camarena on October 22, 2015

      This is all we get?! That's the combat we are expecting to see, or something similar after all this this time? I've been curious as to why, as a backer, was not receiving constant updates about the game. I had to read about what was going on through damn kotaku. 2016... I mean, I'm a patient guy, but this had better be more than what we were already waiting for. A true successor to our faved tactics series. I did after all, backed enough to help design the game. You have all of our contact info, why not use us?

    19. Andrea "Cioffaz" on October 22, 2015

      Playdek what a shame. I don't need an update like this. I need an update about the game you promised, and you got money for. Stop sending email like this to my email and instead give refund. Stop.

      Oh, and read this please (all of you on this page):

    20. Buddhafied on October 21, 2015

      Like many backers, I'm both excited (to see an update with something to look at), and frustrated that it took almost 2 years to see this basic demo. Please continue to give us more information and maybe set up a timeline where we can see what milestones should we expect at what time.

      At this point, the story is definitely unsung.

    21. margibso on October 21, 2015

      It's nice to finally have something to look at. My first question is if that are planning to add elevation. The demo is on a completely flat plane. Adding a third dimension adds greatly to the strategy potential and makes the battle fields look a whole lot better.

    22. Steve on October 21, 2015

      What did you do with all our money and what have you been doing the past two years? This is obviously only a couple month's work with generic assets. Please provide answers.

    23. Missing avatar

      Fearless Freya on October 21, 2015

      Now this is the kind of update I've been waiting for. Thank you Playdek. A bit of combat, a bit of scenery, a bit of music and of course explanation to go along with it. Thank you. This is a great first start in restoring trust during the long absence. Keep it up.

    24. 30lbsskunk on October 21, 2015

      Seems to me, now more than ever, Playdek needs to lock down a partner to help them deliver this game. I've been a big fan of their mobile work (Ascension and Lords of Waterdeep), but after the Stoneblade Kickstarter fiasco leading to Ascension arriving back in the hands of Playdek, there were a lot of lessons there that they seemed to have missed despite being directly involved.

      What I'm seeing here is clear evidence that Playdek has bitten off more than they can chew, and with staff layoffs you have to wonder if they have the right amount of resources to complete this game. I would think they don't, or they're not using them efficiently.

      So find someone to partner with and get some help, Playdek. I'm still also waiting on rewards from the Ascension campaign that you're now on the hook for as well, and I'd like to see an Android version of Waterdeep and other board game adaptations you've done.

      Asking for a refund is a waste of time, as Kickstarter makes it a point that there is risk involved when you back a project. I'm trying to stay a fan of Playdek as a developer, so that's the only thing left at stake now.

    25. Noah Rashba on October 21, 2015

      Oh dear. I will check back in about a year or so when a LOT more progress has been made. Glad that the game seems to be playable, but let me lay out a few things.

      -The art style as shown in the concept arts and early previews is nearly gone. It looks like a generic 3d game with terrible animation. I expected a really cool cartoony/anime inspired art style, or at least a bit more flair. Right now it looks so generic.
      -Units do not look nearly as badass as i want them to.
      -Animations need some serious work.

      Yeah I basically just said the same thing like 3 times but like really, what about a badass giant armored knight with a huge sword and gold armor. I don't know, I just think this looks very very very barebones and it's a bit disappointing.

    26. Huteikigame on October 21, 2015

      I am disappointed.
      First of all, This Battle Movie is Very Very Very*100 short.

      Next, Why did you stop hex map??
      On top of that, very very Common Graphic(Character's motion and map)
      Bad more than first image. 

      Remember first image Now.
      and If you're going to bother to do it, do it right!

    27. Luis Magalhaes on October 21, 2015

      First: I know developing games is HARD. However, look at these guys:

      In a single year, with NO funding, on their SPARE TIME, they are delivering AT PITCH more than you have after successfully funded and 2.5 years.

      A real shame they won't make their goal. Wish they had a famous japanese dev name to lend them marketing muscle.

      Maybe, I dunno, try to copy them? :P

      Anyway, at this point, I'm chalking my backing of this project as a loss. It happens, sometimes I do bad call on my purchases, and this is the nature of kickstarter. No hard feelings, and I will be glad if I am proven wrong eventually.

    28. Adam Cooperman
      on October 21, 2015

      I was trying to avoid all the haters and be patient but *this* is all you have to show after 2.5 years? I understand you had funding issues and as such weren't in active development that entire time but... I'm sorry that's pretty lame. Generally kickstarters are run by people passionate enough about seeing their vision realized that they work even if they aren't paid sufficiently (or at all). I could understand delays, especially if the money wasn't there making it difficult to hire enough staff to work at the pace you wanted or to afford to license all the assets or collaborations you wanted, but *somebody* should have been doing *something* during this time other than just looking for more money. This is just inexcusable. If you really have any passion to see this project created you have done absolutely nothing to show it to us and your work ethic is *not* sufficient. If you don't have that passion, then you have successfully tricked thousands of people and should be ashamed of yourself for taking advantage of our nostalgic dreams.

    29. Sector94 on October 21, 2015

      I get that this is work in progress, especially the assets, but still... nothing in this video comes even remotely close to what was shown in the concept arts. I think you promised too much with this game, and now you can't live up to the expectations that come along with a "Matsuno TRPG".

    30. Michael Brand
      on October 21, 2015

      @Henry Wilkes
      To be fair, the switch from the "triangle-grid" system (actually just inverted hex-grid, but back on topic) to a square-grid variant was mentioned all the way back in Update #41:

      ... But to also be fair, this video indicates that the actual progress since then has been quite pitiful, for the 8 months since Update #41.

    31. Michele Mazza on October 21, 2015

      Granted, Playdek has been terrible.
      But I think it's a little early to lose faith in crowd funding after a single backed project :)

    32. Missing avatar

      Santoni on October 21, 2015

      Hello, I just saw the advice "be polite and respectful", so I'm going to be polite and respecful.

      Please stop developing the game and refund me.

      This video shows something that can't be improved much. I'm myself a developer, and I have coded a peer to peer clone of FFT just for the fun. What I did alone with no money in two years look far more enjoyable than this video. So I know exactly what I am talking about.

      The fact that you are still at this stage of the development after two years, without any explanation is a proof that you have not been transparent with the backers. Showing up after all this time with this result and always that same way of not communicating the truth is just unbelievable.

      The graphics have nothing to do with what I expect. The battle system is not what you announced. The music is not what I expect either. And I lost my faith in you long time ago. So I demand a refund. Be polite and honest yourself, by refunding us.

      I could understand that the development process can be slowed down by real life problems, like health problems, death, divorces, and other unlucky things. But I start doubting. I start thinking that there were some arguments in your team, or a money issue.

      On thing is sure, after that, I will not back any project here anymore. I just can't believe anymore in crowd funding if it just mean that we give you our money and you give us a fake role in the development process.

    33. Henry Wilkes on October 21, 2015

      Your kickstarter description:
      A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno, Playdek, and you, the fans!

      At this stage I am starting to feel embarrassed that I backed this project, and that I increased my pledge when it looked like the kickstarter would not get funded. I *feel* like all I have contributed towards will be a disappointment for other backers.

      I wasn't sure about commenting here because so many other people have expressed disappointment, but that is the whole point of post-funding kickstarter: backer engagement in the creative process. This project has shown very little engagement or transparency .

      The fact that you did not mention in this update that you decided to switch from triangle based, which you made a big deal of in on the original pledge page, to square based gives me the impression that you forgot what you had originally pledged. You responded that you played around with it and it didn't work out, why didn't you tell us about it?

      I personally think that you should not have kept secret that people in the team left and that you were talking to a publisher. You should not be engaged in kickstarter unless you are willing/able to be transparent with your backers. (Obviously personal information does not need to be given away, but backers should know about stuff that will have an impact on the game.)

      So naturally, if you show work in progress that doesn't show much progress then people will be annoyed. To me the video only showed that you had been able to make characters move and that people with spears could stab a few squares away, which is hardly exciting for a SRPG. It also showed me that you haven't done any work on the art (I hope). And what you wrote about didn't sound any different from the original pledge.

      Please try your hardest to fulfil your backers original expectations, that is a game with an `essence' of FFT and TO (whilst you might think you never promised this, if you read the comments during the funding phase you would have realised that many of your backers expected this. So if it wasn't your intention to make that game you should have been honest and told them.). And if that is not possible please be honest with us about what we can really expect from this game.

      Even though I'm starting to feel embarrassed about having backed this, and I am annoyed about the lack of transparency, I know that if you start to show some creative vision and progress then I will start having some hope again.

      @Khiem Diep
      I had the very similar experience with tactics ogre and final fantasy tactics on the PSP, which is how I first played both. For me it was the lack of ability to undo a movement action before an attack/item in FFT. I became really used to being able to do that in tactics ogre that I kept mucking up in FFT. I think tactics ogre for the PSP really did add some useful new features to the original game (especially the system to undo so many moves for those who wanted it and the ability to go to previous moments in the story without having to start a new game).

    34. Aerothorn on October 21, 2015

      Thanks for the update. Nice to see progress being made. Looking forward to more :)

    35. Scott Dunning on October 21, 2015

      I backed this when I was drunk.

      I should really drink less.

    36. Paul Rhye on October 21, 2015

      The scale of the UI looks pretty meaty. Is there some intention of migrating this to mobile?

    37. William Jones on October 21, 2015

      I have to admit that I'm disappointed here. The overall feel of the combat can definitely be improved and others have touched on that (better animations, more weight, etc), but frankly put I hope there's more to see.

      There are piles of SRPGs that do the 'here's a 2d plane with obstacles and a square grid system' TO and FFT did better than that through concepts like vertical space and pits/etc, which both gave a richer feeling to the environments and added more tactical possibilities. Since you've clearly abandoned the more interesting triangle based system in favor of a more traditional grid system, I can only hope you're using height and other systems to your advantage, which I didn't see any of in the video. I at least saw some obstacles, so at least you haven't completely abandoned the idea, but let's hope for something more interesting.

      The art style is not particularly compelling either overall, although the unit portraits show at least a bit of interesting style with the high collars/etc, but the 3d feels very lackluster compared to the SRPGs that you guys used as the 'origin' for the project. I'm not going to demand sprites, but I'd like to see at least a compelling artistic style overall. The UI itself (buttons/etc) is incredibly bland and feels like something I'd see on a f2p iphone rpg.

      Ultimately, I think that you understand the problems you're facing here, and at this point there's nothing much you could show people that wouldn't draw criticism - and to some degree I think that's totally justified criticism too. More importantly, I worry that the game design is too far along to change the things I think that will warrant this game being great, and so we're going to just follow the progress as it coalesces into what we worry about.

      Let me be blunt: I really expect at this point that this will turn out into another forgettable SRPG to go on the pile of those who never came close to living up to some of the greats in the genre. I'm not going to bother asking for a refund, but I only hope that either I'm proven wrong, or that everyone involved takes this forward as a lesson for the future on how dangerous making promises like that are to the public, as opposed to a simple private design scrip that can go through the iterations necessary before being released.

    38. Kyle Sama on October 21, 2015

      Lookin good. I think the animations could be sped up slightly though.

    39. Missing avatar

      Joshua Lindquist on October 21, 2015

      The video is unimpressive when you consider that the game has been in development for 2 years, but it is nice to finally see some kind of progress. The triangle grid system was interesting, and I'm disappointed that it will not be seen. However, while I was curious and wanted to see the triangle grid in action, I had great concerns about its viability. The switch to a square grid is probably for the better.

      It sounds like the graphics and art style are still very unfinished, and I hope you take into consideration the numerous comments suggesting that this is the wrong direction. Final Fantasy Tactics, Tactics Ogre/Ogre Battle, Fire Emblem - these are the games you should be looking at for inspiration in character design and model. 2D or 3D, those designs fit the games perfectly and have aged extremely well. Another dark and realistic style is not what the genre, or this game, need.

      Thank you for the substantial update. I still trust that Playdek will deliver a solid finished product. However, we are several months past the original expected delivery date. Can any new development timeline be provided?

    40. Danger Van Gorder on October 20, 2015

      "Instead of a square tile system, Unsung Story will use triangular tiles, with units standing not at the center of tiles, but at the intersections. This gives units six possible directions of movement."

      Interesting idea you have there. when's that being added?

    41. K S Irish on October 20, 2015

      Before I begin I would like to state that I realize the video I just watched was pre-pre-pre-alpha, and may not reflect on what the final version of the game will look like.

      With that in mind I would like to address one of the things that has made Final Fantasy Tactics my all time, favorite game: The art style. FFT was released in 1997, almost twenty years ago, yet the bright, hand drawn sprites are as beautiful today as they were when I was thirteen years old. Sprites age well, but, compared to it's peers, Final Fantasy Tactics still shows more spit and polish than anything then on the market. The art design is one of the reasons that I can still start a new game and not feel absurd for playing something so "old." I firmly believe that FFT is as beautiful today as it was when it was released.

      The video I just saw showed no sign of an art style, and I couldn't make of it the direction that the developers intend to go. I felt that, far from the iconic style I'm still so deeply in love with, this game and these graphics are painfully generic. More polygons and higher resolution textures, sharper shadows and more nuanced shaders won't solve the problems I just saw.

      In 2004 game publisher Atlus released an SRPG called "Stella Deus: The Gate of Eternity." The game was mechanically unique, music and VO were impressive, the story was deep, the battles were challenging, I would have loved the game were it not for the astoundingly boring graphics. Washed textures, generic characters, lack luster animations, all of these prevented me from enjoying what, by rights, should have been one of the most enjoyable games I have played.

      I don't want Unsung Story to fall into the same trap that Stella Deus did: A wonderful game that makes my eyes bleed.

      I'm not asking for sprites or cel shading (Though I fully admit that I am partial to each), nor am I looking for GPU melting quality and complexity, but I do want an art style or vision that will set Unsung Story apart from the rest of the pack. Currently this game looks and feels like "Tactical-SRPG-#162," which is heartbreaking.

      I will always love Final Fantasy Tactics, I want to always love Unsung Story too.

    42. Missing avatar on October 20, 2015

      This result makes me regret what I did.. See what you wrote when you begin the kickstart. Cheers.

    43. Missing avatar

      Matt Buchy on October 20, 2015

      I'm gonna be honest - this does not look good. This is not a thing that I feel happy having contributed money to. If this were like, one guy's project that he does in his spare time? This looks fantastic. For a game that I've already put money towards, and I put money towards... how long ago?

      Nearly two years ago, when the estimated time of delivery was July 2015?

      I backed Starbound. I think Starbound was a lot less than what we got, but I had fun with what we got out of it, at least. Enough that I'm not looking at my purchase and going "wow, what a waste of money". This is several months late and looks like a dev studio's mobile game. Christ, guys.

    44. Steve on October 20, 2015


      How do we get refunds?

    45. Missing avatar

      Khiem Diep on October 20, 2015

      Nice! I remain optimistic. I hope the game is a bit more fast paced. Having finished Tactics Ogre (PSP), it was very fast to go select an action and perform it. Then went to Final Fantasy Tactics (PSP) and felt so slow I couldn't play further than the first two battles (waiting until Tactics Ogre is no longer in memory before retrying). Anyway, just hope the battle menus are quick to select and access instead of being filled with slow animations just to select magic.

    46. Missing avatar

      mike on October 20, 2015

      Looks like a F2P MMO and not FFT's spiritual successor.

    47. Missing avatar

      on October 20, 2015

      Thanks for the update, guys! I know the move to the square grid has been discussed before, but I don't think I've heard the actual reasons for the change. I'm sure it works better for interior stages because so much architecture is based on right angles, but I'd love to hear what other considerations came into the decision.

      As for another question... I'd really like to hear about the mechanics beyond the basic move and attack thing. Does every unit get a turn and then it cycles back, or do faster characters get more turns than slower ones? Do special moves work off of an MP-type system that starts full and depletes, or a stamina based one that slowly builds up from nothing, a cool down, or something else entirely?