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Brigandine: The Legend of Runersia
https://upload.wikimedia.org/wikipedia/en/thumb/a/a4/Brigandine_The_Legend_of_Runersia_coverart.png/290px-Brigandine_The_Legend_of_Runersia_coverart.png
Developer(s) Matrix Software
Publisher(s) JP: Happinet
NA: Happinet (digital)
NA: Limited Run Games (physical)
Platform(s) Nintendo Switch
Release WW: 25 June 2020
Genre(s) Tactical role-playing game
Mode(s) Single-player

Brigandine: The Legend of Runersia is a tactical role-playing game for the Nintendo Switch developed by Matrix Software and published by Happinet. It is a sequel to the 1998 PlayStation game Brigandine: The Legend of Forsena, and features the same core gameplay with a new setting.

The player chooses one of six nations of the continent of Runersia and must guide it to conquer the others and unify the land using powerful Rune Knights and their summoned monsters.

Gameplay

As in the previous game, gameplay in Brigandine: The Legend of Runersia is a mix of tactical, turn-based battles and grand strategy. The player assumes control of one of six different nations, each with their own strengths and weaknesses, and must use troops to attack and occupy enemy castles while defending their own. Each troop consists of a number of monsters under the command of a human leader called a Rune Knight. There are over 100 unique Rune Knights, and each nation has a single Rune Knight who is classified as the "ruler". Both monsters and Rune Knights have hit points and mana pools, and become stronger by damaging enemy units and gaining experience with the use of various skills and spells.

Rune Knights and their monsters confront enemy troops in turn-based battles, with the outcome deciding who controls a given castle. To win a battle and occupy/defend a castle, the player must either defeat all enemy Rune Knights and force them to retreat or overwhelm the enemy to the extent that they voluntarily withdraw to avoid further damage. A defeated Rune Knight becomes wounded and must spend time and mana recovering, while defeated monsters are permanently dead. In the event one side's ruler Rune Knight is defeated in battle, all of that side's Rune Knights are forced to withdraw from that castle regardless of their condition.

On the strategy end, the game has two main phases: Organization and Attack. In the Organization Phase, the player decides where to move their troops and how to compose them, whether to send idle Rune Knights on automated quests for rare items, and which castles to attack. The turn-based battles make up the Attack Phase. All six nations perform an Organization Phase and an Attack Phase in sequence, with these combined actions being called a "season" and marking the passage of time. A single year in the game is made of 24 seasons, with higher difficulty settings placing a limit on how many seasons may pass before the game will automatically end; an easy game has no limit, a normal game is capped at 120 seasons or five years, and a hard game is capped at 60 seasons or two and a half years. In order to conquer Runersia, the player must occupy all of the continent's castles at once.

The game is divided into two modes. The Main Mode features a story-based experience for each of the six nations. The Challenge Mode or "Alternate Chapter" is comparable to a sandbox in which the player can assemble a semi-custom army by first choosing a nation and its ruler and then selecting nine Rune Knights from among those that the player has previously recruited in Main Mode. Games in the Challenge Mode also receive a Strategy Score based on the player's speed and performance, and achieving victory in this mode requires meeting each of 10 different victory conditions. Failing any victory condition results in an immediate game over.

Plot

The game features a multi-facted war between six nations for control of the continent of Runersia. The conflict was instigated in the year 781 by two key events: the "Gustava Incident", in which the Holy Gustava Empire invaded the Norzaleo Kingdom following the death of the latter's king, and a coup within the Mana Saleesia Theocracy by its leader's son to prevent a religious reconciliation with the Republic of Guimoule. As those four nations became embroiled in fighting, the Shinobi Tribe and the United Islands of Mirelva were also drawn in, and the war evolved into a struggle for complete supremacy over Runersia.

The six nations of Runersia are:

  • Norzaleo Kingdom: An island kingdom that values justice and suffers an invasion from neighboring Gustava after the death of King Rubino III. The uncrowned Prince Rubino leads Norzaleo's forces.
  • Republic of Guimoule: A republic that proclaims itself the birthplace of the Rune Knights and follows the Mohana sect of the Rune God faith. Eliza Uzala, daughter of Guimoule's 15th president, leads the republic's forces after a long-standing religious schism with Mana Saleesia reignites.
  • Shinobi Tribe: An isolationist, matriarchal tribe that above all seeks freedom from the influence of the other nations. Shinobi's forces are led by Talia, daughter of the clan chief.
  • Mana Saleesia Theocracy: The largest, most powerful, and most mana-rich nation of Runersia, and seat of the Zai sect of the Rune God faith. When the Holy See of Mana Saleesia attempted to reconcile the Mohana and Zai sects, he was assassinated by his own son, Rudo Marco, who now seeks to unify the continent under the Zai sect.
  • United Islands of Mirelva: An alliance of pirate clans who rule an archipelago. As the rest of Runersia is engulfed in conflict, Stella Hamett, Mirelva's leading captain and daughter of its chairman, seizes the opportunity to invade and conquer the mainland.
  • Holy Gustava Empire: A formidable empire that arose from nomadic clans who were once oppressed by the other nations due to their worship of the Zoar faith and their territory's lack of mana. Gustava's 13th emperor, Tim Gustav, desires to conquer Runersia to vindicate the suffering of his clan.


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