TSM Episode 626: Triangle Emblem Tactics Project – Three Sides Strategy (Working Title)

There are THREE SIDES to the conflict. Hence Project TRIANGLE. A triangle has THREE SIDES. Get it? THREE SIDES? TRIANGLE? HO HO HO! HEE HEE HEE!
Project Triangle Strategy incorporates Fire Emblem: Three Houses elements into the tactical gameplay of Square Enix titles like Final Fantasy Tactics and Tactics Ogre.

Download Link: Released 2021.02.22

In the wake of the first full-on Nintendo Direct in over five hundred days, Akademician, SiliconNooB, Seb, and Imitanis survey the mountain of announcements, surprises, and disappointments on offer, including Skyward Sword HD and Project Triangle Strategy.

14 comments

  1. The Capcom Arcade is a much better value than the Blizzard Arcade. Cyberbots, Giga Wing, Progear, etc, for $2 apiece against Lost Vikings, Rock & Roll Racing, and BlackThorne only at any price.

    I think they made some unfortunate choices with the Capcom Arcade though. Why put those Street Fighter and beat-em-up games when they’re all already available in other collections on Switch? Maybe include Street Fighter II and Final Fight as representatives of Capcom’s arcade history. So then, why did they not add the Darkstalkers games which were only most recently available on PS3?

  2. @Tanzenmatt: Are the arcade games not in ‘packs’? I understood that to be the case, but if people can buy them individually that is much better.

  3. There are thirty games, and buying all three packs costs $60, so maybe he is just dividing the price by the number of games – that being said, I probably forgot to specify that I saw the pricing in my Nintendo store, so the pricing would have been in AUD. The price is likely significantly lower in USD.

  4. I probably would have bought this if not for the bizarre Street Fighter censorship.

  5. @Caspius: On the podcast we briefly discussed the problems with the way Arthur controls in the Ghouls ‘n Ghosts franchise, and I think I have figured it out. He is animated almost exactly like he were a marionette. If you keep that in mind while watching G’nG footage then you can almost see the strings attached to his hands and feet as he runs along!

  6. @SN: That’s it–you’ve nailed it exactly. And this is long-standing, going back to the consoles. He really is like controlling a marionette, with all of the frustration that entails.

  7. He also jumps like a marionette – meaning that when he jumps his limbs stick out every which way, creating a giant hit box, presumably.

  8. Wasn’t that the whole motif they were going for back then. Sorta like a proto-nightmare before christmas.

  9. Was it a motif in the original? No. The arcade game and console ports are a sort of bog-standard mediæval chop-em-up with an even more generic storyline. Later developments of the series (like the Maximo games) make the intention for the series even clearer. Only the current remake has a puppet-like motif, and I suspect that it is just a neat coincidence that it works as a metaphor for how badly the game controls.

    Frustratingly, it means a bunch of Game Journos are going to excuse it and say, “oh no, it’s supposed to have really clunky controls, because he’s like a puppet,” without realising that the series has always had terrible controls and that it is the controls that make the game difficult, not the difficulty of the game itself per se.

  10. I can’t say whether it was intended as a motif, or whether the G’nG team just used puppets to assist them in animating characters – but those puppet movements were definitely present in the Super Nintendo game. Not sure if the animation was the same or similar on earlier series releases though.

  11. There’s a difference between something which retrospectively looks puppet-like, and something which is intended to be that way (as in the current remaster). Having played G&G and Super G&G in the Arcade and around release on both NES and SNES, I can tell you that no one ever said, “Wow, it’s like puppets,” because there were so many similar-looking and similar-feeling platformer games. We have just forgotten most of them (because they have bad controls)!

    Some of it has to do with the character design which may give that impression. For example, in regard to Arthur’s jump animation, that’s not atypical of games of the period. It looks more exaggerated because he has somewhat realistic, longer limbs, but consider that even Mario spreads this legs and swings his (short, stubby) arms up when he jumps.

  12. I’m not saying that it was deliberately made to look like puppets, but rather that they may have used puppets as a tool to help them model their frames of animation. Then again, it could just be a function of having a character with longish limbs and a limited number of animation frames that makes Arthur seem jerky and lanky like a puppet.

  13. I don’t think Capcom used puppets to model the animation for their crappy 1985 mediæval arcade platformer. They didn’t care, and almost certainly could not have even imagined putting some kind of 21st century arthouse auteur detail into something so utterly prosaic as three or four frames of sprite movement.

Post a Comment!